| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354 | /** * Mirror Shader * Copies half the input to the other half * * side: side of input to mirror (0 = left, 1 = right, 2 = top, 3 = bottom) */const MirrorShader = {	uniforms: {		'tDiffuse': { value: null },		'side': { value: 1 }	},	vertexShader: /* glsl */`		varying vec2 vUv;		void main() {			vUv = uv;			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );		}`,	fragmentShader: /* glsl */`		uniform sampler2D tDiffuse;		uniform int side;		varying vec2 vUv;		void main() {			vec2 p = vUv;			if (side == 0){				if (p.x > 0.5) p.x = 1.0 - p.x;			}else if (side == 1){				if (p.x < 0.5) p.x = 1.0 - p.x;			}else if (side == 2){				if (p.y < 0.5) p.y = 1.0 - p.y;			}else if (side == 3){				if (p.y > 0.5) p.y = 1.0 - p.y;			}			vec4 color = texture2D(tDiffuse, p);			gl_FragColor = color;		}`};export { MirrorShader };
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