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- ( function () {
- /**
- * Pixelation shader
- */
- const PixelShader = {
- uniforms: {
- 'tDiffuse': {
- value: null
- },
- 'resolution': {
- value: null
- },
- 'pixelSize': {
- value: 1
- }
- },
- vertexShader:
- /* glsl */
- `
- varying highp vec2 vUv;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }`,
- fragmentShader:
- /* glsl */
- `
- uniform sampler2D tDiffuse;
- uniform float pixelSize;
- uniform vec2 resolution;
- varying highp vec2 vUv;
- void main(){
- vec2 dxy = pixelSize / resolution;
- vec2 coord = dxy * floor( vUv / dxy );
- gl_FragColor = texture2D(tDiffuse, coord);
- }`
- };
- THREE.PixelShader = PixelShader;
- } )();
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