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- /**
- * 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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