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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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