| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859 | ( function () {	/** * 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;		}`	};	THREE.MirrorShader = MirrorShader;} )();
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