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- /**
- * @author felixturner / http://airtight.cc/
- *
- * Kaleidoscope Shader
- * Radial reflection around center point
- * Ported from: http://pixelshaders.com/editor/
- * by Toby Schachman / http://tobyschachman.com/
- *
- * sides: number of reflections
- * angle: initial angle in radians
- */
- THREE.KaleidoShader = {
- uniforms: {
- "tDiffuse": { value: null },
- "sides": { value: 6.0 },
- "angle": { value: 0.0 }
- },
- vertexShader: [
- "varying vec2 vUv;",
- "void main() {",
- "vUv = uv;",
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "}"
- ].join( "\n" ),
- fragmentShader: [
- "uniform sampler2D tDiffuse;",
- "uniform float sides;",
- "uniform float angle;",
-
- "varying vec2 vUv;",
- "void main() {",
- "vec2 p = vUv - 0.5;",
- "float r = length(p);",
- "float a = atan(p.y, p.x) + angle;",
- "float tau = 2. * 3.1416 ;",
- "a = mod(a, tau/sides);",
- "a = abs(a - tau/sides/2.) ;",
- "p = r * vec2(cos(a), sin(a));",
- "vec4 color = texture2D(tDiffuse, p + 0.5);",
- "gl_FragColor = color;",
- "}"
- ].join( "\n" )
- };
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