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- /**
- * @author felixturner / http://airtight.cc/
- *
- * Mirror Shader
- * Copies half the input to the other half
- *
- * side: side of input to mirror (0 = left, 1 = right, 2 = top, 3 = bottom)
- */
- THREE.MirrorShader = {
- uniforms: {
- "tDiffuse": { value: null },
- "side": { value: 1 }
- },
- vertexShader: [
- "varying vec2 vUv;",
- "void main() {",
- "vUv = uv;",
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "}"
- ].join( "\n" ),
- fragmentShader: [
- "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;",
- "}"
- ].join( "\n" )
- };
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