/** * Pixelation shader */ var PixelShader = { uniforms: { 'tDiffuse': { value: null }, 'resolution': { value: null }, 'pixelSize': { value: 1. }, }, vertexShader: [ 'varying highp vec2 vUv;', 'void main() {', 'vUv = uv;', 'gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}' ].join( '\n' ), fragmentShader: [ 'uniform sampler2D tDiffuse;', 'uniform float pixelSize;', 'uniform vec2 resolution;', 'varying highp vec2 vUv;', 'void main(){', 'vec2 dxy = pixelSize / resolution;', 'vec2 coord = dxy * floor( vUv / dxy );', 'gl_FragColor = texture2D(tDiffuse, coord);', '}' ].join( '\n' ) }; export { PixelShader };