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- ( function () {
- /**
- * 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
- */
- var 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' )
- };
- THREE.KaleidoShader = KaleidoShader;
- } )();
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