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- ( 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)
- */
- var 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' )
- };
- THREE.MirrorShader = MirrorShader;
- } )();
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