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