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- /**
- * @author wongbryan / http://wongbryan.github.io
- *
- * Pixelation shader
- */
- THREE.PixelShader = {
- uniforms: {
- "tDiffuse": { value: null },
- "pixels": { value: 2048. },
- "step": { 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 pixels;",
- "uniform float step;",
- "varying highp vec2 vUv;",
- "void main(){",
- "float dx = step*(1.0 / pixels);",
- "float dy = step*(1.0 / pixels);",
- "vec2 coord = vec2(dx * floor(vUv.x / dx), dy * floor(vUv.y / dy));",
- "gl_FragColor = texture2D(tDiffuse, coord);",
- "}"
- ].join( "\n" )
- };
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