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- /**
- * 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' )
- };
- export { MirrorShader };
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