( function () { /** * Pixelation shader */ const PixelShader = { uniforms: { 'tDiffuse': { value: null }, 'resolution': { value: null }, 'pixelSize': { value: 1 } }, vertexShader: /* glsl */ ` varying highp vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); }`, fragmentShader: /* glsl */ ` 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); }` }; THREE.PixelShader = PixelShader; } )();