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57 lines
943 B
57 lines
943 B
2 years ago
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( function () {
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/**
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* Mirror Shader
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* Copies half the input to the other half
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*
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* side: side of input to mirror (0 = left, 1 = right, 2 = top, 3 = bottom)
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*/
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const MirrorShader = {
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uniforms: {
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'tDiffuse': {
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value: null
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},
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'side': {
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value: 1
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}
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},
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vertexShader: /* glsl */`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: /* glsl */`
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uniform sampler2D tDiffuse;
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uniform int side;
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varying vec2 vUv;
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void main() {
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vec2 p = vUv;
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if (side == 0){
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if (p.x > 0.5) p.x = 1.0 - p.x;
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}else if (side == 1){
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if (p.x < 0.5) p.x = 1.0 - p.x;
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}else if (side == 2){
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if (p.y < 0.5) p.y = 1.0 - p.y;
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}else if (side == 3){
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if (p.y > 0.5) p.y = 1.0 - p.y;
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}
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vec4 color = texture2D(tDiffuse, p);
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gl_FragColor = color;
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}`
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};
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THREE.MirrorShader = MirrorShader;
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} )();
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