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( function () {
/**
* Kaleidoscope Shader
* Radial reflection around center point
* Ported from: http://pixelshaders.com/editor/
* by Toby Schachman / http://tobyschachman.com/
*
* sides: number of reflections
* angle: initial angle in radians
*/
const KaleidoShader = {
uniforms: {
'tDiffuse': {
value: null
},
'sides': {
value: 6.0
},
'angle': {
value: 0.0
}
},
vertexShader: /* glsl */`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: /* glsl */`
uniform sampler2D tDiffuse;
uniform float sides;
uniform float angle;
varying vec2 vUv;
void main() {
vec2 p = vUv - 0.5;
float r = length(p);
float a = atan(p.y, p.x) + angle;
float tau = 2. * 3.1416 ;
a = mod(a, tau/sides);
a = abs(a - tau/sides/2.) ;
p = r * vec2(cos(a), sin(a));
vec4 color = texture2D(tDiffuse, p + 0.5);
gl_FragColor = color;
}`
};
THREE.KaleidoShader = KaleidoShader;
} )();