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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)
*/
const MirrorShader = {
name: 'MirrorShader',
uniforms: {
'tDiffuse': { value: null },
'side': { value: 1 }
},
vertexShader: /* glsl */`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: /* glsl */`
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;
}`
};
export { MirrorShader };