mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-12-25 20:33:50 +01:00
61 lines
1.1 KiB
JavaScript
61 lines
1.1 KiB
JavaScript
|
/**
|
||
|
* @author felixturner / http://airtight.cc/
|
||
|
*
|
||
|
* 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
|
||
|
*/
|
||
|
|
||
|
THREE.KaleidoShader = {
|
||
|
|
||
|
uniforms: {
|
||
|
|
||
|
"tDiffuse": { type: "t", value: null },
|
||
|
"sides": { type: "f", value: 6.0 },
|
||
|
"angle": { type: "f", value: 0.0 }
|
||
|
|
||
|
},
|
||
|
|
||
|
vertexShader: [
|
||
|
|
||
|
"varying vec2 vUv;",
|
||
|
|
||
|
"void main() {",
|
||
|
|
||
|
"vUv = uv;",
|
||
|
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
||
|
|
||
|
"}"
|
||
|
|
||
|
].join("\n"),
|
||
|
|
||
|
fragmentShader: [
|
||
|
|
||
|
"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;",
|
||
|
|
||
|
"}"
|
||
|
|
||
|
].join("\n")
|
||
|
|
||
|
};
|