Buckets:
| 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); | |
| } | |
| ` | |
| ) | |
| }; | |
| export { | |
| PixelShader | |
| }; | |
| //# sourceMappingURL=PixelShader.js.map | |
Xet Storage Details
- Size:
- 730 Bytes
- Xet hash:
- 330927a1b6ec5a4266c7c0f74b44dc458301a303dc80e5e65674f91a7f757945
·
Xet efficiently stores files, intelligently splitting them into unique chunks and accelerating uploads and downloads. More info.