Spaces:
Running
Running
| /** | |
| * @author wongbryan / http://wongbryan.github.io | |
| * | |
| * Pixelation shader | |
| */ | |
| THREE.PixelShader = { | |
| uniforms: { | |
| "tDiffuse": { value: null }, | |
| "resolution": { value: null }, | |
| "pixelSize": { value: 1. }, | |
| }, | |
| vertexShader: [ | |
| "varying highp vec2 vUv;", | |
| "void main() {", | |
| "vUv = uv;", | |
| "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", | |
| "}" | |
| ].join( "\n" ), | |
| fragmentShader: [ | |
| "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);", | |
| "}" | |
| ].join( "\n" ) | |
| }; | |