"use strict"; Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" }); const KaleidoShader = { uniforms: { tDiffuse: { value: null }, sides: { value: 6 }, angle: { value: 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; } ` ) }; exports.KaleidoShader = KaleidoShader; //# sourceMappingURL=KaleidoShader.cjs.map