{"version":3,"file":"MirrorShader.cjs","sources":["../../src/shaders/MirrorShader.ts"],"sourcesContent":["/**\n * Mirror Shader\n * Copies half the input to the other half\n *\n * side: side of input to mirror (0 = left, 1 = right, 2 = top, 3 = bottom)\n */\n\nexport const MirrorShader = {\n uniforms: {\n tDiffuse: { value: null },\n side: { value: 1 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D tDiffuse;\n uniform int side;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec2 p = vUv;\n \tif (side == 0){\n \t\tif (p.x > 0.5) p.x = 1.0 - p.x;\n \t}else if (side == 1){\n \t\tif (p.x < 0.5) p.x = 1.0 - p.x;\n \t}else if (side == 2){\n \t\tif (p.y < 0.5) p.y = 1.0 - p.y;\n \t}else if (side == 3){\n \t\tif (p.y > 0.5) p.y = 1.0 - p.y;\n \t} \n \tvec4 color = texture2D(tDiffuse, p);\n \tgl_FragColor = color;\n\n }\n `,\n}\n"],"names":[],"mappings":";;AAOO,MAAM,eAAe;AAAA,EAC1B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,MAAM,EAAE,OAAO,EAAE;AAAA,EACnB;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAuB7B;;"}