{"version":3,"file":"KaleidoShader.cjs","sources":["../../src/shaders/KaleidoShader.ts"],"sourcesContent":["/**\n * Kaleidoscope Shader\n * Radial reflection around center point\n * Ported from: http://pixelshaders.com/editor/\n * by Toby Schachman / http://tobyschachman.com/\n *\n * sides: number of reflections\n * angle: initial angle in radians\n */\n\nexport const KaleidoShader = {\n uniforms: {\n tDiffuse: { value: null },\n sides: { value: 6.0 },\n angle: { value: 0.0 },\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 float sides;\n uniform float angle;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec2 p = vUv - 0.5;\n \tfloat r = length(p);\n \tfloat a = atan(p.y, p.x) + angle;\n \tfloat tau = 2. * 3.1416 ;\n \ta = mod(a, tau/sides);\n \ta = abs(a - tau/sides/2.) ;\n \tp = r * vec2(cos(a), sin(a));\n \tvec4 color = texture2D(tDiffuse, p + 0.5);\n \tgl_FragColor = color;\n\n }\n `,\n}\n"],"names":[],"mappings":";;AAUO,MAAM,gBAAgB;AAAA,EAC3B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,OAAO,EAAE,OAAO,EAAI;AAAA,IACpB,OAAO,EAAE,OAAO,EAAI;AAAA,EACtB;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;AAqB7B;;"}