text: ( function () {
  
  	/**
   * RGB Halftone shader for three.js.
   *	NOTE:
   * 		Shape (1 = Dot, 2 = Ellipse, 3 = Line, 4 = Square)
   *		Blending Mode (1 = Linear, 2 = Multiply, 3 = Add, 4 = Lighter, 5 = Darker)
   */
  	var HalftoneShader = {
  		uniforms: {
  			'tDiffuse': {
  				value: null
  			},
  			'shape': {
  				value: 1
  			},
  			'radius': {
  				value: 4
  			},
  			'rotateR': {
  				value: Math.PI / 12 * 1
  			},
  			'rotateG': {
  				value: Math.PI / 12 * 2
  			},
  			'rotateB': {
  				value: Math.PI / 12 * 3
  			},
  			'scatter': {
  				value: 0
  			},
  			'width': {
  				value: 1
  			},
  			'height': {
  				value: 1
  			},
  			'blending': {
  				value: 1
  			},
  			'blendingMode': {
  				value: 1
  			},
  			'greyscale': {
  				value: false
  			},
  			'disable': {
  				value: false
  			}
  		},
  		vertexShader: [ 'varying vec2 vUV;', 'void main() {', '	vUV = uv;', '	gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);', '}' ].join( '\n' ),
  		fragmentShader: [ '#define SQRT2_MINUS_ONE 0.41421356', '#define SQRT2_HALF_MINUS_ONE 0.20710678', '#define PI2 6.28318531', '#define SHAPE_DOT 1', '#define SHAPE_ELLIPSE 2', '#define SHAPE_LINE 3', '#define SHAPE_SQUARE 4', '#define BLENDING_LINEAR 1', '#define BLENDING_MULTIPLY 2', '#define BLENDING_ADD 3', '#define BLENDING_LIGHTER 4', '#define BLENDING_DARKER 5', 'uniform sampler2D tDiffuse;', 'uniform float radius;', 'uniform float rotateR;', 'uniform float rotateG;', 'uniform float rotateB;', 'uniform float scatter;', 'uniform float width;', 'uniform float height;', 'uniform int shape;', 'uniform bool disable;', 'uniform float blending;', 'uniform int blendingMode;', 'varying vec2 vUV;', 'uniform bool greyscale;', 'const int samples = 8;', 'float blend( float a, float b, float t ) {', // linear blend
  			'	return a * ( 1.0 - t ) + b * t;', '}', 'float hypot( float x, float y ) {', // vector magnitude
  			'	return sqrt( x * x + y * y );', '}', 'float rand( vec2 seed ){', // get pseudo-random number
  			'return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );', '}', 'float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {', // apply shape-specific transforms
  			'	float dist = hypot( coord.x - p.x, coord.y - p.y );', '	float rad = channel;', '	if ( shape == SHAPE_DOT ) {', '		rad = pow( abs( rad ), 1.125 ) * rad_max;', '	} else if ( shape == SHAPE_ELLIPSE ) {', '		rad = pow( abs( rad ), 1.125 ) * rad_max;', '		if ( dist != 0.0 ) {', '			float dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );', '			dist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;', '		}', '	} else if ( shape == SHAPE_LINE ) {', '		rad = pow( abs( rad ), 1.5) * rad_max;', '		float dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;', '		dist = hypot( normal.x * dot_p, normal.y * dot_p );', '	} else if ( shape == SHAPE_SQUARE ) {', '		float theta = atan( p.y - coord.y, p.x - coord.x ) - angle;', '		float sin_t = abs( sin( theta ) );', '		float cos_t = abs( cos( theta ) );', '		rad = pow( abs( rad ), 1.4 );', '		rad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );', '	}', '	return rad - dist;', '}', 'struct Cell {', // grid sample positions
  			'	vec2 normal;', '	vec2 p1;', '	vec2 p2;', '	vec2 p3;', '	vec2 p4;', '	float samp2;', '	float samp1;', '	float samp3;', '	float samp4;', '};', 'vec4 getSample( vec2 point ) {', // multi-sampled point
  			'	vec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );', '	float base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;', '	float step = PI2 / float( samples );', '	float dist = radius * 0.66;', '	for ( int i = 0; i < samples; ++i ) {', '		float r = base + step * float( i );', '		vec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );', '		tex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );', '	}', '	tex /= float( samples ) + 1.0;', '	return tex;', '}', 'float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {', // get colour for given point
  			'	float dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;', '	if ( channel == 0 ) {', '		c.samp1 = getSample( c.p1 ).r;', '		c.samp2 = getSample( c.p2 ).r;', '		c.samp3 = getSample( c.p3 ).r;', '		c.samp4 = getSample( c.p4 ).r;', '	} else if (channel == 1) {', '		c.samp1 = getSample( c.p1 ).g;', '		c.samp2 = getSample( c.p2 ).g;', '		c.samp3 = getSample( c.p3 ).g;', '		c.samp4 = getSample( c.p4 ).g;', '	} else {', '		c.samp1 = getSample( c.p1 ).b;', '		c.samp3 = getSample( c.p3 ).b;', '		c.samp2 = getSample( c.p2 ).b;', '		c.samp4 = getSample( c.p4 ).b;', '	}', '	dist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );', '	dist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );', '	dist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );', '	dist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );', '	res = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;', '	res += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;', '	res += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;', '	res += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;', '	res = clamp( res, 0.0, 1.0 );', '	return res;', '}', 'Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {', // get containing cell
  			'	Cell c;', // calc grid
  			'	vec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );', '	float threshold = step * 0.5;', '	float dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );', '	float dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );', '	vec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );', '	float offset_normal = mod( hypot( offset.x, offset.y ), step );', '	float normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;', '	float normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;', '	float offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );', '	float line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;', '	float line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;', // get closest corner
  			'	c.normal = n;', '	c.p1.x = p.x - n.x * normal_scale + n.y * line_scale;', '	c.p1.y = p.y - n.y * normal_scale - n.x * line_scale;', // scatter
  			'	if ( scatter != 0.0 ) {', '		float off_mag = scatter * threshold * 0.5;', '		float off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;', '		c.p1.x += cos( off_angle ) * off_mag;', '		c.p1.y += sin( off_angle ) * off_mag;', '	}', // find corners
  			'	float normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );', '	float line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );', '	c.p2.x = c.p1.x - n.x * normal_step;', '	c.p2.y = c.p1.y - n.y * normal_step;', '	c.p3.x = c.p1.x + n.y * line_step;', '	c.p3.y = c.p1.y - n.x * line_step;', '	c.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;', '	c.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;', '	return c;', '}', 'float blendColour( float a, float b, float t ) {', // blend colours
  			'	if ( blendingMode == BLENDING_LINEAR ) {', '		return blend( a, b, 1.0 - t );', '	} else if ( blendingMode == BLENDING_ADD ) {', '		return blend( a, min( 1.0, a + b ), t );', '	} else if ( blendingMode == BLENDING_MULTIPLY ) {', '		return blend( a, max( 0.0, a * b ), t );', '	} else if ( blendingMode == BLENDING_LIGHTER ) {', '		return blend( a, max( a, b ), t );', '	} else if ( blendingMode == BLENDING_DARKER ) {', '		return blend( a, min( a, b ), t );', '	} else {', '		return blend( a, b, 1.0 - t );', '	}', '}', 'void main() {', '	if ( ! disable ) {', // setup
  			'		vec2 p = vec2( vUV.x * width, vUV.y * height );', '		vec2 origin = vec2( 0, 0 );', '		float aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;', // get channel samples
  			'		Cell cell_r = getReferenceCell( p, origin, rotateR, radius );', '		Cell cell_g = getReferenceCell( p, origin, rotateG, radius );', '		Cell cell_b = getReferenceCell( p, origin, rotateB, radius );', '		float r = getDotColour( cell_r, p, 0, rotateR, aa );', '		float g = getDotColour( cell_g, p, 1, rotateG, aa );', '		float b = getDotColour( cell_b, p, 2, rotateB, aa );', // blend with original
  			'		vec4 colour = texture2D( tDiffuse, vUV );', '		r = blendColour( r, colour.r, blending );', '		g = blendColour( g, colour.g, blending );', '		b = blendColour( b, colour.b, blending );', '		if ( greyscale ) {', '			r = g = b = (r + b + g) / 3.0;', '		}', '		gl_FragColor = vec4( r, g, b, 1.0 );', '	} else {', '		gl_FragColor = texture2D( tDiffuse, vUV );', '	}', '}' ].join( '\n' )
  	};
  
  	THREE.HalftoneShader = HalftoneShader;
  
  } )();
  