text: 
  /**
   * Mirror Shader
   * Copies half the input to the other half
   *
   * side: side of input to mirror (0 = left, 1 = right, 2 = top, 3 = bottom)
   */
  
  var MirrorShader = {
  
  	uniforms: {
  
  		"tDiffuse": { value: null },
  		"side": { value: 1 }
  
  	},
  
  	vertexShader: [
  
  		"varying vec2 vUv;",
  
  		"void main() {",
  
  		"	vUv = uv;",
  		"	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  
  		"}"
  
  	].join( "\n" ),
  
  	fragmentShader: [
  
  		"uniform sampler2D tDiffuse;",
  		"uniform int side;",
  
  		"varying vec2 vUv;",
  
  		"void main() {",
  
  		"	vec2 p = vUv;",
  		"	if (side == 0){",
  		"		if (p.x > 0.5) p.x = 1.0 - p.x;",
  		"	}else if (side == 1){",
  		"		if (p.x < 0.5) p.x = 1.0 - p.x;",
  		"	}else if (side == 2){",
  		"		if (p.y < 0.5) p.y = 1.0 - p.y;",
  		"	}else if (side == 3){",
  		"		if (p.y > 0.5) p.y = 1.0 - p.y;",
  		"	} ",
  		"	vec4 color = texture2D(tDiffuse, p);",
  		"	gl_FragColor = color;",
  
  		"}"
  
  	].join( "\n" )
  
  };
  
  export { MirrorShader };
  