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/**
* @author wongbryan / http://wongbryan.github.io
*
* Pixelation shader
*/
THREE.PixelShader = {
uniforms: {
"tDiffuse": { value: null },
"resolution": { value: null },
"pixelSize": { value: 1. },
},
vertexShader: [
"varying highp vec2 vUv;",
"void main() {",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join( "\n" ),
fragmentShader: [
"uniform sampler2D tDiffuse;",
"uniform float pixelSize;",
"uniform vec2 resolution;",
"varying highp vec2 vUv;",
"void main(){",
"vec2 dxy = pixelSize / resolution;",
"vec2 coord = dxy * floor( vUv / dxy );",
"gl_FragColor = texture2D(tDiffuse, coord);",
"}"
].join( "\n" )
};