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a sprite shader for THREE.js which doesn't need to clone textures, by storing its own repeat/offset
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import THREE from "lib/three"; | |
const params = ` | |
varying vec2 vUv; | |
uniform vec2 offset; | |
uniform vec2 repeat; | |
uniform sampler2D texture; | |
uniform vec3 color; | |
` | |
const vertexShader = ` | |
${params} | |
void main() { | |
vUv = uv * repeat + offset; | |
gl_Position = projectionMatrix * | |
modelViewMatrix * | |
vec4(position,1.0); | |
}`; | |
const fragmentShader = ` | |
${params} | |
void main(void) { | |
gl_FragColor = texture2D(texture, vUv) * vec4(color, 1.0); | |
} | |
`; | |
export default function unlitSpriteShaderMaterial(texture, color) { | |
let mat = new THREE.ShaderMaterial({ | |
uniforms: { | |
texture: {type: "t", value: texture}, | |
offset: {type: "v2", value: new THREE.Vector2()}, | |
repeat: {type: "v2", value: new THREE.Vector2()}, | |
color: {type: "c", value: new THREE.Color(color)}, | |
}, | |
vertexShader: vertexShader, | |
fragmentShader: fragmentShader, | |
}); | |
mat.offset = mat.uniforms.offset.value; | |
mat.repeat = mat.uniforms.repeat.value; | |
mat.color = mat.uniforms.color.value; | |
mat.transparent = true; | |
return mat; | |
} |
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