THREE.KaleidoShader = {

	uniforms: {

		"tDiffuse": { value: null },
		"sides":    { value: 6.0 },
		"angle":    { value: 0.0 }

	},

	vertexShader: [

		"varying vec2 vUv;",

		"void main() {",

			"vUv = uv;",
			"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

		"}"

	].join( "\n" ),

	fragmentShader: [

		"uniform sampler2D tDiffuse;",
		"uniform float sides;",
		"uniform float angle;",
		
		"varying vec2 vUv;",

		"void main() {",

			"vec2 p = vUv - 0.5;",
			"float r = length(p);",
			"float a = atan(p.y, p.x) + angle;",
			"float tau = 2. * 3.1416 ;",
			"a = mod(a, tau/sides);",
			"a = abs(a - tau/sides/2.) ;",
			"p = r * vec2(cos(a), sin(a));",
			"vec4 color = texture2D(tDiffuse, p + 0.5);",
			"gl_FragColor = color;",

		"}"

	].join( "\n" )

};
