reflectorShader property 
    
      
        
        Map<String, dynamic>
        reflectorShader
        getter/setter pair
       
      
      
  Implementation
  static Map<String,dynamic> reflectorShader = {
  'name': 'ReflectorShader',
  'uniforms': {
    'color': {
      'value': null
    },
    'tDiffuse': {
      'value': null
    },
    'textureMatrix': {
      'value': null
    }
  },
  'vertexShader': /* glsl */'''
    uniform mat4 textureMatrix;
    varying vec4 vUv;
    #include <common>
    #include <logdepthbuf_pars_vertex>
    void main() {
      vUv = textureMatrix * vec4( position, 1.0 );
      gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
      #include <logdepthbuf_vertex>
    }''',
  'fragmentShader': /* glsl */'''
    uniform vec3 color;
    uniform sampler2D tDiffuse;
    varying vec4 vUv;
    #include <logdepthbuf_pars_fragment>
    float blendOverlay( float base, float blend ) {
      return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );
    }
    vec3 blendOverlay( vec3 base, vec3 blend ) {
      return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );
    }
    void main() {
      #include <logdepthbuf_fragment>
      vec4 base = texture2DProj( tDiffuse, vUv );
      gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );
      #include <tonemapping_fragment>
      #include <colorspace_fragment>
    }'''
};