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2022-09-04 12:45:01 +02:00
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/**
* Luminosity
* http://en.wikipedia.org/wiki/Luminosity
*/
const LuminosityShader = {
uniforms: {
'tDiffuse': { value: null }
},
vertexShader: /* glsl */`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: /* glsl */`
#include <common>
uniform sampler2D tDiffuse;
varying vec2 vUv;
void main() {
vec4 texel = texture2D( tDiffuse, vUv );
float l = linearToRelativeLuminance( texel.rgb );
gl_FragColor = vec4( l, l, l, texel.w );
}`
};
export { LuminosityShader };