Initial project import
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56
node_modules/three-stdlib/shaders/BleachBypassShader.cjs
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56
node_modules/three-stdlib/shaders/BleachBypassShader.cjs
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"use strict";
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Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
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const BleachBypassShader = {
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uniforms: {
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tDiffuse: { value: null },
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opacity: { value: 1 }
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},
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vertexShader: (
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/* glsl */
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`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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`
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),
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fragmentShader: (
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/* glsl */
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`
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uniform float opacity;
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uniform sampler2D tDiffuse;
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varying vec2 vUv;
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void main() {
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vec4 base = texture2D( tDiffuse, vUv );
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vec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );
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float lum = dot( lumCoeff, base.rgb );
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vec3 blend = vec3( lum );
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float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );
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vec3 result1 = 2.0 * base.rgb * blend;
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vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );
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vec3 newColor = mix( result1, result2, L );
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float A2 = opacity * base.a;
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vec3 mixRGB = A2 * newColor.rgb;
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mixRGB += ( ( 1.0 - A2 ) * base.rgb );
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gl_FragColor = vec4( mixRGB, base.a );
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}
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`
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)
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};
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exports.BleachBypassShader = BleachBypassShader;
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//# sourceMappingURL=BleachBypassShader.cjs.map
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