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57
node_modules/three-stdlib/shaders/LuminosityHighPassShader.js
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57
node_modules/three-stdlib/shaders/LuminosityHighPassShader.js
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import { Color } from "three";
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const LuminosityHighPassShader = {
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shaderID: "luminosityHighPass",
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uniforms: {
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tDiffuse: { value: null },
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luminosityThreshold: { value: 1 },
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smoothWidth: { value: 1 },
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defaultColor: { value: /* @__PURE__ */ new Color(0) },
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defaultOpacity: { value: 0 }
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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 sampler2D tDiffuse;
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uniform vec3 defaultColor;
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uniform float defaultOpacity;
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uniform float luminosityThreshold;
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uniform float smoothWidth;
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varying vec2 vUv;
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void main() {
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vec4 texel = texture2D( tDiffuse, vUv );
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vec3 luma = vec3( 0.299, 0.587, 0.114 );
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float v = dot( texel.xyz, luma );
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vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );
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float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );
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gl_FragColor = mix( outputColor, texel, alpha );
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}
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`
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)
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};
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export {
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LuminosityHighPassShader
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};
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//# sourceMappingURL=LuminosityHighPassShader.js.map
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