| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960 | 
							- /**
 
-  * Bleach bypass shader [http://en.wikipedia.org/wiki/Bleach_bypass]
 
-  * - based on Nvidia example
 
-  * http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_bleach_bypass
 
-  */
 
- const BleachBypassShader = {
 
- 	uniforms: {
 
- 		'tDiffuse': { value: null },
 
- 		'opacity': { value: 1.0 }
 
- 	},
 
- 	vertexShader: /* glsl */`
 
- 		varying vec2 vUv;
 
- 		void main() {
 
- 			vUv = uv;
 
- 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
- 		}`,
 
- 	fragmentShader: /* glsl */`
 
- 		uniform float opacity;
 
- 		uniform sampler2D tDiffuse;
 
- 		varying vec2 vUv;
 
- 		void main() {
 
- 			vec4 base = texture2D( tDiffuse, vUv );
 
- 			vec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );
 
- 			float lum = dot( lumCoeff, base.rgb );
 
- 			vec3 blend = vec3( lum );
 
- 			float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );
 
- 			vec3 result1 = 2.0 * base.rgb * blend;
 
- 			vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );
 
- 			vec3 newColor = mix( result1, result2, L );
 
- 			float A2 = opacity * base.a;
 
- 			vec3 mixRGB = A2 * newColor.rgb;
 
- 			mixRGB += ( ( 1.0 - A2 ) * base.rgb );
 
- 			gl_FragColor = vec4( mixRGB, base.a );
 
- 		}`
 
- };
 
- export { BleachBypassShader };
 
 
  |