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							- ( function () {
 
- 	/**
 
-  * Sepia tone shader
 
-  * based on glfx.js sepia shader
 
-  * https://github.com/evanw/glfx.js
 
-  */
 
- 	const SepiaShader = {
 
- 		uniforms: {
 
- 			'tDiffuse': {
 
- 				value: null
 
- 			},
 
- 			'amount': {
 
- 				value: 1.0
 
- 			}
 
- 		},
 
- 		vertexShader:
 
-   /* glsl */
 
-   `
 
- 		varying vec2 vUv;
 
- 		void main() {
 
- 			vUv = uv;
 
- 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
- 		}`,
 
- 		fragmentShader:
 
-   /* glsl */
 
-   `
 
- 		uniform float amount;
 
- 		uniform sampler2D tDiffuse;
 
- 		varying vec2 vUv;
 
- 		void main() {
 
- 			vec4 color = texture2D( tDiffuse, vUv );
 
- 			vec3 c = color.rgb;
 
- 			color.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );
 
- 			color.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );
 
- 			color.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );
 
- 			gl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );
 
- 		}`
 
- 	};
 
- 	THREE.SepiaShader = SepiaShader;
 
- } )();
 
 
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