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							- ( function () {
 
- 	/**
 
-  * 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 );
 
- 		}`
 
- 	};
 
- 	THREE.BleachBypassShader = BleachBypassShader;
 
- } )();
 
 
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