| 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 };
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