( function () { /** * Full-screen textured quad shader */ var CopyShader = { 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 texel = texture2D( tDiffuse, vUv ); gl_FragColor = opacity * texel; }` }; THREE.CopyShader = CopyShader; } )();