| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647 | ( 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;} )();
 |