| 1234567891011121314151617181920212223242526272829303132333435363738394041424344 | ( function () {	/** * Gamma Correction Shader * http://en.wikipedia.org/wiki/gamma_correction */	const GammaCorrectionShader = {		uniforms: {			'tDiffuse': {				value: null			}		},		vertexShader:  /* glsl */  `		varying vec2 vUv;		void main() {			vUv = uv;			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );		}`,		fragmentShader:  /* glsl */  `		uniform sampler2D tDiffuse;		varying vec2 vUv;		void main() {			vec4 tex = texture2D( tDiffuse, vUv );			gl_FragColor = LinearTosRGB( tex ); // optional: LinearToGamma( tex, float( GAMMA_FACTOR ) );		}`	};	THREE.GammaCorrectionShader = GammaCorrectionShader;} )();
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