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							- import {
 
- 	Color
 
- } from '../../../build/three.module.js';
 
- /**
 
-  * Luminosity
 
-  * http://en.wikipedia.org/wiki/Luminosity
 
-  */
 
- const LuminosityHighPassShader = {
 
- 	shaderID: 'luminosityHighPass',
 
- 	uniforms: {
 
- 		'tDiffuse': { value: null },
 
- 		'luminosityThreshold': { value: 1.0 },
 
- 		'smoothWidth': { value: 1.0 },
 
- 		'defaultColor': { value: new Color( 0x000000 ) },
 
- 		'defaultOpacity': { value: 0.0 }
 
- 	},
 
- 	vertexShader: /* glsl */`
 
- 		varying vec2 vUv;
 
- 		void main() {
 
- 			vUv = uv;
 
- 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
- 		}`,
 
- 	fragmentShader: /* glsl */`
 
- 		uniform sampler2D tDiffuse;
 
- 		uniform vec3 defaultColor;
 
- 		uniform float defaultOpacity;
 
- 		uniform float luminosityThreshold;
 
- 		uniform float smoothWidth;
 
- 		varying vec2 vUv;
 
- 		void main() {
 
- 			vec4 texel = texture2D( tDiffuse, vUv );
 
- 			vec3 luma = vec3( 0.299, 0.587, 0.114 );
 
- 			float v = dot( texel.xyz, luma );
 
- 			vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );
 
- 			float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );
 
- 			gl_FragColor = mix( outputColor, texel, alpha );
 
- 		}`
 
- };
 
- export { LuminosityHighPassShader };
 
 
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