| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849 | ( function () {	/** * Luminosity * http://en.wikipedia.org/wiki/Luminosity */	const LuminosityShader = {		uniforms: {			'tDiffuse': {				value: null			}		},		vertexShader:  /* glsl */  `		varying vec2 vUv;		void main() {			vUv = uv;			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );		}`,		fragmentShader:  /* glsl */  `		#include <common>		uniform sampler2D tDiffuse;		varying vec2 vUv;		void main() {			vec4 texel = texture2D( tDiffuse, vUv );			float l = linearToRelativeLuminance( texel.rgb );			gl_FragColor = vec4( l, l, l, texel.w );		}`	};	THREE.LuminosityShader = LuminosityShader;} )();
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