| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465 | ( function () {	/** * Bleach bypass shader [http://en.wikipedia.org/wiki/Bleach_bypass] * - based on Nvidia example * http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_bleach_bypass */	const BleachBypassShader = {		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 base = texture2D( tDiffuse, vUv );			vec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );			float lum = dot( lumCoeff, base.rgb );			vec3 blend = vec3( lum );			float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );			vec3 result1 = 2.0 * base.rgb * blend;			vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );			vec3 newColor = mix( result1, result2, L );			float A2 = opacity * base.a;			vec3 mixRGB = A2 * newColor.rgb;			mixRGB += ( ( 1.0 - A2 ) * base.rgb );			gl_FragColor = vec4( mixRGB, base.a );		}`	};	THREE.BleachBypassShader = BleachBypassShader;} )();
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