| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455 | ( function () {	/** * Sepia tone shader * based on glfx.js sepia shader * https://github.com/evanw/glfx.js */	const SepiaShader = {		uniforms: {			'tDiffuse': {				value: null			},			'amount': {				value: 1.0			}		},		vertexShader:  /* glsl */  `		varying vec2 vUv;		void main() {			vUv = uv;			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );		}`,		fragmentShader:  /* glsl */  `		uniform float amount;		uniform sampler2D tDiffuse;		varying vec2 vUv;		void main() {			vec4 color = texture2D( tDiffuse, vUv );			vec3 c = color.rgb;			color.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );			color.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );			color.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );			gl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );		}`	};	THREE.SepiaShader = SepiaShader;} )();
 |