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ktongue/docker_container / simsite /frontend /node_modules /three-stdlib /shaders /BleachBypassShader.cjs
| ; | |
| Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" }); | |
| const BleachBypassShader = { | |
| uniforms: { | |
| tDiffuse: { value: null }, | |
| opacity: { value: 1 } | |
| }, | |
| 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 ); | |
| } | |
| ` | |
| ) | |
| }; | |
| exports.BleachBypassShader = BleachBypassShader; | |
| //# sourceMappingURL=BleachBypassShader.cjs.map | |
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- 1.2 kB
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