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| 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 ); | |
| } | |