"use strict"; 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