/** * Sepia tone shader * based on glfx.js sepia shader * https://github.com/evanw/glfx.js */ var SepiaShader = { uniforms: { 'tDiffuse': { value: null }, 'amount': { value: 1.0 } }, vertexShader: [ 'varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}' ].join( '\n' ), fragmentShader: [ '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 );', '}' ].join( '\n' ) }; export { SepiaShader };