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- ( function () {
- /**
- * Luminosity
- * http://en.wikipedia.org/wiki/Luminosity
- */
- var LuminosityShader = {
- uniforms: {
- 'tDiffuse': {
- value: null
- }
- },
- vertexShader: [ 'varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}' ].join( '\n' ),
- fragmentShader: [ '#include <common>', 'uniform sampler2D tDiffuse;', 'varying vec2 vUv;', 'void main() {', ' vec4 texel = texture2D( tDiffuse, vUv );', ' float l = linearToRelativeLuminance( texel.rgb );', ' gl_FragColor = vec4( l, l, l, texel.w );', '}' ].join( '\n' )
- };
- THREE.LuminosityShader = LuminosityShader;
- } )();
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