12345678910111213141516171819202122232425262728293031323334353637383940 |
- export const vertex = /* glsl */`
- varying vec2 vUv;
- uniform mat3 uvTransform;
- void main() {
- vUv = ( uvTransform * vec3( uv, 1 ) ).xy;
- gl_Position = vec4( position.xy, 1.0, 1.0 );
- }
- `;
- export const fragment = /* glsl */`
- uniform sampler2D t2D;
- uniform float backgroundIntensity;
- varying vec2 vUv;
- void main() {
- vec4 texColor = texture2D( t2D, vUv );
- #ifdef DECODE_VIDEO_TEXTURE
- // use inline sRGB decode until browsers properly support SRGB8_APLHA8 with video textures
- texColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );
- #endif
- texColor.rgb *= backgroundIntensity;
- gl_FragColor = texColor;
- #include <tonemapping_fragment>
- #include <colorspace_fragment>
- }
- `;
|