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- ( function () {
- /**
- * Colorify shader
- */
- const ColorifyShader = {
- uniforms: {
- 'tDiffuse': {
- value: null
- },
- 'color': {
- value: new THREE.Color( 0xffffff )
- }
- },
- vertexShader:
- /* glsl */
- `
- varying vec2 vUv;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }`,
- fragmentShader:
- /* glsl */
- `
- uniform vec3 color;
- uniform sampler2D tDiffuse;
- 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 );
- gl_FragColor = vec4( v * color, texel.w );
- }`
- };
- THREE.ColorifyShader = ColorifyShader;
- } )();
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