"use strict"; Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" }); const THREE = require("three"); const LuminosityHighPassShader = { shaderID: "luminosityHighPass", uniforms: { tDiffuse: { value: null }, luminosityThreshold: { value: 1 }, smoothWidth: { value: 1 }, defaultColor: { value: /* @__PURE__ */ new THREE.Color(0) }, defaultOpacity: { value: 0 } }, vertexShader: ( /* glsl */ ` varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); } ` ), fragmentShader: ( /* glsl */ ` uniform sampler2D tDiffuse; uniform vec3 defaultColor; uniform float defaultOpacity; uniform float luminosityThreshold; uniform float smoothWidth; 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 ); vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity ); float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v ); gl_FragColor = mix( outputColor, texel, alpha ); } ` ) }; exports.LuminosityHighPassShader = LuminosityHighPassShader; //# sourceMappingURL=LuminosityHighPassShader.cjs.map