( function () { /** * Luminosity * http://en.wikipedia.org/wiki/Luminosity */ const LuminosityShader = { uniforms: { 'tDiffuse': { value: null } }, vertexShader: /* glsl */ ` varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); }`, fragmentShader: /* glsl */ ` #include 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 ); }` }; THREE.LuminosityShader = LuminosityShader; } )();