( 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; } )();