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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;
} )();