luminosityShader top-level constant
Implementation
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 <common>
uniform sampler2D tDiffuse;
varying vec2 vUv;
void main() {
vec4 texel = texture2D( tDiffuse, vUv );
const vec3 lumaCoeffs = vec3( 0.2125, 0.7154, 0.0721 );
float l = dot( texel.rgb, lumaCoeffs );//luminance( texel.rgb );
gl_FragColor = vec4( l, l, l, texel.w );
}'''//
};