File: //var/www/aspa/three/addons/shaders/LuminosityHighPassShader.js
import {
	Color
} from 'three';
/**
 * Luminosity
 * http://en.wikipedia.org/wiki/Luminosity
 */
const LuminosityHighPassShader = {
	name: 'LuminosityHighPassShader',
	shaderID: 'luminosityHighPass',
	uniforms: {
		'tDiffuse': { value: null },
		'luminosityThreshold': { value: 1.0 },
		'smoothWidth': { value: 1.0 },
		'defaultColor': { value: new Color( 0x000000 ) },
		'defaultOpacity': { value: 0.0 }
	},
	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 );
		}`
};
export { LuminosityHighPassShader };