File: //var/www/aspa/three/addons/shaders/OutputShader.js
const OutputShader = {
	name: 'OutputShader',
	uniforms: {
		'tDiffuse': { value: null },
		'toneMappingExposure': { value: 1 }
	},
	vertexShader: /* glsl */`
		precision highp float;
		uniform mat4 modelViewMatrix;
		uniform mat4 projectionMatrix;
		attribute vec3 position;
		attribute vec2 uv;
		varying vec2 vUv;
		void main() {
			vUv = uv;
			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
		}`,
	fragmentShader: /* glsl */`
	
		precision highp float;
		uniform sampler2D tDiffuse;
		#include <tonemapping_pars_fragment>
		#include <colorspace_pars_fragment>
		varying vec2 vUv;
		void main() {
			gl_FragColor = texture2D( tDiffuse, vUv );
			// tone mapping
			#ifdef LINEAR_TONE_MAPPING
				gl_FragColor.rgb = LinearToneMapping( gl_FragColor.rgb );
			#elif defined( REINHARD_TONE_MAPPING )
				gl_FragColor.rgb = ReinhardToneMapping( gl_FragColor.rgb );
			#elif defined( CINEON_TONE_MAPPING )
				gl_FragColor.rgb = OptimizedCineonToneMapping( gl_FragColor.rgb );
			#elif defined( ACES_FILMIC_TONE_MAPPING )
				gl_FragColor.rgb = ACESFilmicToneMapping( gl_FragColor.rgb );
			#elif defined( AGX_TONE_MAPPING )
				gl_FragColor.rgb = AgXToneMapping( gl_FragColor.rgb );
			#elif defined( NEUTRAL_TONE_MAPPING )
				gl_FragColor.rgb = NeutralToneMapping( gl_FragColor.rgb );
			#endif
			// color space
			#ifdef SRGB_TRANSFER
				gl_FragColor = sRGBTransferOETF( gl_FragColor );
			#endif
		}`
};
export { OutputShader };