{"version":3,"file":"SepiaShader.cjs","sources":["../../src/shaders/SepiaShader.ts"],"sourcesContent":["/**\n * Sepia tone shader\n * based on glfx.js sepia shader\n * https://github.com/evanw/glfx.js\n */\n\nexport const SepiaShader = {\n uniforms: {\n tDiffuse: { value: null },\n amount: { value: 1.0 },\n },\n\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n\n void main() {\n\n \tvUv = uv;\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform float amount;\n\n uniform sampler2D tDiffuse;\n\n varying vec2 vUv;\n\n void main() {\n\n \tvec4 color = texture2D( tDiffuse, vUv );\n \tvec3 c = color.rgb;\n\n \tcolor.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );\n \tcolor.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );\n \tcolor.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );\n\n \tgl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );\n\n }\n `,\n}\n"],"names":[],"mappings":";;AAMO,MAAM,cAAc;AAAA,EACzB,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,QAAQ,EAAE,OAAO,EAAI;AAAA,EACvB;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAoB7B;;"}