/** * @author alteredq / http://alteredqualia.com/ * * Luminosity * http://en.wikipedia.org/wiki/Luminosity */ THREE.LuminosityShader = { uniforms: { "tDiffuse": { value: null } }, vertexShader: [ "varying vec2 vUv;", "void main() {", " vUv = uv;", " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join( "\n" ), fragmentShader: [ "#include ", "uniform sampler2D tDiffuse;", "varying vec2 vUv;", "void main() {", " vec4 texel = texture2D( tDiffuse, vUv );", " float l = linearToRelativeLuminance( texel.rgb );", " gl_FragColor = vec4( l, l, l, texel.w );", "}" ].join( "\n" ) };