{"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;;"}