text: //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  // WARNING: This file was auto-generated, any change will be overridden in next release. Please use configs/es6.conf.js then run "npm run convert". //
  //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  /**
   * @author alteredq / http://alteredqualia.com/
   *
   * Sepia tone shader
   * based on glfx.js sepia shader
   * https://github.com/evanw/glfx.js
   */
  var SepiaShader = {
  
  	uniforms: {
  
  		"tDiffuse": { value: null },
  		"amount": { value: 1.0 }
  
  	},
  
  	vertexShader: [
  
  		"varying vec2 vUv;",
  
  		"void main() {",
  
  		"	vUv = uv;",
  		"	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  
  		"}"
  
  	].join( "\n" ),
  
  	fragmentShader: [
  
  		"uniform float amount;",
  
  		"uniform sampler2D tDiffuse;",
  
  		"varying vec2 vUv;",
  
  		"void main() {",
  
  		"	vec4 color = texture2D( tDiffuse, vUv );",
  		"	vec3 c = color.rgb;",
  
  		"	color.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );",
  		"	color.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );",
  		"	color.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );",
  
  		"	gl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );",
  
  		"}"
  
  	].join( "\n" )
  
  };
  
  export { SepiaShader }
  