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". //
  //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  var BleachBypassShader = {
  
  	uniforms: {
  
  		"tDiffuse": { value: null },
  		"opacity":  { value: 1.0 }
  
  	},
  
  	vertexShader: [
  
  		"varying vec2 vUv;",
  
  		"void main() {",
  
  			"vUv = uv;",
  			"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  
  		"}"
  
  	].join( "\n" ),
  
  	fragmentShader: [
  
  		"uniform float opacity;",
  
  		"uniform sampler2D tDiffuse;",
  
  		"varying vec2 vUv;",
  
  		"void main() {",
  
  			"vec4 base = texture2D( tDiffuse, vUv );",
  
  			"vec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );",
  			"float lum = dot( lumCoeff, base.rgb );",
  			"vec3 blend = vec3( lum );",
  
  			"float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );",
  
  			"vec3 result1 = 2.0 * base.rgb * blend;",
  			"vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );",
  
  			"vec3 newColor = mix( result1, result2, L );",
  
  			"float A2 = opacity * base.a;",
  			"vec3 mixRGB = A2 * newColor.rgb;",
  			"mixRGB += ( ( 1.0 - A2 ) * base.rgb );",
  
  			"gl_FragColor = vec4( mixRGB, base.a );",
  
  		"}"
  
  	].join( "\n" )
  
  };
  
  export { BleachBypassShader }
  