text: /**
   * @author bhouston / http://clara.io/
   *
   * Luminosity
   * http://en.wikipedia.org/wiki/Luminosity
   */
  
  THREE.LuminosityHighPassShader = {
  
  	shaderID: "luminosityHighPass",
  
  	uniforms: {
  
  		"tDiffuse": { value: null },
  		"luminosityThreshold": { value: 1.0 },
  		"smoothWidth": { value: 1.0 },
  		"defaultColor": { value: new THREE.Color( 0x000000 ) },
  		"defaultOpacity": { value: 0.0 }
  
  	},
  
  	vertexShader: [
  
  		"varying vec2 vUv;",
  
  		"void main() {",
  
  		"	vUv = uv;",
  
  		"	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  
  		"}"
  
  	].join( "\n" ),
  
  	fragmentShader: [
  
  		"uniform sampler2D tDiffuse;",
  		"uniform vec3 defaultColor;",
  		"uniform float defaultOpacity;",
  		"uniform float luminosityThreshold;",
  		"uniform float smoothWidth;",
  
  		"varying vec2 vUv;",
  
  		"void main() {",
  
  		"	vec4 texel = texture2D( tDiffuse, vUv );",
  
  		"	vec3 luma = vec3( 0.299, 0.587, 0.114 );",
  
  		"	float v = dot( texel.xyz, luma );",
  
  		"	vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );",
  
  		"	float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );",
  
  		"	gl_FragColor = mix( outputColor, texel, alpha );",
  
  		"}"
  
  	].join( "\n" )
  
  };
  