text: import { ShaderMaterial, Uniform } from "three";
  
  import fragmentShader from "./glsl/adaptive-luminance/shader.frag";
  import vertexShader from "./glsl/common/shader.vert";
  
  /**
   * An adaptive luminance shader material.
   */
  
  export class AdaptiveLuminanceMaterial extends ShaderMaterial {
  
  	/**
  	 * Constructs a new adaptive luminance material.
  	 */
  
  	constructor() {
  
  		super({
  
  			type: "AdaptiveLuminanceMaterial",
  
  			defines: {
  				MIP_LEVEL_1X1: "0.0"
  			},
  
  			uniforms: {
  				previousLuminanceBuffer: new Uniform(null),
  				currentLuminanceBuffer: new Uniform(null),
  				minLuminance: new Uniform(0.01),
  				deltaTime: new Uniform(0.0),
  				tau: new Uniform(1.0)
  			},
  
  			fragmentShader,
  			vertexShader,
  
  			depthWrite: false,
  			depthTest: false
  
  		});
  
  		/** @ignore */
  		this.toneMapped = false;
  
  	}
  
  }
  