import * as THREE from "three" ; /**
 * The shader used in the [[UnrealBloomPass]] for the bloom/glow effect.
 */ export const LuminosityHighPassShader = { 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 );
    }` , 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 );
    }` } ;