( function () { /** * Full-screen textured quad shader */ const CopyShader = { uniforms: { 'tDiffuse': { value: null }, 'opacity': { value: 1.0 } }, vertexShader: /* glsl */ ` varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); }`, fragmentShader: /* glsl */ ` uniform float opacity; uniform sampler2D tDiffuse; varying vec2 vUv; void main() { gl_FragColor = texture2D( tDiffuse, vUv ); gl_FragColor.a *= opacity; }` }; THREE.CopyShader = CopyShader; } )();