export const vertex = /* glsl */` varying vec2 vUv; uniform mat3 uvTransform; void main() { vUv = ( uvTransform * vec3( uv, 1 ) ).xy; gl_Position = vec4( position.xy, 1.0, 1.0 ); } `; export const fragment = /* glsl */` uniform sampler2D t2D; uniform float backgroundIntensity; varying vec2 vUv; void main() { vec4 texColor = texture2D( t2D, vUv ); #ifdef DECODE_VIDEO_TEXTURE // use inline sRGB decode until browsers properly support SRGB8_APLHA8 with video textures texColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w ); #endif texColor.rgb *= backgroundIntensity; gl_FragColor = texColor; #include #include } `;