{"version":3,"file":"grayscale.min.mjs","names":[],"sources":["../../../../src/filters/shaders/grayscale.ts"],"sourcesContent":["import type { TGrayscaleMode } from '../Grayscale';\n\nexport const fragmentSource: Record<TGrayscaleMode, string> = {\n  average: `\n    precision highp float;\n    uniform sampler2D uTexture;\n    varying vec2 vTexCoord;\n    void main() {\n      vec4 color = texture2D(uTexture, vTexCoord);\n      float average = (color.r + color.b + color.g) / 3.0;\n      gl_FragColor = vec4(average, average, average, color.a);\n    }\n    `,\n  lightness: `\n    precision highp float;\n    uniform sampler2D uTexture;\n    uniform int uMode;\n    varying vec2 vTexCoord;\n    void main() {\n      vec4 col = texture2D(uTexture, vTexCoord);\n      float average = (max(max(col.r, col.g),col.b) + min(min(col.r, col.g),col.b)) / 2.0;\n      gl_FragColor = vec4(average, average, average, col.a);\n    }\n    `,\n  luminosity: `\n    precision highp float;\n    uniform sampler2D uTexture;\n    uniform int uMode;\n    varying vec2 vTexCoord;\n    void main() {\n      vec4 col = texture2D(uTexture, vTexCoord);\n      float average = 0.21 * col.r + 0.72 * col.g + 0.07 * col.b;\n      gl_FragColor = vec4(average, average, average, col.a);\n    }\n    `,\n};\n"],"mappings":"AAEA,MAAa,EAAiD,CAC5D,QAAS;;;;;;;;;MAUT,UAAW;;;;;;;;;;MAWX,WAAY;;;;;;;;;;MAAA,CAAA,OAAA,KAAA"}