( function () {

	/**
 * Bleach bypass shader [http://en.wikipedia.org/wiki/Bleach_bypass]
 * - based on Nvidia example
 * http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html#post_bleach_bypass
 */
	const BleachBypassShader = {
		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() {

			vec4 base = texture2D( tDiffuse, vUv );

			vec3 lumCoeff = vec3( 0.25, 0.65, 0.1 );
			float lum = dot( lumCoeff, base.rgb );
			vec3 blend = vec3( lum );

			float L = min( 1.0, max( 0.0, 10.0 * ( lum - 0.45 ) ) );

			vec3 result1 = 2.0 * base.rgb * blend;
			vec3 result2 = 1.0 - 2.0 * ( 1.0 - blend ) * ( 1.0 - base.rgb );

			vec3 newColor = mix( result1, result2, L );

			float A2 = opacity * base.a;
			vec3 mixRGB = A2 * newColor.rgb;
			mixRGB += ( ( 1.0 - A2 ) * base.rgb );

			gl_FragColor = vec4( mixRGB, base.a );

		}`
	};

	THREE.BleachBypassShader = BleachBypassShader;

} )();
