_buildShader (intensityComputationString) {
    const shader = {}
    shader.fragSource = `
    ${this.definitions}
  
    void main() {
      // Get texture
      vec4 packedPixelValue = texture2D(u_image, v_texCoord);
      
      // Calculate luminance from packed texture
      ${intensityComputationString}
      
      ${this.windowAndReturnRGBA}
    }`

    return shader
  }
/** Builds coloring shader
   *
   * @param {string} intensityComputationString - intensity computation on the the input image data type
   * @returns {string} shaderStr
   * @private
   */
Builds coloring shader
@param {string} intensityComputationString - intensity computation on the the input image data type
@returns {string} shaderStr
@private
Builds coloring shader @param { string } intensityComputationString - intensity computation on the the input image data type @returns { string } shaderStr @private
_buildShader (intensityComputationString) {
    const shader = {}
    shader.fragSource = `
    ${this.definitions}
    void main() {
      // Get texture
      vec4 packedPixelValue = texture2D(u_image, v_texCoord);
      // Calculate luminance from packed texture
      ${intensityComputationString}
      ${this.windowAndReturnRGBA}
    }`
    return shader
  }
_buildShader ( intensityComputationString ) { const shader = { } shader . fragSource = ` ${ this . definitions } ${ intensityComputationString } ${ this . windowAndReturnRGBA } ` return shader }
Builds coloring shader
 @param {string} intensityComputationString - intensity computation on the the input image data type
 @returns {string} shaderStr
 @private
Builds coloring shader @param { string } intensityComputationString - intensity computation on the the input image data type @returns { string } shaderStr @private