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ColorBlindnessPostProcessor

PostProcessors can be used to apply a shader to the entire screen. It is recommended you use the ScreenShader to build your post processor shader.

The screen texture comes through as this uniform

uniform sampler2D u_image

Post processor shaders get some default uniforms passed to them

uniform float u_time_ms - total playback time in milliseconds uniform float u_elapsed_ms - the elapsed time from the last frame in milliseconds uniform vec2 u_resolution - the resolution of the canvas (in pixels)

Custom uniforms can be updated in the PostProcessor.onUpdate

Implements

Index

Constructors

constructor

Accessors

colorBlindnessMode

simulate

  • get simulate(): boolean
  • set simulate(value: boolean): void
  • Returns boolean

  • Parameters

    • value: boolean

    Returns void

Methods

getLayout

  • Returns VertexLayout

getShader

  • Returns Shader

initialize

  • initialize(gl: WebGL2RenderingContext): void
  • Parameters

    • gl: WebGL2RenderingContext

    Returns void