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PostProcessor

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

Implemented by

Index

Methods

getLayout

getShader

initialize

  • initialize(gl: WebGL2RenderingContext): void
  • Parameters

    • gl: WebGL2RenderingContext

    Returns void

optionalonUpdate

  • onUpdate(elapsedMs: number): void
  • Use the onUpdate hook to update any uniforms in the postprocessors shader

    The shader has already been bound so there is no need to call shader.use();


    Parameters

    • elapsedMs: number

    Returns void