ColorBlindnessPostProcessor
Implements
Index
Constructors
constructor
Parameters
_colorBlindnessMode: ColorBlindnessMode
simulate: boolean = false
Returns ColorBlindnessPostProcessor
Accessors
colorBlindnessMode
Returns ColorBlindnessMode
Parameters
colorBlindMode: ColorBlindnessMode
Returns void
simulate
Returns boolean
Parameters
value: boolean
Returns void
Methods
getLayout
Returns VertexLayout
getShader
Returns Shader
initialize
Parameters
gl: WebGL2RenderingContext
Returns void
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 millisecondsuniform float u_elapsed_ms
- the elapsed time from the last frame in millisecondsuniform vec2 u_resolution
- the resolution of the canvas (in pixels)Custom uniforms can be updated in the PostProcessor.onUpdate