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Class ColorShiftTEX

Hierarchy

Index

Constructors

constructor

Properties

_hue

_hue: number = 0.0

Optional _input

_input: undefined | TEX

_saturation

_saturation: number = 1.0

_tintColor

_tintColor: Color = ...

canvas

canvas: HTMLCanvasElement

gl

gl: WebGLRenderingContext

inputs

inputs: TEX[] = ...

outputs

outputs: TEX[] = ...

pixelPushIndex

pixelPushIndex: number = 0

quadBuffer

quadBuffer: WebGLBuffer

resolution

resolution: Resolution

shaderName

shaderName: string

shaderProgram

shaderProgram: WebGLProgram

Optional subRender

subRender: undefined | (() => void)

uniformArrayOfColors

uniformArrayOfColors: () => Record<string, Color[]> = ...

Type declaration

    • (): Record<string, Color[]>
    • Returns Record<string, Color[]>

uniformArrayOfFloats

uniformArrayOfFloats: () => Record<string, number[]> = ...

Type declaration

    • (): Record<string, number[]>
    • Returns Record<string, number[]>

uniformBools

uniformBools: () => Record<string, boolean> = ...

Type declaration

    • (): Record<string, boolean>
    • Returns Record<string, boolean>

uniformColors

uniformColors: () => Record<string, Color> = ...

Type declaration

    • (): Record<string, Color>
    • Returns Record<string, Color>

uniformFloats

uniformFloats: () => Record<string, number> = ...

Type declaration

    • (): Record<string, number>
    • Returns Record<string, number>

uniformInts

uniformInts: () => Record<string, number> = ...

Type declaration

    • (): Record<string, number>
    • Returns Record<string, number>

uniformPositions

uniformPositions: () => Record<string, Position> = ...

Type declaration

uniformResolutions

uniformResolutions: () => Record<string, Resolution> = ...

Type declaration

Optional Static shaderFolder

shaderFolder: undefined | string

Accessors

hue

  • get hue(): number
  • set hue(value: number): void

input

  • get input(): undefined | TEX
  • set input(tex: undefined | TEX): void

saturation

  • get saturation(): number
  • set saturation(value: number): void

tintColor

  • get tintColor(): Color
  • set tintColor(value: Color): void

Methods

clear

  • clear(gl: WebGLRenderingContext): void

connect

  • connect(tex: TEX): void

createProgram

  • createProgram(gl: WebGLRenderingContext, vertexShader: WebGLShader, fragmentShader: WebGLShader): WebGLProgram

createQuadBuffer

  • createQuadBuffer(gl: WebGLRenderingContext): WebGLBuffer

createShader

  • createShader(gl: WebGLRenderingContext, sourceCode: string, type: number): WebGLShader

createTexture

  • createTexture(image: TexImageSource, index?: number): WebGLTexture

disconnect

  • disconnect(tex: TEX): void

indexOfInput

  • indexOfInput(tex: TEX): number

layout

  • layout(): void

load

  • load(shaderName: string, loaded: (_: string) => void): void
  • Parameters

    • shaderName: string
    • loaded: (_: string) => void
        • (_: string): void
        • Parameters

          • _: string

          Returns void

    Returns void

pushPixels

  • pushPixels(fromTex: TEX, toTex: TEX, index?: number): void

render

  • render(): void

renderTo

  • renderTo(framebuffer: null | WebGLFramebuffer): void

setup

  • setup(fragmentShaderSource: string): void

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