Quick setup for single-pass GLSL post-processing with gl-now
npm install pp-now
|2||downloads in the last month|
|Version||0.1.0 last updated 4 months ago|
|Keywords||webgl, post, processing, pixels, glsl, shader|
|Dependencies||debounce, gl-vao, gl-buffer, gl-shader, gl-fbo|
Quick setup for single-pass GLSL post-processing with gl-now.
require('pp-now')(shell, fragment[, vertex])
Takes the game-shell returned
gl-now, in addition to a
fragment shader which takes the following
uniform sampler2D frame;- the screen as a 2D texture.
uniform sampler2D depth;- the screen's depth buffer as a 2D texture.
uniform vec2 frameSize;- the width/height of the screen in pixels.
varying vec2 uv;- the coordinates on the screen from 0 to 1. Alternatively, you can use
gl_FragCoord.xyfor precise pixel coordinates.
Instead of listening to
gl-render, listen to
pp-render to draw to the
Passes the gl-shader being used for post-processing so that you can update your own additional uniforms manually.
Note that if you're already using framebuffers in your demo it might break - in which case, you probably won't have much trouble adding post-processing yourself :)
MIT. See LICENSE.md for details.