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WebGL Filters #273

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cdanyl opened this issue May 25, 2016 · 1 comment
Open

WebGL Filters #273

cdanyl opened this issue May 25, 2016 · 1 comment

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@cdanyl
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cdanyl commented May 25, 2016

It would be nice to have filters: sepia, blur, shadow... Like in pixijs

@BenjaminDRichards
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Filters have been on the wish-list for a long time - since before version 1.0 was released - but they're finally about to become a reality. We have a buffered rendering plugin in the final stages of development. It lets us pass textures around the rendering system. That means filters as well as lots of other cool and useful stuff. We've already implemented filters for sepia and other arbitrary colour tones and grading; shadows; sharp pixelation to any resolution; optical distortion with chromatic aberration; and many other useful abilities. They can run in realtime or at user discretion, so they're handy for building assets without wasting cycles regenerating them every frame. It's pretty easy to write the filters too, if one has some experience with GLSL. Most filter operations are very simple.

I'm keen to get this plugin out the door, but there are other priorities on the schedule before that can happen. Gotta pay those bills. Right now it looks like 5-7 weeks before I can really get it ready for public consumption. I'm hoping this isn't one of those "always 6 weeks in the future" promises, but it really is almost ready. And it may be sooner, if we can get a break in the schedule.

In the meantime, do people have any particular ideas about filters? What kinds of filters do people want? How do you imagine accessing them? We've still got some room for fine-tuning before release.

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