Feature/filters (#4687)
...
* Done
- filters working
- nested filters working
- Less GPU calls than v4
- Now passing destination and source frames to shader to calculate verbs
- ONLY Color Matrix Filter working
- Filter Area is now transformed (like hit area, much more useful!)
- Less code :D
Todo
- Apply Filter no complete
- Multiple filters not. Complete
- Refactor other filters
Optimisations
- need to pool the FilterStates
* Smarter check to eliminate needles enabling of stencil
* - Quad draws with triangle strip
- multiple filters now working
* Fixed up resolution
Not only does resolution now work - but any texture pass can be ANY
resolution and it works like a champ!
* Moved docs removed a needless comment
* More optimisations
- Added caching layer to viewport
- renamed getRenderTarget -> getFilterTexture
- added active state to filter for easy access
- fixed and optimised blur filter at least 66% less gpu calls required
now :)
* Fix up alpha filter
* Fixed up all bundled filters!
* Filter clamp added to Displacement filter
* Fixed lint fail
* Fixed up use of ba instead of zw in shader
Also added defaultFilter vert
* Added doc to state in filter
* space..
* Added pooling and a few docs bits
* more tweaks
fixed blur Y filter bug
Fixed default filter frag bug
Set default padding to 0
* Removed the slice from filters #3639
* Added auto fit back in
We now Loop through filters to find appropriate padding / autoFit /
resolution rather than just checking first filter.
Also clamped blur in vertex shader so that it does not bleed
transparency around its edges
* Update eslint package
this seemed to fix it last time..
Mat Groves
authored
on 23 Feb 2018
GitHub
committed
on 23 Feb 2018