(params, inputTexture, width, height, flipY = 1.0)
| 1012 | } |
| 1013 | |
| 1014 | _renderLightLeak(params, inputTexture, width, height, flipY = 1.0) { |
| 1015 | const gl = this.gl; |
| 1016 | const program = this.programs.lightLeak; |
| 1017 | |
| 1018 | this._useProgram(program, flipY); |
| 1019 | |
| 1020 | gl.activeTexture(gl.TEXTURE0); |
| 1021 | gl.bindTexture(gl.TEXTURE_2D, inputTexture); |
| 1022 | |
| 1023 | const color1 = this._hexToRgb(params.color1); |
| 1024 | const color2 = this._hexToRgb(params.color2); |
| 1025 | |
| 1026 | gl.uniform1i(program.uniforms.u_image, 0); |
| 1027 | gl.uniform3f(program.uniforms.u_color1, color1[0], color1[1], color1[2]); |
| 1028 | gl.uniform3f(program.uniforms.u_color2, color2[0], color2[1], color2[2]); |
| 1029 | gl.uniform1f(program.uniforms.u_position, params.position); |
| 1030 | gl.uniform1f(program.uniforms.u_angle, params.angle); |
| 1031 | gl.uniform1f(program.uniforms.u_size, params.size); |
| 1032 | gl.uniform1f(program.uniforms.u_intensity, params.intensity); |
| 1033 | gl.uniform1f(program.uniforms.u_softness, params.softness); |
| 1034 | gl.uniform1i(program.uniforms.u_blendMode, this._blendModeToInt(params.blendMode)); |
| 1035 | gl.uniform2f(program.uniforms.u_resolution, width, height); |
| 1036 | |
| 1037 | gl.drawArrays(gl.TRIANGLES, 0, 6); |
| 1038 | } |
| 1039 | |
| 1040 | _renderBloom(params, inputTexture, width, height, flipY = 1.0, renderScale = 1.0) { |
| 1041 | const gl = this.gl; |
no test coverage detected