()
| 51 | // also attach depth buffer of primary scene fbo |
| 52 | |
| 53 | function createBlurFbo() { |
| 54 | let fbo = gl.createFramebuffer()!; |
| 55 | let tex = gl.createTexture()!; |
| 56 | gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); |
| 57 | gl.bindTexture(gl.TEXTURE_2D, tex); |
| 58 | gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); |
| 59 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); |
| 60 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); |
| 61 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); |
| 62 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); |
| 63 | gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0); |
| 64 | // gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, stencilRenderBuf); // sharing the stencil buffer |
| 65 | // gl.drawBuffers([gl.COLOR_ATTACHMENT0]); |
| 66 | |
| 67 | { |
| 68 | let status = gl.checkFramebufferStatus(gl.FRAMEBUFFER); |
| 69 | if (status !== gl.FRAMEBUFFER_COMPLETE) { |
| 70 | console.log(`Blur framebuffer not complete: ${status.toString(16)}`); |
| 71 | } |
| 72 | } |
| 73 | |
| 74 | return { fbo, tex }; |
| 75 | } |
| 76 | |
| 77 | let blurFbos = [createBlurFbo(), createBlurFbo()]; |
| 78 |
no test coverage detected