(frame, mask)
| 160 | this.proc = new GlShaderProcessor(gl, FRAGMENT_SHADER); |
| 161 | } |
| 162 | process(frame, mask) { |
| 163 | this.proc.startProcessFrame(frame.width, frame.height); |
| 164 | |
| 165 | for (const uniform of shaderUniforms) { |
| 166 | const name = uniform[0]; |
| 167 | // Prepend k to match shader naming convention for uniforms. |
| 168 | this.proc.setUniform('k' + name, +STATE[name]); |
| 169 | } |
| 170 | |
| 171 | this.proc.bindTextures([['frame', frame], ['mask', mask]]); |
| 172 | return this.proc.finalizeProcessFrame(); |
| 173 | } |
| 174 | } |
no test coverage detected