XR8.GlTextureRenderer.configure()
XR8.GlTextureRenderer.configure({ vertexSource, fragmentSource, toTexture, flipY, mirroredDisplay })
Description
Configures the pipeline module that draws the camera feed to the canvas.
Parameters
Parameter | Type | Default | Description |
---|---|---|---|
vertexSource [Optional] | String | A no-op vertex shader | The vertex shader source to use for rendering. |
fragmentSource [Optional] | String | A no-op fragment shader | The fragment shader source to use for rendering. |
toTexture [Optional] | WebGlTexture | The canvas | A texture to draw to. If no texture is provided, drawing will be to the canvas. |
flipY [Optional] | Boolean | false | If true, flip the rendering upside-down. |
mirroredDisplay [Optional] | Boolean | false | If true, flip the rendering left-right. |
Returns
None
Example
const purpleShader =
// Purple.
` precision mediump float;
varying vec2 texUv;
uniform sampler2D sampler;
void main() {
vec4 c = texture2D(sampler, texUv);
float y = dot(c.rgb, vec3(0.299, 0.587, 0.114));
vec3 p = vec3(.463, .067, .712);
vec3 p1 = vec3(1.0, 1.0, 1.0) - p;
vec3 rgb = y < .25 ? (y * 4.0) * p : ((y - .25) * 1.333) * p1 + p;
gl_FragColor = vec4(rgb, c.a);
}`
XR8.GlTextureRenderer.configure({fragmentSource: purpleShader})