glFilters - v0.6.0
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    Function customShader

    • Create a filter from user-provided GLSL.

      The source is inserted as the body of main(). You have access to:

      • u_texture (sampler2D) — the input image
      • v_texCoord (vec2) — current texture coordinate
      • u_resolution (vec2) — image dimensions in pixels
      • u_texelSize (vec2) — 1.0 / u_resolution
      • any uniforms you declare via the uniforms parameter

      Write your result to gl_FragColor.

      Example: customShader({ source: vec4 color = texture2D(u_texture, v_texCoord); gl_FragColor = vec4(color.r, 0.0, 0.0, color.a); , uniforms: {}, })

      Parameters

      • options: { source: string; uniforms?: Record<string, number | number[]> }

      Returns Filter