A filter descriptor: a GLSL fragment shader + uniforms.
The renderer prepends a standard header with: precision mediump float; uniform sampler2D u_texture; uniform vec2 u_resolution; uniform vec2 u_texelSize; varying vec2 v_texCoord;
Your fragmentSource should declare any additional uniforms and provide main().
A filter descriptor: a GLSL fragment shader + uniforms.
The renderer prepends a standard header with: precision mediump float; uniform sampler2D u_texture; uniform vec2 u_resolution; uniform vec2 u_texelSize; varying vec2 v_texCoord;
Your fragmentSource should declare any additional uniforms and provide main().