bloomSource function

({Vector4 params, BoundTexture source, double tx, double ty})? bloomSource(
  1. ShaderBindings b
)

What the three bloom stages share: the source texture and its texel size.

Implementation

({BoundTexture source, double tx, double ty, Vector4 params})? bloomSource(
  ShaderBindings b,
) {
  final source = b.textures['source_texture'];
  if (source == null) return null;
  final params = b.vec4('BloomInfo', 'params', Vector4.zero());
  return (source: source, tx: params.x, ty: params.y, params: params);
}