shaders/index
library
Properties
-
afterimageShader
→ Map<String, dynamic>
-
Afterimage shader
I created this effect inspired by a demo on codepen:
https://codepen.io/brunoimbrizi/pen/MoRJaN?page=1&
final
-
bleachBypassShader
→ Map<String, dynamic>
-
Bleach bypass shader
http://en.wikipedia.org/wiki/Bleach_bypass
final
-
convolutionShader
→ Map<String, dynamic>
-
Convolution shader
ported from o3d sample to WebGL / GLSL
http://o3d.googlecode.com/svn/trunk/samples/convolution.html
final
-
copyShader
→ Map<String, dynamic>
-
Full-screen textured quad shader
final
-
digitalGlitch
→ Map<String, dynamic>
-
RGB Shift Shader
Shifts red and blue channels from center in opposite directions
Ported from http://kriss.cx/tom/2009/05/rgb-shift/
by Tom Butterworth / http://kriss.cx/tom/
final
-
dotScreenShader
→ Map<String, dynamic>
-
Dot screen shader
based on glfx.js sepia shader
https://github.com/evanw/glfx.js
final
-
filmShader
→ Map<String, dynamic>
-
Film grain & scanlines shader
final
-
fxaaShader
→ Map<String, dynamic>
-
NVIDIA FXAA by Timothy Lottes
http://timothylottes.blogspot.com/2011/06/fxaa3-source-released.html
final
-
gammaCorrectionShader
→ Map<String, dynamic>
-
Gamma Correction Shader
http://en.wikipedia.org/wiki/gamma_correction
final
-
horizontalBlurShader
→ Map<String, dynamic>
-
Two pass Gaussian blur filter (horizontal and vertical blur shaders)
final
-
luminosityHighPassShader
→ Map<String, dynamic>
-
Luminosity
http://en.wikipedia.org/wiki/Luminosity
final
-
lutShader
→ Map<String, dynamic>
-
final
-
sobelOperatorShader
→ Map<String, Object>
-
final
-
unpackDepthRGBAShader
→ Map<String, dynamic>
-
Unpack RGBA depth shader
final
-
verticalBlurShader
→ Map<String, dynamic>
-
Two pass Gaussian blur filter (horizontal and vertical blur shaders)
final
-
vignetteShader
→ Map<String, dynamic>
-
Vignette shader
based on PaintEffect postprocess from ro.me
http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
final