-
-
Notifications
You must be signed in to change notification settings - Fork 3.3k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
createFilterShader throws an error in 2D mode #6520
Comments
Hey @davepagurek. This may be a silly question but is there a reason we can't have the |
That's not a silly question, I think making Initially I was thinking that one reason why we might want to have a separate name mentioning a fragment shader is so that we could potentially do the reverse as well, and have another method where you only specify a custom vertex shader (e.g. for this https://openprocessing.org/sketch/1934027) but that's a less common use case, and may be covered better by a more versatile API like #6144. |
This is closed now thanks to #6559! |
Most appropriate sub-area of p5.js?
p5.js version
1.8.0
Web browser and version
Firefox 117
Operating System
macOS 14
Steps to reproduce this
Steps:
createFilterShader
You get an error about only being able to do this in WebGL mode.
This is because initially, we were thinking of letting
createFilterShader
be a way to make custom shaders that can be used in general, not just infilter
. However, since #6482, we auto-bind these to the filter graphic anyway.I propose that we:
createCustomFragmentShader
?) to create a normal shader using a default vertex shaderThe text was updated successfully, but these errors were encountered: