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Fix filter shaders when rectMode is applied; add tests #6603

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merged 1 commit into from
Dec 7, 2023

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davepagurek
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Resolves #6602

Changes:

  • Uses rect() instead of image() to avoid rectMode compatibility issues
  • Removes a test that was reliant on the rect implementation
  • Added tests to make sure results look the same regardless of the renderer, rect mode, image mode, and blend mode
  • Fixed some other minor bugs that came up in the test cases
  • Small refactor to give framebuffers their own filter camera so we don't create a new camera every frame

Screenshots of the change:

Before:
image

After:
image

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@davepagurek
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@perminder-17 mind giving this a review when you get the chance?

@perminder-17
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@perminder-17 mind giving this a review when you get the chance?

Thank you @davepagurek for allowing me to review your code. It seems we're using plane instead of rect to address the issue with rectMode. I believe this is a good approach.

@davepagurek davepagurek merged commit fc660dd into processing:main Dec 7, 2023
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@davepagurek davepagurek deleted the fix/filterShaderContext branch December 7, 2023 15:17
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Successfully merging this pull request may close these issues.

WebGL filters display at the wrong size when the rect mode is changed
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