Renderer · const

OUTPUT_TRANSFORM_GLSL

uOutputTransform and uOutputExposure, the fit, and applyOutputTransform.

Explained in Hello world.

const OUTPUT_TRANSFORM_GLSL: string
import { OUTPUT_TRANSFORM_GLSL } from '@driftengine/core';

In depth

Declares its own two uniforms, so including it is the whole of what a fragment stage has to do besides calling it. Both are ints and floats rather than defines because the choice is a caller's, per draw, and a permutation per output transform would double a pipeline count for a branch that costs one compare.