ShaderLoader will probably be removed, or be transparent to the user- ~~Passing parameters to WAGNER.ShaderPass from main code
Correct use of textures of different dimensions along the chainMultiple Composers working at the same time- Shaders that are not ported to WAGNER.Pass:
pixelate,rgb split, different single-pass bloom - Shaders that haven't even been ported to WAGNER:
SSAO,DOF, camera motion blur, directional blur, gamma, levels,edge detection Alias definition of passes (previously loadPass()) legacyREMOVED- uniform reflection from GLSL source doesn't support structures (I don't even know if WebGL supports structures)
something is wrong with alpha: some additive effects are different when using RGB/RGBA format- add packed normal material
- add uv material / uv packed material (does it make sense?)
- add combined normal + height, uv + height materials (?)
- add finish effects like autoawesome
https://github.com/mrdoob/three.js/blob/master/examples/js/postprocessing/EffectComposer.js https://www.shadertoy.com/user/hornet http://devmaster.net/posts/3100/shader-effects-glow-and-bloom# https://github.com/v002/v002-FXAA/blob/master/v002.FXAA.frag https://github.com/evanw/glfx.js/tree/master/src/filters http://forum.libcinder.org/topic/glsl-beginner-photoshop-blending-modes http://mouaif.wordpress.com/2009/01/05/photoshop-math-with-glsl-shaders/ http://mouaif.wordpress.com/2008/06/11/crossprocessing-shader/ http://developer.amd.com/wordpress/media/2012/10/03_Clever_Shader_Tricks.pdf http://developer.amd.com/wordpress/media/2012/10/ATI_EGDC_AdvancedShaders.pdf