From 53c5fe910b25be3c8ed9f3e330f8790f895c27b2 Mon Sep 17 00:00:00 2001 From: Mattia Iavarone Date: Wed, 14 Aug 2019 01:43:54 +0200 Subject: [PATCH] Add docs --- docs/_posts/2019-08-06-filters.md | 11 +++++++++++ 1 file changed, 11 insertions(+) diff --git a/docs/_posts/2019-08-06-filters.md b/docs/_posts/2019-08-06-filters.md index 099ad559..e1a864e4 100644 --- a/docs/_posts/2019-08-06-filters.md +++ b/docs/_posts/2019-08-06-filters.md @@ -96,6 +96,17 @@ camera.mapGesture(Gesture.SCROLL_VERTICAL, GestureAction.FILTER_CONTROL_2); Advanced users with OpenGL experience can create their own filters by implementing the `Filter` interface and passing in a fragment shader and a vertex shader that will be used for drawing. +#### Simple filters + +For very simple filters that have a static fragment shader, you can create a working filter +implementation by simply creating an instance of `SimpleFilter`: + +```java +Filter filter = new SimpleFilter(myFragmentShader); +``` + +#### More complex filters + We recommend: - Subclassing `BaseFilter` instead of implementing `Filter`, since that takes care of most of the work