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I think I have seen this question asked before, but I have not been able to implement a working solution in pixi.js v4.5.0. I am new to this, so bear with me.... I have a custom GLSL filter (the Game of Life, for now)-- I want to continually apply the filter to the sprite in a feedback loop. That is: Apply filter to sprite image Capture the result Set sprite image to result Apply filter to sprite image Loop I have attempted this with PIXI.Texture.fromCanvas(app.view) -> texture.update(), but that resulted in a black screen. I think using RenderTexture buffers with app.renderer.render may be on the right track, but I'm not sure how I should be applying them. I attempted to set my sprite.texture to a RenderTexture and it resulted in an error... I've also had various "Feedback loop detected" warnings in the console when I attempted to pass render textures as filter uniforms and read from those. Is there a way to set the sprite texture to the filtered sprite?
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Hello! I'm trying to adapt shaders from this sample to Pixi JS custom filter: https://jywarren.github.io/fisheye-correction-webgl/ https://github.com/bluemir/fisheye-correction-webgl Unfortunately something is wrong with coordinates (though i'm using webgl code as a reference, but copy-paste to pixi doesn't work), i've tried this manual about Filter Area https://github.com/pixijs/pixi.js/wiki/v4-Creating-Filters and this topic but it didn't help. maybe because in my case there is vertex shader also. Here is fiddle with my code where the problem exists https://jsfiddle.net/f1nal/a5t07f3p/ Can someone explain how to do it right? ivan.popelyshev can you help me?
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