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  1. "webGL Filters this is from the front page: When using webGL, Pixi let’s you use a huge set of existing, familiar filters such as blurs and pixelations but also allows users to create their own unique filters such as bespoke displacements and halftone effects." This has been described as straightforward but I can't seem to find the answer. How would one go from having a fragment shader like this: uniform x main(){ return vec4(0.0,0.0,0.0,1.0); } to a: var filter = new PIXI.filters.myFilter(); I've tried making prototype copies of the existing filters that apparently call AbstractFilter as their super. I've only just begun looking at this, but I was hoping someone could give me a tip. I know it has to be wrapped up in javascript in a certain way with the uniforms supplied, but I can't find the way to create a customized glsl filter, every time I add the copies into a container or sprite's .filter array, it causes a runtime error. Thanks, sorry for having a hard time with this, maybe not looking in the right place. Am I correct in my thinking about how this should be done?
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