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getHex() can take in a filter function which takes in three RGB values and outputs three filtered RGB values. Ideally this would be used by defining a handler called globalColorFilter in the gameState or coreState and passing it down into all occurrences.
idleUpdate and AudioEvent callbacks can be configured to change the gameState attributes that will be used to dynamically define the globalColorFilter
globalColorFilter: (red, green, blue) => hue transformation, invert strength, multiply by dimmer, then add linear dodge/burn
Invert either happens or it doesn't, the strength tells the chance that the color is inverted and is sampled once in gameState each frame so that everything is either inverted or not at the same time. Same with hue transformation
Dimmer decays to 0 and is set to an initial value by callbacks
Same with linear dodge/burn
The text was updated successfully, but these errors were encountered:
getHex() can take in a filter function which takes in three RGB values and outputs three filtered RGB values. Ideally this would be used by defining a handler called globalColorFilter in the gameState or coreState and passing it down into all occurrences.
idleUpdate and AudioEvent callbacks can be configured to change the gameState attributes that will be used to dynamically define the globalColorFilter
globalColorFilter: (red, green, blue) => hue transformation, invert strength, multiply by dimmer, then add linear dodge/burn
Invert either happens or it doesn't, the strength tells the chance that the color is inverted and is sampled once in gameState each frame so that everything is either inverted or not at the same time. Same with hue transformation
Dimmer decays to 0 and is set to an initial value by callbacks
Same with linear dodge/burn
The text was updated successfully, but these errors were encountered: