Currently, the filters get applied serially, which isn't a problem for WebGL, but can be a pain point for Canvas.
Thoughts:
Think of a way to refactor the application of filters so that the canvas renderer only loops through all the pixels once (where possible), and the effects get applied at each pixel.
This will also allow for the added benefit of breaking up all the adjustment filters. Instead of doing both Hue and Saturation in one filter, we can break it up and not take a performance penalty.
Currently, the filters get applied serially, which isn't a problem for WebGL, but can be a pain point for Canvas.
Thoughts: Think of a way to refactor the application of filters so that the canvas renderer only loops through all the pixels once (where possible), and the effects get applied at each pixel.
This will also allow for the added benefit of breaking up all the adjustment filters. Instead of doing both Hue and Saturation in one filter, we can break it up and not take a performance penalty.