# Component
**`GL.Component` is the class to extend to implement a GL Component.**
```js
class MyEffect extends GL.Component {
render () {
return ...;
}
}
```
`GL.Component` allows to **compose** effects:
it tells the `gl-react-core` algorithm to "unfold" the `render()` looking for a `GL.View` to merge with.
> Although it is technically not required to extend `GL.Component` (you can still use `React.Component`),
this is generally a good idea because you always want to make a component "composable".
## Composing effects
Effects component can be implemented as follow:
```js
const shaders = GL.Shaders.create({
myEffect: {
frag: `
precision highp float;
varying vec2 uv;
uniform sampler2D tex;
uniform float someParam;
void main() {
vec4 textureColor = texture(tex, uv);
vec4 c = ... // do something with textureColor and someParam
gl_FragColor = c;
}
`
}
});
class MyEffect extends GL.Component {
render () {
const { width, height, children, someParam } = this.props;
return
{children}
;
}
}
```
Once you have defined effect components that inject `children` (let's say `Blur` and `Negative`), you can compose them together.
**Example:**
```html
http://i.imgur.com/qM9BHCy.jpg
```
and define another generic component out of it:
```js
class BlurNegative extends GL.Component {
render () {
const { width, height, blur, children } = this.props;
return
{children}
;
}
}
```
and use it:
```html
http://i.imgur.com/qM9BHCy.jpg
```
## Implementation notes
Effects composition are made efficient using OpenGL Framebuffers:
the rendering is made in the same pipeline.
[`gl-react-core`](https://github.com/ProjectSeptemberInc/gl-react-core)
contains the core logic (shared across both `gl-react` and `gl-react-native`)
that convert the Virtual DOM Tree into `data`, an object tree that represent the rendering pipeline.
Respective implementation will then uses that `data` tree and
render it in OpenGL (for gl-react-native) or in WebGL (for gl-react, using [stack.gl](http://stack.gl) libs).