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  • Filter
    • LightNightPixiFilter

Index

Properties

SOURCE_KEY_MAP: Dict<string>

Used for caching shader IDs.

autoFit: boolean

If enabled, PixiJS will fit the filter area into boundaries for better performance. Switch it off if it does not work for specific shader.

default

true

defaultMultisample: null | MSAA_QUALITY

Default filter samples for any filter.

static
default

PIXI.MSAA_QUALITY.NONE

defaultResolution: null | number

Default filter resolution for any filter.

static
disposeRunner: Runner
enabled: boolean

If enabled is true the filter is applied, if false it will not.

legacy: boolean

Legacy filters use position and uvs from attributes (set by filter system)

readonly
multisample: null | MSAA_QUALITY

The samples override of the filter instance. If set to null, the sample count of the current render target is used.

default

PIXI.Filter.defaultMultisample

padding: number

The padding of the filter. Some filters require extra space to breath such as a blur. Increasing this will add extra width and height to the bounds of the object that the filter is applied to.

program: Program

Program that the shader uses.

state: State

The WebGL state the filter requires to render.

uniformGroup: UniformGroup<Dict<any>>

Methods

  • apply(filterManager: FilterSystem, input: RenderTexture, output: RenderTexture, clearMode?: CLEAR_MODES, _currentState?: FilterState): void
  • Applies the filter

    Parameters

    • filterManager: FilterSystem

      The renderer to retrieve the filter from

    • input: RenderTexture

      The input render target.

    • output: RenderTexture

      The target to output to.

    • Optional clearMode: CLEAR_MODES
    • Optional _currentState: FilterState

    Returns void

  • checkUniformExists(name: string, group: UniformGroup<Dict<any>>): boolean
  • Parameters

    • name: string
    • group: UniformGroup<Dict<any>>

    Returns boolean

  • destroy(): void
  • Returns void

  • from(vertexSrc?: string, fragmentSrc?: string, uniforms?: Dict<any>): Shader
  • A short hand function to create a shader based of a vertex and fragment shader.

    Parameters

    • Optional vertexSrc: string

      The source of the vertex shader.

    • Optional fragmentSrc: string

      The source of the fragment shader.

    • Optional uniforms: Dict<any>

      Custom uniforms to use to augment the built-in ones.

    Returns Shader

    A shiny new PixiJS shader!

Accessors

  • get blendMode(): BLEND_MODES
  • set blendMode(value: BLEND_MODES): void
  • Sets the blend mode of the filter.

    default

    PIXI.BLEND_MODES.NORMAL

    Returns BLEND_MODES

  • Sets the blend mode of the filter.

    default

    PIXI.BLEND_MODES.NORMAL

    Parameters

    • value: BLEND_MODES

    Returns void

  • get defaultFragmentSrc(): string
  • The default fragment shader source

    readonly

    Returns string

  • get defaultVertexSrc(): string
  • The default vertex shader source

    readonly

    Returns string

  • get resolution(): null | number
  • set resolution(value: null | number): void
  • The resolution of the filter. Setting this to be lower will lower the quality but increase the performance of the filter. If set to null or 0, the resolution of the current render target is used.

    default

    PIXI.Filter.defaultResolution

    Returns null | number

  • The resolution of the filter. Setting this to be lower will lower the quality but increase the performance of the filter. If set to null or 0, the resolution of the current render target is used.

    default

    PIXI.Filter.defaultResolution

    Parameters

    • value: null | number

    Returns void

  • get uniforms(): Dict<any>
  • Shader uniform values, shortcut for uniformGroup.uniforms.

    readonly

    Returns Dict<any>

Constructors

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