The sprite used for the displacement map. (make sure its added to the scene!)
Optional
scale: numberThe scale of the displacement
If enabled, PixiJS will fit the filter area into boundaries for better performance. Switch it off if it does not work for specific shader.
true
If enabled is true the filter is applied, if false it will not.
Readonly
legacyLegacy filters use position and uvs from attributes (set by filter system)
The samples override of the filter instance.
If set to null
, the sample count of the current render target is used.
PIXI.Filter.defaultMultisample
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 that the shader uses.
The WebGL state the filter requires to render.
Static
SOURCE_Used for caching shader IDs.
Static
defaultDefault filter samples for any filter.
PIXI.MSAA_QUALITY.NONE
Static
defaultDefault filter resolution for any filter.
Sets the blend mode of the filter.
PIXI.BLEND_MODES.NORMAL
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.
PIXI.Filter.defaultResolution
Static
defaultThe default fragment shader source
Static
defaultThe default vertex shader source
Applies the filter.
The manager.
The input target.
The output target.
clearMode.
Static
fromA short hand function to create a shader based of a vertex and fragment shader.
Optional
vertexSrc: stringThe source of the vertex shader.
Optional
fragmentSrc: stringThe source of the fragment shader.
Optional
uniforms: Dict<any>Custom uniforms to use to augment the built-in ones.
A shiny new PixiJS shader!
Generated using TypeDoc
The DisplacementFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object.
You can use this filter to apply all manor of crazy warping effects. Currently the
r
property of the texture is used to offset thex
and theg
property of the texture is used to offset they
.The way it works is it uses the values of the displacement map to look up the correct pixels to output. This means it's not technically moving the original. Instead, it's starting at the output and asking "which pixel from the original goes here". For example, if a displacement map pixel has
red = 1
and the filter scale is20
, this filter will output the pixel approximately 20 pixels to the right of the original.Memberof
PIXI