true
If enabled is true the filter is applied, if false it will not.
Americanized alias of greyscale.
value of the grey (0-1, where 0 is black)
if true, current matrix and matrix are multiplied. If false, just set the current matrix with
PIXI.ColorMatrixFilter.greyscale
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.
The opacity value to use when mixing the original and resultant colors.
When the value is 0, the original color is used without modification. When the value is 1, the result color is used. When in the range (0, 1) the color is interpolated between the original and result by this amount.
1
Sets the blend mode of the filter.
PIXI.BLEND_MODES.NORMAL
The matrix of the color matrix filter
[1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0]
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 renderer to retrieve the filter from
The input render target.
The target to output to.
Optional
clearMode: CLEAR_MODESShould the output be cleared before rendering to it.
Optional
_currentState: FilterStateIt's current state of filter. There are some useful properties in the currentState : target, filters, sourceFrame, destinationFrame, renderTarget, resolution
We don't know exactly what it does, kind of gradient map, but funny to play with!
Tone values.
Tone values.
Tone values, example: 0xFFE580
Tone values, example: 0xFFE580
if true, current matrix and matrix are multiplied. If false, just set the current matrix with
Set the contrast matrix, increase the separation between dark and bright Increase contrast : shadows darker and highlights brighter Decrease contrast : bring the shadows up and the highlights down
value of the contrast (0-1)
if true, current matrix and matrix are multiplied. If false, just set the current matrix with
Set the saturation matrix, increase the separation between colors Increase saturation : increase contrast, brightness, and sharpness
Optional
amount: numberThe saturation amount (0-1)
Optional
multiply: booleanif true, current matrix and matrix are multiplied. If false, just set the current matrix with
Sets each channel on the diagonal of the color matrix. This can be used to achieve a tinting effect on Containers similar to the tint field of some display objects like Sprite, Text, Graphics, and Mesh.
Color of the tint. This is a hex value.
Optional
multiply: booleanif true, current matrix and matrix are multiplied. If false, just set the current matrix with
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
If enabled, PixiJS will fit the filter area into boundaries for better performance. Switch it off if it does not work for specific shader.