Base class for all post effects. Post effects take a a render target as input apply effects to it and then render the result to an output render target or the screen if no output is specified.
new PostEffect(graphicsDevice: GraphicsDevice): PostEffect
Create a new PostEffect instance.
GraphicsDevice
The graphics device of the application.
device: GraphicsDevice
The graphics device of the application.
needsDepthBuffer: boolean
The property that should to be set to true (by the custom post effect) if a depth map
is necessary (default is false).
static quadVertexShader: string;
A simple vertex shader used to render a quad, which requires 'vec2 aPosition' in the vertex buffer, and generates uv coordinates vUv0 for use in the fragment shader.
drawQuad(
target: null | RenderTarget,
shader: Shader,
rect?: Vec4): void
Draw a screen-space rectangle in a render target, using a specified shader.
The output render target.
null | RenderTarget
Shader
The shader to be used for drawing the rectangle.
The normalized screen-space position (rect.x, rect.y) and size (rect.z,
rect.w) of the rectangle. Default is [0, 0, 1, 1].
void
render(
inputTarget: RenderTarget,
outputTarget: RenderTarget,
rect?: Vec4): void
Render the post effect using the specified inputTarget to the specified outputTarget.
RenderTarget
The input render target.
RenderTarget
The output render target. If null then this will be the screen.
The rect of the current camera. If not specified, it will default to
[0, 0, 1, 1].
void