phaser
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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.
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JavaScript
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013-2023 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = require('../../../../utils/Class');
var BarrelFrag = require('../../shaders/FXBarrel-frag.js');
var PostFXPipeline = require('../PostFXPipeline');
/**
* @classdesc
* The Barrel FX Pipeline.
*
* A barrel effect allows you to apply either a 'pinch' or 'expand' distortion to
* a Game Object. The amount of the effect can be modified in real-time.
*
* A Barrel effect is added to a Game Object via the FX component:
*
* ```js
* const sprite = this.add.sprite();
*
* sprite.postFX.addBarrel();
* ```
*
* @class BarrelFXPipeline
* @extends Phaser.Renderer.WebGL.WebGLPipeline
* @memberof Phaser.Renderer.WebGL.Pipelines.FX
* @constructor
* @since 3.60.0
*
* @param {Phaser.Game} game - A reference to the Phaser Game instance.
*/
var BarrelFXPipeline = new Class({
Extends: PostFXPipeline,
initialize:
function BarrelFXPipeline (game)
{
PostFXPipeline.call(this, {
game: game,
fragShader: BarrelFrag
});
/**
* The amount of distortion applied to the barrel effect.
*
* Typically keep this within the range 1 (no distortion) to +- 1.
*
* @name Phaser.Renderer.WebGL.Pipelines.FX.BarrelFXPipeline#amount
* @type {number}
* @since 3.60.0
*/
this.amount = 1;
},
onPreRender: function (controller, shader)
{
controller = this.getController(controller);
this.set1f('amount', controller.amount, shader);
}
});
module.exports = BarrelFXPipeline;