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starling-framework

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A fast, productive library for 2D cross-platform development.

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import Effect from "./../../starling/rendering/Effect"; import RenderUtil from "./../../starling/utils/RenderUtil"; import Program from "./../../starling/rendering/Program"; import VertexDataFormat from "./VertexDataFormat"; import Texture from "./../textures/Texture"; declare namespace starling.rendering { /** An effect drawing a mesh of textured vertices. * This is the standard effect that is the base for all fragment filters; * if you want to create your own fragment filters, you will have to extend this class. * * <p>For more information about the usage and creation of effects, please have a look at * the documentation of the parent class, "Effect".</p> * * @see Effect * @see MeshEffect * @see starling.filters.FragmentFilter */ export class FilterEffect extends Effect { /** The vertex format expected by <code>uploadVertexData</code>: * <code>"position:number2, texCoords:number2"</code> */ public static VERTEX_FORMAT:VertexDataFormat; /** The AGAL code for the standard vertex shader that most filters will use. * It simply transforms the vertex coordinates to clip-space and passes the texture * coordinates to the fragment program (as 'v0'). */ public static STD_VERTEX_SHADER:string; /** Creates a new FilterEffect instance. */ public constructor(); /** The texture to be mapped onto the vertices. */ public texture:Texture; protected get_texture():Texture; protected set_texture(value:Texture):Texture; /** The smoothing filter that is used for the texture. @default bilinear */ public textureSmoothing:string; protected get_textureSmoothing():string; protected set_textureSmoothing(value:string):string; /** Indicates if pixels at the edges will be repeated or clamped. * Only works for power-of-two textures. @default false */ public textureRepeat:boolean; protected get_textureRepeat():boolean; protected set_textureRepeat(value:boolean):boolean; } } export default starling.rendering.FilterEffect;