starling-framework
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A fast, productive library for 2D cross-platform development.
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TypeScript
import Texture from "../textures/Texture";
import VertexDataFormat from "./VertexDataFormat";
import Effect from "./Effect";
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 {
/**
* Creates a new FilterEffect instance.
*/
constructor();
/**
* 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').
*/
static STD_VERTEX_SHADER: string;
/**
* The texture to be mapped onto the vertices.
*/
get texture(): Texture;
set texture(value: Texture)
/**
* The smoothing filter that is used for the texture. @default bilinear
*/
get textureSmoothing(): string;
set textureSmoothing(value: string)
/**
* Indicates if pixels at the edges will be repeated or clamped.
* * Only works for power-of-two textures. @default false
*/
get textureRepeat(): boolean;
set textureRepeat(value: boolean)
}
}
export default starling.rendering.FilterEffect;