BloomEffect
Implements
Index
Constructors
constructor
Parameters
options: BloomEffectOptions
Returns BloomEffect
Accessors
publicintensity
Multiplies the bloom light added on top of the original image.
1 is the neutral amount, values above 1 read as hotter, values below 1 are subtle.
Returns number
Parameters
value: number
Returns void
publicthreshold
Luminance cutoff (0-1) above which pixels contribute to the bloom
Returns number
Parameters
value: number
Returns void
Methods
publicdispose
Returns void
publicprocess
Parameters
source: ShaderPassSource
destination: ShaderPassDestination
optionaloptions: ShaderPipelineProcessOptions
Returns void
Multipass bloom: bright areas of the source are extracted, blurred down a progressive downsample ladder, accumulated back up with tent-filter upsampling, and added onto the original image.
Implements ShaderPipelineLike as a non-linear pass graph, so it plugs into either integration point:
// fullscreen game.graphicsContext.addPostProcessor( new ex.ShaderPipelinePostProcessor({ passes: new ex.BloomEffect({ graphicsContext, threshold: 0.6, intensity: 1.5 }) }) ); // or per-graphic actor.graphics.material = new ex.Material({ graphicsContext, passes: new ex.BloomEffect({ graphicsContext, threshold: 0.5 }), padding: 32 // room for the bloom halo });