ShaderPipelinePostProcessor
Implements
Index
Constructors
constructor
Parameters
options: ShaderPipelinePostProcessorOptions
Returns ShaderPipelinePostProcessor
Properties
publicreadonlyname
Accessors
publicpipeline
The pipeline run over the screen, available after the post processor is added to the context
Returns ShaderPipelineLike
Methods
publicdispose
Returns void
publicinitialize
Called once when the post processor is added to the graphics context
Parameters
graphicsContext: ExcaliburGraphicsContextWebGL
Returns void
publiconUpdate
Use the onUpdate hook to update any uniforms in the postprocessors shader
The shader has already been bound so there is no need to call shader.use();
Parameters
elapsed: number
Returns void
publicprocess
sourceis the current (MSAA-resolved) screen framebuffer, render the result intodestination, for example with a ShaderPass or ShaderPipeline.Parameters
source: Framebuffer
destination: Framebuffer
Returns void
A fullscreen multipass PostProcessor built on ShaderPipeline.
game.graphicsContext.addPostProcessor(new ex.ShaderPipelinePostProcessor({ passes: [thresholdGlsl, blurHorizontalPass, blurVerticalPass] }));Each frame the screen is run through the passes and the final pass renders back into the engine's post processing chain, composing with any other post processors in order.