ShaderPassOptions
Index
Properties
optionalfiltering
optionalfragmentSource
Fragment source, processed with the glsl tagged template (straight-alpha authoring,
automatic #version/precision).
Conventions available to every pass:
uniform sampler2D u_image- the source (positional shorthand); named sources bind to their record keysuniform vec2 u_resolution- destination resolution in pixelsuniform vec2 u_texelSize-1.0 / primary source resolutionuniform float u_time_ms- total time in millisecondsuniform float u_elapsed_ms- elapsed milliseconds since the last frame when providedin vec2 v_uv- 0-1 UV over the destination
If omitted the pass is a passthrough (fragColor = texture(u_image, v_uv))
graphicsContext
optionalname
Name the pass for debugging
optionalscale
Relative resolution of this pass's output when ShaderPipeline auto-allocates its
intermediate framebuffer, e.g. 0.5 renders at half resolution. Default 1.
optionaluniforms
Declarative per-pass uniforms, the same watched dictionary as Shader.uniforms
Filtering used when this pass's auto-allocated intermediate framebuffer is sampled by the next pass. Default ImageFiltering.Blended (linear).