Base class for all post effects. Post effects take a a render target as input apply effects to it and then render the result to an output render target or the screen if no output is specified.

Constructors

Properties

device: GraphicsDevice

The graphics device of the application.

needsDepthBuffer: boolean

The property that should to be set to true (by the custom post effect) if a depth map is necessary (default is false).

quadVertexShader: string = ...

A simple vertex shader used to render a quad, which requires 'vec2 aPosition' in the vertex buffer, and generates uv coordinates vUv0 for use in the fragment shader.

Methods

  • Draw a screen-space rectangle in a render target, using a specified shader.

    Parameters

    • target: any

      The output render target.

    • shader: Shader

      The shader to be used for drawing the rectangle.

    • Optionalrect: Vec4

      The normalized screen-space position (rect.x, rect.y) and size (rect.z, rect.w) of the rectangle. Default is [0, 0, 1, 1].

    Returns void

  • Render the post effect using the specified inputTarget to the specified outputTarget.

    Parameters

    • inputTarget: RenderTarget

      The input render target.

    • outputTarget: RenderTarget

      The output render target. If null then this will be the screen.

    • Optionalrect: Vec4

      The rect of the current camera. If not specified, it will default to [0, 0, 1, 1].

    Returns void