Constructs a new effect.
The name of this effect. Doesn't have to be unique.
The fragment shader. This shader is required.
Optional
options: { Additional options.
Optional
attributes?: EffectAttributeThe effect attributes that determine the execution priority and resource requirements.
Optional
blendThe blend function of this effect.
Optional
defines?: Map<string, string>Custom preprocessor macro definitions. Keys are names and values are code.
Optional
extensions?: Set<WebGLExtension>WebGL extensions.
Optional
uniforms?: Map<string, Uniform<any>>Custom shader uniforms. Keys are names and values are uniforms.
Optional
vertexThe vertex shader. Most effects don't need one.
Readonly
blendThe blend mode of this effect.
Readonly
definesPreprocessor macro definitions.
Call Effect.setChanged after changing macro definitions.
Readonly
extensionsWebGL extensions that are required by this effect.
Call Effect.setChanged after adding or removing extensions.
The name of this effect.
Protected
rendererThe renderer.
Readonly
uniformsShader uniforms.
Call Effect.setChanged after adding or removing uniforms.
Experimental
The input color space.
Protected
Experimental
Sets the main camera.
Sets the main scene.
Experimental
The output color space.
Should only be changed if this effect converts the input colors to a different color space.
Protected
Experimental
Performs a shallow search for properties that define a dispose method and deletes them.
The EffectComposer calls this method when it is being destroyed.
Returns the effect attributes.
The attributes.
Performs initialization tasks.
This method is called when the associated EffectPass is added to an EffectComposer.
The renderer.
Whether the renderer uses the alpha channel or not.
The type of the main frame buffers.
if(!alpha && frameBufferType === UnsignedByteType) { this.myRenderTarget.texture.format = RGBFormat; }
Protected
setProtected
Sets the effect attributes.
Effects that have the same attributes will be executed in the order in which they were registered. Some attributes imply a higher priority.
The attributes.
Protected
setProtected
Informs the associated EffectPass that this effect requires a shader recompilation.
Should be called after changing macros or extensions and after adding/removing uniforms.
Sets the depth texture.
You may override this method if your effect requires direct access to the depth texture that is bound to the associated EffectPass.
A depth texture.
Optional
depthPacking: DepthPackingStrategiesThe depth packing.
Protected
setUpdates the size of this effect.
You may override this method if you want to be informed about the size of the backbuffer/canvas. This method is called before initialize and every time the size of the EffectComposer changes.
The width.
The height.
Protected
setUpdates this effect by performing supporting operations.
This method is called by the EffectPass right before the main fullscreen render operation, even if the
blend function is set to SKIP
.
You may override this method if you need to update custom uniforms or render additional off-screen textures.
The renderer.
A frame buffer that contains the result of the previous pass.
Optional
deltaTime: numberThe time between the last frame and the current one in seconds.
An abstract effect.
Effects can be combined using the EffectPass.
Implements
Implements
Implements