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Hierarchy

  • CustomFilter
    • PolygonLightEffect

Implements

  • IHashObject

Index

Constructors

constructor

Properties

Private $fragmentSrc

$fragmentSrc: string

Private $hashCode

$hashCode: number

Private $id

$id: number

Private $obj

$obj: any
native

Render

Private $shaderKey

$shaderKey: string

Private $uniforms

$uniforms: any

Private $vertexSrc

$vertexSrc: string

Readonly hashCode

hashCode: number

返回此对象唯一的哈希值,用于唯一确定一个对象。hashCode为大于等于1的整数。

version

Egret 2.4

platform

Web,Native

language

zh_CN

padding

padding: number

滤镜的内边距 如果自定义滤镜所需区域比原区域大(描边等),需要手动设置

version

Egret 4.1.0

platform

Web

language

zh_CN

Private paddingBottom

paddingBottom: number

Private paddingLeft

paddingLeft: number

Private paddingRight

paddingRight: number

Private paddingTop

paddingTop: number

Private type

type: string

Readonly uniforms

uniforms: any

着色器中uniform的初始值(key,value一一对应),目前仅支持数字和数组。

version

Egret 4.1.0

platform

Web

language

zh_CN

Static Private fragmentSrc

fragmentSrc: string = "precision lowp float;\n" +"varying vec2 vTextureCoord;\n" +"uniform sampler2D uSampler;\n" +"#define SAMPLE_COUNT 15\n" +"uniform vec2 _sampleOffsets[SAMPLE_COUNT];\n" +"uniform float _sampleWeights[SAMPLE_COUNT];\n" +"void main(void) {\n" +"vec4 c = vec4(0, 0, 0, 0);\n" +"for( int i = 0; i < SAMPLE_COUNT; i++ )\n" +" c += texture2D( uSampler, vTextureCoord + _sampleOffsets[i] ) * _sampleWeights[i];\n" +"gl_FragColor = c;\n" +"}"

Static Private vertSrc

vertSrc: string = "attribute vec2 aVertexPosition;\n" +"attribute vec2 aTextureCoord;\n" +"uniform vec2 projectionVector;\n" +"varying vec2 vTextureCoord;\n" +"const vec2 center = vec2(-1.0, 1.0);\n" +"void main(void) {\n" +" gl_Position = vec4( (aVertexPosition / projectionVector) + center , 0.0, 1.0);\n" +" vTextureCoord = aTextureCoord;\n" +"}"

Methods

Private $toJson

  • $toJson(): string

onPropertyChange

  • onPropertyChange(): void

Protected updatePadding

  • updatePadding(): void

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