Constructs a new effect.
The name of this effect. Doesn't have to be unique.
The fragment shader. This shader is required.
Optionaloptions: { Additional options.
Optionalattributes?: EffectAttributeThe effect attributes that determine the execution priority and resource requirements.
OptionalblendThe blend function of this effect.
Optionaldefines?: Map<string, string>Custom preprocessor macro definitions. Keys are names and values are code.
Optionalextensions?: Set<WebGLExtension>WebGL extensions.
Optionaluniforms?: Map<string, Uniform<any>>Custom shader uniforms. Keys are names and values are uniforms.
OptionalvertexThe vertex shader. Most effects don't need one.
ReadonlyblendThe blend mode of this effect.
ReadonlydefinesPreprocessor macro definitions.
Call Effect.setChanged after changing macro definitions.
ReadonlyextensionsWebGL extensions that are required by this effect.
Call Effect.setChanged after adding or removing extensions.
The name of this effect.
ProtectedrendererThe renderer.
ReadonlyuniformsShader uniforms.
Call Effect.setChanged after adding or removing uniforms.
ExperimentalThe input color space.
Protected ExperimentalSets the main camera.
Sets the main scene.
ExperimentalThe output color space.
Should only be changed if this effect converts the input colors to a different color space.
Protected ExperimentalAdds a listener to an event type.
Fire an event type.
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.
Returns the WebGL extensions that are required by this effect.
The extensions.
Checks if listener is added to an event type.
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.
Removes a listener from an event type.
ProtectedsetProtectedSets 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.
ProtectedsetProtectedInforms 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.
OptionaldepthPacking: DepthPackingStrategiesThe depth packing.
ProtectedsetUpdates 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.
ProtectedsetUpdates 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.
OptionaldeltaTime: 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