Basic FXAA implementation based on the code on geeks3d.com with the
modification that the texture2DLod stuff was removed since it's
unsupported by WebGL.
| Public methods | |
|---|---|
| public | apply(filterManager: PIXI.FilterManager, input: PIXI.RenderTarget, output: PIXI.RenderTarget, clear: boolean, currentState: object): void |
| Name | Type | Attribute | Description |
|---|---|---|---|
| vertexSrc | string | public | The vertex shader. |
| fragmentSrc | string | public | The fragment shader. |
| uniforms | object | public | An object containing the current values of custom uniforms. |
| padding | number | public | The padding of the filter. Some filters require extra space to breath such as a blur. |
| resolution | number | public | The resolution of the filter. Setting this to be lower will lower the quality but |
| enabled | boolean | public | If enabled is true the filter is applied, if false it will not. |
| autoFit | boolean | public | If enabled, pixi will fit the filter area into boundaries for better performance. |
Applies the filter
| Name | Type | Attribute | Description |
|---|---|---|---|
| filterManager | The renderer to retrieve the filter from |
||
| input | The input render target. |
||
| output | The target to output to. |
||
| clear | Should the output be cleared before rendering to it |
||
| currentState | It's current state of filter. |
void
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