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This handles a Sprite acting as a mask, as opposed to a Graphic.

WebGL only.

memberof

PIXI

Hierarchy

Index

Constructors

constructor

Properties

autoFit

autoFit: boolean

enabled

enabled: boolean

legacy

legacy: boolean

maskMatrix

maskMatrix: Matrix

maskSprite

maskSprite: IMaskTarget

padding

padding: number

program

program: Program

resolution

resolution: number

state

state: State

uniformGroup

uniformGroup: UniformGroup

Static Protected SOURCE_KEY_MAP

SOURCE_KEY_MAP: Dict<string>

Used for caching shader IDs

static

Accessors

blendMode

  • Sets the blendmode of the filter

    member

    {number}

    default

    PIXI.BLEND_MODES.NORMAL

    Returns BLEND_MODES

  • Sets the blendmode of the filter

    Parameters

    Returns void

uniforms

  • get uniforms(): Dict<any>
  • Shader uniform values, shortcut for uniformGroup.uniforms

    readonly
    member

    {object}

    Returns Dict<any>

Static defaultFragmentSrc

  • get defaultFragmentSrc(): string
  • The default fragment shader source

    static
    constant

    Returns string

Static defaultVertexSrc

  • get defaultVertexSrc(): string
  • The default vertex shader source

    static
    constant

    Returns string

Methods

apply

  • Applies the filter

    Parameters

    Returns void

checkUniformExists

  • checkUniformExists(name: string, group: UniformGroup): boolean

destroy

  • destroy(): void
  • Returns void

Static from

  • from(vertexSrc?: string, fragmentSrc?: string, uniforms?: Dict<any>): Shader
  • A short hand function to create a shader based of a vertex and fragment shader

    Parameters

    • Optional vertexSrc: string
    • Optional fragmentSrc: string
    • Optional uniforms: Dict<any>

    Returns Shader

    an shiny new Pixi shader!

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