Constructor

@:glVertexSource("\r\n\t\t#pragma header\r\n\t\t\r\n\t\tattribute float alpha;\r\n\t\tattribute vec4 colorMultiplier;\r\n\t\tattribute vec4 colorOffset;\r\n\t\tuniform bool hasColorTransform;\r\n\t\t\r\n\t\tvoid main(void)\r\n\t\t{\r\n\t\t\t#pragma body\r\n\t\t\t\r\n\t\t\topenfl_Alphav = openfl_Alpha * alpha;\r\n\t\t\t\r\n\t\t\tif (hasColorTransform)\r\n\t\t\t{\r\n\t\t\t\topenfl_ColorOffsetv = colorOffset / 255.0;\r\n\t\t\t\topenfl_ColorMultiplierv = colorMultiplier;\r\n\t\t\t}\r\n\t\t}")@:glFragmentHeader("\r\n\t\tuniform bool hasTransform;\r\n\t\tuniform bool hasColorTransform;\r\n\r\n\t\tvec4 flixel_texture2D(sampler2D bitmap, vec2 coord)\r\n\t\t{\r\n\t\t\tvec4 color = texture2D(bitmap, coord);\r\n\t\t\tif (!hasTransform)\r\n\t\t\t{\r\n\t\t\t\treturn color;\r\n\t\t\t}\r\n\r\n\t\t\tif (color.a == 0.0)\r\n\t\t\t{\r\n\t\t\t\treturn vec4(0.0, 0.0, 0.0, 0.0);\r\n\t\t\t}\r\n\r\n\t\t\tif (!hasColorTransform)\r\n\t\t\t{\r\n\t\t\t\treturn color * openfl_Alphav;\r\n\t\t\t}\r\n\r\n\t\t\tcolor = vec4(color.rgb / color.a, color.a);\r\n\r\n\t\t\tmat4 colorMultiplier = mat4(0);\r\n\t\t\tcolorMultiplier[0][0] = openfl_ColorMultiplierv.x;\r\n\t\t\tcolorMultiplier[1][1] = openfl_ColorMultiplierv.y;\r\n\t\t\tcolorMultiplier[2][2] = openfl_ColorMultiplierv.z;\r\n\t\t\tcolorMultiplier[3][3] = openfl_ColorMultiplierv.w;\r\n\r\n\t\t\tcolor = clamp(openfl_ColorOffsetv + (color * colorMultiplier), 0.0, 1.0);\r\n\r\n\t\t\tif (color.a > 0.0)\r\n\t\t\t{\r\n\t\t\t\treturn vec4(color.rgb * color.a * openfl_Alphav, color.a * openfl_Alphav);\r\n\t\t\t}\r\n\t\t\treturn vec4(0.0, 0.0, 0.0, 0.0);\r\n\t\t}\r\n\t")@:glFragmentSource("\r\n\t\t#pragma header\r\n\t\t\r\n\t\tvoid main(void)\r\n\t\t{\r\n\t\t\tgl_FragColor = flixel_texture2D(bitmap, openfl_TextureCoordv);\r\n\t\t}")new()

Variables

@:keepalpha:ShaderParameter_Float

@:keepcolorMultiplier:ShaderParameter_Float

@:keepcolorOffset:ShaderParameter_Float

@:keephasColorTransform:ShaderParameter_Bool

@:keephasTransform:ShaderParameter_Bool

Inherited Variables

Defined by GraphicsShader

@:keepbitmap:ShaderInput_openfl_display_BitmapData

Defined by Shader

write onlybyteCode:ByteArray

The raw shader bytecode for this Shader instance.

data:ShaderData

Provides access to parameters, input images, and metadata for the Shader instance. ShaderParameter objects representing parameters for the shader, ShaderInput objects representing the input images for the shader, and other values representing the shader's metadata are dynamically added as properties of the data property object when the Shader instance is created. Those properties can be used to introspect the shader and to set parameter and input values. For information about accessing and manipulating the dynamic properties of the data object, see the ShaderData class description.

glFragmentSource:String

Get or set the fragment source used when compiling with GLSL.

This property is not available on the Flash target.

@SuppressWarnings("checkstyle:Dynamic")read onlyglProgram:GLProgram

The compiled GLProgram if available.

This property is not available on the Flash target.

glVertexSource:String

Get or set the vertex source used when compiling with GLSL.

This property is not available on the Flash target.

precisionHint:ShaderPrecision

The precision of math operations performed by the shader. The set of possible values for the precisionHint property is defined by the constants in the ShaderPrecision class.

The default value is ShaderPrecision.FULL. Setting the precision to ShaderPrecision.FAST can speed up math operations at the expense of precision.

Full precision mode (ShaderPrecision.FULL) computes all math operations to the full width of the IEEE 32-bit floating standard and provides consistent behavior on all platforms. In this mode, some math operations such as trigonometric and exponential functions can be slow.

Fast precision mode (ShaderPrecision.FAST) is designed for maximum performance but does not work consistently on different platforms and individual CPU configurations. In many cases, this level of precision is sufficient to create graphic effects without visible artifacts.

The precision mode selection affects the following shader operations. These operations are faster on an Intel processor with the SSE instruction set:

  • sin(x)
  • cos(x)
  • tan(x)
  • asin(x)
  • acos(x)
  • atan(x)
  • atan(x, y)
  • exp(x)
  • exp2(x)
  • log(x)
  • log2(x)
  • pow(x, y)
  • reciprocal(x)
  • sqrt(x)

program:Program3D

The compiled Program3D if available.

This property is not available on the Flash target.

Inherited Methods