the current renderer instance
Optionaloptions: { color?: number[]; intensity?: number; textureSize?: number[]; width?: number } = {}effect options
Optionalcolor?: number[]glow color as [r, g, b] (0.0–1.0)
Optionalintensity?: numberglow brightness multiplier
OptionaltextureSize?: number[]texture dimensions [width, height]
Optionalwidth?: numberglow spread in pixels
Readonlydestroyedtrue once destroy has been called. Distinct from
enabled — which also toggles transiently across a context
lost / restored cycle — to give callers a stable signal for
"this effect has been explicitly released."
whether this effect is active (false in Canvas mode, false after
destroy, and false while the WebGL context is suspended
between an ONCONTEXT_LOST and the matching ONCONTEXT_RESTORED
event).
destroy this shader effect. Idempotent — calling destroy twice is safe. Unsubscribes from the renderer's context-lost / restored events so a destroyed effect is not auto-reactivated.
set the glow color
glow color as [r, g, b] (0.0–1.0)
set the glow intensity
glow brightness multiplier
set the texture size
texture width in pixels
texture height in pixels
Set the uniform to the given value
the uniform name
the value to assign to that uniform
A shader effect that adds a colored glow around the sprite. Similar to OutlineEffect but with a soft, blurred edge instead of a hard line. Commonly used for power-ups, magic items, or selection highlights.
See
Renderable.shader for usage
Example