the current renderer instance
Optionaloptions: { intensity?: number } = {}effect options
Optionalintensity?: numberinversion intensity (0.0 = original, 1.0 = fully inverted)
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).
When true, a renderable will NOT auto-destroy this effect when it is
removed from its postEffects (via the shader setter,
Renderable#removePostEffect, Renderable#clearPostEffects)
or when the renderable itself is destroyed. Set this on an effect shared
across several renderables so one of them going away doesn't free the GL
program still used by the others — you then own its lifecycle and call
destroy yourself.
Apply a brightness adjustment.
brightness multiplier (1.0 = normal, >1 brighter, <1 darker)
this instance for chaining
Create an independent copy of this effect, compiled as its own GL program. Use it when several renderables need the same effect with different uniform values — a single instance has a single set of uniforms, shared by everything it is assigned to.
The clone copies the recipe: the fragment source, float precision,
every uniform value set so far, and any extra textures bound via
setTexture (the clone uploads and owns its own GL copies).
It does NOT copy ownership or lifecycle state — in particular the
clone's shared flag is always reset to false, even when
cloning a shared shader (such as one returned by loader.getShader()):
the clone is caller-owned and will be auto-destroyed by the renderable
it is assigned to, exactly like a hand-constructed effect. Set
shared = true on the clone yourself if you intend to reuse it across
several renderables.
a new, caller-owned effect (shared === false)
Apply a contrast adjustment.
contrast multiplier (1.0 = normal, >1 more contrast, <1 less)
this instance for chaining
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.
Apply a hue rotation.
rotation angle in radians
this instance for chaining
Apply a color inversion.
Optionalamount: number = 1.0inversion amount (0.0 = original, 1.0 = fully inverted)
this instance for chaining
Multiply the current matrix by another color matrix.
the matrix to multiply with
this instance for chaining
Reset the color matrix to identity (no color change).
this instance for chaining
Apply a saturation adjustment.
saturation level (0.0 = grayscale, 1.0 = normal, >1 over-saturated)
this instance for chaining
Apply a sepia tone.
Optionalamount: number = 1.0sepia intensity (0.0 = original, 1.0 = full sepia)
this instance for chaining
set the inversion intensity
inversion intensity (0.0 = original, 1.0 = fully inverted)
Bind an extra texture to a named sampler2D uniform in this shader, so
a custom effect can read a second texture — a noise map, mask, gradient,
flow/lookup table — besides the sprite/target it post-processes (uSampler).
The engine uploads, caches, and re-binds it to a reserved texture unit each
time the effect draws, and points the sampler uniform at it — no raw WebGL
texture-unit juggling.
Declare the sampler in your fragment (uniform sampler2D <name>;) and pass
that name here. Any engine texture works — e.g. noiseTexture.getTexture().
No-op in Canvas mode.
the sampler2D uniform name declared in the fragment
the texture source
Optionalrepeat: "repeat" | "no-repeat" | "repeat-x" | "repeat-y" = "no-repeat"wrap mode; use "repeat" for a tiled/scrolled texture (power-of-two size under WebGL 1)
this effect for chaining
// "water": distort the sprite by a static noise texture scrolled over time
const noise = new me.NoiseTexture2d({ width: 256, height: 256, seamless: true });
const water = new me.ShaderEffect(renderer, `
uniform sampler2D uNoise;
uniform float uTime;
vec4 apply(vec4 color, vec2 uv) {
vec2 flow = texture2D(uNoise, uv + uTime * 0.03).rg - 0.5;
return texture2D(uSampler, uv + flow * 0.02);
}`);
water.setTexture("uNoise", noise.getTexture(), "repeat");
waterSprite.shader = water;
// each frame, in your Stage's update(dt):
water.setTime(me.timer.getTime() / 1000);
Set the shader's uTime uniform (elapsed time, in seconds). A convenience
over setUniform("uTime", ...); call it once per frame from your update
loop to animate a shader that declares uniform float uTime (e.g. scrolling
a static noise texture's UVs, pulsing, waving). Drive it with whatever clock
you like — real time, a paused/scaled/scrubbed one.
No-op if the shader does not declare a uTime uniform (nothing to update),
or in Canvas mode. The engine does NOT call this for you — animation is
opt-in, exactly like re-baking a NoiseTexture2d with update(dt).
elapsed time in seconds
this effect for chaining
// a shader that scrolls a static seamless noise texture over time
const flow = new me.ShaderEffect(renderer, `
uniform float uTime;
vec4 apply(vec4 color, vec2 uv) {
return texture2D(uSampler, uv + vec2(uTime * 0.05, 0.0));
}`);
mySprite.shader = flow;
// then in your Stage's update(dt):
flow.setTime(me.timer.getTime() / 1000);
Set the uniform to the given value
the uniform name
the value to assign to that uniform
Multiplies the current matrix with a transform described by individual values. Accepts either 6 values (2D affine: a, b, c, d, e, f) or 16 values (full 4x4 column-major).
6 or 16 numeric values
this instance for chaining
A shader effect that inverts the colors of the sprite. Commonly used for damage feedback, negative image, or X-ray effects.
See
Renderable.shader for usage
Example
Example