the current renderer instance
Optionaloptions: { exposure?: number; mode?: string; white?: number } = {}
effect options
Optionalexposure?: numbermultiplier applied before the curve; above 1 lifts the image into the curve's shoulder
Optionalmode?: stringcurve: "aces", "reinhard" or "exponential"
Optionalwhite?: numberthe post-exposure value that should come out as display white. Omitted, the curve keeps its own shoulder and nothing reaches 1 exactly
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).
Readonlymodewhich curve this instance baked, for reading back
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.
ReadonlywhiteThe post-exposure value that comes out as display white, or 0
when the curve is left with its own shoulder.
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)
// the loader's shader is ONE shared program — one uniform state for all
sprite.addPostEffect(loader.getShader("flash"));
// the boss needs its own intensity — clone a private, caller-owned copy
const bossFlash = loader.getShader("flash").clone();
boss.addPostEffect(bossFlash);
bossFlash.setUniform("uIntensity", 0.9);
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.
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 — a Texture2d asset
(NoiseTexture2d, TextureAtlas, …) can be passed directly, or a raw
drawable source. No-op in Canvas mode.
the sampler2D uniform name declared in the fragment
the texture: an engine texture asset, or a raw drawable source
Optionalrepeat: "repeat" | "no-repeat" | "repeat-x" | "repeat-y" = "no-repeat"
wrap mode; use "repeat" for a tiled/scrolled texture
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, "repeat");
waterSprite.addPostEffect(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.addPostEffect(flow);
// then in your Stage's update(dt):
flow.setTime(me.timer.getTime() / 1000);
Set the white point: the value that should come out as display white.
This is the knob a "brightness" or "peak" slider in a settings screen
drives. Without it a tone curve only approaches 1 asymptotically, so
nothing in the frame is ever quite white and a player who wants a
brighter picture can only raise exposure, which lifts the midtones
with it. A white point moves where the shoulder lands instead.
Implemented as a scale rather than a reshaped curve: the value is run
through the same curve on the CPU and the shader multiplies by its
reciprocal, so white maps to exactly 1 and everything under it keeps
the curve's shape. Values above it clip, which is what "white point"
means.
the value to map to white; 0 or less restores the curve's own shoulder
A shader effect that tone maps what it is applied to: values are lifted by
exposureand brought back into display range by a curve, instead of clipping flat at white.Put it on the CAMERA, and put it LAST — after BloomEffect, so the light bloom spreads is mapped along with everything else rather than clipping where the two overlap.
Three curves, chosen once at construction:
mode"aces"hdrOutput"reinhard""exponential"Without
hdr: trueit is a grade, not a colour-managed pipeline. The default render targets areRGBA8, so the frame reaching this is already clamped to[0, 1]andexposureis what gives the curve something to work on. With thehdrapplication setting on, the targets are half-float and the values arriving are genuinely above 1, which is what the curve is for. Either way it does not convert linear to sRGB, because nothing linearized it.See
Renderable#addPostEffect for usage
Example
Example