the current renderer instance
Optionaloptions: { amplitude?: number; frequency?: number; speed?: number } = {}effect options
Optionalamplitude?: numberwave displacement strength (in UV space, 0.01 = subtle)
Optionalfrequency?: numbernumber of waves across the sprite
Optionalspeed?: numberwave animation speed
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 wave amplitude
displacement strength in UV space
set the wave frequency
number of waves
set the current time (call each frame for animation)
time in seconds
Set the uniform to the given value
the uniform name
the value to assign to that uniform
A shader effect that applies a sine wave distortion to the sprite. Commonly used for underwater, heat haze, or dream sequence effects. The
timeuniform should be updated each frame for animation.See
Renderable.shader for usage
Example