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Version: Phaser v4.0.0

FilterBarrel

A RenderNode that applies a barrel (or pincushion) distortion effect to a WebGL render target. Barrel distortion warps the image as though it were projected onto a curved surface: positive amounts bow the edges outward (barrel), while negative amounts pinch them inward (pincushion). It is commonly used to simulate fisheye lenses, VR screen curvature, or retro CRT monitor effects.

This node is used internally by the Phaser.Filters.Barrel filter controller, which exposes the amount property for controlling the strength and direction of the distortion.

See Phaser.Filters.Barrel.

Constructor

new FilterBarrel(manager)

Parameters

nametypeoptionaldescription
managerPhaser.Renderer.WebGL.RenderNodes.RenderNodeManagerNoThe manager that owns this RenderNode.

Scope: static

Extends

Phaser.Renderer.WebGL.RenderNodes.BaseFilterShader

Source: src/renderer/webgl/renderNodes/filters/FilterBarrel.js#L12
Since: 4.0.0

Inherited Methods

From Phaser.Renderer.WebGL.RenderNodes.BaseFilterShader:

From Phaser.Renderer.WebGL.RenderNodes.RenderNode:


Public Methods

setupUniforms

<instance> setupUniforms(controller, drawingContext)

Description:

Sets the shader uniforms required by the barrel distortion fragment shader. Reads the amount value from the filter controller and passes it to the GPU program, where it controls the strength and direction of the distortion applied to the render target.

Parameters:

nametypeoptionaldescription
controllerPhaser.Filters.BarrelNoThe filter controller providing the amount uniform value.
drawingContextPhaser.Renderer.WebGL.DrawingContextNoThe current drawing context.

Overrides: Phaser.Renderer.WebGL.RenderNodes.BaseFilterShader#setupUniforms

Source: src/renderer/webgl/renderNodes/filters/FilterBarrel.js#L42
Since: 4.0.0


Inherited Members

From Phaser.Renderer.WebGL.RenderNodes.BaseFilterShader:

From Phaser.Renderer.WebGL.RenderNodes.RenderNode: