Skip to main content
Version: Phaser v4.0.0

FilterPixelate

A RenderNode that renders the Pixelate filter effect. It applies a blocky, low-resolution pixelation to the Game Object by dividing the rendered surface into uniformly-sized pixel blocks whose size is controlled by the amount property on the filter controller. Larger values produce more pronounced pixelation. This node binds the shader uniforms required by the FilterPixelate fragment shader and delegates actual rendering to its Phaser.Renderer.WebGL.RenderNodes.BaseFilterShader base class. See Phaser.Filters.Pixelate.

Constructor

new FilterPixelate(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/FilterPixelate.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 Pixelate filter.

Passes the pixelation amount from the filter controller and the current render target dimensions as a two-element resolution uniform. The fragment shader uses these values to snap texture coordinates to a grid, producing the blocky pixelation effect.

Parameters:

nametypeoptionaldescription
controllerPhaser.Filters.PixelateNoThe filter controller that owns this effect, providing the amount property.
drawingContextPhaser.Renderer.WebGL.DrawingContextNoThe current drawing context, used to obtain the render target width and height in pixels.

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

Source: src/renderer/webgl/renderNodes/filters/FilterPixelate.js#L38
Since: 4.0.0


Inherited Members

From Phaser.Renderer.WebGL.RenderNodes.BaseFilterShader:

From Phaser.Renderer.WebGL.RenderNodes.RenderNode: