FilterShadow
This RenderNode renders the Shadow filter effect, producing a directional light-ray glow that emanates from a light source position toward the Game Object. It uploads all shader uniforms required by the Shadow fragment shader, including the light position (converted to WebGL UV space), decay, power, color, sample count, and intensity values sourced from the Phaser.Filters.Shadow controller.
Constructor
new FilterShadow(manager)
Parameters
| name | type | optional | description |
|---|---|---|---|
| manager | Phaser.Renderer.WebGL.RenderNodes.RenderNodeManager | No | The manager that owns this RenderNode. |
Scope: static
Extends
Source: src/renderer/webgl/renderNodes/filters/FilterShadow.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 for the Shadow filter effect.
This method is called automatically before rendering. It reads values from the Shadow filter controller and uploads them to the WebGL program, including the light source position (with the Y axis inverted to match WebGL UV coordinates), decay, power (normalized by sample count), shadow color, sample count, and intensity.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| controller | Phaser.Filters.Shadow | No | The Shadow filter controller providing the uniform values. |
| drawingContext | Phaser.Renderer.WebGL.DrawingContext | No | The current drawing context. |
Overrides: Phaser.Renderer.WebGL.RenderNodes.BaseFilterShader#setupUniforms
Source: src/renderer/webgl/renderNodes/filters/FilterShadow.js#L36
Since: 4.0.0
Inherited Members
From Phaser.Renderer.WebGL.RenderNodes.BaseFilterShader:
From Phaser.Renderer.WebGL.RenderNodes.RenderNode: