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Version: Phaser v4.0.0

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

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/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:

nametypeoptionaldescription
controllerPhaser.Filters.ShadowNoThe Shadow filter controller providing the uniform values.
drawingContextPhaser.Renderer.WebGL.DrawingContextNoThe 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: