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Version: Phaser v4.0.0

FilterThreshold

This RenderNode renders the Threshold filter effect, which converts each pixel of a Game Object to either fully opaque or fully transparent based on its luminance value relative to a configurable threshold range. Pixels whose luminance falls below edge1 are discarded, those above edge2 are kept, and those in between are smoothly interpolated. The effect can optionally be inverted so that bright pixels are discarded instead of dark ones. See Phaser.Filters.Threshold.

Constructor

new FilterThreshold(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/FilterThreshold.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 WebGL shader uniforms required by the Threshold filter.

Passes the lower threshold edge (edge1), the upper threshold edge (edge2), and the invert flag to the fragment shader so it can apply the correct threshold calculation for the current frame.

Parameters:

nametypeoptionaldescription
controllerPhaser.Filters.ThresholdNoThe 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/FilterThreshold.js#L37
Since: 4.0.0


Inherited Members

From Phaser.Renderer.WebGL.RenderNodes.BaseFilterShader:

From Phaser.Renderer.WebGL.RenderNodes.RenderNode: