Name | Type | Description | ||||||||||||||||||||||||||||||||
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options |
object |
|
Example
// This attribute redirect calculates the tint used on top of a texture. Since the
// tintMode can change anytime, it is better to use a derived source (function).
//
// Furthermore, the color is uploaded as four bytes (`attribute vec4 aTint`) while the
// source returns an integer. This is done by splitting the 32-bit integer into four
// 8-bit bytes.
new PIXI.brend.AttributeRedirect({
source: (tgt: ExampleDisplay) => (tgt.alpha < 1.0 && tgt.tintMode === PREMULTIPLY)
? premultiplyTint(tgt.rgb, tgt.alpha)
: tgt.rgb + (tgt.alpha << 24);
attrib: 'aTint',
type: 'int32',
size: '%notarray%', // optional/default
glType: PIXI.TYPES.UNSIGNED_BYTE,
glSize: 4,
normalize: true // We are using [0, 255] range for RGBA here. Must normalize to [0, 1].
});
Extends
Members
-
Size of attribute in terms of
glType
.Note that
glSize * glType <= size * type
-
The shader variable that references the resource, e.g. attribute or uniform name.
-
Type of attribute, when uploading.
Normally, you would use the corresponding type for the view on source. However, to speed up uploads you can aggregate attribute values in larger data types. For example, an RGBA vec4 (byte-sized channels) can be represented as one
Uint32
, while having aglType
ofUNSIGNED_BYTE
. -
Whether to normalize the attribute values.
-
This is equal to
size
or 1 if size is%notarray%
. -
Number of elements to extract out of
source
with the given view type, for one vertex.If source isn't an array (only one element), then you can set this to
'%notarray%'
. -
The property on the display-object that holds the resource.
Instead of a property, you can provide a callback that generates the resource on invokation.
-
The type of data stored in the source buffer. This can be any of:
int8
,uint8
,int16
,uint16
,int32
,uint32
, or (by default)float32
.- Default Value:
- 'float32'
- See: