Constructs a new ASCIIEffect.
ReadonlyblendThe blend mode.
Protected ReadonlydisposablesA collection of objects that will be disposed when this pass is disposed.
IO resources, materials and subpasses will be disposed separately and don't need to be added.
ReadonlyidAn identifier.
ReadonlyinputThe input resources of this pass.
Protected ReadonlymaterialsA collection of fullscreen materials that are used by this pass.
This only needs to be filled if multiple fullscreen materials are used. The initial fullscreenMaterial will automatically be added.
A hint that indicates whether this effect will be toggled at runtime.
Toggling an effect will also set this flag to true.
ReadonlyoutputThe output resources of this pass.
ReadonlyresolutionThe current resolution.
ReadonlyscissorA rectangular area inside the viewport. Fragments that are outside the area will not be rendered.
Scissor.enabled to enable the scissor.
ReadonlyviewportThe viewport.
Viewport.enabled to enable the viewport.
An ASCII lookup texture.
Indicates whether this pass is currently attached to another pass or a render pipeline.
ProtectedautoProtectedautoThe main camera.
A color that overrides the scene colors.
The fragment shader.
Indicates whether this effect defines a mainImage function in its fragment shader.
Indicates whether this effect defines a mainSupport function in its vertex shader.
Indicates whether this effect defines a mainUv function in its fragment shader.
The input color space. Default is NoColorSpace, meaning no change.
Ensures that the input colors are in the specified color space, converting them if necessary.
The name of this pass.
The output color space. Default is NoColorSpace, meaning no change.
Should only be defined if this effect converts the input colors to a different color space.
The current renderer.
A list of subpasses.
Subpasses are included in automatic resource optimizations and will be disposed when the parent pass is disposed. The resolution, viewport and scissor of the subpasses are also kept in sync with the parent pass.
They also gain access to the following data:
A timer.
The vertex shader.
ProtectedapplyApplies the scissor region of this pass to the given render target.
Note: viewport/scissor on render targets use absolute pixels whereas the renderer expects logical pixels.
ProtectedapplyApplies the viewport of this pass to the given render target.
Note: viewport/scissor on render targets use absolute pixels whereas the renderer expects logical pixels.
Compiles the materials used by this pass.
A promise that resolves when the compilation has finished.
ProtectedcreateCreates a standard render target with default settings and no depth.
The framebuffer.
Frees internal resources.
Checks if this pass uses convolution shaders.
Only works on passes that use a FullscreenMaterial.
Controls whether subpasses should be checked recursively.
True if the pass uses convolution shaders.
ProtectedonPerforms tasks when the input resources have changed.
Override this empty method to handle input changes.
ProtectedonPerforms tasks when the output resources have changed.
Override this empty method to handle output changes.
ProtectedonPerforms tasks when the resolution has changed.
Override this empty method to handle resolution changes.
ProtectedonProtectedonProtectedonPerforms tasks when the scissor has changed.
Override this empty method to handle scissor changes.
ProtectedonPerforms tasks when the viewport has changed.
Override this empty method to handle viewport changes.
Performs render operations.
ProtectedrenderRenders the fullscreen material to the current render target.
ProtectedsetDispatches a change event.
ProtectedsetSets the active render target.
This method also calls applyViewport and applyScissor.
A render target. Use null to render to the canvas.
OptionalactiveCubeFace: numberThe active cube side (PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5) of WebGLCubeRenderTarget.
OptionalactiveMipmapLevel: numberSpecifies the active mipmap level.
An ASCII effect.