public class PostprocessEffectGlow extends PostprocessEffect
NUM_FLOAT_UNIFORMS, NUM_INT_UNIFORMS
Constructor and Description |
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PostprocessEffectGlow(Data2D glowHaloAndRadius,
Data4D color)
Make the object glow with a specific color and a halo of specific radius.
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Modifier and Type | Method and Description |
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static void |
enable()
Have to call this before the shaders get compiled (i.e before DistortedLibrary.onCreate()) for the Effect to work.
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setQuality
addQueue, enableEffects, getCenterDimension, getEffectDimension, getID, getName, getRegionDimension, getString, getType, isUnity, notifyWhenFinished, remQueue
public PostprocessEffectGlow(Data2D glowHaloAndRadius, Data4D color)
glowHaloAndRadius
- First float: the halo.
How far beyond the object does the effect stretch to? Unit: Percentage
of the size of the original object, i.e. Halo=0 --> no halo around, this
would mean sharp edges around the object; Halo=100 --> halo of the size
of the object itself around.
Second float: the radius.
The 'strength' if the blur of the edges, in pixels. 0 = no blur, 10 =
blur of roughly 10 pixels around the whole halo.color
- RGBA of the color with which to draw the glow; example: (1.0f,0.0f,0.0f,0.5f) -
half transparent red.