class

PointClickEngine::Graphics::Effects::ObjectEffects::HighlightShader

Inherits PointClickEngine::Graphics::Effects::ShaderEffect < PointClickEngine::Graphics::Effects::Effect < Reference < Object

Shader-based highlight effect

Constructors

new(style : HighlightStyle = HighlightStyle::Outline, color : RL::Color = RL::Color.new(r: 255, g: 255, b: 0, a: 255), thickness : Float32 = 2.0_f32, duration : Float32 = 0.0_f32)
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Class methods

glow(color : RL::Color = RL::WHITE, intensity : Float32 = 2.0_f32)
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outline(color : RL::Color = RL::YELLOW, thickness : Float32 = 2.0_f32)

Helper factory methods

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pulse(color : RL::Color = RL::RED, speed : Float32 = 2.0_f32)
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rainbow(thickness : Float32 = 2.0_f32)
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rim_light(color : RL::Color = RL::WHITE, intensity : Float32 = 1.5_f32)
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Instance methods

apply(context : EffectContext)

Apply the effect (must be implemented by subclasses)

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clone
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color
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color=(color : RL::Color)
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ensure_render_texture(width : Int32, height : Int32)

Ensure render texture matches sprite size

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fragment_shader_source

Abstract method to get fragment shader source

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glow_intensity
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glow_intensity=(glow_intensity : Float32)
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pulse_speed
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pulse_speed=(pulse_speed : Float32)
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style
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style=(style : HighlightStyle)
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thickness
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thickness=(thickness : Float32)
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vertex_shader_source

Abstract method to get vertex shader source

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