class

PointClickEngine::Graphics::Effects::PostProcessing::DistortionShader

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

Shader-based distortion effect

Constructors

new(distortion_type : DistortionType = DistortionType::HeatHaze, strength : Float32 = 0.01_f32, duration : Float32 = 0.0_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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distortion_type
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distortion_type=(distortion_type : DistortionType)
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fragment_shader_source

Abstract method to get fragment shader source

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frequency
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frequency=(frequency : Float32)
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heat_layers

Heat haze properties

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heat_layers=(heat_layers : Int32)

Heat haze properties

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heat_vertical_speed
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heat_vertical_speed=(heat_vertical_speed : Float32)
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lens_center
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lens_center=(lens_center : RL::Vector2)
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lens_k1

Lens distortion properties

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lens_k1=(lens_k1 : Float32)

Lens distortion properties

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lens_k2
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lens_k2=(lens_k2 : Float32)
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render_scene_with_distortion
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ripple_amplitude
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ripple_amplitude=(ripple_amplitude : Float32)
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ripple_center

Ripple properties

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ripple_center=(ripple_center : RL::Vector2)

Ripple properties

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ripple_decay
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ripple_decay=(ripple_decay : Float32)
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ripple_wavelength
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ripple_wavelength=(ripple_wavelength : Float32)
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set_displacement_map(texture : RL::Texture2D)
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shock_center

Shock wave properties

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shock_center=(shock_center : RL::Vector2)

Shock wave properties

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shock_force
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shock_force=(shock_force : Float32)
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shock_radius
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shock_radius=(shock_radius : Float32)
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shock_thickness
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shock_thickness=(shock_thickness : Float32)
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speed
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speed=(speed : Float32)
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strength
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strength=(strength : Float32)
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update(dt : Float32)

Update effect state

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vertex_shader_source

Abstract method to get vertex shader source

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