class

PointClickEngine::Graphics::Effects::SceneEffects::DarknessShader

Inherits PointClickEngine::Graphics::Effects::SceneEffects::ShaderSceneEffect < PointClickEngine::Graphics::Effects::SceneEffects::BaseSceneEffect < PointClickEngine::Graphics::Effects::Effect < Reference < Object

Shader-based darkness effect

Constants

MAX_LIGHTS = 8

Maximum lights the shader can handle

Constructors

new(darkness_type : DarknessType = DarknessType::Vignette, darkness_intensity : Float32 = 0.8_f32, duration : Float32 = 0.0_f32)
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Instance methods

add_light(position : RL::Vector2, radius : Float32 = 100.0_f32, intensity : Float32 = 1.0_f32, color : RL::Color = RL::WHITE)
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apply(context : EffectContext)

Apply effect to target (implemented by subclasses)

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clear_lights
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clone
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darkness_color
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darkness_color=(darkness_color : RL::Color)
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darkness_intensity
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darkness_intensity=(darkness_intensity : Float32)
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darkness_type
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darkness_type=(darkness_type : DarknessType)
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fragment_shader_source

Abstract method to get fragment shader source

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gradient_angle
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gradient_angle=(gradient_angle : Float32)
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inner_radius
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inner_radius=(inner_radius : Float32)
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light_sources
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light_sources=(light_sources : Array(ShaderLightSource))
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outer_radius
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outer_radius=(outer_radius : Float32)
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vertex_shader_source

Abstract method to get vertex shader source

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