API reference
Every public class, method, and event in @codexo/exojs. Generated from source.
classDropShadowFilter
A Filter that draws a soft, offset silhouette of its input behind the input itself - the classic drop shadow. The shadow is the input's alpha coverage flattened to color, blurred by blur, and composited at offsetX/offsetY under the unchanged source. All lengths are logical units, so the shadow keeps its on-screen size at every pixel ratio and Filter.resolution. ```ts label.filters = [new DropShadowFilter({ offsetX: 2, offsetY: 3, blur: 3 })]; // A coloured glow: no offset, wide blur, saturated colour. glow.filters = [new DropShadowFilter({ offsetX: 0, offsetY: 0, blur: 12, color: new Color(80, 200, 255, 0.8) })]; ``` The silhouette pass shifts and recolours in one shader; the blur is the stock BlurFilter, so the whole effect runs on both backends.
import { DropShadowFilter } from '@codexo/exojs'A Filter that draws a soft, offset silhouette of its input behind the input itself - the classic drop shadow.
The shadow is the input's alpha coverage flattened to color, blurred by blur, and composited at offsetX/offsetY under the unchanged source. All lengths are logical units, so the shadow keeps its on-screen size at every pixel ratio and Filter.resolution.
```ts label.filters = [new DropShadowFilter({ offsetX: 2, offsetY: 3, blur: 3 })];
// A coloured glow: no offset, wide blur, saturated colour. glow.filters = [new DropShadowFilter({ offsetX: 0, offsetY: 0, blur: 12, color: new Color(80, 200, 255, 0.8) })]; ```
The silhouette pass shifts and recolours in one shader; the blur is the stock BlurFilter, so the whole effect runs on both backends.
new(options: DropShadowFilterOptionsConstruction-time options for a DropShadowFilter.): DropShadowFilterapply(backend: RenderBackend, input: RenderTextureAn off-screen render target that can also be sampled as a texture. Combines RenderTarget (framebuffer attachment) with the sampler parameters of a Texture (sca…, output: RenderTextureAn off-screen render target that can also be sampled as a texture. Combines RenderTarget (framebuffer attachment) with the sampler parameters of a Texture (sca…, resolution: number): voiddestroy(): voidgetOutputBounds(input: ReadonlyRectangleRead-only view of a Rectangle: every accessor and non-mutating query a rectangle offers, with none of its writers. Returned by APIs that hand out a LIVE intern…, output: RectangleMutable axis-aligned rectangle defined by a top-left origin `(x, y)` and dimensions `(width, height)`. Implements Collidable with full SAT collision response f…): voidinvalidate(): voidresolution: TargetResolutionblur: numberoffsetX: numberoffsetY: numberquality: numbershadowOnly: boolean