API reference

Every public class, method, and event in @codexo/exojs. Generated from source.

I

interfaceShaderFilterOptions

@codexo/exojs / rendering / stable

Construction options for a ShaderFilter.

7
props
0
methods
0
events
Import
import { ShaderFilterOptions } from '@codexo/exojs'

Construction options for a ShaderFilter.

Properties7
autoUpgrade?: boolean
Auto-upgrade legacy GLSL ES 1.00 fragment source to GLSL ES 3.00. Default true - Shadertoy/ISF-style and modern 3.00 sources are both accepted. Set to false for strict 3.00 input, which turns legacy constructs into compile errors instead of silently rewriting them. Only the fragment source is upgraded: a 1.00-style glsl.vertex fails to compile as written.
glsl?: { fragment: string; vertex?: string }
GLSL ES 3.00 sources for the WebGL2 backend. vertex is optional and defaults to a pass-through fullscreen quad that writes the vUv varying; supply one only to change how the quad is built.
A ready-made source pair, the way Material takes one. Takes the place of ShaderFilterSourceOptions.glsl/ShaderFilterSourceOptions.wgsl and is used verbatim - no default vertex stage is filled in, and no GLSL upgrade is run.
Starting values for the declared uniforms, or - on a source without a schema - the initial uniform record, updated at runtime through ShaderFilter.setUniform / ShaderFilter.setUniforms.
wgsl?: string
WGSL source for the WebGPU backend - one module carrying both entry points, the same convention Shader uses for materials. The fragment entry point must be fragmentMain. A module that declares no @vertex stage gets the default fullscreen-quad vertex stage (vertexMain, plus its VsOut struct) prepended; a module that declares one must name it vertexMain and emit @location(0) vUv: vec2<f32>.
Source