/** * A shader effect that adds a colored glow around the sprite. * Similar to OutlineEffect but with a soft, blurred edge instead of a hard line. * Commonly used for power-ups, magic items, or selection highlights. * @category Effects * @see {@link Renderable.shader} for usage * @example * // blue glow for a magic item * mySprite.shader = new GlowEffect(renderer, { * color: [0.2, 0.5, 1.0], * intensity: 1.5, * }); */ export default class GlowEffect extends ShaderEffect { /** * @param {import("../webgl_renderer.js").default} renderer - the current renderer instance * @param {object} [options] - effect options * @param {number[]} [options.color=[1.0, 1.0, 1.0]] - glow color as [r, g, b] (0.0–1.0) * @param {number} [options.width=3.0] - glow spread in pixels * @param {number} [options.intensity=1.0] - glow brightness multiplier * @param {number[]} [options.textureSize=[256, 256]] - texture dimensions [width, height] */ constructor(renderer: import("../webgl_renderer.js").default, options?: { color?: number[] | undefined; width?: number | undefined; intensity?: number | undefined; textureSize?: number[] | undefined; }); intensity: number; /** * set the glow color * @param {number[]} color - glow color as [r, g, b] (0.0–1.0) */ setColor(color: number[]): void; /** * set the glow intensity * @param {number} value - glow brightness multiplier */ setIntensity(value: number): void; /** * set the texture size * @param {number} width - texture width in pixels * @param {number} height - texture height in pixels */ setTextureSize(width: number, height: number): void; } import ShaderEffect from "../shadereffect.js"; //# sourceMappingURL=glow.d.ts.map