import Texture from "../textures/Texture"; import VertexDataFormat from "./VertexDataFormat"; import Effect from "./Effect"; declare namespace starling.rendering { /** * An effect drawing a mesh of textured vertices. * * This is the standard effect that is the base for all fragment filters; * * if you want to create your own fragment filters, you will have to extend this class. * * * *
For more information about the usage and creation of effects, please have a look at * * the documentation of the parent class, "Effect".
* * * * @see Effect * * @see MeshEffect * * @see starling.filters.FragmentFilter * */ export class FilterEffect extends Effect { /** * Creates a new FilterEffect instance. */ constructor(); /** * The AGAL code for the standard vertex shader that most filters will use. * * It simply transforms the vertex coordinates to clip-space and passes the texture * * coordinates to the fragment program (as 'v0'). */ static STD_VERTEX_SHADER: string; /** * The texture to be mapped onto the vertices. */ get texture(): Texture; set texture(value: Texture) /** * The smoothing filter that is used for the texture. @default bilinear */ get textureSmoothing(): string; set textureSmoothing(value: string) /** * Indicates if pixels at the edges will be repeated or clamped. * * Only works for power-of-two textures. @default false */ get textureRepeat(): boolean; set textureRepeat(value: boolean) } } export default starling.rendering.FilterEffect;