phaser - v3.90.0
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    type WebGLPipelineConfig = {
        attributes?: WebGLPipelineAttributeConfig[];
        batchSize?: number;
        forceZero?: boolean;
        fragShader?: string;
        game: Game;
        name?: string;
        renderTarget?: boolean | number | RenderTargetConfig[];
        resizeUniform?: string;
        shaders?: WebGLPipelineShaderConfig[];
        topology?: GLenum;
        vertexSize?: number;
        vertices?: number[] | Float32Array;
        vertShader?: string;
    }
    Index

    Properties

    An array of shader attribute data. All shaders bound to this pipeline must use the same attributes.

    batchSize?: number

    The number of quads to hold in the batch. Defaults to RenderConfig.batchSize. This amount * 6 gives the vertex capacity.

    forceZero?: boolean

    Force the shader to use just a single sampler2d? Set for anything that extends the Single Pipeline.

    fragShader?: string

    The source code, as a string, for the fragment shader. Can include %count% and %forloop% declarations for multi-texture support. If you need to assign multiple shaders, see the shaders property.

    game: Game

    The Phaser.Game instance that owns this pipeline.

    name?: string

    The name of the pipeline.

    renderTarget?: boolean | number | RenderTargetConfig[]

    Create Render Targets for this pipeline. Can be a number, which determines the quantity, a boolean (sets quantity to 1), or an array of Render Target configuration objects.

    resizeUniform?: string

    If the WebGL renderer resizes, this uniform will be set with the new width and height values as part of the pipeline resize call.

    An array of shaders, all of which are created for this one pipeline. Uses the vertShader, fragShader, attributes and uniforms properties of this object as defaults.

    topology?: GLenum

    How the primitives are rendered. The default value is GL_TRIANGLES. Here is the full list of rendering primitives: (https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants).

    vertexSize?: number

    The size, in bytes, of a single entry in the vertex buffer. Defaults to Float32Array.BYTES_PER_ELEMENT * 6 + Uint8Array.BYTES_PER_ELEMENT * 4.

    vertices?: number[] | Float32Array

    An optional Array or Typed Array of pre-calculated vertices data that is copied into the vertex data.

    vertShader?: string

    The source code, as a string, for the vertex shader. If you need to assign multiple shaders, see the shaders property.