OptionalattributesOptionalbatchThe number of quads to hold in the batch. Defaults to RenderConfig.batchSize. This amount * 6 gives the vertex capacity.
OptionalforceForce the shader to use just a single sampler2d? Set for anything that extends the Single Pipeline.
OptionalfragThe 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.
The Phaser.Game instance that owns this pipeline.
OptionalnameThe name of the pipeline.
OptionalrenderCreate 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.
OptionalresizeIf the WebGL renderer resizes, this uniform will be set with the new width and height values as part of the pipeline resize call.
OptionalshadersAn 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.
OptionaltopologyHow 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).
OptionalvertexThe size, in bytes, of a single entry in the vertex buffer. Defaults to Float32Array.BYTES_PER_ELEMENT * 6 + Uint8Array.BYTES_PER_ELEMENT * 4.
OptionalverticesAn optional Array or Typed Array of pre-calculated vertices data that is copied into the vertex data.
OptionalvertThe source code, as a string, for the vertex shader. If you need to assign multiple shaders, see the shaders property.
An array of shader attribute data. All shaders bound to this pipeline must use the same attributes.