Skip to content

GFX.EffectPass

Name Mandatory Description Default Type
⬅️ Input The input of this shard is ignored. None
Output ➡️ The render pass object for use in a render pipeline. GFX.PipelineStep
Name No A name for this pass, to aid in debugging none NoneString
Outputs No The outputs to render into [{Name: color}] None[{Any}]Var([{Any}])
OutputScale No The scale that the output should be rendered as {main: none} NoneAny
Inputs No none None[String]Var([String])
EntryPoint No none None[Shard]Var([Shard])
Params No Shader parameters used for Drawable rendering none None{GFX.Texture2D GFX.TextureCube GFX.Buffer [Float4](4) Float4 Float3 Float2 Float Int Int2 Int3 Int4 {Any} Var(GFX.Texture2D GFX.TextureCube GFX.Buffer [Float4](4) Float4 Float3 Float2 Float Int Int2 Int3 Int4 {Any})}Var({GFX.Texture2D GFX.TextureCube GFX.Buffer [Float4](4) Float4 Float3 Float2 Float Int Int2 Int3 Int4 {Any} Var(GFX.Texture2D GFX.TextureCube GFX.Buffer [Float4](4) Float4 Float3 Float2 Float Int Int2 Int3 Int4 {Any})})
Features No Features to attach to this drawable none None[GFX.Feature]Var([GFX.Feature])
ComposeWith No Any table of values that need to be injected into this feature's shaders none None{Any}Var({Any})

This shard creates a render pass object designed for applying post processing effects or full-screen rendering techniques.

Details

The render pass object created by this shard can be placed in a sequence with other render pass objects (created by GFX.DrawablePass and GFX.CopyPass). This sequence of render pass objects can then be used in conjunction with a view object (created by GFX.View) and passed to GFX.Render to produce a scene.

Values given to the pixels in the Fragment stage are interpolated. Meaning, if different values are given to different parameters of two vertices, the value of that parameter for all the pixels drawn in between those two vertices will be interpolated appropriately.