render method
dynamic
render(})
override
Implementation
render(renderer, writeBuffer, readBuffer,
{num? deltaTime, bool? maskActive}) {
this.uniforms['tDiffuse']["value"] = readBuffer.texture;
this.uniforms['seed']["value"] = Math.random(); //default seeding
this.uniforms['byp']["value"] = 0;
if (this.curF % this.randX == 0 || this.goWild == true) {
this.uniforms['amount']["value"] = Math.random() / 30;
this.uniforms['angle']["value"] = MathUtils.randFloat(-Math.PI, Math.PI);
this.uniforms['seed_x']["value"] = MathUtils.randFloat(-1, 1);
this.uniforms['seed_y']["value"] = MathUtils.randFloat(-1, 1);
this.uniforms['distortion_x']["value"] = MathUtils.randFloat(0, 1);
this.uniforms['distortion_y']["value"] = MathUtils.randFloat(0, 1);
this.curF = 0;
this.generateTrigger();
} else if (this.curF % this.randX < this.randX / 5) {
this.uniforms['amount']["value"] = Math.random() / 90;
this.uniforms['angle']["value"] = MathUtils.randFloat(-Math.PI, Math.PI);
this.uniforms['distortion_x']["value"] = MathUtils.randFloat(0, 1);
this.uniforms['distortion_y']["value"] = MathUtils.randFloat(0, 1);
this.uniforms['seed_x']["value"] = MathUtils.randFloat(-0.3, 0.3);
this.uniforms['seed_y']["value"] = MathUtils.randFloat(-0.3, 0.3);
} else if (this.goWild == false) {
this.uniforms['byp']["value"] = 1;
}
this.curF++;
if (this.renderToScreen) {
renderer.setRenderTarget(null);
this.fsQuad.render(renderer);
} else {
renderer.setRenderTarget(writeBuffer);
if (this.clear) renderer.clear();
this.fsQuad.render(renderer);
}
}