the current renderer instance
the effect body:
a GLSL string (containing a vec4 apply(vec4 color, vec2 uv) function —
unchanged from previous versions), or an object carrying one body per
shading language (glsl and/or wgsl, the WGSL body defining
fn apply(color : vec4f, uv : vec2f) -> vec4f). The renderer picks the
body matching its Renderer#shaderLanguage; when no matching body
exists the effect warns once and stays disabled (enabled === false),
exactly like the Canvas renderer.
Optionalprecision: string
float precision ('lowp', 'mediump' or 'highp'), GLSL only
Readonlydestroyedtrue once destroy has been called. Distinct from
enabled — which also toggles transiently across a context
lost / restored cycle — to give callers a stable signal for
"this effect has been explicitly released."
whether this effect is active (false in Canvas mode, false after
destroy, and false while the WebGL context is suspended
between an ONCONTEXT_LOST and the matching ONCONTEXT_RESTORED
event).
When true, a renderable will NOT auto-destroy this effect when it is
removed from its postEffects (via the shader setter,
Renderable#removePostEffect, Renderable#clearPostEffects)
or when the renderable itself is destroyed. Set this on an effect shared
across several renderables so one of them going away doesn't free the GL
program still used by the others — you then own its lifecycle and call
destroy yourself.
Create an independent copy of this effect, compiled as its own GL program. Use it when several renderables need the same effect with different uniform values — a single instance has a single set of uniforms, shared by everything it is assigned to.
The clone copies the recipe: the fragment source, float precision,
every uniform value set so far, and any extra textures bound via
setTexture (the clone uploads and owns its own GL copies).
It does NOT copy ownership or lifecycle state — in particular the
clone's shared flag is always reset to false, even when
cloning a shared shader (such as one returned by loader.getShader()):
the clone is caller-owned and will be auto-destroyed by the renderable
it is assigned to, exactly like a hand-constructed effect. Set
shared = true on the clone yourself if you intend to reuse it across
several renderables.
a new, caller-owned effect (shared === false)
destroy this shader effect. Idempotent — calling destroy twice is safe. Unsubscribes from the renderer's context-lost / restored events so a destroyed effect is not auto-reactivated.
Bind an extra texture to a named sampler2D uniform in this shader, so
a custom effect can read a second texture — a noise map, mask, gradient,
flow/lookup table — besides the sprite/target it post-processes (uSampler).
The engine uploads, caches, and re-binds it to a reserved texture unit each
time the effect draws, and points the sampler uniform at it — no raw WebGL
texture-unit juggling.
Declare the sampler in your fragment (uniform sampler2D <name>;) and pass
that name here. Any engine texture works — a Texture2d asset
(NoiseTexture2d, TextureAtlas, …) can be passed directly, or a raw
drawable source. No-op in Canvas mode.
the sampler2D uniform name declared in the fragment
the texture: an engine texture asset, or a raw drawable source
Optionalrepeat: "repeat" | "no-repeat" | "repeat-x" | "repeat-y" = "no-repeat"
wrap mode; use "repeat" for a tiled/scrolled texture
this effect for chaining
// "water": distort the sprite by a static noise texture scrolled over time
const noise = new me.NoiseTexture2d({ width: 256, height: 256, seamless: true });
const water = new me.ShaderEffect(renderer, `
uniform sampler2D uNoise;
uniform float uTime;
vec4 apply(vec4 color, vec2 uv) {
vec2 flow = texture2D(uNoise, uv + uTime * 0.03).rg - 0.5;
return texture2D(uSampler, uv + flow * 0.02);
}`);
water.setTexture("uNoise", noise, "repeat");
waterSprite.shader = water;
// each frame, in your Stage's update(dt):
water.setTime(me.timer.getTime() / 1000);
Set the shader's uTime uniform (elapsed time, in seconds). A convenience
over setUniform("uTime", ...); call it once per frame from your update
loop to animate a shader that declares uniform float uTime (e.g. scrolling
a static noise texture's UVs, pulsing, waving). Drive it with whatever clock
you like — real time, a paused/scaled/scrubbed one.
No-op if the shader does not declare a uTime uniform (nothing to update),
or in Canvas mode. The engine does NOT call this for you — animation is
opt-in, exactly like re-baking a NoiseTexture2d with update(dt).
elapsed time in seconds
this effect for chaining
// a shader that scrolls a static seamless noise texture over time
const flow = new me.ShaderEffect(renderer, `
uniform float uTime;
vec4 apply(vec4 color, vec2 uv) {
return texture2D(uSampler, uv + vec2(uTime * 0.05, 0.0));
}`);
mySprite.shader = flow;
// then in your Stage's update(dt):
flow.setTime(me.timer.getTime() / 1000);
Set the uniform to the given value
the uniform name
the value to assign to that uniform
A simplified shader class for applying custom fragment effects to renderables. Only requires a fragment
apply()function — the vertex shader, uniforms, and texture sampling boilerplate are handled automatically.Dual-language bodies
An effect body is written in the active renderer's shading language: GLSL on the WebGL renderer, WGSL on the WebGPU renderer. Pass a plain string for a GLSL-only effect (the historical form), or one body per language for an effect that runs on both backends:
The renderer compiles the body matching its Renderer#shaderLanguage. When no matching body exists — a GLSL-only effect on the WebGPU renderer, any effect on the Canvas renderer — the effect warns once and stays disabled (
enabled === false, every method a safe no-op): the scene renders without the effect, it never breaks.The WGSL convention
A WGSL body mirrors the GLSL one — declarations plus an apply function, compiled verbatim inside engine boilerplate:
fn apply(color : vec4f, uv : vec2f) -> vec4f— required; receives the sampled, tinted pixel and its UV, returns the modified color.@group(3) @binding(0) var<uniform> fx : MyUniforms;— member names are the ShaderEffect#setUniform names, so a dual-language effect uses the same uniform names in both bodies and onesetUniformcall serves both. Supported member types:f32,i32,u32,vec2f,vec3f,vec4f,mat3x3f,mat4x4f,array<vec4f, N>.@group(3) @binding(1) var uNoise : texture_2d<f32>;@group(3) @binding(2) var uNoiseSampler : sampler;uTexturewithuSampler(textureSample(uTexture, uSampler, uv)— the WGSL spelling of GLSL'stexture2D(uSampler, uv)), and the interpolated tint asvColor, under the same names as the GLSL side.screen_uv,noise_uv, andscreen_texture— sampled throughscreen_sampler(clamped) orscreen_sampler_repeat(wrapping), replacing the GLSL: screen_texture(repeat)annotation.returnor inside a varying branch must usetextureSampleLevel(uTexture, uSampler, uv, 0.0)(a WGSL uniform-control-flow rule; identical output for sprite textures).Directional UV arithmetic (
uUVYDir)The vertical orientation of
apply()'s UV space depends on the draw path: sampling the sprite directly,uv.ygrows downward, but the WebGL multi-effect (pooled) path composites through capture FBOs whose rows are bottom-up — thereuv.ygrows upward. A body that offsets its sampling coordinate vertically (a drop shadow, a directional smear) would render mirrored on that path. Declare afloat uUVYDiruniform (WGSL:uUVYDir : f32in the uniform struct) and multiply vertical UV offsets by it: the renderer feeds+1whereuv.ygrows downward — including every WebGPU path — and-1on the WebGL pooled path, so "down" stays down everywhere. Initialize it to1.0withsetUniform; bodies that don't declare it are unaffected. The built-in DropShadowEffect is the reference use.Example
Example
Example
Example