<p>Toggle this property to enable or disable a pipeline from rendering anything.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.active</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96009</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="activeBuffer"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>active<wbr/>Buffer</span><ahref="#activeBuffer"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">active<wbr/>Buffer</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">WebGLBufferWrapper</span></div><divclass="tsd-comment tsd-typography"><p>The currently active WebGLBuffer.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.activeBuffer</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:95980</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="activeTextures"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>active<wbr/>Textures</span><ahref="#activeTextures"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">active<wbr/>Textures</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">WebGLTextureWrapper</span><spanclass="tsd-signature-symbol">[]</span></div><divclass="tsd-comment tsd-typography"><p>The currently active WebGLTextures, used as part of the batch process.</p>
<p>Reset to empty as part of the bind method.</p>
<p>Treat this array as read-only.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.activeTextures</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96140</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="batch"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>batch</span><ahref="#batch"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">batch</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">WebGLPipelineBatchEntry</span><spanclass="tsd-signature-symbol">[]</span></div><divclass="tsd-comment tsd-typography"><p>The temporary Pipeline batch. This array contains the batch entries for
the current frame, which is a package of textures and vertex offsets used
for drawing. This package is built dynamically as the frame is built
and cleared during the flush method.</p>
<p>Treat this array and all of its contents as read-only.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.batch</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96106</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="bytes"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>bytes</span><ahref="#bytes"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">bytes</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">Uint8Array</span></div><divclass="tsd-comment tsd-typography"><p>Uint8 view to the <code>vertexData</code> ArrayBuffer. Used for uploading vertex buffer resources to the GPU.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.bytes</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:95992</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="calcMatrix"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>calc<wbr/>Matrix</span><ahref="#calcMatrix"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">calc<wbr/>Matrix</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">TransformMatrix</span></div><divclass="tsd-comment tsd-typography"><p>A temporary Transform Matrix, re-used internally during batching by the
Shape Game Objects.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.calcMatrix</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:94458</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="config"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>config</span><ahref="#config"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">config</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">WebGLPipelineConfig</span></div><divclass="tsd-comment tsd-typography"><p>The configuration object that was used to create this pipeline.</p>
<p>Treat this object as 'read only', because changing it post-creation will not
impact this pipeline in any way. However, it is used internally for cloning
and post-boot set-up.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.config</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96087</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="currentBatch"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>current<wbr/>Batch</span><ahref="#currentBatch"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">current<wbr/>Batch</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">WebGLPipelineBatchEntry</span></div><divclass="tsd-comment tsd-typography"><p>The most recently created Pipeline batch entry.</p>
<p>Reset to null as part of the flush method.</p>
<p>Treat this value as read-only.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.currentBatch</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96115</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="currentRenderTarget"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>current<wbr/>Render<wbr/>Target</span><ahref="#currentRenderTarget"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">current<wbr/>Render<wbr/>Target</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">RenderTarget</span></div><divclass="tsd-comment tsd-typography"><p>A reference to the currently bound Render Target instance from the <code>WebGLPipeline.renderTargets</code> array.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.currentRenderTarget</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96044</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="currentShader"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>current<wbr/>Shader</span><ahref="#currentShader"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">current<wbr/>Shader</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">WebGLShader</span></div><divclass="tsd-comment tsd-typography"><p>A reference to the currently bound WebGLShader instance from the <code>WebGLPipeline.shaders</code> array.</p>
<p>For lots of pipelines, this is the only shader, so it is a quick way to reference it without
an array look-up.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.currentShader</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96063</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="currentTexture"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>current<wbr/>Texture</span><ahref="#currentTexture"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">current<wbr/>Texture</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">WebGLTextureWrapper</span></div><divclass="tsd-comment tsd-typography"><p>The most recently bound texture, used as part of the batch process.</p>
<p>Reset to null as part of the flush method.</p>
<p>Treat this value as read-only.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.currentTexture</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96124</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="currentUnit"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>current<wbr/>Unit</span><ahref="#currentUnit"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">current<wbr/>Unit</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">number</span></div><divclass="tsd-comment tsd-typography"><p>Holds the most recently assigned texture unit.</p>
<p>Treat this value as read-only.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.currentUnit</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96131</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="forceZero"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>force<wbr/>Zero</span><ahref="#forceZero"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">force<wbr/>Zero</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">boolean</span></div><divclass="tsd-comment tsd-typography"><p>Some pipelines require the forced use of texture zero (like the light pipeline).</p>
<p>This property should be set when that is the case.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.forceZero</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96016</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="game"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>game</span><ahref="#game"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">game</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">Game</span></div><divclass="tsd-comment tsd-typography"><p>The Phaser Game instance to which this pipeline is bound.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.game</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:95914</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="gl"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>gl</span><ahref="#gl"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">gl</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">WebGLRenderingContext</span></div><divclass="tsd-comment tsd-typography"><p>The WebGL context this WebGL Pipeline uses.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.gl</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:95932</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="glReset"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>gl<wbr/>Reset</span><ahref="#glReset"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">gl<wbr/>Reset</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">boolean</span></div><divclass="tsd-comment tsd-typography"><p>Has the GL Context been reset to the Phaser defaults since the last time
this pipeline was bound? This is set automatically when the Pipeline Manager
resets itself, usually after handing off to a 3rd party renderer like Spine.</p>
<p>You should treat this property as read-only.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.glReset</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96096</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="hasBooted"class="tsd-anchor"></a><h3class="tsd-anchor-link"><codeclass="tsd-tag ts-flagReadonly">Readonly</code><span>has<wbr/>Booted</span><ahref="#hasBooted"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">has<wbr/>Booted</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">boolean</span></div><divclass="tsd-comment tsd-typography"><p>Indicates if this pipeline has booted or not.</p>
<p>A pipeline boots only when the Game instance itself, and all associated systems, is
fully ready.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.hasBooted</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96024</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="height"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>height</span><ahref="#height"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">height</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">number</span></div><divclass="tsd-comment tsd-typography"><p>Height of the current viewport.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.height</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:95947</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="isPostFX"class="tsd-anchor"></a><h3class="tsd-anchor-link"><codeclass="tsd-tag ts-flagReadonly">Readonly</code><span>is<wbr/>PostFX</span><ahref="#isPostFX"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">is<wbr/>PostFX</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">boolean</span></div><divclass="tsd-comment tsd-typography"><p>Indicates if this is a Post FX Pipeline, or not.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.isPostFX</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96029</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="isPreFX"class="tsd-anchor"></a><h3class="tsd-anchor-link"><codeclass="tsd-tag ts-flagReadonly">Readonly</code><span>is<wbr/>PreFX</span><ahref="#isPreFX"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">is<wbr/>PreFX</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">boolean</span></div><divclass="tsd-comment tsd-typography"><p>Indicates if this is a Pre FX Pipeline, or not.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.isPreFX</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96034</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="manager"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>manager</span><ahref="#manager"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">manager</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">PipelineManager</span></div><divclass="tsd-comment tsd-typography"><p>A reference to the WebGL Pipeline Manager.</p>
<p>This is initially undefined and only set when this pipeline is added
to the manager.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.manager</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:95927</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="name"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>name</span><ahref="#name"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">name</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">string</span></div><divclass="tsd-comment tsd-typography"><p>Name of the pipeline. Used for identification and setting from Game Objects.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.name</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:95909</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="projectionHeight"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>projection<wbr/>Height</span><ahref="#projectionHeight"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">projection<wbr/>Height</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">number</span></div><divclass="tsd-comment tsd-typography"><p>The cached height of the Projection matrix.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.projectionHeight</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96078</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="projectionMatrix"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>projection<wbr/>Matrix</span><ahref="#projectionMatrix"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">projection<wbr/>Matrix</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">Matrix4</span></div><divclass="tsd-comment tsd-typography"><p>The Projection matrix, used by shaders as 'uProjectionMatrix' uniform.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.projectionMatrix</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96068</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="projectionWidth"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>projection<wbr/>Width</span><ahref="#projectionWidth"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">projection<wbr/>Width</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">number</span></div><divclass="tsd-comment tsd-typography"><p>The cached width of the Projection matrix.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.projectionWidth</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96073</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="renderTargets"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>render<wbr/>Targets</span><ahref="#renderTargets"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">render<wbr/>Targets</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">RenderTarget</span><spanclass="tsd-signature-symbol">[]</span></div><divclass="tsd-comment tsd-typography"><p>An array of RenderTarget instances that belong to this pipeline.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.renderTargets</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96039</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="renderer"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>renderer</span><ahref="#renderer"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">renderer</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">WebGLRenderer</span></div><divclass="tsd-comment tsd-typography"><p>The WebGL Renderer instance to which this pipeline is bound.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.renderer</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:95919</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="resizeUniform"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>resize<wbr/>Uniform</span><ahref="#resizeUniform"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">resize<wbr/>Uniform</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">string</span></div><divclass="tsd-comment tsd-typography"><p>If the WebGL Renderer changes size, this uniform will be set with the new width and height values
as part of the pipeline resize method. Various built-in pipelines, such as the MultiPipeline, set
this property automatically to <code>uResolution</code>.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.resizeUniform</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96147</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="shaders"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>shaders</span><ahref="#shaders"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">shaders</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">WebGLShader</span><spanclass="tsd-signature-symbol">[]</span></div><divclass="tsd-comment tsd-typography"><p>An array of all the WebGLShader instances that belong to this pipeline.</p>
<p>Shaders manage their own attributes and uniforms, but share the same vertex data buffer,
which belongs to this pipeline.</p>
<p>Shaders are set in a call to the <code>setShadersFromConfig</code> method, which happens automatically,
but can also be called at any point in your game. See the method documentation for details.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.shaders</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96055</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="topology"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>topology</span><ahref="#topology"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">topology</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">number</span></div><divclass="tsd-comment tsd-typography"><p>The primitive topology which the pipeline will use to submit draw calls.</p>
<p>Defaults to GL_TRIANGLES if not otherwise set in the config.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.topology</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:95987</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="vertexBuffer"class="tsd-anchor"></a><h3class="tsd-anchor-link"><codeclass="tsd-tag ts-flagReadonly">Readonly</code><span>vertex<wbr/>Buffer</span><ahref="#vertexBuffer"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">vertex<wbr/>Buffer</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">WebGLBufferWrapper</span></div><divclass="tsd-comment tsd-typography"><p>The WebGLBuffer that holds the vertex data.</p>
<p>Created from the <code>vertexData</code> ArrayBuffer. If <code>vertices</code> are set in the config, a <code>STATIC_DRAW</code> buffer
is created. If not, a <code>DYNAMIC_DRAW</code> buffer is created.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.vertexBuffer</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:95975</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="vertexCapacity"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>vertex<wbr/>Capacity</span><ahref="#vertexCapacity"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">vertex<wbr/>Capacity</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">number</span></div><divclass="tsd-comment tsd-typography"><p>The total number of vertices that this pipeline batch can hold before it will flush.</p>
<p>This defaults to <code>renderer batchSize * 6</code>, where <code>batchSize</code> is defined in the Renderer Game Config.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.vertexCapacity</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:95959</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="vertexCount"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>vertex<wbr/>Count</span><ahref="#vertexCount"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">vertex<wbr/>Count</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">number</span></div><divclass="tsd-comment tsd-typography"><p>The current number of vertices that have been added to the pipeline batch.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.vertexCount</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:95952</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="vertexData"class="tsd-anchor"></a><h3class="tsd-anchor-link"><codeclass="tsd-tag ts-flagReadonly">Readonly</code><span>vertex<wbr/>Data</span><ahref="#vertexData"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">vertex<wbr/>Data</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">ArrayBuffer</span></div><divclass="tsd-comment tsd-typography"><p>Raw byte buffer of vertices.</p>
<p>Either set via the config object <code>vertices</code> property, or generates a new Array Buffer of
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.vertexData</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:95967</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="vertexViewF32"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>vertex<wbr/>View<wbr/>F32</span><ahref="#vertexViewF32"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">vertex<wbr/>View<wbr/>F32</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">Float32Array</span></div><divclass="tsd-comment tsd-typography"><p>Float32 view of the array buffer containing the pipeline's vertices.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.vertexViewF32</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:95997</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="vertexViewU32"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>vertex<wbr/>View<wbr/>U32</span><ahref="#vertexViewU32"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">vertex<wbr/>View<wbr/>U32</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">Uint32Array</span></div><divclass="tsd-comment tsd-typography"><p>Uint32 view of the array buffer containing the pipeline's vertices.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.vertexViewU32</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96002</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="view"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>view</span><ahref="#view"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">view</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">HTMLCanvasElement</span></div><divclass="tsd-comment tsd-typography"><p>The canvas which this WebGL Pipeline renders to.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.view</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:95937</li></ul></aside></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="width"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>width</span><ahref="#width"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><divclass="tsd-signature"><spanclass="tsd-kind-property">width</span><spanclass="tsd-signature-symbol">:</span><spanclass="tsd-signature-type">number</span></div><divclass="tsd-comment tsd-typography"><p>Width of the current viewport.</p>
</div><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.width</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:95942</li></ul></aside></section></section><sectionclass="tsd-panel-group tsd-member-group"><h2>Methods</h2><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="addListener"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>add<wbr/>Listener</span><ahref="#addListener"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="addListener.addListener-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">add<wbr/>Listener</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">event</span>, <spanclass="tsd-kind-parameter">fn</span>, <spanclass="tsd-kind-parameter">context</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#addListener.addListener-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Add a listener for a given event.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">context</span>: <spanclass="tsd-signature-type">any</span></span><divclass="tsd-comment tsd-typography"><p>The context to invoke the listener with. Default this.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.addListener</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:9951</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="addTextureToBatch"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>add<wbr/>Texture<wbr/>To<wbr/>Batch</span><ahref="#addTextureToBatch"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="addTextureToBatch.addTextureToBatch-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">add<wbr/>Texture<wbr/>To<wbr/>Batch</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">texture</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">void</span><ahref="#addTextureToBatch.addTextureToBatch-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Adds the given texture to the current WebGL Pipeline Batch Entry and
increases the batch entry unit and maxUnit values by 1.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">texture</span>: <spanclass="tsd-signature-type">WebGLTextureWrapper</span></span><divclass="tsd-comment tsd-typography"><p>The texture assigned to this batch entry.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">void</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.addTextureToBatch</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96210</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="batchFillPath"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>batch<wbr/>Fill<wbr/>Path</span><ahref="#batchFillPath"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="batchFillPath.batchFillPath-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">batch<wbr/>Fill<wbr/>Path</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">path</span>, <spanclass="tsd-kind-parameter">currentMatrix</span>, <spanclass="tsd-kind-parameter">parentMatrix</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">void</span><ahref="#batchFillPath.batchFillPath-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Adds the given path to the vertex batch for rendering.</p>
<p>It works by taking the array of path data and then passing it through Earcut, which
creates a list of polygons. Each polygon is then added to the batch.</p>
<p>The path is always automatically closed because it's filled.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">path</span>: <spanclass="tsd-signature-type">Vector2Like</span><spanclass="tsd-signature-symbol">[]</span></span><divclass="tsd-comment tsd-typography"><p>Collection of points that represent the path.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">currentMatrix</span>: <spanclass="tsd-signature-type">TransformMatrix</span></span><divclass="tsd-comment tsd-typography"><p>The current transform.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">void</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.batchFillPath</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:94582</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="batchFillRect"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>batch<wbr/>Fill<wbr/>Rect</span><ahref="#batchFillRect"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="batchFillRect.batchFillRect-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">batch<wbr/>Fill<wbr/>Rect</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">x</span>, <spanclass="tsd-kind-parameter">y</span>, <spanclass="tsd-kind-parameter">width</span>, <spanclass="tsd-kind-parameter">height</span>, <spanclass="tsd-kind-parameter">currentMatrix</span>, <spanclass="tsd-kind-parameter">parentMatrix</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">void</span><ahref="#batchFillRect.batchFillRect-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Pushes a filled rectangle into the vertex batch.</p>
<p>Rectangle factors in the given transform matrices before adding to the batch.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">x</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Horizontal top left coordinate of the rectangle.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">y</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Vertical top left coordinate of the rectangle.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">width</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Width of the rectangle.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">height</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Height of the rectangle.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">currentMatrix</span>: <spanclass="tsd-signature-type">TransformMatrix</span></span><divclass="tsd-comment tsd-typography"><p>The current transform.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">void</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.batchFillTriangle</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:94551</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="batchLine"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>batch<wbr/>Line</span><ahref="#batchLine"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="batchLine.batchLine-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">batch<wbr/>Line</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">ax</span>, <spanclass="tsd-kind-parameter">ay</span>, <spanclass="tsd-kind-parameter">bx</span>, <spanclass="tsd-kind-parameter">by</span>, <spanclass="tsd-kind-parameter">aLineWidth</span>, <spanclass="tsd-kind-parameter">bLineWidth</span>, <spanclass="tsd-kind-parameter">index</span>, <spanclass="tsd-kind-parameter">closePath</span>, <spanclass="tsd-kind-parameter">currentMatrix</span>, <spanclass="tsd-kind-parameter">parentMatrix</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">void</span><ahref="#batchLine.batchLine-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Creates a line out of 4 quads and adds it to the vertex batch based on the given line values.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">ax</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>x coordinate of the start of the line.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">ay</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>y coordinate of the start of the line.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">bx</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>x coordinate of the end of the line.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">by</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>y coordinate of the end of the line.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">aLineWidth</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Width of the start of the line.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">bLineWidth</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Width of the end of the line.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">index</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>If this line is part of a multi-line draw, the index of the line in the draw.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">closePath</span>: <spanclass="tsd-signature-type">boolean</span></span><divclass="tsd-comment tsd-typography"><p>Does this line close a multi-line path?</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">currentMatrix</span>: <spanclass="tsd-signature-type">TransformMatrix</span></span><divclass="tsd-comment tsd-typography"><p>The current transform.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">gameObject</span>: <spanclass="tsd-signature-type">GameObject</span></span><divclass="tsd-comment tsd-typography"><p>The Game Object, if any, drawing this quad.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">x0</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The top-left x position.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">y0</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The top-left y position.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">x1</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The bottom-left x position.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">y1</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The bottom-left y position.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">x2</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The bottom-right x position.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">y2</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The bottom-right y position.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">x3</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The top-right x position.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">y3</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The top-right y position.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">tintTL</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The top-left tint color value.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">tintTR</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The top-right tint color value.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">tintBL</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The bottom-left tint color value.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">tintBR</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The bottom-right tint color value.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">tintEffect</span>: <spanclass="tsd-signature-type">number</span><spanclass="tsd-signature-symbol"> | </span><spanclass="tsd-signature-type">boolean</span></span><divclass="tsd-comment tsd-typography"><p>The tint effect for the shader to use.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">texture</span>: <spanclass="tsd-signature-type">WebGLTextureWrapper</span></span><divclass="tsd-comment tsd-typography"><p>Texture that will be assigned to the current batch if a flush occurs.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">unit</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Texture unit to which the texture needs to be bound. Default 0.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">boolean</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.batchQuad</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96551</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="batchSprite"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>batch<wbr/>Sprite</span><ahref="#batchSprite"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="batchSprite.batchSprite-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">batch<wbr/>Sprite</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">gameObject</span>, <spanclass="tsd-kind-parameter">camera</span>, <spanclass="tsd-kind-parameter">parentTransformMatrix</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">void</span><ahref="#batchSprite.batchSprite-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Takes a Sprite Game Object, or any object that extends it, and adds it to the batch.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">gameObject</span>: <spanclass="tsd-signature-type">Sprite</span><spanclass="tsd-signature-symbol"> | </span><spanclass="tsd-signature-type">Image</span></span><divclass="tsd-comment tsd-typography"><p>The texture based Game Object to add to the batch.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">camera</span>: <spanclass="tsd-signature-type">Camera</span></span><divclass="tsd-comment tsd-typography"><p>The Camera to use for the rendering transform.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">parentTransformMatrix</span>: <spanclass="tsd-signature-type">TransformMatrix</span></span><divclass="tsd-comment tsd-typography"><p>The transform matrix of the parent container, if set.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">void</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.batchSprite</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:94473</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="batchStrokePath"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>batch<wbr/>Stroke<wbr/>Path</span><ahref="#batchStrokePath"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="batchStrokePath.batchStrokePath-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">batch<wbr/>Stroke<wbr/>Path</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">path</span>, <spanclass="tsd-kind-parameter">lineWidth</span>, <spanclass="tsd-kind-parameter">pathOpen</span>, <spanclass="tsd-kind-parameter">currentMatrix</span>, <spanclass="tsd-kind-parameter">parentMatrix</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">void</span><ahref="#batchStrokePath.batchStrokePath-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Adds the given path to the vertex batch for rendering.</p>
<p>It works by taking the array of path data and calling <code>batchLine</code> for each section
of the path.</p>
<p>The path is optionally closed at the end.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">path</span>: <spanclass="tsd-signature-type">Vector2Like</span><spanclass="tsd-signature-symbol">[]</span></span><divclass="tsd-comment tsd-typography"><p>Collection of points that represent the path.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">lineWidth</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The width of the line segments in pixels.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">pathOpen</span>: <spanclass="tsd-signature-type">boolean</span></span><divclass="tsd-comment tsd-typography"><p>Indicates if the path should be closed or left open.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">currentMatrix</span>: <spanclass="tsd-signature-type">TransformMatrix</span></span><divclass="tsd-comment tsd-typography"><p>The current transform.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">void</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.batchStrokePath</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:94597</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="batchStrokeTriangle"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>batch<wbr/>Stroke<wbr/>Triangle</span><ahref="#batchStrokeTriangle"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="batchStrokeTriangle.batchStrokeTriangle-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">batch<wbr/>Stroke<wbr/>Triangle</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">x0</span>, <spanclass="tsd-kind-parameter">y0</span>, <spanclass="tsd-kind-parameter">x1</span>, <spanclass="tsd-kind-parameter">y1</span>, <spanclass="tsd-kind-parameter">x2</span>, <spanclass="tsd-kind-parameter">y2</span>, <spanclass="tsd-kind-parameter">lineWidth</span>, <spanclass="tsd-kind-parameter">currentMatrix</span>, <spanclass="tsd-kind-parameter">parentMatrix</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">void</span><ahref="#batchStrokeTriangle.batchStrokeTriangle-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Pushes a stroked triangle into the vertex batch.</p>
<p>Triangle factors in the given transform matrices before adding to the batch.</p>
<p>The triangle is created from 3 lines and drawn using the <code>batchStrokePath</code> method.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">x0</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Point 0 x coordinate.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">y0</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Point 0 y coordinate.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">x1</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Point 1 x coordinate.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">y1</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Point 1 y coordinate.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">x2</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Point 2 x coordinate.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">y2</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Point 2 y coordinate.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">lineWidth</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The width of the line in pixels.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">currentMatrix</span>: <spanclass="tsd-signature-type">TransformMatrix</span></span><divclass="tsd-comment tsd-typography"><p>The current transform.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">texture</span>: <spanclass="tsd-signature-type">WebGLTextureWrapper</span></span><divclass="tsd-comment tsd-typography"><p>Texture associated with the quad.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">srcX</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>X coordinate of the quad.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">srcY</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Y coordinate of the quad.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">srcWidth</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Width of the quad.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">srcHeight</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Height of the quad.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">scaleX</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>X component of scale.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">scaleY</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Y component of scale.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">rotation</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Rotation of the quad.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">flipX</span>: <spanclass="tsd-signature-type">boolean</span></span><divclass="tsd-comment tsd-typography"><p>Indicates if the quad is horizontally flipped.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">flipY</span>: <spanclass="tsd-signature-type">boolean</span></span><divclass="tsd-comment tsd-typography"><p>Indicates if the quad is vertically flipped.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">scrollFactorX</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>By which factor is the quad affected by the camera horizontal scroll.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">scrollFactorY</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>By which factor is the quad effected by the camera vertical scroll.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">displayOriginX</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Horizontal origin in pixels.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">displayOriginY</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Vertical origin in pixels.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">frameX</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>X coordinate of the texture frame.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">frameY</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Y coordinate of the texture frame.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">frameWidth</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Width of the texture frame.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">frameHeight</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Height of the texture frame.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">tintTL</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Tint for top left.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">tintTR</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Tint for top right.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">tintBL</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Tint for bottom left.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">tintBR</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Tint for bottom right.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">skipFlip</span>: <spanclass="tsd-signature-type">boolean</span></span><divclass="tsd-comment tsd-typography"><p>Skip the renderTexture check. Default false.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">textureUnit</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The texture unit to set (defaults to currently bound if undefined or null)</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">skipPrePost</span>: <spanclass="tsd-signature-type">boolean</span></span><divclass="tsd-comment tsd-typography"><p>Skip the pre and post manager calls? Default false.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">void</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.batchTexture</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:94511</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="batchTextureFrame"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>batch<wbr/>Texture<wbr/>Frame</span><ahref="#batchTextureFrame"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="batchTextureFrame.batchTextureFrame-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">batch<wbr/>Texture<wbr/>Frame</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">frame</span>, <spanclass="tsd-kind-parameter">x</span>, <spanclass="tsd-kind-parameter">y</span>, <spanclass="tsd-kind-parameter">tint</span>, <spanclass="tsd-kind-parameter">alpha</span>, <spanclass="tsd-kind-parameter">transformMatrix</span>, <spanclass="tsd-kind-parameter">parentTransformMatrix</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">void</span><ahref="#batchTextureFrame.batchTextureFrame-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Adds a Texture Frame into the batch for rendering.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">frame</span>: <spanclass="tsd-signature-type">Frame</span></span><divclass="tsd-comment tsd-typography"><p>The Texture Frame to be rendered.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">x</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The horizontal position to render the texture at.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">y</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The vertical position to render the texture at.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">transformMatrix</span>: <spanclass="tsd-signature-type">TransformMatrix</span></span><divclass="tsd-comment tsd-typography"><p>The Transform Matrix to use for the texture.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">gameObject</span>: <spanclass="tsd-signature-type">GameObject</span></span><divclass="tsd-comment tsd-typography"><p>The Game Object, if any, drawing this quad.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">x1</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The bottom-left x position.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">y1</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The bottom-left y position.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">x2</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The bottom-right x position.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">y2</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The bottom-right y position.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">x3</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The top-right x position.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">y3</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The top-right y position.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">tintTL</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The top-left tint color value.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">tintTR</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The top-right tint color value.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">tintBL</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The bottom-left tint color value.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">tintEffect</span>: <spanclass="tsd-signature-type">number</span><spanclass="tsd-signature-symbol"> | </span><spanclass="tsd-signature-type">boolean</span></span><divclass="tsd-comment tsd-typography"><p>The tint effect for the shader to use.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">texture</span>: <spanclass="tsd-signature-type">WebGLTextureWrapper</span></span><divclass="tsd-comment tsd-typography"><p>Texture that will be assigned to the current batch if a flush occurs.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">unit</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Texture unit to which the texture needs to be bound. Default 0.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">boolean</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.batchTri</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96585</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="batchVert"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>batch<wbr/>Vert</span><ahref="#batchVert"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="batchVert.batchVert-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">batch<wbr/>Vert</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">x</span>, <spanclass="tsd-kind-parameter">y</span>, <spanclass="tsd-kind-parameter">u</span>, <spanclass="tsd-kind-parameter">v</span>, <spanclass="tsd-kind-parameter">unit</span>, <spanclass="tsd-kind-parameter">tintEffect</span>, <spanclass="tsd-kind-parameter">tint</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">void</span><ahref="#batchVert.batchVert-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Adds a single vertex to the current vertex buffer and increments the
<code>vertexCount</code> property by 1.</p>
<p>This method is called directly by <code>batchTri</code> and <code>batchQuad</code>.</p>
<p>It does not perform any batch limit checking itself, so if you need to call
this method directly, do so in the same way that <code>batchQuad</code> does, for example.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">x</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The vertex x position.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">y</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The vertex y position.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">u</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>UV u value.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">v</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>UV v value.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">unit</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Texture unit to which the texture needs to be bound.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">tintEffect</span>: <spanclass="tsd-signature-type">number</span><spanclass="tsd-signature-symbol"> | </span><spanclass="tsd-signature-type">boolean</span></span><divclass="tsd-comment tsd-typography"><p>The tint effect for the shader to use.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">tint</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The tint color value.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">void</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.batchVert</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96512</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="bind"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>bind</span><ahref="#bind"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="bind.bind-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">bind</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">currentShader</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#bind.bind-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>This method is called every time the Pipeline Manager makes this pipeline the currently active one.</p>
<p>It binds the resources and shader needed for this pipeline, including setting the vertex buffer
and attribute pointers.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">currentShader</span>: <spanclass="tsd-signature-type">WebGLShader</span></span><divclass="tsd-comment tsd-typography"><p>The shader to set as being current.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.bind</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96297</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="bindRenderTarget"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>bind<wbr/>Render<wbr/>Target</span><ahref="#bindRenderTarget"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="bindRenderTarget.bindRenderTarget-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">bind<wbr/>Render<wbr/>Target</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">target</span><spanclass="tsd-signature-symbol">?</span>, <spanclass="tsd-kind-parameter">unit</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#bindRenderTarget.bindRenderTarget-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Activates the given Render Target texture and binds it to the
requested WebGL texture slot.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">target</span>: <spanclass="tsd-signature-type">RenderTarget</span></span><divclass="tsd-comment tsd-typography"><p>The Render Target to activate and bind.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">unit</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The WebGL texture ID to activate. Defaults to <code>gl.TEXTURE0</code>. Default 0.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.bindRenderTarget</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96626</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="bindTexture"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>bind<wbr/>Texture</span><ahref="#bindTexture"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="bindTexture.bindTexture-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">bind<wbr/>Texture</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">target</span><spanclass="tsd-signature-symbol">?</span>, <spanclass="tsd-kind-parameter">unit</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#bindTexture.bindTexture-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Activates the given WebGL Texture and binds it to the requested texture slot.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">target</span>: <spanclass="tsd-signature-type">WebGLTextureWrapper</span></span><divclass="tsd-comment tsd-typography"><p>Texture to activate and bind.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">unit</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The WebGL texture ID to activate. Defaults to <code>gl.TEXTURE0</code>. Default 0.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.bindTexture</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96618</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="boot"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>boot</span><ahref="#boot"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="boot.boot-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">boot</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">void</span><ahref="#boot.boot-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Called every time the pipeline is bound by the renderer.
Sets the shader program, vertex buffer and other resources.
Should only be called when changing pipeline.</p>
</div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">void</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.boot</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:94465</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="createBatch"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>create<wbr/>Batch</span><ahref="#createBatch"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="createBatch.createBatch-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">create<wbr/>Batch</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">texture</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">number</span><ahref="#createBatch.createBatch-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Creates a new WebGL Pipeline Batch Entry, sets the texture unit as zero
and pushes the entry into the batch.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">texture</span>: <spanclass="tsd-signature-type">WebGLTextureWrapper</span></span><divclass="tsd-comment tsd-typography"><p>The texture assigned to this batch entry.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">number</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.createBatch</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96203</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="destroy"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>destroy</span><ahref="#destroy"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="destroy.destroy-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">destroy</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#destroy.destroy-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Destroys all shader instances, removes all object references and nulls all external references.</p>
</div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.destroy</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:94617</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="drawFillRect"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>draw<wbr/>Fill<wbr/>Rect</span><ahref="#drawFillRect"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="drawFillRect.drawFillRect-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">draw<wbr/>Fill<wbr/>Rect</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">x</span>, <spanclass="tsd-kind-parameter">y</span>, <spanclass="tsd-kind-parameter">width</span>, <spanclass="tsd-kind-parameter">height</span>, <spanclass="tsd-kind-parameter">color</span>, <spanclass="tsd-kind-parameter">alpha</span>, <spanclass="tsd-kind-parameter">texture</span><spanclass="tsd-signature-symbol">?</span>, <spanclass="tsd-kind-parameter">flipUV</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">void</span><ahref="#drawFillRect.drawFillRect-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Pushes a filled rectangle into the vertex batch.</p>
<p>The dimensions are run through <code>Math.floor</code> before the quad is generated.</p>
<p>Rectangle has no transform values and isn't transformed into the local space.</p>
<p>Used for directly batching untransformed rectangles, such as Camera background colors.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">x</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Horizontal top left coordinate of the rectangle.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">y</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Vertical top left coordinate of the rectangle.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">width</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Width of the rectangle.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">height</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Height of the rectangle.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">color</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Color of the rectangle to draw.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">alpha</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Alpha value of the rectangle to draw.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">texture</span>: <spanclass="tsd-signature-type">WebGLTextureWrapper</span></span><divclass="tsd-comment tsd-typography"><p>texture that will be assigned to the current batch if a flush occurs.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">flipUV</span>: <spanclass="tsd-signature-type">boolean</span></span><divclass="tsd-comment tsd-typography"><p>Flip the vertical UV coordinates of the texture before rendering? Default true.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">void</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.drawFillRect</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96604</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="emit"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>emit</span><ahref="#emit"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="emit.emit-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">emit</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">event</span>, <spanclass="tsd-signature-symbol">...</span><spanclass="tsd-kind-parameter">args</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">boolean</span><ahref="#emit.emit-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Calls each of the listeners registered for a given event.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagRest">Rest</code><spanclass="tsd-signature-symbol">...</span><spanclass="tsd-kind-parameter">args</span>: <spanclass="tsd-signature-type">any</span><spanclass="tsd-signature-symbol">[]</span></span><divclass="tsd-comment tsd-typography"><p>Additional arguments that will be passed to the event handler.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">boolean</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.emit</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:9935</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="eventNames"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>event<wbr/>Names</span><ahref="#eventNames"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="eventNames.eventNames-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">event<wbr/>Names</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-signature-type">string</span><spanclass="tsd-signature-symbol"> | </span><spanclass="tsd-signature-type">symbol</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">[]</span><ahref="#eventNames.eventNames-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Return an array listing the events for which the emitter has registered listeners.</p>
</div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-symbol">(</span><spanclass="tsd-signature-type">string</span><spanclass="tsd-signature-symbol"> | </span><spanclass="tsd-signature-type">symbol</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">[]</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.eventNames</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:9916</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="flipProjectionMatrix"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>flip<wbr/>Projection<wbr/>Matrix</span><ahref="#flipProjectionMatrix"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="flipProjectionMatrix.flipProjectionMatrix-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">flip<wbr/>Projection<wbr/>Matrix</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">flipY</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">void</span><ahref="#flipProjectionMatrix.flipProjectionMatrix-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Adjusts this pipelines ortho Projection Matrix to flip the y
and bottom values. Call with 'false' as the parameter to flip
them back again.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">flipY</span>: <spanclass="tsd-signature-type">boolean</span></span><divclass="tsd-comment tsd-typography"><p>Flip the y and bottom values? Default true.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">void</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.flipProjectionMatrix</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96279</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="flush"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>flush</span><ahref="#flush"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="flush.flush-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">flush</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">isPostFlush</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#flush.flush-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Uploads the vertex data and emits a draw call for the current batch of vertices.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">isPostFlush</span>: <spanclass="tsd-signature-type">boolean</span></span><divclass="tsd-comment tsd-typography"><p>Was this flush invoked as part of a post-process, or not? Default false.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.flush</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96371</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="getShaderByName"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>get<wbr/>Shader<wbr/>By<wbr/>Name</span><ahref="#getShaderByName"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="getShaderByName.getShaderByName-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">get<wbr/>Shader<wbr/>By<wbr/>Name</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">name</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">WebGLShader</span><ahref="#getShaderByName.getShaderByName-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Searches all shaders in this pipeline for one matching the given name, then returns it.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">name</span>: <spanclass="tsd-signature-type">string</span></span><divclass="tsd-comment tsd-typography"><p>The index of the shader to set.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">WebGLShader</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.getShaderByName</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96186</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="listenerCount"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>listener<wbr/>Count</span><ahref="#listenerCount"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="listenerCount.listenerCount-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">listener<wbr/>Count</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">event</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">number</span><ahref="#listenerCount.listenerCount-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Return the number of listeners listening to a given event.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">number</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.listenerCount</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:9928</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="listeners"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>listeners</span><ahref="#listeners"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="listeners.listeners-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">listeners</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">event</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">Function</span><spanclass="tsd-signature-symbol">[]</span><ahref="#listeners.listeners-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Return the listeners registered for a given event.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">fn</span>: <spanclass="tsd-signature-type">Function</span></span><divclass="tsd-comment tsd-typography"><p>Only remove the listeners that match this function.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">context</span>: <spanclass="tsd-signature-type">any</span></span><divclass="tsd-comment tsd-typography"><p>Only remove the listeners that have this context.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.off</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:9977</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="on"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>on</span><ahref="#on"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="on.on-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">on</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">event</span>, <spanclass="tsd-kind-parameter">fn</span>, <spanclass="tsd-kind-parameter">context</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#on.on-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Add a listener for a given event.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">context</span>: <spanclass="tsd-signature-type">any</span></span><divclass="tsd-comment tsd-typography"><p>The context to invoke the listener with. Default this.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.on</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:9943</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="onActive"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>on<wbr/>Active</span><ahref="#onActive"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="onActive.onActive-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">on<wbr/>Active</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">currentShader</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">void</span><ahref="#onActive.onActive-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>By default this is an empty method hook that you can override and use in your own custom pipelines.</p>
<p>This method is called every time the Pipeline Manager makes this the active pipeline. It is called
at the end of the <code>WebGLPipeline.bind</code> method, after the current shader has been set. The current
shader is passed to this hook.</p>
<p>For example, if a display list has 3 Sprites in it that all use the same pipeline, this hook will
only be called for the first one, as the 2nd and 3rd Sprites do not cause the pipeline to be changed.</p>
<p>If you need to listen for that event instead, use the <code>onBind</code> hook.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">currentShader</span>: <spanclass="tsd-signature-type">WebGLShader</span></span><divclass="tsd-comment tsd-typography"><p>The shader that was set as current.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">void</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.onActive</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96386</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="onAfterFlush"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>on<wbr/>After<wbr/>Flush</span><ahref="#onAfterFlush"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="onAfterFlush.onAfterFlush-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">on<wbr/>After<wbr/>Flush</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">isPostFlush</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">void</span><ahref="#onAfterFlush.onAfterFlush-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>By default this is an empty method hook that you can override and use in your own custom pipelines.</p>
<p>This method is called immediately after this pipeline has finished flushing its batch.</p>
<p>It is called after the <code>gl.drawArrays</code> call.</p>
<p>You can perform additional post-render effects, but be careful not to call <code>flush</code>
on this pipeline from within this method, or you'll cause an infinite loop.</p>
<p>To apply changes pre-render, see <code>onBeforeFlush</code>.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">isPostFlush</span>: <spanclass="tsd-signature-type">boolean</span></span><divclass="tsd-comment tsd-typography"><p>Was this flush invoked as part of a post-process, or not? Default false.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">void</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.onAfterFlush</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96494</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member"><aid="onBatch"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>on<wbr/>Batch</span><ahref="#onBatch"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures"><liclass="tsd-signature tsd-anchor-link"><aid="onBatch.onBatch-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">on<wbr/>Batch</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">gameObject</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">void</span><ahref="#onBatch.onBatch-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">gameObject</span>: <spanclass="tsd-signature-type">GameObject</span></span></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">void</span></h4><asideclass="tsd-sources"><p>Overrides Phaser.Renderer.WebGL.Pipelines.MultiPipeline.onBatch</p><ul><li>Defined in <ahref="https://github.com/pagefaultgames/pokerogue/blob/dbd9908974755b0734dbaf875831e186f0ea7eaa/src/pipelines/field-sprite.ts#L249">src/pipelines/field-sprite.ts:249</a></li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="onBeforeFlush"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>on<wbr/>Before<wbr/>Flush</span><ahref="#onBeforeFlush"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="onBeforeFlush.onBeforeFlush-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">on<wbr/>Before<wbr/>Flush</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">isPostFlush</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">void</span><ahref="#onBeforeFlush.onBeforeFlush-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>By default this is an empty method hook that you can override and use in your own custom pipelines.</p>
<p>This method is called every time this pipeline is asked to flush its batch.</p>
<p>It is called immediately before the <code>gl.bufferData</code> and <code>gl.drawArrays</code> calls are made, so you can
perform any final pre-render modifications. To apply changes post-render, see <code>onAfterFlush</code>.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">isPostFlush</span>: <spanclass="tsd-signature-type">boolean</span></span><divclass="tsd-comment tsd-typography"><p>Was this flush invoked as part of a post-process, or not? Default false.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">void</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.onBeforeFlush</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96479</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member"><aid="onBind"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>on<wbr/>Bind</span><ahref="#onBind"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures"><liclass="tsd-signature tsd-anchor-link"><aid="onBind.onBind-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">on<wbr/>Bind</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">gameObject</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">void</span><ahref="#onBind.onBind-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">gameObject</span>: <spanclass="tsd-signature-type">GameObject</span></span></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">void</span></h4><asideclass="tsd-sources"><p>Overrides Phaser.Renderer.WebGL.Pipelines.MultiPipeline.onBind</p><ul><li>Defined in <ahref="https://github.com/pagefaultgames/pokerogue/blob/dbd9908974755b0734dbaf875831e186f0ea7eaa/src/pipelines/field-sprite.ts#L226">src/pipelines/field-sprite.ts:226</a></li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="onBoot"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>on<wbr/>Boot</span><ahref="#onBoot"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="onBoot.onBoot-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">on<wbr/>Boot</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">void</span><ahref="#onBoot.onBoot-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>This method is called once when this pipeline has finished being set-up
at the end of the boot process. By the time this method is called, all
of the shaders are ready and configured.</p>
</div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">void</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.onBoot</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96162</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="onDraw"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>on<wbr/>Draw</span><ahref="#onDraw"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="onDraw.onDraw-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">on<wbr/>Draw</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">renderTarget</span>, <spanclass="tsd-kind-parameter">swapTarget</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">void</span><ahref="#onDraw.onDraw-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>This method is only used by Sprite FX and Post FX Pipelines and those that extend from them.</p>
<p>This method is called every time the <code>postBatch</code> method is called and is passed a
reference to the current render target.</p>
<p>At the very least a Post FX Pipeline should call <code>this.bindAndDraw(renderTarget)</code>,
however, you can do as much additional processing as you like in this method if
you override it from within your own pipelines.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">swapTarget</span>: <spanclass="tsd-signature-type">RenderTarget</span></span><divclass="tsd-comment tsd-typography"><p>A Swap Render Target, useful for double-buffer effects. Only set by SpriteFX Pipelines.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">void</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.onDraw</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96359</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="onPostBatch"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>on<wbr/>Post<wbr/>Batch</span><ahref="#onPostBatch"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="onPostBatch.onPostBatch-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">on<wbr/>Post<wbr/>Batch</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">gameObject</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">void</span><ahref="#onPostBatch.onPostBatch-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>By default this is an empty method hook that you can override and use in your own custom pipelines.</p>
<p>This method is called immediately after a <strong>Game Object</strong> has been added to the batch.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">gameObject</span>: <spanclass="tsd-signature-type">GameObject</span></span><divclass="tsd-comment tsd-typography"><p>The Game Object that invoked this pipeline, if any.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">void</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.onPostBatch</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96439</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="onPostRender"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>on<wbr/>Post<wbr/>Render</span><ahref="#onPostRender"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="onPostRender.onPostRender-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">on<wbr/>Post<wbr/>Render</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">void</span><ahref="#onPostRender.onPostRender-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>By default this is an empty method hook that you can override and use in your own custom pipelines.</p>
<p>This method is called <em>once per frame</em>, after all rendering has happened and snapshots have been taken.</p>
<p>It is called at the very end of the rendering process, once all Cameras, for all Scenes, have
been rendered.</p>
</div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">void</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.onPostRender</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96468</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="onPreBatch"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>on<wbr/>Pre<wbr/>Batch</span><ahref="#onPreBatch"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="onPreBatch.onPreBatch-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">on<wbr/>Pre<wbr/>Batch</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">gameObject</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">void</span><ahref="#onPreBatch.onPreBatch-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>By default this is an empty method hook that you can override and use in your own custom pipelines.</p>
<p>This method is called immediately before a <strong>Game Object</strong> is about to add itself to the batch.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">gameObject</span>: <spanclass="tsd-signature-type">GameObject</span></span><divclass="tsd-comment tsd-typography"><p>The Game Object that invoked this pipeline, if any.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">void</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.onPreBatch</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96431</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member"><aid="onPreRender"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>on<wbr/>Pre<wbr/>Render</span><ahref="#onPreRender"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures"><liclass="tsd-signature tsd-anchor-link"><aid="onPreRender.onPreRender-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">on<wbr/>Pre<wbr/>Render</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">void</span><ahref="#onPreRender.onPreRender-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">void</span></h4><asideclass="tsd-sources"><p>Overrides Phaser.Renderer.WebGL.Pipelines.MultiPipeline.onPreRender</p><ul><li>Defined in <ahref="https://github.com/pagefaultgames/pokerogue/blob/dbd9908974755b0734dbaf875831e186f0ea7eaa/src/pipelines/field-sprite.ts#L219">src/pipelines/field-sprite.ts:219</a></li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="onRebind"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>on<wbr/>Rebind</span><ahref="#onRebind"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="onRebind.onRebind-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">on<wbr/>Rebind</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">void</span><ahref="#onRebind.onRebind-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>By default this is an empty method hook that you can override and use in your own custom pipelines.</p>
<p>This method is called when the Pipeline Manager needs to rebind this pipeline. This happens after a
pipeline has been cleared, usually when passing control over to a 3rd party WebGL library, like Spine,
and then returing to Phaser again.</p>
</div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">void</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.onRebind</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96408</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="onRender"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>on<wbr/>Render</span><ahref="#onRender"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="onRender.onRender-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">on<wbr/>Render</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">scene</span>, <spanclass="tsd-kind-parameter">camera</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">void</span><ahref="#onRender.onRender-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>By default this is an empty method hook that you can override and use in your own custom pipelines.</p>
<p>This method is called <em>once per frame</em>, by every Camera in a Scene that wants to render.</p>
<p>It is called at the start of the rendering process, before anything has been drawn to the Camera.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">scene</span>: <spanclass="tsd-signature-type">Scene</span></span><divclass="tsd-comment tsd-typography"><p>The Scene being rendered.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">camera</span>: <spanclass="tsd-signature-type">Camera</span></span><divclass="tsd-comment tsd-typography"><p>The Scene Camera being rendered with.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">void</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.onRender</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96458</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="onResize"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>on<wbr/>Resize</span><ahref="#onResize"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="onResize.onResize-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">on<wbr/>Resize</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">width</span>, <spanclass="tsd-kind-parameter">height</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">void</span><ahref="#onResize.onResize-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>This method is called once when this pipeline has finished being set-up
at the end of the boot process. By the time this method is called, all
of the shaders are ready and configured. It's also called if the renderer
changes size.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">width</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The new width of this WebGL Pipeline.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">height</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The new height of this WebGL Pipeline.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">void</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.onResize</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96172</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="once"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>once</span><ahref="#once"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="once.once-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">once</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">event</span>, <spanclass="tsd-kind-parameter">fn</span>, <spanclass="tsd-kind-parameter">context</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#once.once-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Add a one-time listener for a given event.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">context</span>: <spanclass="tsd-signature-type">any</span></span><divclass="tsd-comment tsd-typography"><p>The context to invoke the listener with. Default this.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.once</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:9959</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="postBatch"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>post<wbr/>Batch</span><ahref="#postBatch"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="postBatch.postBatch-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">post<wbr/>Batch</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">gameObject</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#postBatch.postBatch-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>This method is called as a result of the <code>WebGLPipeline.batchQuad</code> method, right after a quad
belonging to a Game Object has been added to the batch. When this is called, the
renderer has just performed a flush.</p>
<p>It calls the <code>onDraw</code> hook followed by the <code>onPostBatch</code> hook, which can be used to perform
additional Post FX Pipeline processing.</p>
<p>It is also called as part of the <code>PipelineManager.postBatch</code> method when processing Post FX Pipelines.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">gameObject</span>: <spanclass="tsd-signature-type">Camera</span><spanclass="tsd-signature-symbol"> | </span><spanclass="tsd-signature-type">GameObject</span></span><divclass="tsd-comment tsd-typography"><p>The Game Object or Camera that invoked this pipeline, if any.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.postBatch</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96345</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="preBatch"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>pre<wbr/>Batch</span><ahref="#preBatch"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="preBatch.preBatch-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">pre<wbr/>Batch</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">gameObject</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#preBatch.preBatch-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>This method is called as a result of the <code>WebGLPipeline.batchQuad</code> method, right before a quad
belonging to a Game Object is about to be added to the batch. When this is called, the
renderer has just performed a flush. It will bind the current render target, if any are set
and finally call the <code>onPreBatch</code> hook.</p>
<p>It is also called as part of the <code>PipelineManager.preBatch</code> method when processing Post FX Pipelines.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">gameObject</span>: <spanclass="tsd-signature-type">Camera</span><spanclass="tsd-signature-symbol"> | </span><spanclass="tsd-signature-type">GameObject</span></span><divclass="tsd-comment tsd-typography"><p>The Game Object or Camera that invoked this pipeline, if any.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.preBatch</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96332</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="pushBatch"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>push<wbr/>Batch</span><ahref="#pushBatch"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="pushBatch.pushBatch-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">push<wbr/>Batch</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">texture</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">number</span><ahref="#pushBatch.pushBatch-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Takes the given WebGLTextureWrapper and determines what to do with it.</p>
<p>If there is no current batch (i.e. after a flush) it will create a new
batch from it.</p>
<p>If the texture is already bound, it will return the current texture unit.</p>
<p>If the texture already exists in the current batch, the unit gets reset
to match it.</p>
<p>If the texture cannot be found in the current batch, and it supports
multiple textures, it's added into the batch and the unit indexes are
advanced.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">texture</span>: <spanclass="tsd-signature-type">WebGLTextureWrapper</span></span><divclass="tsd-comment tsd-typography"><p>The texture assigned to this batch entry.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">number</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.pushBatch</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96228</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="rebind"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>rebind</span><ahref="#rebind"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="rebind.rebind-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">rebind</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">currentShader</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#rebind.rebind-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>This method is called every time the Pipeline Manager rebinds this pipeline.</p>
<p>It resets all shaders this pipeline uses, setting their attributes again.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">currentShader</span>: <spanclass="tsd-signature-type">WebGLShader</span></span><divclass="tsd-comment tsd-typography"><p>The shader to set as being current.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.rebind</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96305</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="removeAllListeners"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>remove<wbr/>All<wbr/>Listeners</span><ahref="#removeAllListeners"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="removeAllListeners.removeAllListeners-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">remove<wbr/>All<wbr/>Listeners</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">event</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#removeAllListeners.removeAllListeners-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Remove all listeners, or those of the specified event.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">fn</span>: <spanclass="tsd-signature-type">Function</span></span><divclass="tsd-comment tsd-typography"><p>Only remove the listeners that match this function.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">context</span>: <spanclass="tsd-signature-type">any</span></span><divclass="tsd-comment tsd-typography"><p>Only remove the listeners that have this context.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.removeListener</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:9968</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="resize"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>resize</span><ahref="#resize"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="resize.resize-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">resize</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">width</span>, <spanclass="tsd-kind-parameter">height</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#resize.resize-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Resizes the properties used to describe the viewport.</p>
<p>This method is called automatically by the renderer during its resize handler.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">width</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The new width of this WebGL Pipeline.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">height</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The new height of this WebGL Pipeline.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.resize</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96261</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="restoreContext"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>restore<wbr/>Context</span><ahref="#restoreContext"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="restoreContext.restoreContext-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">restore<wbr/>Context</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">void</span><ahref="#restoreContext.restoreContext-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>This method is called if the WebGL context is lost and restored.
It ensures that uniforms are synced back to the GPU
for all shaders in this pipeline.</p>
</div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">void</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.restoreContext</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96312</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="set1f"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>set1f</span><ahref="#set1f"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="set1f.set1f-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">set1f</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">name</span>, <spanclass="tsd-kind-parameter">x</span>, <spanclass="tsd-kind-parameter">shader</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#set1f.set1f-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Sets a 1f uniform value based on the given name on the currently set shader.</p>
<p>The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene <code>create</code> or <code>update</code> method. However, when working within a Shader file
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
being set.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">name</span>: <spanclass="tsd-signature-type">string</span></span><divclass="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">x</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The new value of the <code>float</code> uniform.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">shader</span>: <spanclass="tsd-signature-type">WebGLShader</span></span><divclass="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.set1f</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96663</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="set1fv"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>set1fv</span><ahref="#set1fv"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="set1fv.set1fv-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">set1fv</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">name</span>, <spanclass="tsd-kind-parameter">arr</span>, <spanclass="tsd-kind-parameter">shader</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#set1fv.set1fv-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Sets a 1fv uniform value based on the given name on the currently set shader.</p>
<p>The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene <code>create</code> or <code>update</code> method. However, when working within a Shader file
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
being set.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">name</span>: <spanclass="tsd-signature-type">string</span></span><divclass="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">arr</span>: <spanclass="tsd-signature-type">number</span><spanclass="tsd-signature-symbol">[]</span><spanclass="tsd-signature-symbol"> | </span><spanclass="tsd-signature-type">Float32Array</span></span><divclass="tsd-comment tsd-typography"><p>The new value to be used for the uniform variable.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">shader</span>: <spanclass="tsd-signature-type">WebGLShader</span></span><divclass="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.set1fv</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96725</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="set1i"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>set1i</span><ahref="#set1i"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="set1i.set1i-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">set1i</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">name</span>, <spanclass="tsd-kind-parameter">x</span>, <spanclass="tsd-kind-parameter">shader</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#set1i.set1i-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Sets a 1i uniform value based on the given name on the currently set shader.</p>
<p>The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene <code>create</code> or <code>update</code> method. However, when working within a Shader file
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
being set.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">name</span>: <spanclass="tsd-signature-type">string</span></span><divclass="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">x</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The new value of the <code>int</code> uniform.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">shader</span>: <spanclass="tsd-signature-type">WebGLShader</span></span><divclass="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.set1i</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96837</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="set1iv"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>set1iv</span><ahref="#set1iv"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="set1iv.set1iv-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">set1iv</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">name</span>, <spanclass="tsd-kind-parameter">arr</span>, <spanclass="tsd-kind-parameter">shader</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#set1iv.set1iv-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Sets a 1iv uniform value based on the given name on the currently set shader.</p>
<p>The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene <code>create</code> or <code>update</code> method. However, when working within a Shader file
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
being set.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">name</span>: <spanclass="tsd-signature-type">string</span></span><divclass="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">arr</span>: <spanclass="tsd-signature-type">number</span><spanclass="tsd-signature-symbol">[]</span><spanclass="tsd-signature-symbol"> | </span><spanclass="tsd-signature-type">Float32Array</span></span><divclass="tsd-comment tsd-typography"><p>The new value to be used for the uniform variable.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">shader</span>: <spanclass="tsd-signature-type">WebGLShader</span></span><divclass="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.set1iv</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96781</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="set2f"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>set2f</span><ahref="#set2f"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="set2f.set2f-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">set2f</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">name</span>, <spanclass="tsd-kind-parameter">x</span>, <spanclass="tsd-kind-parameter">y</span>, <spanclass="tsd-kind-parameter">shader</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#set2f.set2f-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Sets a 2f uniform value based on the given name on the currently set shader.</p>
<p>The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene <code>create</code> or <code>update</code> method. However, when working within a Shader file
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
being set.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">name</span>: <spanclass="tsd-signature-type">string</span></span><divclass="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">x</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The new X component of the <code>vec2</code> uniform.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">y</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The new Y component of the <code>vec2</code> uniform.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">shader</span>: <spanclass="tsd-signature-type">WebGLShader</span></span><divclass="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.set2f</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96678</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="set2fv"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>set2fv</span><ahref="#set2fv"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="set2fv.set2fv-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">set2fv</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">name</span>, <spanclass="tsd-kind-parameter">arr</span>, <spanclass="tsd-kind-parameter">shader</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#set2fv.set2fv-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Sets a 2fv uniform value based on the given name on the currently set shader.</p>
<p>The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene <code>create</code> or <code>update</code> method. However, when working within a Shader file
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
being set.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">name</span>: <spanclass="tsd-signature-type">string</span></span><divclass="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">arr</span>: <spanclass="tsd-signature-type">number</span><spanclass="tsd-signature-symbol">[]</span><spanclass="tsd-signature-symbol"> | </span><spanclass="tsd-signature-type">Float32Array</span></span><divclass="tsd-comment tsd-typography"><p>The new value to be used for the uniform variable.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">shader</span>: <spanclass="tsd-signature-type">WebGLShader</span></span><divclass="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.set2fv</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96739</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="set2i"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>set2i</span><ahref="#set2i"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="set2i.set2i-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">set2i</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">name</span>, <spanclass="tsd-kind-parameter">x</span>, <spanclass="tsd-kind-parameter">y</span>, <spanclass="tsd-kind-parameter">shader</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#set2i.set2i-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Sets a 2i uniform value based on the given name on the currently set shader.</p>
<p>The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene <code>create</code> or <code>update</code> method. However, when working within a Shader file
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
being set.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">name</span>: <spanclass="tsd-signature-type">string</span></span><divclass="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">x</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The new X component of the <code>ivec2</code> uniform.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">y</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The new Y component of the <code>ivec2</code> uniform.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">shader</span>: <spanclass="tsd-signature-type">WebGLShader</span></span><divclass="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.set2i</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96852</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="set2iv"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>set2iv</span><ahref="#set2iv"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="set2iv.set2iv-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">set2iv</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">name</span>, <spanclass="tsd-kind-parameter">arr</span>, <spanclass="tsd-kind-parameter">shader</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#set2iv.set2iv-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Sets a 2iv uniform value based on the given name on the currently set shader.</p>
<p>The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene <code>create</code> or <code>update</code> method. However, when working within a Shader file
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
being set.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">name</span>: <spanclass="tsd-signature-type">string</span></span><divclass="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">arr</span>: <spanclass="tsd-signature-type">number</span><spanclass="tsd-signature-symbol">[]</span><spanclass="tsd-signature-symbol"> | </span><spanclass="tsd-signature-type">Float32Array</span></span><divclass="tsd-comment tsd-typography"><p>The new value to be used for the uniform variable.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">shader</span>: <spanclass="tsd-signature-type">WebGLShader</span></span><divclass="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.set2iv</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96795</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="set3f"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>set3f</span><ahref="#set3f"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="set3f.set3f-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">set3f</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">name</span>, <spanclass="tsd-kind-parameter">x</span>, <spanclass="tsd-kind-parameter">y</span>, <spanclass="tsd-kind-parameter">z</span>, <spanclass="tsd-kind-parameter">shader</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#set3f.set3f-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Sets a 3f uniform value based on the given name on the currently set shader.</p>
<p>The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene <code>create</code> or <code>update</code> method. However, when working within a Shader file
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
being set.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">name</span>: <spanclass="tsd-signature-type">string</span></span><divclass="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">x</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The new X component of the <code>vec3</code> uniform.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">y</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The new Y component of the <code>vec3</code> uniform.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">z</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The new Z component of the <code>vec3</code> uniform.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">shader</span>: <spanclass="tsd-signature-type">WebGLShader</span></span><divclass="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.set3f</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96694</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="set3fv"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>set3fv</span><ahref="#set3fv"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="set3fv.set3fv-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">set3fv</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">name</span>, <spanclass="tsd-kind-parameter">arr</span>, <spanclass="tsd-kind-parameter">shader</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#set3fv.set3fv-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Sets a 3fv uniform value based on the given name on the currently set shader.</p>
<p>The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene <code>create</code> or <code>update</code> method. However, when working within a Shader file
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
being set.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">name</span>: <spanclass="tsd-signature-type">string</span></span><divclass="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">arr</span>: <spanclass="tsd-signature-type">number</span><spanclass="tsd-signature-symbol">[]</span><spanclass="tsd-signature-symbol"> | </span><spanclass="tsd-signature-type">Float32Array</span></span><divclass="tsd-comment tsd-typography"><p>The new value to be used for the uniform variable.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">shader</span>: <spanclass="tsd-signature-type">WebGLShader</span></span><divclass="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.set3fv</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96753</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="set3i"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>set3i</span><ahref="#set3i"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="set3i.set3i-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">set3i</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">name</span>, <spanclass="tsd-kind-parameter">x</span>, <spanclass="tsd-kind-parameter">y</span>, <spanclass="tsd-kind-parameter">z</span>, <spanclass="tsd-kind-parameter">shader</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#set3i.set3i-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Sets a 3i uniform value based on the given name on the currently set shader.</p>
<p>The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene <code>create</code> or <code>update</code> method. However, when working within a Shader file
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
being set.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">name</span>: <spanclass="tsd-signature-type">string</span></span><divclass="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">x</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The new X component of the <code>ivec3</code> uniform.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">y</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The new Y component of the <code>ivec3</code> uniform.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">z</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The new Z component of the <code>ivec3</code> uniform.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">shader</span>: <spanclass="tsd-signature-type">WebGLShader</span></span><divclass="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.set3i</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96868</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="set3iv"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>set3iv</span><ahref="#set3iv"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="set3iv.set3iv-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">set3iv</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">name</span>, <spanclass="tsd-kind-parameter">arr</span>, <spanclass="tsd-kind-parameter">shader</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#set3iv.set3iv-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Sets a 3iv uniform value based on the given name on the currently set shader.</p>
<p>The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene <code>create</code> or <code>update</code> method. However, when working within a Shader file
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
being set.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">name</span>: <spanclass="tsd-signature-type">string</span></span><divclass="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">arr</span>: <spanclass="tsd-signature-type">number</span><spanclass="tsd-signature-symbol">[]</span><spanclass="tsd-signature-symbol"> | </span><spanclass="tsd-signature-type">Float32Array</span></span><divclass="tsd-comment tsd-typography"><p>The new value to be used for the uniform variable.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">shader</span>: <spanclass="tsd-signature-type">WebGLShader</span></span><divclass="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.set3iv</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96809</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="set4f"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>set4f</span><ahref="#set4f"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="set4f.set4f-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">set4f</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">name</span>, <spanclass="tsd-kind-parameter">x</span>, <spanclass="tsd-kind-parameter">y</span>, <spanclass="tsd-kind-parameter">z</span>, <spanclass="tsd-kind-parameter">w</span>, <spanclass="tsd-kind-parameter">shader</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#set4f.set4f-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Sets a 4f uniform value based on the given name on the currently set shader.</p>
<p>The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene <code>create</code> or <code>update</code> method. However, when working within a Shader file
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
being set.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">name</span>: <spanclass="tsd-signature-type">string</span></span><divclass="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">x</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>X component of the uniform</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">y</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Y component of the uniform</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">z</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Z component of the uniform</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">w</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>W component of the uniform</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">shader</span>: <spanclass="tsd-signature-type">WebGLShader</span></span><divclass="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.set4f</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96711</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="set4fv"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>set4fv</span><ahref="#set4fv"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="set4fv.set4fv-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">set4fv</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">name</span>, <spanclass="tsd-kind-parameter">arr</span>, <spanclass="tsd-kind-parameter">shader</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#set4fv.set4fv-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Sets a 4fv uniform value based on the given name on the currently set shader.</p>
<p>The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene <code>create</code> or <code>update</code> method. However, when working within a Shader file
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
being set.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">name</span>: <spanclass="tsd-signature-type">string</span></span><divclass="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">arr</span>: <spanclass="tsd-signature-type">number</span><spanclass="tsd-signature-symbol">[]</span><spanclass="tsd-signature-symbol"> | </span><spanclass="tsd-signature-type">Float32Array</span></span><divclass="tsd-comment tsd-typography"><p>The new value to be used for the uniform variable.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">shader</span>: <spanclass="tsd-signature-type">WebGLShader</span></span><divclass="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.set4fv</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96767</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="set4i"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>set4i</span><ahref="#set4i"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="set4i.set4i-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">set4i</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">name</span>, <spanclass="tsd-kind-parameter">x</span>, <spanclass="tsd-kind-parameter">y</span>, <spanclass="tsd-kind-parameter">z</span>, <spanclass="tsd-kind-parameter">w</span>, <spanclass="tsd-kind-parameter">shader</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#set4i.set4i-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Sets a 4i uniform value based on the given name on the currently set shader.</p>
<p>The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene <code>create</code> or <code>update</code> method. However, when working within a Shader file
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
being set.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">name</span>: <spanclass="tsd-signature-type">string</span></span><divclass="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">x</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>X component of the uniform.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">y</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Y component of the uniform.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">z</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Z component of the uniform.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">w</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>W component of the uniform.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">shader</span>: <spanclass="tsd-signature-type">WebGLShader</span></span><divclass="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.set4i</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96885</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="set4iv"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>set4iv</span><ahref="#set4iv"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="set4iv.set4iv-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">set4iv</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">name</span>, <spanclass="tsd-kind-parameter">arr</span>, <spanclass="tsd-kind-parameter">shader</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#set4iv.set4iv-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Sets a 4iv uniform value based on the given name on the currently set shader.</p>
<p>The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene <code>create</code> or <code>update</code> method. However, when working within a Shader file
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
being set.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">name</span>: <spanclass="tsd-signature-type">string</span></span><divclass="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">arr</span>: <spanclass="tsd-signature-type">number</span><spanclass="tsd-signature-symbol">[]</span><spanclass="tsd-signature-symbol"> | </span><spanclass="tsd-signature-type">Float32Array</span></span><divclass="tsd-comment tsd-typography"><p>The new value to be used for the uniform variable.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">shader</span>: <spanclass="tsd-signature-type">WebGLShader</span></span><divclass="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.set4iv</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96823</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="setBoolean"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>set<wbr/>Boolean</span><ahref="#setBoolean"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="setBoolean.setBoolean-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">set<wbr/>Boolean</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">name</span>, <spanclass="tsd-kind-parameter">value</span>, <spanclass="tsd-kind-parameter">shader</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#setBoolean.setBoolean-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Sets a boolean uniform value based on the given name on the currently set shader.</p>
<p>The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene <code>create</code> or <code>update</code> method. However, when working within a Shader file
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
being set.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">name</span>: <spanclass="tsd-signature-type">string</span></span><divclass="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">value</span>: <spanclass="tsd-signature-type">boolean</span></span><divclass="tsd-comment tsd-typography"><p>The new value of the <code>boolean</code> uniform.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">shader</span>: <spanclass="tsd-signature-type">WebGLShader</span></span><divclass="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.setBoolean</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96649</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="setGameObject"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>set<wbr/>Game<wbr/>Object</span><ahref="#setGameObject"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="setGameObject.setGameObject-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">set<wbr/>Game<wbr/>Object</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">gameObject</span>, <spanclass="tsd-kind-parameter">frame</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">number</span><ahref="#setGameObject.setGameObject-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Custom pipelines can use this method in order to perform any required pre-batch tasks
for the given Game Object. It must return the texture unit the Game Object was assigned.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">gameObject</span>: <spanclass="tsd-signature-type">GameObject</span></span><divclass="tsd-comment tsd-typography"><p>The Game Object being rendered or added to the batch.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">frame</span>: <spanclass="tsd-signature-type">Frame</span></span><divclass="tsd-comment tsd-typography"><p>Optional frame to use. Can override that of the Game Object.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">number</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.setGameObject</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96236</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="setMatrix2fv"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>set<wbr/>Matrix2fv</span><ahref="#setMatrix2fv"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="setMatrix2fv.setMatrix2fv-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">set<wbr/>Matrix2fv</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">name</span>, <spanclass="tsd-kind-parameter">transpose</span>, <spanclass="tsd-kind-parameter">matrix</span>, <spanclass="tsd-kind-parameter">shader</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#setMatrix2fv.setMatrix2fv-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Sets a matrix 2fv uniform value based on the given name on the currently set shader.</p>
<p>The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene <code>create</code> or <code>update</code> method. However, when working within a Shader file
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
being set.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">name</span>: <spanclass="tsd-signature-type">string</span></span><divclass="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">transpose</span>: <spanclass="tsd-signature-type">boolean</span></span><divclass="tsd-comment tsd-typography"><p>Whether to transpose the matrix. Should be <code>false</code>.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">matrix</span>: <spanclass="tsd-signature-type">number</span><spanclass="tsd-signature-symbol">[]</span><spanclass="tsd-signature-symbol"> | </span><spanclass="tsd-signature-type">Float32Array</span></span><divclass="tsd-comment tsd-typography"><p>The new values for the <code>mat2</code> uniform.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">shader</span>: <spanclass="tsd-signature-type">WebGLShader</span></span><divclass="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.setMatrix2fv</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96900</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="setMatrix3fv"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>set<wbr/>Matrix3fv</span><ahref="#setMatrix3fv"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="setMatrix3fv.setMatrix3fv-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">set<wbr/>Matrix3fv</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">name</span>, <spanclass="tsd-kind-parameter">transpose</span>, <spanclass="tsd-kind-parameter">matrix</span>, <spanclass="tsd-kind-parameter">shader</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#setMatrix3fv.setMatrix3fv-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Sets a matrix 3fv uniform value based on the given name on the currently set shader.</p>
<p>The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene <code>create</code> or <code>update</code> method. However, when working within a Shader file
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
being set.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">name</span>: <spanclass="tsd-signature-type">string</span></span><divclass="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">transpose</span>: <spanclass="tsd-signature-type">boolean</span></span><divclass="tsd-comment tsd-typography"><p>Whether to transpose the matrix. Should be <code>false</code>.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">matrix</span>: <spanclass="tsd-signature-type">Float32Array</span></span><divclass="tsd-comment tsd-typography"><p>The new values for the <code>mat3</code> uniform.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">shader</span>: <spanclass="tsd-signature-type">WebGLShader</span></span><divclass="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.setMatrix3fv</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96915</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="setMatrix4fv"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>set<wbr/>Matrix4fv</span><ahref="#setMatrix4fv"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="setMatrix4fv.setMatrix4fv-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">set<wbr/>Matrix4fv</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">name</span>, <spanclass="tsd-kind-parameter">transpose</span>, <spanclass="tsd-kind-parameter">matrix</span>, <spanclass="tsd-kind-parameter">shader</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#setMatrix4fv.setMatrix4fv-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Sets a matrix 4fv uniform value based on the given name on the currently set shader.</p>
<p>The current shader is bound, before the uniform is set, making it active within the
WebGLRenderer. This means you can safely call this method from a location such as
a Scene <code>create</code> or <code>update</code> method. However, when working within a Shader file
directly, use the <code>WebGLShader</code> method equivalent instead, to avoid the program
being set.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">name</span>: <spanclass="tsd-signature-type">string</span></span><divclass="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">transpose</span>: <spanclass="tsd-signature-type">boolean</span></span><divclass="tsd-comment tsd-typography"><p>Whether to transpose the matrix. Should be <code>false</code>.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">matrix</span>: <spanclass="tsd-signature-type">Float32Array</span></span><divclass="tsd-comment tsd-typography"><p>The matrix data. If using a Matrix4 this should be the <code>Matrix4.val</code> property.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">shader</span>: <spanclass="tsd-signature-type">WebGLShader</span></span><divclass="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.setMatrix4fv</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96930</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="setProjectionMatrix"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>set<wbr/>Projection<wbr/>Matrix</span><ahref="#setProjectionMatrix"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="setProjectionMatrix.setProjectionMatrix-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">set<wbr/>Projection<wbr/>Matrix</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">width</span>, <spanclass="tsd-kind-parameter">height</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#setProjectionMatrix.setProjectionMatrix-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Adjusts this pipelines ortho Projection Matrix to use the given dimensions
and resets the <code>uProjectionMatrix</code> uniform on all bound shaders.</p>
<p>This method is called automatically by the renderer during its resize handler.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">width</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The new width of this WebGL Pipeline.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><spanclass="tsd-kind-parameter">height</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>The new height of this WebGL Pipeline.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.setProjectionMatrix</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96271</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="setShader"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>set<wbr/>Shader</span><ahref="#setShader"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="setShader.setShader-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">set<wbr/>Shader</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">shader</span>, <spanclass="tsd-kind-parameter">setAttributes</span><spanclass="tsd-signature-symbol">?</span>, <spanclass="tsd-kind-parameter">vertexBuffer</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#setShader.setShader-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Sets the currently active shader within this pipeline.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">shader</span>: <spanclass="tsd-signature-type">WebGLShader</span></span><divclass="tsd-comment tsd-typography"><p>The shader to set as being current.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">setAttributes</span>: <spanclass="tsd-signature-type">boolean</span></span><divclass="tsd-comment tsd-typography"><p>Should the vertex attribute pointers be set? Default false.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">vertexBuffer</span>: <spanclass="tsd-signature-type">WebGLBufferWrapper</span></span><divclass="tsd-comment tsd-typography"><p>The vertex buffer to be set before the shader is bound. Defaults to the one owned by this pipeline.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.setShader</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96180</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="setShadersFromConfig"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>set<wbr/>Shaders<wbr/>From<wbr/>Config</span><ahref="#setShadersFromConfig"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="setShadersFromConfig.setShadersFromConfig-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">set<wbr/>Shaders<wbr/>From<wbr/>Config</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">config</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#setShadersFromConfig.setShadersFromConfig-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Destroys all shaders currently set in the <code>WebGLPipeline.shaders</code> array and then parses the given
<code>config</code> object, extracting the shaders from it, creating <code>WebGLShader</code> instances and finally
setting them into the <code>shaders</code> array of this pipeline.</p>
<p>This is a destructive process. Be very careful when you call it, should you need to.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">config</span>: <spanclass="tsd-signature-type">WebGLPipelineConfig</span></span><divclass="tsd-comment tsd-typography"><p>The configuration object for this WebGL Pipeline.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.setShadersFromConfig</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96196</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="setTexture2D"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>set<wbr/>Texture2D</span><ahref="#setTexture2D"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="setTexture2D.setTexture2D-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">set<wbr/>Texture2D</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">texture</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">number</span><ahref="#setTexture2D.setTexture2D-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Sets the texture to be bound to the next available texture unit and returns
the unit id.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">texture</span>: <spanclass="tsd-signature-type">WebGLTextureWrapper</span></span><divclass="tsd-comment tsd-typography"><p>Texture that will be assigned to the current batch. If not given uses <code>whiteTexture</code>.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">number</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.setTexture2D</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96611</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="setTime"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>set<wbr/>Time</span><ahref="#setTime"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="setTime.setTime-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">set<wbr/>Time</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">name</span>, <spanclass="tsd-kind-parameter">shader</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">this</span><ahref="#setTime.setTime-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Sets the current duration into a 1f uniform value based on the given name.</p>
<p>This can be used for mapping time uniform values, such as <code>iTime</code>.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><spanclass="tsd-kind-parameter">name</span>: <spanclass="tsd-signature-type">string</span></span><divclass="tsd-comment tsd-typography"><p>The name of the uniform to set.</p>
</div><divclass="tsd-comment tsd-typography"></div></li><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">shader</span>: <spanclass="tsd-signature-type">WebGLShader</span></span><divclass="tsd-comment tsd-typography"><p>The shader to set the value on. If not given, the <code>currentShader</code> is used.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">this</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.setTime</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96635</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="setVertexBuffer"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>set<wbr/>Vertex<wbr/>Buffer</span><ahref="#setVertexBuffer"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="setVertexBuffer.setVertexBuffer-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">set<wbr/>Vertex<wbr/>Buffer</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">buffer</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">boolean</span><ahref="#setVertexBuffer.setVertexBuffer-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Binds the vertex buffer to be the active ARRAY_BUFFER on the WebGL context.</p>
<p>It first checks to see if it's already set as the active buffer and only
binds itself if not.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">buffer</span>: <spanclass="tsd-signature-type">WebGLBufferWrapper</span></span><divclass="tsd-comment tsd-typography"><p>The Vertex Buffer to be bound. Defaults to the one owned by this pipeline.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">boolean</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.setVertexBuffer</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96321</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="shouldFlush"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>should<wbr/>Flush</span><ahref="#shouldFlush"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="shouldFlush.shouldFlush-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">should<wbr/>Flush</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-kind-parameter">amount</span><spanclass="tsd-signature-symbol">?</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">boolean</span><ahref="#shouldFlush.shouldFlush-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Check if the current batch of vertices is full.</p>
<p>You can optionally provide an <code>amount</code> parameter. If given, it will check if the batch
needs to flush <em>if</em> the <code>amount</code> is added to it. This allows you to test if you should
flush before populating the batch.</p>
</div><divclass="tsd-parameters"><h4class="tsd-parameters-title">Parameters</h4><ulclass="tsd-parameter-list"><li><span><codeclass="tsd-tag ts-flagOptional">Optional</code><spanclass="tsd-kind-parameter">amount</span>: <spanclass="tsd-signature-type">number</span></span><divclass="tsd-comment tsd-typography"><p>Will the batch need to flush if this many vertices are added to it? Default 0.</p>
</div><divclass="tsd-comment tsd-typography"></div></li></ul></div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">boolean</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.shouldFlush</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96246</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="shutdown"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>shutdown</span><ahref="#shutdown"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="shutdown.shutdown-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">shutdown</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">void</span><ahref="#shutdown.shutdown-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Removes all listeners.</p>
</div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">void</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.shutdown</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:9906</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="unbind"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>unbind</span><ahref="#unbind"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="unbind.unbind-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">unbind</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">void</span><ahref="#unbind.unbind-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>This method is called every time the Pipeline Manager deactivates this pipeline, swapping from
it to another one. This happens after a call to <code>flush</code> and before the new pipeline is bound.</p>
</div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">void</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.unbind</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96365</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="updateProjectionMatrix"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>update<wbr/>Projection<wbr/>Matrix</span><ahref="#updateProjectionMatrix"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="updateProjectionMatrix.updateProjectionMatrix-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">update<wbr/>Projection<wbr/>Matrix</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">void</span><ahref="#updateProjectionMatrix.updateProjectionMatrix-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Adjusts this pipelines ortho Projection Matrix to match that of the global
WebGL Renderer Projection Matrix.</p>
<p>This method is called automatically by the Pipeline Manager when this
pipeline is set.</p>
</div><h4class="tsd-returns-title">Returns <spanclass="tsd-signature-type">void</span></h4><divclass="tsd-comment tsd-typography"></div><asideclass="tsd-sources"><p>Inherited from Phaser.Renderer.WebGL.Pipelines.MultiPipeline.updateProjectionMatrix</p><ul><li>Defined in node_modules/phaser/types/phaser.d.ts:96288</li></ul></aside></li></ul></section><sectionclass="tsd-panel tsd-member tsd-is-inherited tsd-is-external"><aid="vertexAvailable"class="tsd-anchor"></a><h3class="tsd-anchor-link"><span>vertex<wbr/>Available</span><ahref="#vertexAvailable"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></h3><ulclass="tsd-signatures tsd-is-inherited tsd-is-external"><liclass="tsd-signature tsd-anchor-link"><aid="vertexAvailable.vertexAvailable-1"class="tsd-anchor"></a><spanclass="tsd-kind-call-signature">vertex<wbr/>Available</span><spanclass="tsd-signature-symbol">(</span><spanclass="tsd-signature-symbol">)</span><spanclass="tsd-signature-symbol">: </span><spanclass="tsd-signature-type">number</span><ahref="#vertexAvailable.vertexAvailable-1"aria-label="Permalink"class="tsd-anchor-icon"><svgviewBox="0 0 24 24"><usehref="../assets/icons.svg#icon-anchor"></use></svg></a></li><liclass="tsd-description"><divclass="tsd-comment tsd-typography"><p>Returns the number of vertices that can be added to the current batch before