Class GJShaderState
#include <Geode/binding/GJShaderState.hpp>
classGJShaderState{ ... }
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Examples0
Public static methods0
Public member functions7
Fields149
;
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;
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doublem_time;
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doublem_prevTime;
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doublem_startTime;
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floatm_textureScaleX;
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floatm_textureScaleY;
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cocos2d::ccColor3Bm_blurRefColor;
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floatm_blurIntensity;
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intm_blurRefChannel;
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boolm_blurOnlyEmpty;
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floatm_shockWaveStartTime;
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floatm_shockWaveTime;
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floatm_shockWaveTimeOffset;
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floatm_shockWaveSpeed;
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floatm_shockWaveThickness;
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floatm_shockWaveStrength;
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floatm_shockWaveWidth;
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floatm_shockWaveFadeIn;
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floatm_shockWaveFadeOut;
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boolm_shockWaveInvert;
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floatm_shockWaveInner;
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floatm_shockWaveOuter;
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intm_shockWaveTargetID;
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boolm_shockWaveTarget;
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boolm_shockWaveCenterMoving;
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boolm_shockWaveRelative;
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floatm_shockWaveMaxSize;
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cocos2d::CCPointm_shockWaveScreenOffset;
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boolm_shockWaveCenterDirty;
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cocos2d::CCPointm_shockWaveCenter;
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doublem_shockLineStartTime;
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floatm_shockLineTime;
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floatm_shockLineTimeOffset;
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floatm_shockLineSpeed;
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boolm_shockLineAxis;
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boolm_shockLineDirection;
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boolm_shockLineDual;
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boolm_shockLineInvert;
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floatm_shockLineScreenOffset;
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floatm_shockLineStrength;
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floatm_shockLineWidth;
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floatm_shockLineFadeIn;
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floatm_shockLineFadeOut;
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floatm_shockLineThickness;
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intm_shockLineTargetID;
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boolm_shockLineTarget;
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boolm_shockLineCenterMoving;
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boolm_shockLineRelative;
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floatm_shockLineMaxSize;
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cocos2d::CCPointm_shockLineScreenOffset2;
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boolm_shockLineCenterDirty;
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cocos2d::CCPointm_shockLineCenter;
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floatm_glitchStrength;
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floatm_glitchSpeed;
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floatm_glitchSliceHeight;
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floatm_glitchMaxSliceXOff;
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floatm_glitchMaxColXOff;
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floatm_glitchMaxColYOff;
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boolm_glitchRelative;
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floatm_chromaticTargetX;
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floatm_chromaticTargetY;
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boolm_chromaticRelative;
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floatm_cGStartTime;
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floatm_cGTime;
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floatm_cGSpeed;
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floatm_cGRGBOffset;
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floatm_cGStrength;
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floatm_cGSegmentHeight;
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floatm_cGLineThickness;
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floatm_cGLineStrength;
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boolm_cGEnable;
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boolm_cGActive;
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boolm_cGRelative;
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boolm_cGRelativePos;
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floatm_pixelateTargetX;
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floatm_pixelateTargetY;
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boolm_pixelateSnapGrid;
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boolm_pixelatePixelating;
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boolm_pixelateRelative;
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boolm_pixelateHardEdges;
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floatm_lensCircleSize;
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floatm_lensCircleFade;
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floatm_lensCircleStrength;
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intm_lensCircleTargetID;
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intm_lensCircleTintChannel;
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boolm_lensCircleRelative;
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boolm_lensCircleAdditive;
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cocos2d::ccColor3Bm_lensCircleTint;
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cocos2d::CCPointm_lensCircleCenter;
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cocos2d::CCPointm_lensCircleScreenOffset;
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floatm_radialBlurSize;
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floatm_radialBlurFade;
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boolm_radialBlurTarget;
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intm_radialBlurTargetID;
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cocos2d::CCPointm_radialBlurCenter;
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cocos2d::CCPointm_radialBlurScreenOffset;
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floatm_motionBlurTargetX;
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floatm_motionBlurTargetY;
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floatm_motionBlurSpeedX;
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floatm_motionBlurSpeedY;
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floatm_motionBlurFollowEaseX;
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floatm_motionBlurFollowEaseY;
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intm_motionBlurTargetIDX;
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intm_motionBlurTargetIDY;
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boolm_motionBlurDual;
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boolm_motionBlurRelative;
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floatm_bulgeValue;
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boolm_bulgeRelative;
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intm_bulgeTargetID;
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floatm_bulgeRadius;
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cocos2d::CCPointm_bulgeCenter;
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cocos2d::CCPointm_bulgeScreenOffset;
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floatm_pinchTargetX;
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floatm_pinchTargetY;
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boolm_pinchTargetEnabledX;
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boolm_pinchTargetEnabledY;
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intm_pinchTargetIDX;
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intm_pinchTargetIDY;
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cocos2d::CCPointm_pinchCenter;
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cocos2d::CCPointm_pinchScreenOffset;
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boolm_pinchRelative;
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floatm_pinchRadius;
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cocos2d::CCPointm_pinchModifier;
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floatm_grayscaleValue;
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boolm_grayscaleUseLum;
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intm_grayscaleTintChannel;
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cocos2d::ccColor3Bm_grayscaleTint;
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floatm_sepiaValue;
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floatm_invertColorEditRGB;
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floatm_invertColorR;
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floatm_invertColorG;
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floatm_invertColorB;
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boolm_invertColorClampRGB;
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floatm_hueShiftDegrees;
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floatm_colorChangeCR;
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floatm_colorChangeCG;
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floatm_colorChangeCB;
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floatm_colorChangeBR;
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floatm_colorChangeBG;
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floatm_colorChangeBB;
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floatm_splitTargetRows;
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floatm_splitTargetCols;
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boolm_splitActive;
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intm_minBlendingLayer;
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intm_maxBlendingLayer;
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boolm_zLayerDirty;
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boolm_noPlayerParticles;
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boolm_usesShaders;
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