//计算纹理的映射,公式:(当前图片宽度 * 当前纹理坐标 - 当前图片精灵偏移X) / 当前图片精灵宽度

Constructor

@:glFragmentSource("\n\t\t\n\t\t#pragma header\n\n uniform vec3 scale;\n\n\t\tvoid main(void) {\n\t\t\t#pragma body\n float value = (openfl_TextureSize.x * openfl_TextureCoordv.x - scale.g) / scale.b;\n\t\t\tif(value > scale.r)\n gl_FragColor.rgba *= 0.;\n\t\t}\n\t\t\n\t")new (scaleX:Float, offectX:Float, imgWidth:Float)

Variables

@:keepscale:ShaderParameter<Float>

Methods

getScaleX ():Float

setScaleX (scaleX:Float):Void