Effect start beat.
Effect end beat.
Set a static or animated variable on this effect.
Uniform variable name.
Static number, vector, string (texture), or AnimatedVariable.
Animate a uniform variable from from → to over a beat range.
The beat range defaults to the effect's own [startBeat, endBeat],
so you only need to supply value overrides for the common case.
Animate a uniform variable from from → to over startBeat → endBeat.
A simple wrapper for animate().
Set a multi-keyframe animated variable via [beat, value, easing?] tuples.
Uniform variable name.
Sorted [beat, value, easing?] tuples (at least 2 entries). If easing is provided per keyframe, it overrides the default for that segment.
Default easing applied to segments without override. Default: 2 (linear).
Animate a variable as a pulse: 0 → peak → 0.
Ramp-up spans [effect.startBeat, peakBeat]; ramp-down spans
[peakBeat, effect.endBeat].
Uniform variable name.
Beat where the peak is reached.
Peak value (default: 1).
Optional easing for each phase.
Populate missing uniform defaults by parsing a GLSL shader source.
Only uniforms not already present in this.data.vars are set —
existing values (including animations you've already applied) are preserved.
Uniforms must be annotated with // %default% in the shader source.
Full GLSL shader source text.
Set the z-index target range (restricts which objects the shader affects).
Minimum z-index.
Maximum z-index.
Whether the range is exclusive (default: false).
Set whether the effect also applies to UI elements.
Navigate back to the parent ExtraBuilder.
Fluent wrapper around a
ShaderEffectfor ergonomic uniform configuration.Obtain one via
ExtraBuilder.addEffect()orExtraBuilder.addShader().All mutating methods return
thisfor chaining. Navigate back to the parentExtraBuildervia.toExtra().Example