Castle Game Engine: X3DNodes: Class TScreenEffectNode

# Class TScreenEffectNode
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TScreenEffectNode = class(TAbstractChildNode)` ## Description no description available, TAbstractChildNode description follows no description available, TAbstractNode description follows Base X3D node. Almost all X3D nodes inherit from this. (Exception: X3DMetadataObject. So you cannot have metadata of metadata of...) ## Hierarchy TPersistent TNonRefCountedInterfacedPersistent TX3DFileItem TX3DNode TAbstractNode TAbstractChildNode TScreenEffectNode ## Overview ### Methods
| `procedure DirectEnumerateActive( Func: TEnumerateChildrenFunction); override;`
| `procedure CreateNode; override;`
| `destructor Destroy; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
### Properties
| `property FdShaders: TMFNodeShaders read FFdShaders;`
| `property FdNeedsDepth: TSFBool read FFdNeedsDepth;`
| `property FdEnabled: TSFBool read FFdEnabled;`
| `property Enabled: boolean read GetEnabled write SetEnabled;`
| `property Shader: TObject read FShader write FShader;`
| `property ShaderLoaded: boolean read FShaderLoaded write FShaderLoaded;`
| `property StateForShaderPrepare: TX3DGraphTraverseState read FStateForShaderPrepare;`
## Description ### Methods
| `procedure DirectEnumerateActive( Func: TEnumerateChildrenFunction); override;`
| `procedure CreateNode; override;`
| `destructor Destroy; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
### Properties
| `property FdShaders: TMFNodeShaders read FFdShaders;`
| `property FdNeedsDepth: TSFBool read FFdNeedsDepth;`
| `property FdEnabled: TSFBool read FFdEnabled;`
| `property Enabled: boolean read GetEnabled write SetEnabled;`
| `property Shader: TObject read FShader write FShader;`
Shader and ShaderLoaded properties are internally manager by the renderer. Right now, this means TCastleScene. Always when ShaderLoaded = `False` then Shader is `Nil`. When ShaderLoaded = `True`, the Shader may be non-nil (if was enabled and loaded successfully) or not.
| `property ShaderLoaded: boolean read FShaderLoaded write FShaderLoaded;`
| `property StateForShaderPrepare: TX3DGraphTraverseState read FStateForShaderPrepare;`
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