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    Enumeration TintModes

    Phaser Tint Modes.

    Tint modes are used by the Tint component to determine how the tint color is applied to the texture. The default mode is MULTIPLY. They are only used in WebGL.

    Index
    ADD: number

    Additive tint mode. The tint color is added to the texture color, but respects the texture alpha.

    FILL: number

    Fill tint mode. The tint color replaces the texture color, but respects the texture alpha.

    You can use this mode to make a Game Object flash 'white' if hit by something.

    HARD_LIGHT: number

    Hard light tint mode. The tint color brightens light areas and darkens dark areas. This is like overlay, but with the tint color and texture color swapped.

    MULTIPLY: number

    Multiply tint mode (default). The tint color is multiplied with the texture color.

    MULTIPLY_TWO: number

    Double color multiply tint mode. The tint color is multiplied with the texture color, and the inverse of the texture color is multiplied by a second tint color. This allows control of light and dark regions separately.

    OVERLAY: number

    Overlay tint mode. The tint color brightens light areas and darkens dark areas.

    SCREEN: number

    Screen tint mode. The tint color brightens dark areas of the texture.