Allow coloring of illumination

Hierarchy (view full)

Properties

initialUniforms: object

The initial values of the shader uniforms.

FRAGMENT_BEGIN: string = ...

Initialize fragment with common properties

FRAGMENT_END: string = ...
SHADER_HEADER: string = ...

Memory allocations for the Adaptive Illumination Shader

defaultUniforms: {
    technique: number;
    shadows: number;
    saturation: number;
    intensity: number;
    attenuation: number;
    contrast: number;
    exposure: number;
    ratio: number;
    darknessLevel: number;
    color: number[];
    colorBackground: number[];
    colorDim: number[];
    colorBright: number[];
    screenDimensions: number[];
    time: number;
    useSampler: boolean;
    primaryTexture: any;
    framebufferTexture: any;
    depthTexture: any;
    darknessLevelTexture: any;
    depthElevation: number;
    ambientBrightest: number[];
    ambientDarkness: number[];
    ambientDaylight: number[];
    weights: number[];
    dimLevelCorrection: number;
    brightLevelCorrection: number;
    computeIllumination: boolean;
    globalLight: boolean;
    globalLightThresholds: number[];
} = ...

The default uniform values for the shader. A subclass of AbstractBaseShader must implement the defaultUniforms static field.

Type declaration

  • technique: number
  • shadows: number
  • saturation: number
  • intensity: number
  • attenuation: number
  • contrast: number
  • exposure: number
  • ratio: number
  • darknessLevel: number
  • color: number[]
  • colorBackground: number[]
  • colorDim: number[]
  • colorBright: number[]
  • screenDimensions: number[]
  • time: number
  • useSampler: boolean
  • primaryTexture: any
  • framebufferTexture: any
  • depthTexture: any
  • darknessLevelTexture: any
  • depthElevation: number
  • ambientBrightest: number[]
  • ambientDarkness: number[]
  • ambientDaylight: number[]
  • weights: number[]
  • dimLevelCorrection: number
  • brightLevelCorrection: number
  • computeIllumination: boolean
  • globalLight: boolean
  • globalLightThresholds: number[]
forceDefaultColor: boolean = false

Has this lighting shader a forced default color?

VERTEX_ATTRIBUTES: string = ...

Common attributes for vertex shaders.

VERTEX_UNIFORMS: string = ...

Common uniforms for vertex shaders.

VERTEX_FRAGMENT_VARYINGS: string = ...

Common varyings shared by vertex and fragment shaders.

VERTEX_FUNCTIONS: string = ""

Common functions used by the vertex shaders.

Abstract

FRAGMENT_UNIFORMS: string = ...

Common uniforms shared by fragment shaders.

FRAGMENT_FUNCTIONS: string = ...

Common functions used by the fragment shaders.

Abstract

CONSTANTS: string = ...

Inherit Doc

vertexShader: string = ...

The raw vertex shader used by this class. A subclass of AbstractBaseShader must implement the vertexShader static field.

CONTRAST: string = ...

Contrast adjustment

SATURATION: string = ...

Saturation adjustment

SWITCH_COLOR: string = ...

Switch between an inner and outer color, by comparing distance from center to ratio Apply a strong gradient between the two areas if attenuation uniform is set to true

SHADOW: string = ...

Shadow adjustment

TRANSITION: string = ...

Transition between bright and dim colors, if requested

FALLOFF: string = ...

Incorporate falloff if a attenuation uniform is requested

COMPUTE_ILLUMINATION: string = ...

Compute illumination uniforms

SHADER_TECHNIQUES: Record<string, ShaderTechnique> = ...

A mapping of available shader techniques

Accessors

  • get isRequired(): boolean
  • Flag whether the illumination shader is currently required.

    Returns boolean

  • get ADJUSTMENTS(): string
  • The adjustments made into fragment shaders

    Returns string

  • get COLORATION_TECHNIQUES(): string
  • The coloration technique coloration shader fragment

    Returns string

  • get ILLUMINATION_TECHNIQUES(): string
  • The coloration technique illumination shader fragment

    Returns string

  • get BACKGROUND_TECHNIQUES(): string
  • The coloration technique background shader fragment

    Returns string

Methods

  • Protected Internal

    Perform operations which are required before binding the Shader to the Renderer.

    Parameters

    • mesh: DisplayObject

      The mesh display object linked to this shader.

    • renderer: Renderer

      The renderer

    Returns void

  • Construct adaptive shader according to shader type

    Parameters

    • shaderType: string

      shader type to construct : coloration, illumination, background, etc.

    Returns string

    the constructed shader adaptive block