Properties
Private
#postProcessModes
#postProcessModes: string[]
Static
FILTER_MODES
FILTER_MODES: Readonly<{
BACKGROUND: 0;
ILLUMINATION: 1;
COLORATION: 2;
}> = ...
Type declaration
BACKGROUND: 0
ILLUMINATION: 1
COLORATION: 2
Static
defaultUniforms
defaultUniforms: {
tint: number[];
screenDimensions: number[];
enableVisionMasking: boolean;
visionTexture: any;
darknessLevelTexture: any;
exposure: number;
contrast: number;
saturation: number;
mode: number;
ambientDarkness: number[];
ambientDaylight: number[];
replacementColor: number[];
} = ...
Type declaration
tint: number[]
screenDimensions: number[]
enableVisionMasking: boolean
visionTexture: any
darknessLevelTexture: any
exposure: number
contrast: number
saturation: number
mode: number
ambientDarkness: number[]
ambientDaylight: number[]
replacementColor: number[]
Static
POST_PROCESS_TECHNIQUES
POST_PROCESS_TECHNIQUES: {
EXPOSURE: {
id: string;
glsl: string;
};
CONTRAST: {
id: string;
glsl: string;
};
SATURATION: {
id: string;
glsl: string;
};
} = ...
Type declaration
EXPOSURE: {
id: string;
glsl: string;
}
CONTRAST: {
id: string;
glsl: string;
}
SATURATION: {
id: string;
glsl: string;
}
Static
fragmentHeader
fragmentHeader: string = ...
Static
fragmentCore
fragmentCore: string = ...
Static
vertexShader
vertexShader: string = ...
This filter handles masking and post-processing for visual effects.