Shader specialized in wave like senses (tremorsenses)

Hierarchy (view full)

Properties

initialUniforms: object

The initial values of the shader uniforms.

fragmentShader: string = ...

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

defaultUniforms: {
    colorTint: number[];
    technique: number;
    saturation: number;
    contrast: number;
    attenuation: number;
    exposure: number;
    darknessLevel: number;
    colorVision: number[];
    colorBackground: number[];
    screenDimensions: number[];
    time: number;
    useSampler: boolean;
    linkedToDarknessLevel: boolean;
    primaryTexture: any;
    depthTexture: any;
    darknessLevelTexture: any;
    depthElevation: number;
    ambientBrightest: number[];
    ambientDarkness: number[];
    ambientDaylight: number[];
    weights: number[];
    dimLevelCorrection: number;
    brightLevelCorrection: number;
    globalLight: boolean;
    globalLightThresholds: number[];
} = ...

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

Type declaration

  • colorTint: number[]
  • technique: number
  • saturation: number
  • contrast: number
  • attenuation: number
  • exposure: number
  • darknessLevel: number
  • colorVision: number[]
  • colorBackground: number[]
  • screenDimensions: number[]
  • time: number
  • useSampler: boolean
  • linkedToDarknessLevel: boolean
  • primaryTexture: any
  • depthTexture: any
  • darknessLevelTexture: any
  • depthElevation: number
  • ambientBrightest: number[]
  • ambientDarkness: number[]
  • ambientDaylight: number[]
  • weights: number[]
  • dimLevelCorrection: number
  • brightLevelCorrection: number
  • globalLight: boolean
  • globalLightThresholds: number[]
FRAGMENT_END: string = ...

Shader final

ADJUST_INTENSITY: string = ...

Adjust the intensity according to the difference between the pixel darkness level and the scene darkness level. Used to see the difference of intensity when computing the background shader which is completeley overlapping The surface texture.

ADJUSTMENTS: string = ...

Inherit Doc

SHADER_HEADER: string = ...

Memory allocations for the Adaptive Background Shader

FRAGMENT_FUNCTIONS: string = ...

Common functions used by the fragment shaders.

Abstract

EXPOSURE: string = ...
COMPUTE_ILLUMINATION: string = ...

Compute illumination uniforms

FRAGMENT_BEGIN: string = ...
SHADOW: string = ""
SHADER_TECHNIQUES: Record<string, ShaderTechnique> = ...

A mapping of available shader techniques

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.

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

TRANSITION: string = ...

Transition between bright and dim colors, if requested

FALLOFF: string = ...

Incorporate falloff if a attenuation uniform is requested

Accessors

  • get isRequired(): boolean
  • Flag whether the background shader is currently required. If key uniforms are at their default values, we don't need to render the background container.

    Returns boolean

  • 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