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The filter used by the weather layer to mask weather above occluded roofs.

see

WeatherEffects

Hierarchy

Index

Constructors

Properties

elevation: number = Infinity

Elevation of this weather occlusion mask filter.

vertexShader: string = ...
override
fragmentShader: string = ...
override
defaultUniforms: { depthElevation: number; useOcclusion: boolean; occlusionTexture: any; reverseOcclusion: boolean; occlusionWeights: number[]; useTerrain: boolean; terrainTexture: any; reverseTerrain: boolean; terrainWeights: number[]; sceneDimensions: number[]; sceneAnchor: number[] } = ...
override

Type declaration

  • depthElevation: number
  • useOcclusion: boolean
  • occlusionTexture: any
  • reverseOcclusion: boolean
  • occlusionWeights: number[]
  • useTerrain: boolean
  • terrainTexture: any
  • reverseTerrain: boolean
  • terrainWeights: number[]
  • sceneDimensions: number[]
  • sceneAnchor: number[]

Methods

  • apply(filterManager: any, input: any, output: any, clear: any, currentState: any): void

Accessors

  • get resolution(): number
  • set resolution(value: number): void
  • Always target the resolution of the render texture or renderer

    Returns number

  • Always target the resolution of the render texture or renderer

    Parameters

    • value: number

    Returns void

  • get multisample(): MSAA_QUALITY
  • set multisample(value: MSAA_QUALITY): void
  • Always target the MSAA level of the render texture or renderer

    Returns MSAA_QUALITY

  • Always target the MSAA level of the render texture or renderer

    Parameters

    • value: MSAA_QUALITY

    Returns void