The default coloration shader used by standard rendering and animations. A fragment shader which creates a solid light source.

Hierarchy (View Summary)

Properties

initialUniforms: object

The initial values of the shader uniforms.

COMPUTE_ILLUMINATION: string = ...

Compute illumination uniforms

CONSTANTS: string = ...
CONTRAST: string = ...

Contrast adjustment

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

Exposure adjustment

FALLOFF: string = ...

Incorporate falloff if a attenuation uniform is requested

forceDefaultColor: boolean = false

Has this lighting shader a forced default color?

FRAGMENT_BEGIN: string = ...

Initialize fragment with common properties

FRAGMENT_END: string = ...

Shader final

FRAGMENT_FUNCTIONS: string = ...

Common functions used by the fragment shaders.

FRAGMENT_UNIFORMS: string = ...

Common uniforms shared by fragment shaders.

fragmentShader: string = ...

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

SATURATION: string = ...

Saturation adjustment

SHADER_HEADER: string = ...

Memory allocations for the Adaptive Background Shader

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

A mapping of available shader techniques

SHADOW: string = ...

Shadow 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

VERTEX_ATTRIBUTES: string = ...

Common attributes 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.

VERTEX_UNIFORMS: string = ...

Common uniforms for vertex shaders.

vertexShader: string = ...

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

Accessors

  • get isRequired(): boolean

    Flag whether the background shader is currently required. Check vision modes requirements first, then if key uniforms are at their default values, we don't need to render the background container.

    Returns boolean

  • get ADJUSTMENTS(): string

    The adjustments made into fragment shaders

    Returns string

  • get BACKGROUND_TECHNIQUES(): string

    The coloration technique background shader fragment

    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

Methods

  • Protected

    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