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The default background shader used for vision sources

implements

{AdaptiveVisionShader}

Hierarchy

Index

Constructors

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

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

    Returns string

Methods

  • getDarknessPenalty(darknessLevel: number, luminosity: number): number
  • Determine the correct penalty to apply for a given darkness level and luminosity

    Parameters

    • darknessLevel: number

      The current darkness level on [0,1]

    • luminosity: number

      The light source luminosity on [-1,1]

    Returns number

    The amount of penalty to apply on [0,1]

  • getShaderTechniques(shaderType: string): string
  • 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

Properties

_defaults: any

The initial default values of shader uniforms

FRAGMENT_END: string = ...

Shader final

FALLOFF: string = ...

Incorporate falloff if a attenuation uniform is requested

SHADER_HEADER: string = ...

Memory allocations for the Adaptive Background Shader

fragmentShader: string = ...

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

defaultUniforms: { technique: number; saturation: number; contrast: number; attenuation: number; exposure: number; darknessLevel: number; colorVision: number[]; colorTint: number[]; colorBackground: number[]; screenDimensions: number[]; time: number; useSampler: boolean; linkedToDarknessLevel: boolean; primaryTexture: number; depthTexture: number; depthElevation: number } = ...

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

Type declaration

  • technique: number
  • saturation: number
  • contrast: number
  • attenuation: number
  • exposure: number
  • darknessLevel: number
  • colorVision: number[]
  • colorTint: number[]
  • colorBackground: number[]
  • screenDimensions: number[]
  • time: number
  • useSampler: boolean
  • linkedToDarknessLevel: boolean
  • primaryTexture: number
  • depthTexture: number
  • depthElevation: number
EXPOSURE: string = ...
override
SHADOW: string = ""
override
FRAGMENT_BEGIN: string = ...

Initialize fragment with common properties

SHADER_TECHNIQUES: Object = ...

A mapping of available shader techniques

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