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Ghost light animation illumination shader

author

SecretFire

Hierarchy

Index

Constructors

Accessors

  • get isRequired(): boolean
  • Flag whether the illumination shader is currently required.

    Returns boolean

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

    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

  • get BACKGROUND_TECHNIQUES(): string
  • The coloration technique background shader fragment

    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

fragmentShader: string = ...

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

FRAGMENT_BEGIN: string = ...
override
FRAGMENT_END: string = ...

Fragment end

FALLOFF: string = ...

Incorporate falloff if a attenuation uniform is requested

EXPOSURE: string = ...

Exposure adjustment

SHADER_HEADER: string = ...

Memory allocations for the Adaptive Illumination Shader

defaultUniforms: { technique: any; shadows: any; saturation: any; intensity: any; attenuation: any; contrast: any; exposure: number; ratio: number; darkness: boolean; darknessLevel: number; color: number[]; colorBackground: number[]; screenDimensions: number[]; time: number; useSampler: boolean; primaryTexture: number; framebufferTexture: 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: any
  • shadows: any
  • saturation: any
  • intensity: any
  • attenuation: any
  • contrast: any
  • exposure: number
  • ratio: number
  • darkness: boolean
  • darknessLevel: number
  • color: number[]
  • colorBackground: number[]
  • screenDimensions: number[]
  • time: number
  • useSampler: boolean
  • primaryTexture: number
  • framebufferTexture: number
  • depthTexture: number
  • depthElevation: number
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

SHADOW: string = ...

Shadow adjustment

TRANSITION: string = ...

Transition between bright and dim colors, if requested

SHADER_TECHNIQUES: Object = ...

A mapping of available shader techniques