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Apply visibility coloration according to the baseLine color. Uses very lightweight gaussian vertical and horizontal blur filter passes.

Hierarchy

Index

Constructors

Accessors

  • get blur(): number
  • set blur(value: number): void
  • Set the blur strength

    Returns number

  • Set the blur strength

    Parameters

    • value: number

      blur strength

    Returns void

  • 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

Methods

  • apply(filterManager: any, input: any, output: any, clear: any): void
  • calculateMatrix(filterManager: FilterManager): void
  • Calculate the fog overlay sprite matrix.

    Parameters

    • filterManager: FilterManager

    Returns void

Properties

#blurXFilter: AlphaBlurFilterPass

Horizontal inner blur filter

#blurYFilter: AlphaBlurFilterPass

Vertical inner blur filter

#fogTex: any

Optional fog overlay texture

defaultUniforms: { exploredColor: number[]; unexploredColor: number[]; screenDimensions: number[]; visionTexture: number; primaryTexture: number; fogTexture: number; fogOverlayMatrix: any; hasFogTexture: boolean } = ...
override

Type declaration

  • exploredColor: number[]
  • unexploredColor: number[]
  • screenDimensions: number[]
  • visionTexture: number
  • primaryTexture: number
  • fogTexture: number
  • fogOverlayMatrix: any
  • hasFogTexture: boolean
vertexShader: string = ...

The default vertex shader used by all instances of AbstractBaseMaskFilter

fragmentShader: string = ...
override