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This filter handles masking and post-processing for visual effects.

Hierarchy

Index

Constructors

Properties

filterMode: string
program: any
#postProcessModes: string[]

Code to determine which post-processing effect is applied in this filter.

FILTER_MODES: { BACKGROUND: string; ILLUMINATION: string; COLORATION: string } = ...

Masking modes.

Type declaration

  • BACKGROUND: string
  • ILLUMINATION: string
  • COLORATION: string
defaultUniforms: { replacementColor: number[]; tint: number[]; screenDimensions: number[]; enableVisionMasking: boolean; uRoofSampler: number; uVisionSampler: number; exposure: number; contrast: number; saturation: number } = ...
override

Type declaration

  • replacementColor: number[]
  • tint: number[]
  • screenDimensions: number[]
  • enableVisionMasking: boolean
  • uRoofSampler: number
  • uVisionSampler: number
  • exposure: number
  • contrast: number
  • saturation: number
POST_PROCESS_TECHNIQUES: { EXPOSURE: { id: string; glsl: string }; CONTRAST: { id: string; glsl: string }; SATURATION: { id: string; glsl: string }; TINT: { id: string; glsl: string } } = ...

Filter post-process techniques.

Type declaration

  • EXPOSURE: { id: string; glsl: string }
    • id: string
    • glsl: string
  • CONTRAST: { id: string; glsl: string }
    • id: string
    • glsl: string
  • SATURATION: { id: string; glsl: string }
    • id: string
    • glsl: string
  • TINT: { id: string; glsl: string }
    • id: string
    • glsl: string
fragmentCore: string = ...

The fragment core code.

vertexShader: string = ...

The default vertex shader used by all instances of AbstractBaseMaskFilter

Methods

  • updatePostprocessModes(postProcessModes?: string[], uniforms?: any): void
  • Update the filter shader with new post-process modes.

    Parameters

    • postProcessModes: string[] = []
    • uniforms: any = {}

    Returns void

  • reset(): void
  • Remove all post-processing modes and reset some key uniforms.

    Returns void

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

    Parameters

    • filterManager: any
    • input: any
    • output: any
    • clear: any
    • currentState: any

    Returns void

  • replacementColor(filterMode: number): string
  • Assign the replacement color according to the filter mode.

    Parameters

    • filterMode: number

      Filter mode.

    Returns string

    The replacement color.

  • fragmentHeader(filterMode: number): string
  • Memory allocations and headers for the VisualEffectsMaskingFilter

    Parameters

    • filterMode: number

      Filter mode.

    Returns string

    The filter header according to the filter mode.

  • fragmentPostProcess(postProcessModes?: string[]): string
  • Construct filter post-processing code according to provided value.

    Parameters

    • postProcessModes: string[] = []

      Post-process modes to construct techniques.

    Returns string

    The constructed shader code for post-process techniques.

  • fragmentShader(filterMode?: number, postProcessModes?: string[]): string
  • Specify the fragment shader to use according to mode

    override

    Parameters

    • filterMode: number = ...
    • postProcessModes: string[] = []

    Returns string

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