Foundry Virtual Tabletop - API Documentation - Version 14
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    The default coloration shader used by standard rendering and animations. A fragment shader which creates a solid light source.

    Hierarchy (View Summary)

    Index

    Properties

    initialUniforms: object

    The initial values of the shader uniforms.

    COMPUTE_ILLUMINATION: string = ...

    Compute illumination uniforms

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

    Contrast adjustment

    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.

    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.

    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 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[];
      }

      Returns {
          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[];
      }

    • 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: any
      • _renderer: any

      Returns void

    • Returns 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