Foundry Virtual Tabletop - API Documentation - Version 14
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    A light amplification shader.

    Hierarchy (View Summary)

    Index

    Properties

    initialUniforms: object

    The initial values of the shader uniforms.

    batchDefaultUniforms: object | ((maxTextures: number) => object) = {}

    Returns default uniforms associated with the batched version of this sampler.

    batchGeometry:
        | typeof BatchGeometry
        | { id: string; normalized: boolean; size: number; type: TYPES }[] = PIXI.BatchGeometry

    Batch geometry associated with this sampler.

    batchRendererClass: typeof BatchRenderer = BatchRenderer

    The batch renderer to use.

    batchShaderGeneratorClass: typeof BatchShaderGenerator = BatchShaderGenerator

    The batch generator to use.

    batchVertexSize: number = 6

    The size of a vertex with all its packed attributes.

    classPluginName: null
    CONTRAST: string = ...

    Contrast adjustment

    EXPOSURE: string = ...

    Exposure adjustment.

    pausable: boolean = true

    Is this shader pausable or not?

    reservedTextureUnits: number = 0

    The number of reserved texture units for this shader that cannot be used by the batch renderer.

    SATURATION: string = ...

    Saturation adjustment

    _packInterleavedGeometry: Function | undefined

    Pack interleaved geometry custom function.

    _preRenderBatch: (batchRenderer: BatchRenderer) => void | undefined

    A prerender function happening just before the batch renderer is flushed.

    Accessors

    • get brightness(): number

      Brightness controls the luminosity.

      Returns number

    • get colorTint(): number[]

      Tint color applied to Light Amplification.

      Returns number[]

    • get enabled(): boolean

      Activate or deactivate this sampler. If set to false, the batch rendering is redirected to "batch". Otherwise, the batch rendering is directed toward the instance pluginName (might be null)

      Returns boolean

    • get paused(): boolean

      Pause or Unpause this sampler. If set to true, the shader is disabled. Otherwise, it is enabled. Contrary to enabled, a shader might decide to refuse a pause, to continue to render animations per example.

      Returns boolean

    • get pluginName(): string | null

      The plugin name associated for this instance, if any. Returns "batch" if the shader is disabled.

      Returns string | null

    • get ADJUSTMENTS(): string

      The adjustments made into fragment shaders.

      Returns string

    • get batchFragmentShader(): string

      The batch fragment shader source.

      Returns string

    • get batchVertexShader(): string

      The batch vertex shader source.

      Returns string

    • get defaultUniforms(): {
          brightness: number;
          darknessLevelTexture: null;
          enable: boolean;
          screenDimensions: number[];
          tint: number[];
          tintAlpha: number[];
      }

      Returns {
          brightness: number;
          darknessLevelTexture: null;
          enable: boolean;
          screenDimensions: number[];
          tint: number[];
          tintAlpha: number[];
      }

    Methods

    • Returns string

    • Register the plugin for this sampler.

      Parameters

      • Optionaloptions: { force?: object } = {}

        The options

        • Optionalforce?: object

          Override the plugin of the same name that is already registered?

      Returns void