Foundry Virtual Tabletop - API Documentation - Version 14
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    Alternative torch coloration shader

    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

    defaultUniforms: {
        ambientBrightest: number[];
        ambientDarkness: number[];
        ambientDaylight: number[];
        attenuation: number;
        brightLevelCorrection: number;
        brightnessPulse: number;
        color: number[];
        colorationAlpha: number;
        computeIllumination: boolean;
        contrast: number;
        darknessLevelTexture: null;
        depthElevation: number;
        depthTexture: null;
        dimLevelCorrection: number;
        globalLight: boolean;
        globalLightThresholds: number[];
        hasColor: boolean;
        intensity: number;
        primaryTexture: null;
        ratio: number;
        saturation: number;
        screenDimensions: number[];
        shadows: number;
        technique: number;
        time: number;
        useSampler: boolean;
        weights: number[];
    } = ...
    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 = ...
    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 Coloration Shader

    SHADER_TECHNIQUES: Record<string, ShaderTechnique> = ...

    A mapping of available shader techniques

    SHADOW: string = ...
    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 coloration shader is currently required.

      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 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

    • 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