Foundry Virtual Tabletop - API Documentation - Version 14
    Preparing search index...

    Rain shader effect.

    Hierarchy (View Summary)

    Index

    Properties

    initialUniforms: object

    The initial values of the shader uniforms.

    speed: number = 1

    The speed multiplier applied to animation. 0 stops animation.

    COMPUTE_MASK: string = ...

    Compute the weather masking value.

    FRAGMENT_HEADER: string = ...

    Compute the weather masking value.

    Accessors

    • set scale(scale: number | { x: number; y: number }): void

      Update the scale of this effect with new values

      Parameters

      • scale: number | { x: number; y: number }

        The desired scale

      Returns void

    • get commonUniforms(): {
          alpha: number;
          depthElevation: number;
          effectDimensions: [number, number];
          occlusionTexture: Texture<Resource> | null;
          occlusionWeights: number[];
          reverseOcclusion: boolean;
          reverseTerrain: boolean;
          screenDimensions: [number, number];
          terrainTexture: Texture<Resource> | null;
          terrainWeights: number[];
          time: number;
          tint: number[];
          useOcclusion: boolean;
          useTerrain: boolean;
      }

      Default uniforms for a specific class

      Returns {
          alpha: number;
          depthElevation: number;
          effectDimensions: [number, number];
          occlusionTexture: Texture<Resource> | null;
          occlusionWeights: number[];
          reverseOcclusion: boolean;
          reverseTerrain: boolean;
          screenDimensions: [number, number];
          terrainTexture: Texture<Resource> | null;
          terrainWeights: number[];
          time: number;
          tint: number[];
          useOcclusion: boolean;
          useTerrain: boolean;
      }

    • get defaultUniforms(): {
          alpha: number;
          depthElevation: number;
          effectDimensions: [number, number];
          intensity: number;
          occlusionTexture: Texture<Resource> | null;
          occlusionWeights: number[];
          opacity: number;
          resolution: number[];
          reverseOcclusion: boolean;
          reverseTerrain: boolean;
          rotation: number;
          screenDimensions: [number, number];
          strength: number;
          terrainTexture: Texture<Resource> | null;
          terrainWeights: number[];
          time: number;
          tint: number[];
          useOcclusion: boolean;
          useTerrain: boolean;
      }

      Returns {
          alpha: number;
          depthElevation: number;
          effectDimensions: [number, number];
          intensity: number;
          occlusionTexture: Texture<Resource> | null;
          occlusionWeights: number[];
          opacity: number;
          resolution: number[];
          reverseOcclusion: boolean;
          reverseTerrain: boolean;
          rotation: number;
          screenDimensions: [number, number];
          strength: number;
          terrainTexture: Texture<Resource> | null;
          terrainWeights: number[];
          time: number;
          tint: number[];
          useOcclusion: boolean;
          useTerrain: boolean;
      }

    Methods

    • Returns string