@animech-public/playcanvas
Version:
PlayCanvas WebGL game engine
52 lines (51 loc) • 1.56 kB
TypeScript
/**
* @category Graphics
*/
export class RenderPassCompose extends RenderPassShaderQuad {
constructor(graphicsDevice: any);
sceneTexture: any;
bloomIntensity: number;
_bloomTexture: any;
_toneMapping: number;
_gradingEnabled: boolean;
gradingSaturation: number;
gradingContrast: number;
gradingBrightness: number;
_shaderDirty: boolean;
_vignetteEnabled: boolean;
vignetteInner: number;
vignetteOuter: number;
vignetteCurvature: number;
vignetteIntensity: number;
_fringingEnabled: boolean;
fringingIntensity: number;
_taaEnabled: boolean;
_sharpness: number;
_key: string;
sceneTextureId: any;
bloomTextureId: any;
bloomIntensityId: any;
bcsId: any;
vignetterParamsId: any;
fringingIntensityId: any;
sceneTextureInvResId: any;
sceneTextureInvResValue: Float32Array<ArrayBuffer>;
sharpnessId: any;
set bloomTexture(value: any);
get bloomTexture(): any;
set taaEnabled(value: boolean);
get taaEnabled(): boolean;
set gradingEnabled(value: boolean);
get gradingEnabled(): boolean;
set vignetteEnabled(value: boolean);
get vignetteEnabled(): boolean;
set fringingEnabled(value: boolean);
get fringingEnabled(): boolean;
set toneMapping(value: number);
get toneMapping(): number;
get toneMapChunk(): any;
set sharpness(value: number);
get sharpness(): number;
get isSharpnessEnabled(): boolean;
}
import { RenderPassShaderQuad } from '../../scene/graphics/render-pass-shader-quad.js';