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cesium

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CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.

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import buildModuleUrl from '../Core/buildModuleUrl.js'; import Color from '../Core/Color.js'; import createGuid from '../Core/createGuid.js'; import defined from '../Core/defined.js'; import Ellipsoid from '../Core/Ellipsoid.js'; import AcesTonemapping from '../Shaders/PostProcessStages/AcesTonemappingStage.js'; import AmbientOcclusionGenerate from '../Shaders/PostProcessStages/AmbientOcclusionGenerate.js'; import AmbientOcclusionModulate from '../Shaders/PostProcessStages/AmbientOcclusionModulate.js'; import BlackAndWhite from '../Shaders/PostProcessStages/BlackAndWhite.js'; import BloomComposite from '../Shaders/PostProcessStages/BloomComposite.js'; import Brightness from '../Shaders/PostProcessStages/Brightness.js'; import ContrastBias from '../Shaders/PostProcessStages/ContrastBias.js'; import DepthOfField from '../Shaders/PostProcessStages/DepthOfField.js'; import DepthView from '../Shaders/PostProcessStages/DepthView.js'; import EdgeDetection from '../Shaders/PostProcessStages/EdgeDetection.js'; import FilmicTonemapping from '../Shaders/PostProcessStages/FilmicTonemapping.js'; import FXAA from '../Shaders/PostProcessStages/FXAA.js'; import GaussianBlur1D from '../Shaders/PostProcessStages/GaussianBlur1D.js'; import LensFlare from '../Shaders/PostProcessStages/LensFlare.js'; import ModifiedReinhardTonemapping from '../Shaders/PostProcessStages/ModifiedReinhardTonemapping.js'; import NightVision from '../Shaders/PostProcessStages/NightVision.js'; import ReinhardTonemapping from '../Shaders/PostProcessStages/ReinhardTonemapping.js'; import Silhouette from '../Shaders/PostProcessStages/Silhouette.js'; import FXAA3_11 from '../ThirdParty/Shaders/FXAA3_11.js'; import AutoExposure from './AutoExposure.js'; import PostProcessStage from './PostProcessStage.js'; import PostProcessStageComposite from './PostProcessStageComposite.js'; import PostProcessStageSampleMode from './PostProcessStageSampleMode.js'; /** * Contains functions for creating common post-process stages. * * @exports PostProcessStageLibrary */ var PostProcessStageLibrary = {}; function createBlur(name) { var delta = 1.0; var sigma = 2.0; var stepSize = 1.0; var blurShader = '#define USE_STEP_SIZE\n' + GaussianBlur1D; var blurX = new PostProcessStage({ name : name + '_x_direction', fragmentShader : blurShader, uniforms: { delta : delta, sigma : sigma, stepSize : stepSize, direction : 0.0 }, sampleMode : PostProcessStageSampleMode.LINEAR }); var blurY = new PostProcessStage({ name : name + '_y_direction', fragmentShader : blurShader, uniforms: { delta : delta, sigma : sigma, stepSize : stepSize, direction : 1.0 }, sampleMode : PostProcessStageSampleMode.LINEAR }); var uniforms = {}; Object.defineProperties(uniforms, { delta : { get : function() { return blurX.uniforms.delta; }, set : function(value) { var blurXUniforms = blurX.uniforms; var blurYUniforms = blurY.uniforms; blurXUniforms.delta = blurYUniforms.delta = value; } }, sigma : { get : function() { return blurX.uniforms.sigma; }, set : function(value) { var blurXUniforms = blurX.uniforms; var blurYUniforms = blurY.uniforms; blurXUniforms.sigma = blurYUniforms.sigma = value; } }, stepSize : { get : function() { return blurX.uniforms.stepSize; }, set : function(value) { var blurXUniforms = blurX.uniforms; var blurYUniforms = blurY.uniforms; blurXUniforms.stepSize = blurYUniforms.stepSize = value; } } }); return new PostProcessStageComposite({ name : name, stages : [blurX, blurY], uniforms : uniforms }); } /** * Creates a post-process stage that applies a Gaussian blur to the input texture. This stage is usually applied in conjunction with another stage. * <p> * This stage has the following uniforms: <code>delta</code>, <code>sigma</code>, and <code>stepSize</code>. * </p> * <p> * <code>delta</code> and <code>sigma</code> are used to compute the weights of a Gaussian filter. The equation is <code>exp((-0.5 * delta * delta) / (sigma * sigma))</code>. * The default value for <code>delta</code> is <code>1.0</code>. The default value for <code>sigma</code> is <code>2.0</code>. * <code>stepSize</code> is the distance to the next texel. The default is <code>1.0</code>. * </p> * @return {PostProcessStageComposite} A post-process stage that applies a Gaussian blur to the input texture. */ PostProcessStageLibrary.createBlurStage = function() { return createBlur('czm_blur'); }; /** * Creates a post-process stage that applies a depth of field effect. * <p> * Depth of field simulates camera focus. Objects in the scene that are in focus * will be clear whereas objects not in focus will be blurred. * </p> * <p> * This stage has the following uniforms: <code>focalDistance</code>, <code>delta</code>, <code>sigma</code>, and <code>stepSize</code>. * </p> * <p> * <code>focalDistance</code> is the distance in meters from the camera to set the camera focus. * </p> * <p> * <code>delta</code>, <code>sigma</code>, and <code>stepSize</code> are the same properties as {@link PostProcessStageLibrary#createBlurStage}. * The blur is applied to the areas out of focus. * </p> * @return {PostProcessStageComposite} A post-process stage that applies a depth of field effect. */ PostProcessStageLibrary.createDepthOfFieldStage = function() { var blur = createBlur('czm_depth_of_field_blur'); var dof = new PostProcessStage({ name : 'czm_depth_of_field_composite', fragmentShader : DepthOfField, uniforms : { focalDistance : 5.0, blurTexture : blur.name } }); var uniforms = {}; Object.defineProperties(uniforms, { focalDistance : { get : function() { return dof.uniforms.focalDistance; }, set : function(value) { dof.uniforms.focalDistance = value; } }, delta : { get : function() { return blur.uniforms.delta; }, set : function(value) { blur.uniforms.delta = value; } }, sigma : { get : function() { return blur.uniforms.sigma; }, set : function(value) { blur.uniforms.sigma = value; } }, stepSize : { get : function() { return blur.uniforms.stepSize; }, set : function(value) { blur.uniforms.stepSize = value; } } }); return new PostProcessStageComposite({ name : 'czm_depth_of_field', stages : [blur, dof], inputPreviousStageTexture : false, uniforms : uniforms }); }; /** * Whether or not a depth of field stage is supported. * <p> * This stage requires the WEBGL_depth_texture extension. * </p> * * @param {Scene} scene The scene. * @return {Boolean} Whether this post process stage is supported. * * @see {Context#depthTexture} * @see {@link http://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/|WEBGL_depth_texture} */ PostProcessStageLibrary.isDepthOfFieldSupported = function(scene) { return scene.context.depthTexture; }; /** * Creates a post-process stage that detects edges. * <p> * Writes the color to the output texture with alpha set to 1.0 when it is on an edge. * </p> * <p> * This stage has the following uniforms: <code>color</code> and <code>length</code> * </p> * <ul> * <li><code>color</code> is the color of the highlighted edge. The default is {@link Color#BLACK}.</li> * <li><code>length</code> is the length of the edges in pixels. The default is <code>0.5</code>.</li> * </ul> * <p> * This stage is not supported in 2D. * </p> * @return {PostProcessStageComposite} A post-process stage that applies an edge detection effect. * * @example * // multiple silhouette effects * var yellowEdge = Cesium.PostProcessLibrary.createEdgeDetectionStage(); * yellowEdge.uniforms.color = Cesium.Color.YELLOW; * yellowEdge.selected = [feature0]; * * var greenEdge = Cesium.PostProcessLibrary.createEdgeDetectionStage(); * greenEdge.uniforms.color = Cesium.Color.LIME; * greenEdge.selected = [feature1]; * * // draw edges around feature0 and feature1 * postProcessStages.add(Cesium.PostProcessLibrary.createSilhouetteEffect([yellowEdge, greenEdge]); */ PostProcessStageLibrary.createEdgeDetectionStage = function() { // unique name generated on call so more than one effect can be added var name = createGuid(); return new PostProcessStage({ name : 'czm_edge_detection_' + name, fragmentShader : EdgeDetection, uniforms : { length : 0.25, color : Color.clone(Color.BLACK) } }); }; /** * Whether or not an edge detection stage is supported. * <p> * This stage requires the WEBGL_depth_texture extension. * </p> * * @param {Scene} scene The scene. * @return {Boolean} Whether this post process stage is supported. * * @see {Context#depthTexture} * @see {@link http://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/|WEBGL_depth_texture} */ PostProcessStageLibrary.isEdgeDetectionSupported = function(scene) { return scene.context.depthTexture; }; function getSilhouetteEdgeDetection(edgeDetectionStages) { if (!defined(edgeDetectionStages)) { return PostProcessStageLibrary.createEdgeDetectionStage(); } var edgeDetection = new PostProcessStageComposite({ name : 'czm_edge_detection_multiple', stages : edgeDetectionStages, inputPreviousStageTexture : false }); var compositeUniforms = {}; var fsDecl = ''; var fsLoop = ''; for (var i = 0; i < edgeDetectionStages.length; ++i) { fsDecl += 'uniform sampler2D edgeTexture' + i + '; \n'; fsLoop += ' vec4 edge' + i + ' = texture2D(edgeTexture' + i + ', v_textureCoordinates); \n' + ' if (edge' + i + '.a > 0.0) \n' + ' { \n' + ' color = edge' + i + '; \n' + ' break; \n' + ' } \n'; compositeUniforms['edgeTexture' + i] = edgeDetectionStages[i].name; } var fs = fsDecl + 'varying vec2 v_textureCoordinates; \n' + 'void main() { \n' + ' vec4 color = vec4(0.0); \n' + ' for (int i = 0; i < ' + edgeDetectionStages.length + '; i++) \n' + ' { \n' + fsLoop + ' } \n' + ' gl_FragColor = color; \n' + '} \n'; var edgeComposite = new PostProcessStage({ name : 'czm_edge_detection_combine', fragmentShader : fs, uniforms : compositeUniforms }); return new PostProcessStageComposite({ name : 'czm_edge_detection_composite', stages : [edgeDetection, edgeComposite] }); } /** * Creates a post-process stage that applies a silhouette effect. * <p> * A silhouette effect composites the color from the edge detection pass with input color texture. * </p> * <p> * This stage has the following uniforms when <code>edgeDetectionStages</code> is <code>undefined</code>: <code>color</code> and <code>length</code> * </p> * <p> * <code>color</code> is the color of the highlighted edge. The default is {@link Color#BLACK}. * <code>length</code> is the length of the edges in pixels. The default is <code>0.5</code>. * </p> * @return {PostProcessStageComposite} A post-process stage that applies a silhouette effect. */ PostProcessStageLibrary.createSilhouetteStage = function(edgeDetectionStages) { var edgeDetection = getSilhouetteEdgeDetection(edgeDetectionStages); var silhouetteProcess = new PostProcessStage({ name : 'czm_silhouette_color_edges', fragmentShader : Silhouette, uniforms : { silhouetteTexture : edgeDetection.name } }); return new PostProcessStageComposite({ name : 'czm_silhouette', stages : [edgeDetection, silhouetteProcess], inputPreviousStageTexture : false, uniforms : edgeDetection.uniforms }); }; /** * Whether or not a silhouette stage is supported. * <p> * This stage requires the WEBGL_depth_texture extension. * </p> * * @param {Scene} scene The scene. * @return {Boolean} Whether this post process stage is supported. * * @see {Context#depthTexture} * @see {@link http://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/|WEBGL_depth_texture} */ PostProcessStageLibrary.isSilhouetteSupported = function(scene) { return scene.context.depthTexture; }; /** * Creates a post-process stage that applies a bloom effect to the input texture. * <p> * A bloom effect adds glow effect, makes bright areas brighter, and dark areas darker. * </p> * <p> * This post-process stage has the following uniforms: <code>contrast</code>, <code>brightness</code>, <code>glowOnly</code>, * <code>delta</code>, <code>sigma</code>, and <code>stepSize</code>. * </p> * <ul> * <li><code>contrast</code> is a scalar value in the range [-255.0, 255.0] and affects the contract of the effect. The default value is <code>128.0</code>.</li> * <li><code>brightness</code> is a scalar value. The input texture RGB value is converted to hue, saturation, and brightness (HSB) then this value is * added to the brightness. The default value is <code>-0.3</code>.</li> * <li><code>glowOnly</code> is a boolean value. When <code>true</code>, only the glow effect will be shown. When <code>false</code>, the glow will be added to the input texture. * The default value is <code>false</code>. This is a debug option for viewing the effects when changing the other uniform values.</li> * </ul> * <p> * <code>delta</code>, <code>sigma</code>, and <code>stepSize</code> are the same properties as {@link PostProcessStageLibrary#createBlurStage}. * </p> * @return {PostProcessStageComposite} A post-process stage to applies a bloom effect. * * @private */ PostProcessStageLibrary.createBloomStage = function() { var contrastBias = new PostProcessStage({ name : 'czm_bloom_contrast_bias', fragmentShader : ContrastBias, uniforms : { contrast : 128.0, brightness : -0.3 } }); var blur = createBlur('czm_bloom_blur'); var generateComposite = new PostProcessStageComposite({ name : 'czm_bloom_contrast_bias_blur', stages : [contrastBias, blur] }); var bloomComposite = new PostProcessStage({ name : 'czm_bloom_generate_composite', fragmentShader : BloomComposite, uniforms : { glowOnly : false, bloomTexture : generateComposite.name } }); var uniforms = {}; Object.defineProperties(uniforms, { glowOnly : { get : function() { return bloomComposite.uniforms.glowOnly; }, set : function(value) { bloomComposite.uniforms.glowOnly = value; } }, contrast : { get : function() { return contrastBias.uniforms.contrast; }, set : function(value) { contrastBias.uniforms.contrast = value; } }, brightness : { get : function() { return contrastBias.uniforms.brightness; }, set : function(value) { contrastBias.uniforms.brightness = value; } }, delta : { get : function() { return blur.uniforms.delta; }, set : function(value) { blur.uniforms.delta = value; } }, sigma : { get : function() { return blur.uniforms.sigma; }, set : function(value) { blur.uniforms.sigma = value; } }, stepSize : { get : function() { return blur.uniforms.stepSize; }, set : function(value) { blur.uniforms.stepSize = value; } } }); return new PostProcessStageComposite({ name : 'czm_bloom', stages : [generateComposite, bloomComposite], inputPreviousStageTexture : false, uniforms : uniforms }); }; /** * Creates a post-process stage that Horizon-based Ambient Occlusion (HBAO) to the input texture. * <p> * Ambient occlusion simulates shadows from ambient light. These shadows would always be present when the * surface receives light and regardless of the light's position. * </p> * <p> * The uniforms have the following properties: <code>intensity</code>, <code>bias</code>, <code>lengthCap</code>, * <code>stepSize</code>, <code>frustumLength</code>, <code>randomTexture</code>, <code>ambientOcclusionOnly</code>, * <code>delta</code>, <code>sigma</code>, and <code>blurStepSize</code>. * </p> * <ul> * <li><code>intensity</code> is a scalar value used to lighten or darken the shadows exponentially. Higher values make the shadows darker. The default value is <code>3.0</code>.</li> * <li><code>bias</code> is a scalar value representing an angle in radians. If the dot product between the normal of the sample and the vector to the camera is less than this value, * sampling stops in the current direction. This is used to remove shadows from near planar edges. The default value is <code>0.1</code>.</li> * <li><code>lengthCap</code> is a scalar value representing a length in meters. If the distance from the current sample to first sample is greater than this value, * sampling stops in the current direction. The default value is <code>0.26</code>.</li> * <li><code>stepSize</code> is a scalar value indicating the distance to the next texel sample in the current direction. The default value is <code>1.95</code>.</li> * <li><code>frustumLength</code> is a scalar value in meters. If the current fragment has a distance from the camera greater than this value, ambient occlusion is not computed for the fragment. * The default value is <code>1000.0</code>.</li> * <li><code>randomTexture</code> is a texture where the red channel is a random value in [0.0, 1.0]. The default value is <code>undefined</code>. This texture needs to be set.</li> * <li><code>ambientOcclusionOnly</code> is a boolean value. When <code>true</code>, only the shadows generated are written to the output. When <code>false</code>, the input texture is modulated * with the ambient occlusion. This is a useful debug option for seeing the effects of changing the uniform values. The default value is <code>false</code>.</li> * </ul> * <p> * <code>delta</code>, <code>sigma</code>, and <code>blurStepSize</code> are the same properties as {@link PostProcessStageLibrary#createBlurStage}. * The blur is applied to the shadows generated from the image to make them smoother. * </p> * @return {PostProcessStageComposite} A post-process stage that applies an ambient occlusion effect. * * @private */ PostProcessStageLibrary.createAmbientOcclusionStage = function() { var generate = new PostProcessStage({ name : 'czm_ambient_occlusion_generate', fragmentShader : AmbientOcclusionGenerate, uniforms : { intensity : 3.0, bias : 0.1, lengthCap : 0.26, stepSize : 1.95, frustumLength : 1000.0, randomTexture : undefined } }); var blur = createBlur('czm_ambient_occlusion_blur'); blur.uniforms.stepSize = 0.86; var generateAndBlur = new PostProcessStageComposite({ name : 'czm_ambient_occlusion_generate_blur', stages : [generate, blur] }); var ambientOcclusionModulate = new PostProcessStage({ name : 'czm_ambient_occlusion_composite', fragmentShader : AmbientOcclusionModulate, uniforms : { ambientOcclusionOnly : false, ambientOcclusionTexture : generateAndBlur.name } }); var uniforms = {}; Object.defineProperties(uniforms, { intensity : { get : function() { return generate.uniforms.intensity; }, set : function(value) { generate.uniforms.intensity = value; } }, bias : { get : function() { return generate.uniforms.bias; }, set : function(value) { generate.uniforms.bias = value; } }, lengthCap : { get : function() { return generate.uniforms.lengthCap; }, set : function(value) { generate.uniforms.lengthCap = value; } }, stepSize : { get : function() { return generate.uniforms.stepSize; }, set : function(value) { generate.uniforms.stepSize = value; } }, frustumLength : { get : function() { return generate.uniforms.frustumLength; }, set : function(value) { generate.uniforms.frustumLength = value; } }, randomTexture : { get : function() { return generate.uniforms.randomTexture; }, set : function(value) { generate.uniforms.randomTexture = value; } }, delta : { get : function() { return blur.uniforms.delta; }, set : function(value) { blur.uniforms.delta = value; } }, sigma : { get : function() { return blur.uniforms.sigma; }, set : function(value) { blur.uniforms.sigma = value; } }, blurStepSize : { get : function() { return blur.uniforms.stepSize; }, set : function(value) { blur.uniforms.stepSize = value; } }, ambientOcclusionOnly : { get : function() { return ambientOcclusionModulate.uniforms.ambientOcclusionOnly; }, set : function(value) { ambientOcclusionModulate.uniforms.ambientOcclusionOnly = value; } } }); return new PostProcessStageComposite({ name : 'czm_ambient_occlusion', stages : [generateAndBlur, ambientOcclusionModulate], inputPreviousStageTexture : false, uniforms : uniforms }); }; /** * Whether or not an ambient occlusion stage is supported. * <p> * This stage requires the WEBGL_depth_texture extension. * </p> * * @param {Scene} scene The scene. * @return {Boolean} Whether this post process stage is supported. * * @see {Context#depthTexture} * @see {@link http://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/|WEBGL_depth_texture} */ PostProcessStageLibrary.isAmbientOcclusionSupported = function(scene) { return scene.context.depthTexture; }; var fxaaFS = '#define FXAA_QUALITY_PRESET 39 \n' + FXAA3_11 + '\n' + FXAA; /** * Creates a post-process stage that applies Fast Approximate Anti-aliasing (FXAA) to the input texture. * @return {PostProcessStage} A post-process stage that applies Fast Approximate Anti-aliasing to the input texture. * * @private */ PostProcessStageLibrary.createFXAAStage = function() { return new PostProcessStage({ name : 'czm_FXAA', fragmentShader : fxaaFS, sampleMode : PostProcessStageSampleMode.LINEAR }); }; /** * Creates a post-process stage that applies ACES tonemapping operator. * @param {Boolean} useAutoExposure Whether or not to use auto-exposure. * @return {PostProcessStage} A post-process stage that applies ACES tonemapping operator. * @private */ PostProcessStageLibrary.createAcesTonemappingStage = function(useAutoExposure) { var fs = useAutoExposure ? '#define AUTO_EXPOSURE\n' : ''; fs += AcesTonemapping; return new PostProcessStage({ name : 'czm_aces', fragmentShader : fs, uniforms : { autoExposure : undefined } }); }; /** * Creates a post-process stage that applies filmic tonemapping operator. * @param {Boolean} useAutoExposure Whether or not to use auto-exposure. * @return {PostProcessStage} A post-process stage that applies filmic tonemapping operator. * @private */ PostProcessStageLibrary.createFilmicTonemappingStage = function(useAutoExposure) { var fs = useAutoExposure ? '#define AUTO_EXPOSURE\n' : ''; fs += FilmicTonemapping; return new PostProcessStage({ name : 'czm_filmic', fragmentShader : fs, uniforms : { autoExposure : undefined } }); }; /** * Creates a post-process stage that applies Reinhard tonemapping operator. * @param {Boolean} useAutoExposure Whether or not to use auto-exposure. * @return {PostProcessStage} A post-process stage that applies Reinhard tonemapping operator. * @private */ PostProcessStageLibrary.createReinhardTonemappingStage = function(useAutoExposure) { var fs = useAutoExposure ? '#define AUTO_EXPOSURE\n' : ''; fs += ReinhardTonemapping; return new PostProcessStage({ name : 'czm_reinhard', fragmentShader : fs, uniforms : { autoExposure : undefined } }); }; /** * Creates a post-process stage that applies modified Reinhard tonemapping operator. * @param {Boolean} useAutoExposure Whether or not to use auto-exposure. * @return {PostProcessStage} A post-process stage that applies modified Reinhard tonemapping operator. * @private */ PostProcessStageLibrary.createModifiedReinhardTonemappingStage = function(useAutoExposure) { var fs = useAutoExposure ? '#define AUTO_EXPOSURE\n' : ''; fs += ModifiedReinhardTonemapping; return new PostProcessStage({ name : 'czm_modified_reinhard', fragmentShader : fs, uniforms : { white : Color.WHITE, autoExposure : undefined } }); }; /** * Creates a post-process stage that finds the average luminance of the input texture. * @return {PostProcessStage} A post-process stage that finds the average luminance of the input texture. * @private */ PostProcessStageLibrary.createAutoExposureStage = function() { return new AutoExposure(); }; /** * Creates a post-process stage that renders the input texture with black and white gradations. * <p> * This stage has one uniform value, <code>gradations</code>, which scales the luminance of each pixel. * </p> * @return {PostProcessStage} A post-process stage that renders the input texture with black and white gradations. */ PostProcessStageLibrary.createBlackAndWhiteStage = function() { return new PostProcessStage({ name : 'czm_black_and_white', fragmentShader : BlackAndWhite, uniforms : { gradations : 5.0 } }); }; /** * Creates a post-process stage that saturates the input texture. * <p> * This stage has one uniform value, <code>brightness</code>, which scales the saturation of each pixel. * </p> * @return {PostProcessStage} A post-process stage that saturates the input texture. */ PostProcessStageLibrary.createBrightnessStage = function() { return new PostProcessStage({ name : 'czm_brightness', fragmentShader : Brightness, uniforms : { brightness : 0.5 } }); }; /** * Creates a post-process stage that adds a night vision effect to the input texture. * @return {PostProcessStage} A post-process stage that adds a night vision effect to the input texture. */ PostProcessStageLibrary.createNightVisionStage = function() { return new PostProcessStage({ name : 'czm_night_vision', fragmentShader : NightVision }); }; /** * Creates a post-process stage that replaces the input color texture with a black and white texture representing the fragment depth at each pixel. * @return {PostProcessStage} A post-process stage that replaces the input color texture with a black and white texture representing the fragment depth at each pixel. * * @private */ PostProcessStageLibrary.createDepthViewStage = function() { return new PostProcessStage({ name : 'czm_depth_view', fragmentShader : DepthView }); }; /** * Creates a post-process stage that applies an effect simulating light flaring a camera lens. * <p> * This stage has the following uniforms: <code>dirtTexture</code>, <code>starTexture</code>, <code>intensity</code>, <code>distortion</code>, <code>ghostDispersal</code>, * <code>haloWidth</code>, <code>dirtAmount</code>, and <code>earthRadius</code>. * <ul> * <li><code>dirtTexture</code> is a texture sampled to simulate dirt on the lens.</li> * <li><code>starTexture</code> is the texture sampled for the star pattern of the flare.</li> * <li><code>intensity</code> is a scalar multiplied by the result of the lens flare. The default value is <code>2.0</code>.</li> * <li><code>distortion</code> is a scalar value that affects the chromatic effect distortion. The default value is <code>10.0</code>.</li> * <li><code>ghostDispersal</code> is a scalar indicating how far the halo effect is from the center of the texture. The default value is <code>0.4</code>.</li> * <li><code>haloWidth</code> is a scalar representing the width of the halo from the ghost dispersal. The default value is <code>0.4</code>.</li> * <li><code>dirtAmount</code> is a scalar representing the amount of dirt on the lens. The default value is <code>0.4</code>.</li> * <li><code>earthRadius</code> is the maximum radius of the earth. The default value is <code>Ellipsoid.WGS84.maximumRadius</code>.</li> * </ul> * </p> * @return {PostProcessStage} A post-process stage for applying a lens flare effect. */ PostProcessStageLibrary.createLensFlareStage = function() { return new PostProcessStage({ name : 'czm_lens_flare', fragmentShader : LensFlare, uniforms : { dirtTexture : buildModuleUrl('Assets/Textures/LensFlare/DirtMask.jpg'), starTexture : buildModuleUrl('Assets/Textures/LensFlare/StarBurst.jpg'), intensity : 2.0, distortion : 10.0, ghostDispersal : 0.4, haloWidth : 0.4, dirtAmount : 0.4, earthRadius : Ellipsoid.WGS84.maximumRadius } }); }; export default PostProcessStageLibrary;