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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JavaScript
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;