playcanvas
Version:
PlayCanvas WebGL game engine
90 lines (89 loc) • 2.6 kB
TypeScript
/**
* @import { Texture } from '../../platform/graphics/texture.js';
*/
/**
* Render pass implementation of the final post-processing composition.
*
* @category Graphics
* @ignore
*/
export class RenderPassCompose extends RenderPassShaderQuad {
constructor(graphicsDevice: any);
/**
* @type {Texture|null}
*/
sceneTexture: Texture | null;
bloomIntensity: number;
_bloomTexture: any;
_cocTexture: any;
blurTexture: any;
blurTextureUpscale: boolean;
_ssaoTexture: any;
_toneMapping: number;
_gradingEnabled: boolean;
gradingSaturation: number;
gradingContrast: number;
gradingBrightness: number;
gradingTint: Color;
_shaderDirty: boolean;
_vignetteEnabled: boolean;
vignetteInner: number;
vignetteOuter: number;
vignetteCurvature: number;
vignetteIntensity: number;
_fringingEnabled: boolean;
fringingIntensity: number;
_taaEnabled: boolean;
_sharpness: number;
_gammaCorrection: number;
/**
* @type {Texture|null}
*/
_colorLUT: Texture | null;
colorLUTIntensity: number;
_key: string;
_debug: any;
_customComposeChunks: Map<string, string>;
sceneTextureId: any;
bloomTextureId: any;
cocTextureId: any;
ssaoTextureId: any;
blurTextureId: any;
bloomIntensityId: any;
bcsId: any;
tintId: any;
vignetterParamsId: any;
fringingIntensityId: any;
sceneTextureInvResId: any;
sceneTextureInvResValue: Float32Array<ArrayBuffer>;
sharpnessId: any;
colorLUTId: any;
colorLUTParams: Float32Array<ArrayBuffer>;
colorLUTParamsId: any;
set debug(value: any);
get debug(): any;
set colorLUT(value: Texture);
get colorLUT(): Texture;
set bloomTexture(value: any);
get bloomTexture(): any;
set cocTexture(value: any);
get cocTexture(): any;
set ssaoTexture(value: any);
get ssaoTexture(): 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;
set sharpness(value: number);
get sharpness(): number;
get isSharpnessEnabled(): boolean;
}
import { RenderPassShaderQuad } from '../../scene/graphics/render-pass-shader-quad.js';
import type { Texture } from '../../platform/graphics/texture.js';
import { Color } from '../../core/math/color.js';