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Open-source WebGL/WebGPU 3D engine for the web

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/** * Render pass implementation of Screen-Space Ambient Occlusion (SSAO) based on the non-linear depth * buffer. * * @category Graphics * @ignore */ export class RenderPassSsao extends RenderPassShaderQuad { constructor(device: any, sourceTexture: any, cameraComponent: any, blurEnabled: any); /** * The filter radius. */ radius: number; /** * The intensity. */ intensity: number; /** * The power controlling the falloff curve. */ power: number; /** * The number of samples to take. */ sampleCount: number; /** * The minimum angle in degrees that creates an occlusion. Helps to reduce fake occlusions due * to low geometry tessellation. */ minAngle: number; /** * Enable randomization of the sample pattern. Useful when TAA is used to remove the noise, * instead of blurring. */ randomize: boolean; /** * The texture containing the occlusion information in the red channel. * * @type {Texture} * @readonly */ readonly ssaoTexture: Texture; /** @type {number} */ _scale: number; _blueNoise: BlueNoise; sourceTexture: any; cameraComponent: any; ssaoTextureId: any; ssaoTextureSizeInvId: any; /** * The scale multiplier for the render target size. * * @type {number} */ set scale(value: number); get scale(): number; createRenderTarget(name: any): RenderTarget; } import { RenderPassShaderQuad } from '../../scene/graphics/render-pass-shader-quad.js'; import { Texture } from '../../platform/graphics/texture.js'; import { BlueNoise } from '../../core/math/blue-noise.js'; import { RenderTarget } from '../../platform/graphics/render-target.js';