The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
Creates a new instance CircleOfConfusionPostProcess
The name of the effect.
The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.
The required width/height ratio to downsize to before computing the render pass.
The camera to apply the render pass to.
The sampling mode to be used when computing the pass. (default: 0)
The engine which the post process will be applied. (default: current engine)
If the post process can be reused on the same frame. (default: false)
Type of textures used when performing the post process. (default: 0)
If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
Modify the scale of the post process to be the same as the viewport (default: false)
Sets the setAlphaBlendConstants of the babylon engine
Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
Force textures to be a power of two (default: false)
Animations to be used for the post processing
The aspect ratio of the output texture.
If the buffer needs to be cleared before applying the post process. (default: true) Should be set to false if shader will overwrite all previous pixels.
Clear color to use when screen clearing
Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
Enable Pixel Perfect mode where texture is not scaled to be power of 2. Can only be used on a single postprocess or on the last one of a chain. (default: false)
F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
Force the postprocess to be applied without taking in account viewport
Height of the texture to apply the post process on
The input texture for this post process and the output texture of the previous post process. When added to a pipeline the previous post process will render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
If the post process is supported.
Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
Name of the PostProcess.
A function that is added to the onActivateObservable
An event triggered when the postprocess is activated.
A function that is added to the onAfterRenderObservable
An event triggered after rendering the postprocess
A function that is added to the onApplyObservable
An event triggered when the postprocess applies its effect.
A function that is added to the onBeforeRenderObservable
An event triggered before rendering the postprocess
A function that is added to the onSizeChangedObservable
An event triggered when the postprocess changes its size.
Sampling mode used by the shader See https://doc.babylonjs.com/classes/3.1/texture
Number of sample textures (default: 1)
Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
Gets the texel size of the postprocess. See https://en.wikipedia.org/wiki/Texel_(graphics)
Width of the texture to apply the post process on
Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable. When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.
The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
If true, a depth and stencil buffer will be generated. (default: false)
The target texture that was bound to be written to.
Disposes the post process.
The camera to dispose the post process on.
Gets the camera which post process is applied to.
The camera the post process is applied to.
The effect that is created when initializing the post process.
The created effect corrisponding the the postprocess.
Gets the engine which this post process belongs to.
The engine the post process was enabled with.
Get a value indicating if the post-process is ready to be used
true if the post-process is ready (shader is compiled)
The post process is reusable if it can be used multiple times within one frame.
If the post process is reusable
invalidate frameBuffer to hint the postprocess to create a depth buffer
Updates the effect with the current post process compile time values and recompiles the shader.
Define statements that should be added at the beginning of the shader. (default: null)
Set of uniform variables that will be passed to the shader. (default: null)
Set of Texture2D variables that will be passed to the shader. (default: null)
The index parameters to be used for babylons include syntax "#include
Called when the shader has been compiled.
Called if there is an error when compiling a shader.
Reverses the effect of calling shareOutputWith and returns the post process back to its original state. This should be called if the post process that shares output with this post process is disabled/disposed.
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