DigitalRainPostProcess helps rendering everithing in digital rain.
Simmply add it to your scene and let the nerd that lives in you have fun. Example usage: var pp = new DigitalRainPostProcess("digitalRain", "20px Monospace", camera);
Instantiates a new Digital Rain Post Process.
the name to give to the postprocess
can either be the font name or an option object following the IDigitalRainPostProcessOptions format
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
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)
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.
List of inspectable custom properties (used by the Inspector)
If the post process is supported.
This defines the amount you want to mix the normal rendering pass in the digital rain. This number is defined between 0 and 1;
This defines the amount you want to mix the "tile" or caracter space colored in the digital rain. This number is defined between 0 and 1;
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)
Gets the texel size of the postprocess. See https://en.wikipedia.org/wiki/Texel_(graphics)
Gets or sets the unique id of the post process
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.
Gets a string idenfifying the name of the class
The effect that is created when initializing the post process.
The created effect corrisponding the the postprocess.
Returns the fragment url or shader name used in the post process.
the fragment url or name in the shader store.
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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