ThinChromaticAberrationPostProcess | Babylon.js API documentation

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    Class ThinChromaticAberrationPostProcess

    The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen

    Hierarchy (View Summary)

    Index
    aberrationAmount: number = 30

    The amount of separation of rgb channels (default: 30)

    alphaMode: number = Constants.ALPHA_DISABLE

    Type of alpha mode to use when applying the effect (default: Engine.ALPHA_DISABLE). Used only if useAsPostProcess is true.

    centerPosition: Vector2 = ...

    The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corner] (default: Vector2(0.5 ,0.5))

    direction: Vector2 = ...

    The normalized direction in which the rgb channels should be separated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))

    onApplyObservable: Observable<{}> = ...

    Event that is fired (only when the EffectWrapper is used with an EffectRenderer) right before the effect is drawn (should be used to update uniforms)

    onEffectCreatedObservable: Observable<Effect> = ...

    Executed when the effect is created

    effect that was created for this effect wrapper

    Options used to create the effect wrapper

    radialIntensity: number = 0

    The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)

    screenHeight: number

    The height of the source texture to which the effect is applied

    screenWidth: number

    The width of the source texture to which the effect is applied

    ForceGLSL: boolean = false

    Force code to compile to glsl even on WebGPU engines. False by default. This is mostly meant for backward compatibility.

    FragmentUrl: "chromaticAberration"

    The fragment shader url

    Uniforms: string[] = ...

    The list of uniforms used by the effect

    Updates the effect with the current effect wrapper compile time values and recompiles the shader.

    Parameters

  • defines: Nullable<string> = null

    Define statements that should be added at the beginning of the shader. (default: null)

  • uniforms: Nullable<string[]> = null

    Set of uniform variables that will be passed to the shader. (default: null)

  • samplers: Nullable<string[]> = null

    Set of Texture2D variables that will be passed to the shader. (default: null)

  • OptionalindexParameters: any The index parameters to be used for babylons include syntax "#include[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  • OptionalonCompiled: (effect: Effect) => void

    Called when the shader has been compiled.

  • OptionalonError: (effect: Effect, errors: string) => void

    Called if there is an error when compiling a shader.

  • OptionalvertexUrl: string

    The url of the vertex shader to be used (default: the one given at construction time)

  • OptionalfragmentUrl: string

    The url of the fragment shader to be used (default: the one given at construction time)

  • Returns void