The graphics device.
The radius of the blur effect, typically 2-10 range. Defaults to 3.
The number of points in each ring of the blur effect, typically 3-8 range. Defaults to 5.
The number of rings in the blur effect, typically 3-8 range. Defaults to 4.
The camera frame the effect is registered with, or null.
The graphics device.
Whether DoF is enabled. Defaults to false.
The distance at which the focus is set. Defaults to 100.
The range around the focus distance where the focus is sharp. Defaults to 10.
Whether the high quality implementation is used, which blurs the full resolution scene instead of a half resolution copy of it. This will have a higher performance cost, but will produce better quality results. Defaults to true.
Whether the near blur is enabled. Defaults to false.
Gets whether the effect contributes to the frame. Defaults to CameraFrameEffect#enabled. Effects gated on a parameter - a zero intensity, a missing texture - override this.
Gets the name the compose chunk can be overridden under in ShaderChunks, the same
way as the built-in chunks. Derived from the id as compose<Id>PS unless given.
Gets the names of the debug views the chunk provides.
Gets the define set on the compose shader while the effect is active: the id in upper snake
case, colorEnhance giving COLOR_ENHANCE.
Gets the name of the function the composition calls at the effect's slot. Derived from the
id as apply<Id> unless given. The signature depends on the slot: colour slots take
(vec3 color, vec2 uv) and return the colour, COMPOSESLOT_SCENE takes and returns a
vec4.
Gets the GLSL source of the compose chunk, or null when the effect has none.
Gets the identifier of the effect.
Gets the frame resources the effect needs, the FRAMERESOURCE_* constants - for its passes, or for its compose chunk, such as the scene depth. The camera frame provides them while the effect is active. Requirements which depend on the device are computed when constructing the effect; override this as a getter when they depend on a parameter, and the camera frame provides what it returns from the next CameraFrame#update.
Gets the compose slot the entry function is called at, or null for an effect that does not take part in the composition.
Gets the WGSL source of the compose chunk, or null when the effect has none.
Destroys the effect, removing it from its camera frame if it is still registered and
releasing everything it owns, the passes it created included. Subclasses which create
resources in their constructor release them in an override, calling super.destroy(). The
removal takes effect for the frames rendered after the next CameraFrame#update, which
is due before the next frame renders.
The values of this frame.
Returns the compose chunk source for a shader language.
SHADERLANGUAGE_GLSL or SHADERLANGUAGE_WGSL.
The source, or null when the effect has no chunk.
Sets a define on the compose shader. The define persists until changed, so fixed defines can be set once in the constructor and those depending on the parameters from CameraFrameEffect#update. A value of false, null or undefined removes it. Changing a define rebuilds the compose shader.
The define name.
The value.
Sets the value of a uniform the effect's shader chunk reads. Like a material parameter, the value is stored by reference, so an array or a texture can be updated in place. Set the values in CameraFrameEffect#update, or in CameraFrameEffect#frameUpdate for a value which changes every frame.
The name of the uniform, as declared in the chunk.
The value.
Applies the effect's parameters. Called by CameraFrame#update while the effect is active: set the uniform values with CameraFrameEffect#setUniform here, and the defines which depend on the parameters. Everything it sets is what the frames rendered until the next update use.
The Depth of Field (DOF) effect, a technique used to simulate the optical effect where objects at certain distances appear sharp while others are blurred, enhancing the perception of focus and depth in the rendered scene.
The blur is generated by passes the effect owns, from the scene depth and the scene color, and mixed into the scene in linear HDR space, before tone mapping.
Every CameraFrame constructs and registers one, available as CameraFrame#dof.