Files
Foundry-VTT-Docker/resources/app/client/pixi/webgl/shaders/vision/illumination-vision.js
2025-01-04 00:34:03 +01:00

90 lines
2.1 KiB
JavaScript

/**
* The default illumination shader used for vision sources
*/
class IlluminationVisionShader extends AdaptiveVisionShader {
/** @inheritdoc */
static FRAGMENT_BEGIN = `
${super.FRAGMENT_BEGIN}
vec3 framebufferColor = min(texture2D(framebufferTexture, vSamplerUvs).rgb, computedBackgroundColor);
`;
/** @override */
static FRAGMENT_END = `
gl_FragColor = vec4(mix(framebufferColor, finalColor, depth), 1.0);
`;
/**
* Transition between bright and dim colors, if requested
* @type {string}
*/
static VISION_COLOR = `
finalColor = computedVisionColor;
`;
/**
* The adjustments made into fragment shaders
* @type {string}
*/
static get ADJUSTMENTS() {
return `
vec3 changedColor = finalColor;\n
${this.SATURATION}
finalColor = changedColor;\n`;
}
/**
* Memory allocations for the Adaptive Illumination Shader
* @type {string}
*/
static SHADER_HEADER = `
${this.FRAGMENT_UNIFORMS}
${this.VERTEX_FRAGMENT_VARYINGS}
${this.FRAGMENT_FUNCTIONS}
${this.CONSTANTS}
`;
/** @inheritdoc */
static fragmentShader = `
${this.SHADER_HEADER}
${this.PERCEIVED_BRIGHTNESS}
void main() {
${this.FRAGMENT_BEGIN}
${this.VISION_COLOR}
${this.ILLUMINATION_TECHNIQUES}
${this.ADJUSTMENTS}
${this.FALLOFF}
${this.FRAGMENT_END}
}`;
/** @inheritdoc */
static defaultUniforms = {
technique: foundry.data.LightData.cleanData().initial,
attenuation: 0,
exposure: 0,
saturation: 0,
darknessLevel: 0,
colorVision: [1, 1, 1],
colorTint: [1, 1, 1],
colorBackground: [1, 1, 1],
screenDimensions: [1, 1],
time: 0,
useSampler: false,
linkedToDarknessLevel: true,
primaryTexture: null,
framebufferTexture: null,
depthTexture: null,
darknessLevelTexture: null,
depthElevation: 1,
ambientBrightest: [1, 1, 1],
ambientDarkness: [0, 0, 0],
ambientDaylight: [1, 1, 1],
weights: [0, 0, 0, 0],
dimLevelCorrection: 1,
brightLevelCorrection: 2,
globalLight: false,
globalLightThresholds: [0, 0]
};
}