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Static Public Summary
public

A blend function enumeration.

public

A color channel enumeration.

public

An enumeration of depth copy modes.

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An enumeration of depth test strategies.

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An enumeration of edge detection modes.

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An enumeration of effect attributes.

public

An enumeration of effect shader placeholders.

public

A glitch mode enumeration.

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An enumeration of blur kernel sizes.

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An enumeration of LUT worker operations.

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A mask function enumeration.

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An enumeration of SMAA predication modes.

public

An enumeration of SMAA presets.

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A tone mapping mode enumeration.

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An enumeration of Vignette techniques.

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An enumeration of WebGL extensions.

Static Public

public BlendFunction: Object source

import {BlendFunction} from 'postprocessing'

A blend function enumeration.

Important: Do not use BlendFunction.SKIP to disable effects. See Enabling and Disabling Effects for more information.

Based on https://www.khronos.org/registry/OpenGL/extensions/NV/NV_blend_equation_advanced.txt

Properties:

NameTypeAttributeDescription
SKIP Number

Deprecated. Use DST instead. Warning: This blend function does NOT fully disable the effect.

SET Number

Deprecated. Use SRC instead.

ADD Number

Additive blending. Supports HDR.

ALPHA Number

Alpha blending. Blends based on the alpha value of the new color. Supports HDR.

AVERAGE Number

Calculates the avarage of the new color and the base color. Supports HDR.

COLOR Number

Converts the colors to HSL and blends based on color.

COLOR_BURN Number

Color burn.

COLOR_DODGE Number

Color dodge.

DARKEN Number

Prioritize darker colors. Supports HDR.

DIFFERENCE Number

Color difference. Supports HDR.

DIVIDE Number

Color division. Supports HDR.

DST Number

Overwrites the new color with the base color while ignoring opacity. Supports HDR.

EXCLUSION Number

Color exclusion.

HARD_LIGHT Number

Hard light.

HARD_MIX Number

Hard mix.

HUE Number

Converts the colors to HSL and blends based on hue.

INVERT Number

Overwrites the base color with the inverted new color.

INVERT_RGB Number

Multiplies the new color with the inverted base color.

LIGHTEN Number

Prioritize lighter colors. Supports HDR.

LINEAR_BURN Number

Linear burn.

LINEAR_DODGE Number

Same as ADD but limits the result to 1.

LINEAR_LIGHT Number

Linear light.

LUMINOSITY Number

Converts the colors to HSL and blends based on luminosity.

MULTIPLY Number

Color multiplication. Supports HDR.

NEGATION Number

Negates the base color using the new color.

NORMAL Number

Overwrites the base color with the new one. Supports HDR.

OVERLAY Number

Color overlay.

PIN_LIGHT Number

Pin light.

REFLECT Number

Color reflection.

SCREEN Number

Screen blending. The two colors are effectively projected on a white screen simultaneously.

SRC Number

Overwrites the base color with the new one while ignoring opacity. Supports HDR.

SATURATION Number

Converts the colors to HSL and blends based on saturation.

SOFT_LIGHT Number

Soft light.

SUBTRACT Number

Subtracts the new color from the base color.

VIVID_LIGHT Number

Vivid light.

public ColorChannel: Object source

import {ColorChannel} from 'postprocessing'

A color channel enumeration.

Properties:

NameTypeAttributeDescription
RED Number

Red.

GREEN Number

Green.

BLUE Number

Blue.

ALPHA Number

Alpha.

public DepthCopyMode: Object source

import {DepthCopyMode} from 'postprocessing'

An enumeration of depth copy modes.

Properties:

NameTypeAttributeDescription
FULL Number

Copies the full depth texture every frame.

SINGLE Number

Copies a single texel from the depth texture on demand.

public DepthTestStrategy: Object source

import {DepthTestStrategy} from 'postprocessing'

An enumeration of depth test strategies.

Properties:

NameTypeAttributeDescription
DEFAULT Number

Perform depth test only.

KEEP_MAX_DEPTH Number

Always keep max depth.

DISCARD_MAX_DEPTH Number

Always discard max depth.

public EdgeDetectionMode: Object source

import {EdgeDetectionMode} from 'postprocessing'

An enumeration of edge detection modes.

Properties:

NameTypeAttributeDescription
DEPTH Number

Depth-based edge detection.

LUMA Number

Luminance-based edge detection.

COLOR Number

Chroma-based edge detection.

public EffectAttribute: Object source

import {EffectAttribute} from 'postprocessing'

An enumeration of effect attributes.

Attributes can be concatenated using the bitwise OR operator.

Properties:

NameTypeAttributeDescription
NONE Number

No attributes. Most effects don't need to specify any attributes.

DEPTH Number

Describes effects that require a depth texture.

CONVOLUTION Number

Describes effects that fetch additional samples from the input buffer. There cannot be more than one effect with this attribute per EffectPass.

Example:

const attributes = EffectAttribute.CONVOLUTION | EffectAttribute.DEPTH;

public EffectShaderSection: Object source

import {EffectShaderSection} from 'postprocessing'

An enumeration of effect shader placeholders.

Properties:

NameTypeAttributeDescription
FRAGMENT_HEAD String

A placeholder for function and variable declarations in the fragment shader.

FRAGMENT_MAIN_UV String

A placeholder for UV transformations in the fragment shader.

FRAGMENT_MAIN_IMAGE String

A placeholder for color calculations in the fragment shader.

VERTEX_HEAD String

A placeholder for function and variable declarations in the vertex shader.

VERTEX_MAIN_SUPPORT String

A placeholder for supporting calculations in the vertex shader.

public GlitchMode: Object source

import {GlitchMode} from 'postprocessing'

A glitch mode enumeration.

Properties:

NameTypeAttributeDescription
DISABLED Number

No glitches.

SPORADIC Number

Sporadic glitches.

CONSTANT_MILD Number

Constant mild glitches.

CONSTANT_WILD Number

Constant wild glitches.

public KernelSize: Object source

import {KernelSize} from 'postprocessing'

An enumeration of blur kernel sizes.

Properties:

NameTypeAttributeDescription
VERY_SMALL Number

A very small kernel that matches a 7x7 Gaussian blur kernel.

SMALL Number

A small kernel that matches a 25x25 Gaussian blur kernel.

MEDIUM Number

A medium sized kernel that matches a 63x63 Gaussian blur kernel.

LARGE Number

A large kernel that matches a 127x127 Gaussian blur kernel.

VERY_LARGE Number

A very large kernel that matches a 391x391 Gaussian blur kernel.

HUGE Number

A huge kernel that cannot be replicated with a single Gaussian blur pass.

public LUTOperation: Object source

import {LUTOperation} from 'postprocessing'

An enumeration of LUT worker operations.

Properties:

NameTypeAttributeDescription
SCALE_UP String

Tetrahedral upscale operation.

public MaskFunction: Object source

import {MaskFunction} from 'postprocessing'

A mask function enumeration.

Properties:

NameTypeAttributeDescription
DISCARD Number

Discards elements when the respective mask value is zero.

MULTIPLY Number

Multiplies the input buffer with the mask texture.

MULTIPLY_RGB_SET_ALPHA Number

Multiplies the input RGB values with the mask and sets alpha to the mask value.

MULTIPLY_RGB Number

Multiplies the input RGB values with the mask and keeps the original alpha.

public PredicationMode: Object source

import {PredicationMode} from 'postprocessing'

An enumeration of SMAA predication modes.

Properties:

NameTypeAttributeDescription
DISABLED Number

No predicated thresholding.

DEPTH Number

Depth-based predicated thresholding.

CUSTOM Number

Predicated thresholding using a custom buffer.

public SMAAPreset: Object source

import {SMAAPreset} from 'postprocessing'

An enumeration of SMAA presets.

Properties:

NameTypeAttributeDescription
LOW Number

Results in around 60% of the maximum quality.

MEDIUM Number

Results in around 80% of the maximum quality.

HIGH Number

Results in around 95% of the maximum quality.

ULTRA Number

Results in around 99% of the maximum quality.

public ToneMappingMode: Object source

import {ToneMappingMode} from 'postprocessing'

A tone mapping mode enumeration.

Properties:

NameTypeAttributeDescription
LINEAR Number

No tone mapping, only exposure.

REINHARD Number

Simple Reinhard tone mapping.

REINHARD2 Number

Modified Reinhard tone mapping.

REINHARD2_ADAPTIVE Number

Simulates the optic nerve responding to the amount of light it is receiving.

UNCHARTED2 Number

Uncharted 2 tone mapping. http://filmicworlds.com/blog/filmic-tonemapping-operators.

OPTIMIZED_CINEON Number

Optimized filmic operator by Jim Hejl and Richard Burgess-Dawson.

ACES_FILMIC Number

ACES tone mapping with a scale of 1.0/0.6.

AGX Number

Filmic tone mapping. Requires three r160 or higher. https://github.com/EaryChow/AgX.

NEUTRAL Number

Neutral tone mapping by Khronos. Requires three r162 or higher. https://modelviewer.dev/examples/tone-mapping.

public VignetteTechnique: Object source

import {VignetteTechnique} from 'postprocessing'

An enumeration of Vignette techniques.

Properties:

NameTypeAttributeDescription
DEFAULT Number

Produces a dusty look.

ESKIL Number

Produces a burned look.

public WebGLExtension: Object source

import {WebGLExtension} from 'postprocessing'

An enumeration of WebGL extensions.

Properties:

NameTypeAttributeDescription
DERIVATIVES String

Enables derivatives by adding the functions dFdx, dFdy and fwidth.

FRAG_DEPTH String

Enables gl_FragDepthEXT to set a depth value of a fragment from within the fragment shader.

DRAW_BUFFERS String

Enables multiple render targets (MRT) support.

SHADER_TEXTURE_LOD String

Enables explicit control of texture LOD.