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godrays expression

Hierarchy

Index

Constructors

constructor

Properties

col

col: Vec4

decay

decay: Float

Readonly defaultNameMap

defaultNameMap: DefaultNameMap = ...

defaultNames

defaultNames: string[]

density

density: Float

exposure

exposure: Float

externalFuncs

externalFuncs: string[] = ...

funcIndex

funcIndex: number = 0

Readonly id

id: string

lightPos

lightPos: Vec2

Readonly needs

needs: Needs = ...

Optional newColor

regionBranded

regionBranded: boolean = false

sourceCode

sourceCode: string = ""

sourceLists

sourceLists: SourceLists

Optional threshold

Readonly uniformValChangeMap

uniformValChangeMap: UniformValChangeMap = ...

values

values: Float[]

weight

weight: Float

Static count

count: number = 0

increments for each expression created; used to uniquely id each expression

Methods

addFuncs

applyUniforms

  • applyUniforms(gl: WebGL2RenderingContext, uniformLocs: UniformLocs): void

brandExprWithChannel

  • brandExprWithChannel(funcIndex: number, samplerNum?: number): GodRaysExpr

brandExprWithRegion

genPrograms

getSampleNum

  • getSampleNum(mult?: number): number

parse

  • parses this expression into a string, adding info as it recurses into nested expressions

    Parameters

    Returns string

repeat

setColor

setDecay

setDensity

setExposure

setLightPos

setNewColor

setThreshold

setUniform

setWeight

typeString

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