all possible float expressions
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all possible vec expressions
all possible vec2 expressions
all possible vec3 expressions
all possible vec4 expressions
glsl source code for external functions
creates a bloom loop
values below this brightness don't get blurred (0.4 is about reasonable, which is also the default)
how much to blur vertically (defaults to 1 pixel)
how much to blur horizontally (defaults to 1 pixel)
how many taps for the blur (defaults to 9)
how many times to loop the blur (defaults to 3)
creates a loop that runs a horizontal, then vertical gaussian blur (anything more than 1 pixel in the horizontal or vertical direction will create a ghosting effect, which is usually not desirable)
float for the horizontal blur (1 pixel default)
float for the vertical blur (1 pixel default)
how many passes (defaults to 2)
how many taps (defaults to 5)
change if you want to sample from a different channel and the outer loop has a different target
changes the brightness of a color
float for how much to change the brightness by (should probably be between -1 and 1)
the color to increase the brightness of (defaults to current fragment color)
creates an expression that calculates the normalized centered coord (coordinates range from -0.5 to 0.5)
create a custom float function (use with tag)
which channel to sample from
where to sample the channel texture (defaults to the normalized frag coord)
checks if components accessing a vector are legal. components can be illegal
if they mix sets (e.g. v.rgzw
) or contain characters outside of any set
(e.g. v.lmno
)
components string
vector being accessed
changes the contrast of a color
float for how much to change the contrast by (should probably be between -1 and 1)
the color to increase the contrast of (defaults to current fragment color)
create a custom vec2 function (use with tag)
create a custom vec3 function (use with tag)
create a custom vec4 function (use with tag)
converts a 1 / distance
depth texture to an occlusion texture, with all
occluded geometry being rendered as black
the color representing the inverse depth (defaults to sampling from channel 0)
the color to replace unoccluded areas by (defaults to white and is mutable by default)
values below this are not occluded (set to something low, like 0.1 or lower; defaults to 0.01 and is mutable by default)
creates depth of field expression; all values are mutable by default
float for what inverse depth to focus on (1 on top of the camera; 0 is infinity)
float for how deep the band of in-focus geometry is (a value between 0.01 and 0.1 is reasonable)
float the expression that represents the inverse depth (defaults to sampling the red component from channel 0)
how many times to repeat the gaussian blur
returns an expression highlights edges where they appear
"dark"
for dark edges and "light"
for light edges, or a
custom number or expression (between -1 and 1) for a more gray style of edge
where to sample from
creates a colored edge detection expression
what color to make the edge
where to sample from
whether to round the result of sobel edge detection (defaults to true)
creates an expression that evaluates to the fragment color
FXAA antaliasing expression
creates expression that performs one pass of a gaussian blur
direction to blur (keep magnitude less than or equal to 1 for best effect)
number of taps (defaults to 5)
which channel to sample from (default 0)
creates an expression that gets 2 components from a vector
the vector to get components of
components string
creates an expression that gets 3 components from a vector
the vector to get components of
components string
creates an expression that gets 4 components from a vector
the vector to get components of
components string
creates an expression that gets 1 component from a vector
the vector to get components of
components string
create a godrays expression which requires an occlusion map; all values are mutable by default
object that defines godrays properties (has sane defaults)
converts a color (with an alpha compoment) from hsv to rgb
the hsva color to convert to rgba
creates an expression that samples the original scene
where to sample the original scene texture (defaults to the normalized frag coord, but change this if you want to transform the coordinate space of the original image)
creates an expression that inverts the color, keeping the original alpha
creates an effect loop
creates a texture given a context and options
creates an expression that converts a color into grayscale, keeping the original alpha
creates a frame averaging motion blur effect
the channel where your accumulation buffer is (defaults to 0, which you might be using for something like the depth texture, so be sure to change this to suit your needs)
close to 0 is more ghostly, and close to 1 is nearly no motion blur at all (defaults to 0.3)
creates an expression that evaluates to a vector representing the mouse position in pixels
creates an expression that calculates the normalized mouse position (coordinates range from 0 to 1)
fast approximate blur for large blur radius that might look good in some cases
the radius of the blur
creates a perlin noise expression; values range from -1 to 1 but they tend to be grayer than the simplex implementation
position
creates a primitive float
creates an expression that evaluates to the frag coord in pixels (samplers take normalized coordinates, so you might want [[nfcoord]] instead)
creates an expression that calculates the normalized frag coord (coordinates range from 0 to 1)
creates a primitive vec2 expression
creates a primitive vec3 expression
creates a primitive vec4 expression
creates expression that evaluates to a pseudorandom number between 0 and 1
vec2 to to seed the random number (defaults to the normalized frag coord)
creates an expression that evaluates to a vector representing the resolution
creates an expression that converts a color (with an alpha component) from rgb to hsv
the rgba color to convert to hsva
creates an expression that rotates a vector by a given angle
copies onto texture
creates a simplex noise expression; values range from -1 to 1
position
where to sample from
creates a time expression that evaluates to the current time
translates the position of a vector by another vector
calculates the linear depth from inverse depth value 1 / distance
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all possible expressions