See: Description
Interface | Description |
---|---|
DOFMipMapShader.Resources | |
FilmShader.Resources |
Class | Description |
---|---|
BleachBypassShader | |
BlendShader |
Blend two textures
Based on three.js code
|
BokehShader |
Depth-of-field shader with bokeh
Based on three.js code
Ported from GLSL shader by Martins Upitis artmartinsh.blogspot.com |
BrightnessContrastShader |
Brightness and contrast adjustment
github.com
Based on three.js code
brightness: -1 to 1 (-1 is solid black, 0 is no change, and 1 is solid white)
contrast: -1 to 1 (-1 is solid gray, 0 is no change, and 1 is maximum contrast)
|
ColorCorrectionShader |
Color correction
Based on three.js code.
|
ColorifyShader |
Colorify shader
Based on three.js code
|
ConvolutionShader |
Convolution shader
Based on three.js code
Ported from o3d sample to WebGL / GLSL o3d.googlecode.com
|
CopyShader |
Full-screen textured quad shader
Based on three.js code
|
DOFMipMapShader |
Depth-of-field shader using mipmaps
requires power-of-2 sized render target with enabled mipmaps
Based on three.js code
From Matt Handley \@applmak |
DotScreenShader |
Dot screen shader
Based on three.js code
Based on glfx.js sepia shader github.com/evanw/glfx.js |
FilmShader |
Film grain & scanlines shader
Based on three.js code
Ported from HLSL to WebGL / GLSL truevision3d.com Screen Space Static Postprocessor Produces an analogue noise overlay similar to a film grain / TV static Original implementation and noise algorithm Pat 'Hawthorne' Shearon Optimized scanlines + noise version with intensity scaling Georg 'Leviathan' Steinrohder |
FocusShader |
Focus shader
Based on three.js code
Based on PaintEffect postprocess from ro.me code.google.com/p/3-dreams-of-black |
FXAAShader |
NVIDIA FXAA by Timothy Lottes
timothylottes.blogspot.com
WebGL port by \@supereggbert www.glge.org
Based on three.js code
|
HorizontalBlurShader |
Two pass Gaussian blur filter (horizontal and vertical blur shaders)
Described in gamerendering.com
and used in www.cake23.de.
|
HorizontalTiltShiftShader |
Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position
Based on three.js code
9 samples per pass
standard deviation 2.7
"h" parameters should be set to "1 / width" and "1 / height"
"r" parameter control where "focused" horizontal line lies
|
HueSaturationShader |
Hue and saturation adjustment
github.com
Based on three.js code
hue: -1 to 1 (-1 is 180 degrees in the negative direction, 0 is no change, etc.)
|
LuminosityShader |
Luminosity
wikipedia.org
Based on three.js code
|
NormalMapShader |
Normal map shader
Based on three.js code
compute normals from heightmap
|
SepiaShader |
Sepia tone shader
Based on glfx.js sepia shader github.com/evanw/glfx.js
Based on three.js code
|
SSAOShader |
Screen-space ambient occlusion shader
Ported from SSAO GLSL shader v1.2.
|
TriangleBlurShader |
Triangle blur shader
Based on glfx.js triangle blur shader github.com
Based on three.js code
A basic blur filter, which convolves the image with a
pyramid filter.
|
UnpackDepthRGBAShader |
Unpack RGBA depth shader
Show RGBA encoded depth as monochrome color.
|
VerticalBlurShader |
Two pass Gaussian blur filter (horizontal and vertical blur shaders)
Described in gamerendering.com
and used in cake23.de
Based on three.js code
9 samples per pass
standard deviation 2.7
"h" and "v" parameters should be set to "1 / width" and "1 / height"
|
VerticalTiltShiftShader |
Simple fake tilt-shift effect, modulating two pass Gaussian blur (see above) by vertical position.
|
VignetteShader |
Vignette shader
Based on PaintEffect postprocess from ro.me code.google.com/p/3-dreams-of-black
Based on three.js code
|