import { __decorate } from "../tslib.es6.js"; import { PostProcess } from "./postProcess.js"; import "../Shaders/grain.fragment.js"; import { RegisterClass } from "../Misc/typeStore.js"; import { serialize } from "../Misc/decorators.js"; import { SerializationHelper } from "../Misc/decorators.serialization.js"; /** * The GrainPostProcess adds noise to the image at mid luminance levels */ export class GrainPostProcess extends PostProcess { /** * Gets a string identifying the name of the class * @returns "GrainPostProcess" string */ getClassName() { return "GrainPostProcess"; } /** * Creates a new instance of @see GrainPostProcess * @param name The name of the effect. * @param options The required width/height ratio to downsize to before computing the render pass. * @param camera The camera to apply the render pass to. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0) * @param engine The engine which the post process will be applied. (default: current engine) * @param reusable If the post process can be reused on the same frame. (default: false) * @param textureType Type of textures used when performing the post process. (default: 0) * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false) */ constructor(name, options, camera, samplingMode, engine, reusable, textureType = 0, blockCompilation = false) { super(name, "grain", ["intensity", "animatedSeed"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation); /** * The intensity of the grain added (default: 30) */ this.intensity = 30; /** * If the grain should be randomized on every frame */ this.animated = false; this.onApplyObservable.add((effect) => { effect.setFloat("intensity", this.intensity); effect.setFloat("animatedSeed", this.animated ? Math.random() + 1 : 1); }); } /** * @internal */ static _Parse(parsedPostProcess, targetCamera, scene, rootUrl) { return SerializationHelper.Parse(() => { return new GrainPostProcess(parsedPostProcess.name, parsedPostProcess.options, targetCamera, parsedPostProcess.renderTargetSamplingMode, scene.getEngine(), parsedPostProcess.reusable); }, parsedPostProcess, scene, rootUrl); } } __decorate([ serialize() ], GrainPostProcess.prototype, "intensity", void 0); __decorate([ serialize() ], GrainPostProcess.prototype, "animated", void 0); RegisterClass("BABYLON.GrainPostProcess", GrainPostProcess); //# sourceMappingURL=grainPostProcess.js.map