module BABYLON { /** * The GrainPostProcess adds noise to the image at mid luminance levels */ export class GrainPostProcess extends PostProcess { /** * The intensity of the grain added (default: 30) */ public intensity:number = 30; /** * If the grain should be randomized on every frame */ public animated:boolean = false; /** * 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: string, options: number | PostProcessOptions, camera: Nullable, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType: number = Engine.TEXTURETYPE_UNSIGNED_INT, blockCompilation = false) { super(name, "grain", ["intensity", "animatedSeed"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation); this.onApplyObservable.add((effect: Effect) => { effect.setFloat('intensity', this.intensity); effect.setFloat('animatedSeed', this.animated ? Math.random() + 1 : 1); }) } } }