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@hatch:postfx
@hatch:postfx
v0.1.0
Common post-processing effects for the WrenLift game framework. Tonemap, Vignette, Bloom, FXAA, ColorGrade, ChromaticAberration — each a PostPass subclass that drops into g.postFX = PostFX.new(g) from @hatch:game. Effects ship here so the engine stays lean; new effects can be added without bumping @hatch:game.
$
hatch add @hatch:postfx
copy
MOD
bloom
CL
Bloom
NEW
Bloom.new(opts: Map)
NEW
Bloom.new()
GET
Bloom.threshold → Num
SET
Bloom.threshold=(v: Num)
GET
Bloom.knee → Num
SET
Bloom.knee=(v: Num)
GET
Bloom.intensity → Num
SET
Bloom.intensity=(v: Num)
GET
Bloom.levels → Num
GET
Bloom.filterRadius → Num
SET
Bloom.filterRadius=(v: Num)
GET
Bloom.name
GET
Bloom.stepCount
FN
Bloom.static numOr_(opts, key, fallback)
FN
Bloom.static intOr_(opts, key, fallback)
FN
Bloom.requestTargets(width, height)
FN
Bloom.onAdded_(orchestrator)
FN
Bloom.buildPipelineOneInput_(fragmentWgsl, targetFormat, blendMode)
FN
Bloom.buildPipelineTwoInputs_(fragmentWgsl, targetFormat, blendMode)
FN
Bloom.cacheBindGroup_(layout, entries, key)
FN
Bloom.dispatchStep_(orchestrator, encoder, ctx)
FN
Bloom.runThreshold_(encoder, inputView, outputView)
FN
Bloom.runDownsample_(encoder, inputView, outputView)
FN
Bloom.runUpsample_(encoder, inputView, outputView)
FN
Bloom.runComposite_(encoder, sceneView, bloomView, outputView)
FN
Bloom.static SHADER_THRESHOLD_
FN
Bloom.static SHADER_DOWNSAMPLE_
FN
Bloom.static SHADER_UPSAMPLE_
FN
Bloom.static SHADER_COMPOSITE_
MOD
postfx
CL
Cfg_
FN
Cfg_.static numOr(opts, key, fallback)
FN
Cfg_.static vec3Or(opts, key, fallback)
CL
Tonemap
NEW
Tonemap.new(opts: Map)
NEW
Tonemap.new()
GET
Tonemap.exposure → Num
SET
Tonemap.exposure=(v: Num)
GET
Tonemap.name
GET
Tonemap.uniformBytes
GET
Tonemap.uniformWgsl
GET
Tonemap.fragmentBody
FN
Tonemap.writeUniforms(scratch)
CL
Vignette
NEW
Vignette.new(opts: Map)
NEW
Vignette.new()
GET
Vignette.strength → Num
SET
Vignette.strength=(v: Num)
GET
Vignette.radius → Num
SET
Vignette.radius=(v: Num)
GET
Vignette.softness → Num
SET
Vignette.softness=(v: Num)
GET
Vignette.name
GET
Vignette.uniformBytes
GET
Vignette.uniformWgsl
GET
Vignette.fragmentBody
FN
Vignette.writeUniforms(scratch)
CL
FXAA
NEW
FXAA.new(opts: Map)
NEW
FXAA.new()
GET
FXAA.subpixel → Num
SET
FXAA.subpixel=(v: Num)
GET
FXAA.edgeThreshold → Num
SET
FXAA.edgeThreshold=(v: Num)
GET
FXAA.edgeThresholdMin → Num
SET
FXAA.edgeThresholdMin=(v: Num)
GET
FXAA.name
GET
FXAA.uniformBytes
GET
FXAA.uniformWgsl
GET
FXAA.fragmentBody
FN
FXAA.writeUniforms(scratch)
CL
ColorGrade
NEW
ColorGrade.new(opts: Map)
NEW
ColorGrade.new()
GET
ColorGrade.lift → List<Num>
SET
ColorGrade.lift=(v: List<Num>)
GET
ColorGrade.gamma → List<Num>
SET
ColorGrade.gamma=(v: List<Num>)
GET
ColorGrade.gain → List<Num>
SET
ColorGrade.gain=(v: List<Num>)
GET
ColorGrade.saturation → Num
SET
ColorGrade.saturation=(v: Num)
GET
ColorGrade.name
GET
ColorGrade.uniformBytes
GET
ColorGrade.uniformWgsl
GET
ColorGrade.fragmentBody
FN
ColorGrade.writeUniforms(scratch)
CL
ChromaticAberration
NEW
ChromaticAberration.new(opts: Map)
NEW
ChromaticAberration.new()
GET
ChromaticAberration.strength → Num
SET
ChromaticAberration.strength=(v: Num)
GET
ChromaticAberration.falloff → Num
SET
ChromaticAberration.falloff=(v: Num)
GET
ChromaticAberration.name
GET
ChromaticAberration.uniformBytes
GET
ChromaticAberration.uniformWgsl
GET
ChromaticAberration.fragmentBody
FN
ChromaticAberration.writeUniforms(scratch)