A full-screen fragment shader the renderer runs on the finished frame.
The SDK provides the mechanism - an offscreen colour buffer, optionally the packed
terrain depth, and named float/colour parameters - and the application provides the
look, as a shader string. Install one with map.setPostProcessEffect(effect), and
map.setPostProcessEffect(null) to take it off again.
The shader always sees uColorTex, uInvScreenSize, uProjInvScale and uFar;
uTerrainDepthTex only exists when terrainDepthRequired is set.
A full-screen fragment shader the renderer runs on the finished frame.
The SDK provides the mechanism - an offscreen colour buffer, optionally the packed terrain depth, and named float/colour parameters - and the application provides the look, as a shader string. Install one with
map.setPostProcessEffect(effect), andmap.setPostProcessEffect(null)to take it off again.The shader always sees
uColorTex,uInvScreenSize,uProjInvScaleanduFar;uTerrainDepthTexonly exists whenterrainDepthRequiredis set.