vispy.visuals.filters.color module#

class vispy.visuals.filters.color.Alpha(alpha=1.0, **kwargs)#

Bases: Filter

FRAG_SHADER = '\n        void apply_alpha() {\n            gl_FragColor.a = gl_FragColor.a * $alpha;\n        }\n    '#
property alpha#
class vispy.visuals.filters.color.ColorFilter(filter=(1.0, 1.0, 1.0, 1.0), fpos=8, **kwargs)#

Bases: Filter

FRAG_SHADER = '\n        void apply_color_filter() {\n            gl_FragColor = gl_FragColor * $filter;\n        }\n    '#
property filter#
class vispy.visuals.filters.color.IsolineFilter(level=2.0, width=2.0, antialias=1.0, color='black', **kwargs)#

Bases: Filter

FRAG_SHADER = '\n        void isoline() {\n            if ($isolevel <= 0. || $isowidth <= 0.) {\n                return;\n            }\n\n            // function taken from glumpy/examples/isocurves.py\n            // and extended to have level, width, color and antialiasing\n            // as parameters\n\n            // Extract data value\n            // this accounts for perception,\n            // have to decide, which one to use or make this a uniform\n            const vec3 w = vec3(0.299, 0.587, 0.114);\n            //const vec3 w = vec3(0.2126, 0.7152, 0.0722);\n            float value = dot(gl_FragColor.rgb, w);\n\n            // setup lw, aa\n            float linewidth = $isowidth + $antialias;\n\n            // "middle" contour(s) dividing upper and lower half\n            // but only if isolevel is even\n            if( mod($isolevel,2.0) == 0.0 ) {\n                if( length(value - 0.5) < 0.5 / $isolevel)\n                    linewidth = linewidth * 2;\n            }\n\n            // Trace contour isoline\n            float v  = $isolevel * value - 0.5;\n            float dv = linewidth/2.0 * fwidth(v);\n            float f = abs(fract(v) - 0.5);\n            float d = smoothstep(-dv, +dv, f);\n            float t = linewidth/2.0 - $antialias;\n            d = abs(d)*linewidth/2.0 - t;\n\n            if( d < - linewidth ) {\n                d = 1.0;\n            } else  {\n                 d /= $antialias;\n            }\n\n            // setup foreground\n            vec4 fc = $isocolor;\n\n            // mix with background\n            if (d < 1.) {\n                gl_FragColor = mix(gl_FragColor, fc, 1-d);\n            }\n\n        }\n    '#
property antialias#
property color#
property level#
property width#
class vispy.visuals.filters.color.ZColormapFilter(cmap, zrange=(0.0, 1.0), fpos=3, vpos=9, **kwargs)#

Bases: Filter

FRAG_SHADER = '\n        void z_colormap_support() {\n            $zval = $position.z;\n        }\n    '#
VERT_SHADER = '\n        void apply_z_colormap() {\n            gl_FragColor = $cmap(($zval - $zrange.x) /\n                                 ($zrange.y - $zrange.x));\n        }\n    '#