Eye-dome lighting (EDL) is a non-photorealistic lighting model, which helps accentuate the shapes of different objects to improve depth perception, by shading their outlines.

Eye-dome lighting
Left: eye-dome lighting disabled, Right: eye-dome lighting enabled

Technically, the lighting model applies a shade to each pixel, based on the depth difference between that pixel and its surrounding pixels. The EDL technique uses 3 properties:
  • the window property defines how many surrounding pixels must be taken into account.
  • the strength property is a factor to multiply with the shading that is applied to the image. A value between 0 and 1 will soften the shade, a value higher than 1 will harden the shade.
  • the color property defines what color the shade will have.

See also Configuring WebGL Map effects.

Example

  map.effects.eyeDomeLighting = {
window: 2,
strength: 0.5
}

EDL only has an effect on 3D WebGLMaps. It has no effect on transparent data.

Since

2020.0

interface EyeDomeLightingEffect {
    color?: string;
    strength?: number;
    window?: number;
}

Properties

color?: string

The EDL color defines the color of the shade.

Note that the alpha component of the color is ignored so the color will be fully opaque.

Default

rgb(0, 0, 0)
strength?: number

The EDL strength is a factor to make the shading effect more or less pronounced. A value between 0 and 1 will soften the shade, a value greater than 1 will harden the shade.

Default

1
window?: number

The EDL window defines how many surrounding pixels will be taken into account.

Default

2