Vision filters
Vision filters are CSS post-process effects applied over the map tile. They don’t alter underlying data — they’re stylistic overlays. Twelve styles are available, each with an intensity slider (0-100 %) and an optional scanlines overlay that kicks in for a few of the more retro looks.
Opening the vision menu
The Vision tab of the Layers sidebar (left side of the map tile) lists all twelve styles as selectable buttons. Each button shows a small preview of the filter with its name below. Click any button to apply; click the currently-applied style to disable.
The 12 styles
| Style | Look | When to use |
|---|---|---|
| default | No filter | Normal rendering |
| nvg | Green-phosphor night vision — hue-rotate + saturation stack | Night-ops drills, dark command posts |
| flir | Thermal-style monochrome — contrast + invert chain | Highlighting hot spots on photoreal scenes |
| crt | Retro CRT monitor — reduced saturation + scanlines | Vintage HUD aesthetic, after-action briefings |
| noir | High-contrast black-and-white — saturate(0) + contrast | Print-quality map captures |
| snow | Arctic blue reconnaissance tint | Snow-terrain planning readability |
| amber | Warm HUD amber | Preserves night-adapted vision, like red-night but warmer |
| cyberpunk | Neon magenta / cyan | Cinematic flair, demos, trailers |
| whiteout | Over-exposed bright | Maximum glare simulation |
| recon | Muted tactical blue — sepia + hue-rotate | Dense-information map reads with less colour noise |
| solarize | False-color psychedelic — contrast + hue-rotate + slight invert | Stylised screenshots, training scenarios |
| tactical | Dark tactical base with cyan accents | Command-post screens with sun or strong glare |
Intensity slider
Below the style buttons is a slider from 0 to 100 that controls how strong the effect reads. At 0 the filter is essentially off; at 100 the filter renders full- strength. The slider controls the opacity of a filter overlay rather than mixing filter parameters, so the effect is non-linear — at low values you get a subtle tint, at high values the map becomes heavily stylised.
The slider’s current value is persisted per session; refresh the page and you’re back to default intensity.
Scanlines toggle
A Scanlines switch lives below the intensity slider. Enabling it draws horizontal
raster-like lines across the map via a ::after pseudo-element. Scanlines are
especially appropriate for:
- nvg — classic night-vision tube look.
- crt — part of the retro-monitor package.
- amber — HUD ambience.
- recon — subtle operator-HUD texture.
They look out of place on clean looks like noir and default (so those two don’t apply the pseudo-element even if the switch is on).
Cycling via voice or shortcut
There’s no keyboard shortcut to cycle filters in the current build. The vision
menu is the only entry point. A cycleVisionStyle() method exists in the component
(called by nothing at the moment) that would advance to the next filter; expose it
to a shortcut by filing a ticket if that’s something you’d use.
Persistence
Filter + intensity + scanlines are session-scoped — they persist across mode switches (2D → 3D → Cesium) within the same browser session but reset on page reload. This is intentional: most operators want a clean map every time they come back to the console rather than discovering they’re looking at an NVG-tinted view from last week.
Interaction with 2D mode
Filters apply in all three map modes (2d, 3d, cesium3d), but the look is
subtly different:
- 2D (Google Maps satellite) — filters apply via CSS on the DOM element containing Google’s tiles. Filters look closer to their design intent because the tiles are flat bitmaps.
- 3D and Cesium — filters apply to the canvas element. The filter chain is identical but the 3D renderer’s lighting + depth cues may flatten or exaggerate the effect. The tactical style specifically is tuned for Cesium.
Accessibility note
- nvg can be disorienting on high-brightness displays — pair with the dark ARGUS theme (Theme) for a consistent read.
- solarize and cyberpunk are high-saturation; operators with colour-vision deficiencies may find them hard to read — prefer noir or recon.
Related
- Map overview
- Theme
- Tactical hologram — not to be confused with the tactical vision filter. Hologram mode is a full rendering rework of the map; the filter is a colour cast on top of whatever rendering mode you’re in.