import type { Nullable } from "../types"; import type { Camera } from "../Cameras/camera"; import type { Effect } from "../Materials/effect"; import type { PostProcessOptions } from "./postProcess"; import { PostProcess } from "./postProcess"; import "../Shaders/depthOfFieldMerge.fragment"; import type { AbstractEngine } from "../Engines/abstractEngine.js"; /** * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion. */ export declare class DepthOfFieldMergePostProcess extends PostProcess { private _blurSteps; /** * Gets a string identifying the name of the class * @returns "DepthOfFieldMergePostProcess" string */ getClassName(): string; /** * Creates a new instance of DepthOfFieldMergePostProcess * @param name The name of the effect. * @param originalFromInput Post process which's input will be used for the merge. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel. * @param _blurSteps Blur post processes from low to high which will be mixed with the original image. * @param options The required width/height ratio to downsize to before computing the render pass. * @param camera The camera to apply the render pass to. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0) * @param engine The engine which the post process will be applied. (default: current engine) * @param reusable If the post process can be reused on the same frame. (default: false) * @param textureType Type of textures used when performing the post process. (default: 0) * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false) */ constructor(name: string, originalFromInput: PostProcess, circleOfConfusion: PostProcess, _blurSteps: Array, options: number | PostProcessOptions, camera: Nullable, samplingMode?: number, engine?: AbstractEngine, reusable?: boolean, textureType?: number, blockCompilation?: boolean); /** * Updates the effect with the current post process compile time values and recompiles the shader. * @param defines Define statements that should be added at the beginning of the shader. (default: null) * @param uniforms Set of uniform variables that will be passed to the shader. (default: null) * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null) * @param indexParameters The index parameters to be used for babylons include syntax "#include[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx * @param onCompiled Called when the shader has been compiled. * @param onError Called if there is an error when compiling a shader. */ updateEffect(defines?: Nullable, uniforms?: Nullable, samplers?: Nullable, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void; }