import { PostProcess } from "./postProcess.js"; import "../Shaders/displayPass.fragment.js"; import { RegisterClass } from "../Misc/typeStore.js"; import { SerializationHelper } from "../Misc/decorators.serialization.js"; /** * DisplayPassPostProcess which produces an output the same as it's input */ export class DisplayPassPostProcess extends PostProcess { /** * Gets a string identifying the name of the class * @returns "DisplayPassPostProcess" string */ getClassName() { return "DisplayPassPostProcess"; } /** * Creates the DisplayPassPostProcess * @param name The name of the effect. * @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) */ constructor(name, options, camera, samplingMode, engine, reusable) { super(name, "displayPass", ["passSampler"], ["passSampler"], options, camera, samplingMode, engine, reusable); } /** * @internal */ static _Parse(parsedPostProcess, targetCamera, scene, rootUrl) { return SerializationHelper.Parse(() => { return new DisplayPassPostProcess(parsedPostProcess.name, parsedPostProcess.options, targetCamera, parsedPostProcess.renderTargetSamplingMode, scene.getEngine(), parsedPostProcess.reusable); }, parsedPostProcess, scene, rootUrl); } } RegisterClass("BABYLON.DisplayPassPostProcess", DisplayPassPostProcess); //# sourceMappingURL=displayPassPostProcess.js.map