import type { Nullable } from "../types"; import type { Camera } from "../Cameras/camera"; import type { PostProcessOptions } from "./postProcess"; import { PostProcess } from "./postProcess"; import type { AbstractEngine } from "../Engines/abstractEngine"; import "../Shaders/grain.fragment"; import type { Scene } from "../scene"; /** * The GrainPostProcess adds noise to the image at mid luminance levels */ export declare class GrainPostProcess extends PostProcess { /** * The intensity of the grain added (default: 30) */ intensity: number; /** * If the grain should be randomized on every frame */ animated: boolean; /** * Gets a string identifying the name of the class * @returns "GrainPostProcess" string */ getClassName(): string; /** * Creates a new instance of @see GrainPostProcess * @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) * @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, options: number | PostProcessOptions, camera: Nullable, samplingMode?: number, engine?: AbstractEngine, reusable?: boolean, textureType?: number, blockCompilation?: boolean); /** * @internal */ static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): GrainPostProcess; }