import type { Nullable } from "../types"; import type { Camera } from "../Cameras/camera"; import type { PostProcessOptions } from "./postProcess"; import { PostProcess } from "./postProcess"; import type { Engine } from "../Engines/engine"; import "../Shaders/highlights.fragment"; /** * Extracts highlights from the image * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses */ export declare class HighlightsPostProcess extends PostProcess { /** * Gets a string identifying the name of the class * @returns "HighlightsPostProcess" string */ getClassName(): string; /** * Extracts highlights from the image * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses * @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 texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT) */ constructor(name: string, options: number | PostProcessOptions, camera: Nullable, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number); }