import type { Camera } from "../../Cameras/camera.js"; import type { AbstractEngine } from "../../Engines/abstractEngine.js"; import type { RenderTargetWrapper } from "../../Engines/renderTargetWrapper.js"; import { Texture } from "../../Materials/Textures/texture.js"; import type { ThinTexture } from "../../Materials/Textures/thinTexture.js"; import { PostProcess } from "../../PostProcesses/postProcess.js"; import type { Scene } from "../../scene.js"; import type { Nullable } from "../../types.js"; import { Observable } from "../../Misc/observable.js"; /** @internal */ export declare class FluidRenderingTextures { protected _name: string; protected _scene: Scene; protected _camera: Nullable; protected _engine: AbstractEngine; protected _width: number; protected _height: number; protected _blurTextureSizeX: number; protected _blurTextureSizeY: number; protected _textureType: number; protected _textureFormat: number; protected _blurTextureType: number; protected _blurTextureFormat: number; protected _useStandardBlur: boolean; protected _generateDepthBuffer: boolean; protected _samples: number; protected _postProcessRunningIndex: number; protected _rt: Nullable; protected _texture: Nullable; protected _rtBlur: Nullable; protected _textureBlurred: Nullable; protected _blurPostProcesses: Nullable; enableBlur: boolean; blurSizeDivisor: number; blurFilterSize: number; private _blurNumIterations; get blurNumIterations(): number; set blurNumIterations(numIterations: number); blurMaxFilterSize: number; blurDepthScale: number; particleSize: number; onDisposeObservable: Observable; get renderTarget(): Nullable; get renderTargetBlur(): Nullable; get texture(): Nullable; get textureBlur(): Nullable; constructor(name: string, scene: Scene, width: number, height: number, blurTextureSizeX: number, blurTextureSizeY: number, textureType?: number, textureFormat?: number, blurTextureType?: number, blurTextureFormat?: number, useStandardBlur?: boolean, camera?: Nullable, generateDepthBuffer?: boolean, samples?: number); initialize(): void; applyBlurPostProcesses(): void; protected _createRenderTarget(): void; protected _createBlurPostProcesses(textureBlurSource: ThinTexture, textureType: number, textureFormat: number, blurSizeDivisor: number, debugName: string, useStandardBlur?: boolean): [RenderTargetWrapper, Texture, PostProcess[]]; private _fixReusablePostProcess; private _getProjectedParticleConstant; private _getDepthThreshold; dispose(): void; }