import type { Color3 } from "../Maths/math.color"; import type { Camera } from "../Cameras/camera"; import { Texture } from "../Materials/Textures/texture"; import type { PostProcessOptions } from "./postProcess"; import { PostProcess } from "./postProcess"; import type { AbstractEngine } from "../Engines/abstractEngine"; import "../Shaders/refraction.fragment"; import type { Nullable } from "../types"; import type { Scene } from "../scene"; /** * Post process which applies a refraction texture * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses#refraction */ export declare class RefractionPostProcess extends PostProcess { private _refTexture; private _ownRefractionTexture; /** the base color of the refraction (used to taint the rendering) */ color: Color3; /** simulated refraction depth */ depth: number; /** the coefficient of the base color (0 to remove base color tainting) */ colorLevel: number; /** Gets the url used to load the refraction texture */ refractionTextureUrl: string; /** * Gets or sets the refraction texture * Please note that you are responsible for disposing the texture if you set it manually */ get refractionTexture(): Texture; set refractionTexture(value: Texture); /** * Gets a string identifying the name of the class * @returns "RefractionPostProcess" string */ getClassName(): string; /** * Initializes the RefractionPostProcess * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses#refraction * @param name The name of the effect. * @param refractionTextureUrl Url of the refraction texture to use * @param color the base color of the refraction (used to taint the rendering) * @param depth simulated refraction depth * @param colorLevel the coefficient of the base color (0 to remove base color tainting) * @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: string, refractionTextureUrl: string, color: Color3, depth: number, colorLevel: number, options: number | PostProcessOptions, camera: Nullable, samplingMode?: number, engine?: AbstractEngine, reusable?: boolean); /** * Disposes of the post process * @param camera Camera to dispose post process on */ dispose(camera: Camera): void; /** * @internal */ static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): RefractionPostProcess; }