import type { PostProcessOptions } from "./postProcess"; import { PostProcess } from "./postProcess"; import type { Nullable } from "../types"; import type { AbstractEngine } from "../Engines/abstractEngine"; import type { Camera } from "../Cameras/camera"; import "../Shaders/bloomMerge.fragment"; /** * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion. */ export declare class BloomMergePostProcess extends PostProcess { /** Weight of the bloom to be added to the original input. */ weight: number; /** * Gets a string identifying the name of the class * @returns "BloomMergePostProcess" string */ getClassName(): string; /** * Creates a new instance of @see BloomMergePostProcess * @param name The name of the effect. * @param originalFromInput Post process which's input will be used for the merge. * @param blurred Blurred highlights post process which's output will be used. * @param weight Weight of the bloom to be added to the original input. * @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, originalFromInput: PostProcess, blurred: PostProcess, /** Weight of the bloom to be added to the original input. */ weight: number, options: number | PostProcessOptions, camera: Nullable, samplingMode?: number, engine?: AbstractEngine, reusable?: boolean, textureType?: number, blockCompilation?: boolean); }