import { Vector2 } from "../Maths/math.vector"; import type { Nullable } from "../types"; import type { PostProcessOptions } from "./postProcess"; import { PostProcess } from "./postProcess"; import type { Camera } from "../Cameras/camera"; import type { AbstractEngine } from "../Engines/abstractEngine"; import "../Shaders/chromaticAberration.fragment"; import type { Scene } from "../scene"; /** * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen */ export declare class ChromaticAberrationPostProcess extends PostProcess { /** * The amount of separation of rgb channels (default: 30) */ aberrationAmount: number; /** * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0) */ radialIntensity: number; /** * The normalized direction in which the rgb channels should be separated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707)) */ direction: Vector2; /** * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corner] (default: Vector2(0.5 ,0.5)) */ centerPosition: Vector2; /** The width of the screen to apply the effect on */ screenWidth: number; /** The height of the screen to apply the effect on */ screenHeight: number; /** * Gets a string identifying the name of the class * @returns "ChromaticAberrationPostProcess" string */ getClassName(): string; /** * Creates a new instance ChromaticAberrationPostProcess * @param name The name of the effect. * @param screenWidth The width of the screen to apply the effect on. * @param screenHeight The height of the screen to apply the effect on. * @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, screenWidth: number, screenHeight: number, 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): Nullable; }