import type { Nullable } from "../types"; import type { Camera } from "../Cameras/camera"; import type { PostProcessOptions } from "./postProcess"; import { PostProcess } from "./postProcess"; import { AbstractEngine } from "../Engines/abstractEngine"; import "../Shaders/pass.fragment"; import "../Shaders/passCube.fragment"; import type { Scene } from "../scene"; /** * PassPostProcess which produces an output the same as it's input */ export declare class PassPostProcess extends PostProcess { /** * Gets a string identifying the name of the class * @returns "PassPostProcess" string */ getClassName(): string; /** * Creates the PassPostProcess * @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 The type of texture to be used when performing the post processing. * @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, 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): PassPostProcess; } /** * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture) */ export declare class PassCubePostProcess extends PostProcess { private _face; /** * Gets or sets the cube face to display. * * 0 is +X * * 1 is -X * * 2 is +Y * * 3 is -Y * * 4 is +Z * * 5 is -Z */ get face(): number; set face(value: number); /** * Gets a string identifying the name of the class * @returns "PassCubePostProcess" string */ getClassName(): string; /** * Creates the PassCubePostProcess * @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 The type of texture to be used when performing the post processing. * @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, 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): PassCubePostProcess; }