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- import type { Nullable } from "../types";
- import type { Camera } from "../Cameras/camera";
- import type { PostProcessOptions } from "./postProcess";
- import { PostProcess } from "./postProcess";
- import type { AbstractEngine } from "../Engines/abstractEngine";
- import "../Shaders/grain.fragment";
- import type { Scene } from "../scene";
- /**
- * The GrainPostProcess adds noise to the image at mid luminance levels
- */
- export declare class GrainPostProcess extends PostProcess {
- /**
- * The intensity of the grain added (default: 30)
- */
- intensity: number;
- /**
- * If the grain should be randomized on every frame
- */
- animated: boolean;
- /**
- * Gets a string identifying the name of the class
- * @returns "GrainPostProcess" string
- */
- getClassName(): string;
- /**
- * Creates a new instance of @see GrainPostProcess
- * @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 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, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: AbstractEngine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
- /**
- * @internal
- */
- static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): GrainPostProcess;
- }
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