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- 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<Camera>, 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;
- }
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