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HuangJiPC / public / static / three / examples / jsm / postprocessing / UnrealBloomPass.d.ts
@zhangdeliang zhangdeliang on 21 Jun 965 bytes update
import {
	Color,
	MeshBasicMaterial,
	ShaderMaterial,
	Vector2,
	Vector3,
	WebGLRenderTarget
} from '../../../src/Three';

import { Pass } from './Pass';

export class UnrealBloomPass extends Pass {

	constructor( resolution: Vector2, strength: number, radius: number, threshold: number );
	resolution: Vector2;
	strength: number;
	radius: number;
	threshold: number;
	clearColor: Color;
	renderTargetsHorizontal: WebGLRenderTarget[];
	renderTargetsVertical: WebGLRenderTarget[];
	nMips: number;
	renderTargetBright: WebGLRenderTarget;
	highPassUniforms: object;
	materialHighPassFilter: ShaderMaterial;
	separableBlurMaterials: ShaderMaterial[];
	compositeMaterial: ShaderMaterial;
	bloomTintColors: Vector3[];
	copyUniforms: object;
	materialCopy: ShaderMaterial;
	oldClearColor: Color;
	oldClearAlpha: number;
	basic: MeshBasicMaterial;
	fsQuad: object;

	dispose(): void;
	getSeperableBlurMaterial(): ShaderMaterial;
	getCompositeMaterial(): ShaderMaterial;

}