export { RenderPasses as default }; /** * List of predefined Render Passes for Post Processing. * Parameters required are shown as a warning in the JS console. * @class * * @example * import Points, { RenderPass, RenderPasses } from 'points'; * const points = new Points('canvas'); * * // option 1: along with the RenderPasses pased into `Points.init()` * let renderPasses = [ * new RenderPass(vert1, frag1, compute1), * new RenderPass(vert2, frag2, compute2) * ]; * * // option 2: calling `points.addRenderPass()` method * points.addRenderPass(RenderPasses.GRAYSCALE); * points.addRenderPass(RenderPasses.CHROMATIC_ABERRATION, { distance: .02 }); * points.addRenderPass(RenderPasses.COLOR, { color: [.5, 1, 0, 1], blendAmount: .5 }); * points.addRenderPass(RenderPasses.PIXELATE); * points.addRenderPass(RenderPasses.LENS_DISTORTION); * points.addRenderPass(RenderPasses.FILM_GRAIN); * points.addRenderPass(RenderPasses.BLOOM); * points.addRenderPass(RenderPasses.BLUR, { resolution: [100, 100], direction: [.4, 0], radians: 0 }); * points.addRenderPass(RenderPasses.WAVES, { scale: .05 }); * * await points.init(renderPasses); * * points.update(update); * * function update() { * // update uniforms and other animation variables * } */ declare class RenderPasses { /** * Apply a color {@link RenderPass} * @example * points.addRenderPass(RenderPasses.COLOR, { color: [.5, 1, 0, 1], blendAmount: .5 }); * @type {RenderPass} */ static COLOR: RenderPass; /** * Apply a grayscale {@link RenderPass} * @example * points.addRenderPass(RenderPasses.GRAYSCALE); * @type {RenderPass} */ static GRAYSCALE: RenderPass; /** * Apply a chromatic aberration {@link RenderPass} * @example * points.addRenderPass(RenderPasses.CHROMATIC_ABERRATION, { distance: .02 }); * @type {RenderPass} */ static CHROMATIC_ABERRATION: RenderPass; /** * Apply a pixelation {@link RenderPass} * @example * points.addRenderPass(RenderPasses.PIXELATE); * @type {RenderPass} */ static PIXELATE: RenderPass; /** * Apply a lens distortion {@link RenderPass} * @example * points.addRenderPass(RenderPasses.LENS_DISTORTION); * @type {RenderPass} */ static LENS_DISTORTION: RenderPass; /** * Apply a film grain {@link RenderPass} * @example * points.addRenderPass(RenderPasses.FILM_GRAIN); * @type {RenderPass} */ static FILM_GRAIN: RenderPass; /** * Apply a bloom {@link RenderPass} * @example * points.addRenderPass(RenderPasses.BLOOM); * @type {RenderPass} */ static BLOOM: RenderPass; /** * Apply a blur {@link RenderPass} * @example * points.addRenderPass(RenderPasses.BLUR, { resolution: [100, 100], direction: [.4, 0], radians: 0 }); * @type {RenderPass} */ static BLUR: RenderPass; /** * Apply a waives noise {@link RenderPass} * @example * points.addRenderPass(RenderPasses.WAVES, { scale: .05 }); * @type {RenderPass} */ static WAVES: RenderPass; /** * Apply a CRT tv pixels effect {@link RenderPass} * @example * points.addRenderPass(RenderPasses.CRT, { scale: .05 }); * @type {RenderPass} */ static CRT: RenderPass; }