import * as THREE from 'three'; export declare class MeshReflectorMaterial extends THREE.MeshStandardMaterial { private _tDepth; private _distortionMap; private _tDiffuse; private _tDiffuseBlur; private _textureMatrix; private _hasBlur; private _mirror; private _mixBlur; private _blurStrength; private _minDepthThreshold; private _maxDepthThreshold; private _depthScale; private _depthToBlurRatioBias; private _distortion; private _mixContrast; constructor(parameters?: {}); onBeforeCompile(shader: any): void; get tDiffuse(): THREE.Texture | null; set tDiffuse(v: THREE.Texture | null); get tDepth(): THREE.Texture | null; set tDepth(v: THREE.Texture | null); get distortionMap(): THREE.Texture | null; set distortionMap(v: THREE.Texture | null); get tDiffuseBlur(): THREE.Texture | null; set tDiffuseBlur(v: THREE.Texture | null); get textureMatrix(): THREE.Matrix4 | null; set textureMatrix(v: THREE.Matrix4 | null); get hasBlur(): boolean; set hasBlur(v: boolean); get mirror(): number; set mirror(v: number); get mixBlur(): number; set mixBlur(v: number); get mixStrength(): number; set mixStrength(v: number); get minDepthThreshold(): number; set minDepthThreshold(v: number); get maxDepthThreshold(): number; set maxDepthThreshold(v: number); get depthScale(): number; set depthScale(v: number); get depthToBlurRatioBias(): number; set depthToBlurRatioBias(v: number); get distortion(): number; set distortion(v: number); get mixContrast(): number; set mixContrast(v: number); }