/** * @category Graphics */ export class RenderPassCompose extends RenderPassShaderQuad { constructor(graphicsDevice: any); sceneTexture: any; bloomIntensity: number; _bloomTexture: any; _toneMapping: number; _gradingEnabled: boolean; gradingSaturation: number; gradingContrast: number; gradingBrightness: number; _shaderDirty: boolean; _vignetteEnabled: boolean; vignetteInner: number; vignetteOuter: number; vignetteCurvature: number; vignetteIntensity: number; _fringingEnabled: boolean; fringingIntensity: number; _taaEnabled: boolean; _sharpness: number; _key: string; sceneTextureId: any; bloomTextureId: any; bloomIntensityId: any; bcsId: any; vignetterParamsId: any; fringingIntensityId: any; sceneTextureInvResId: any; sceneTextureInvResValue: Float32Array; sharpnessId: any; set bloomTexture(value: any); get bloomTexture(): any; set taaEnabled(value: boolean); get taaEnabled(): boolean; set gradingEnabled(value: boolean); get gradingEnabled(): boolean; set vignetteEnabled(value: boolean); get vignetteEnabled(): boolean; set fringingEnabled(value: boolean); get fringingEnabled(): boolean; set toneMapping(value: number); get toneMapping(): number; get toneMapChunk(): any; set sharpness(value: number); get sharpness(): number; get isSharpnessEnabled(): boolean; } import { RenderPassShaderQuad } from '../../scene/graphics/render-pass-shader-quad.js';