/** * A render pass which typically executes before the rendering of the main scene, and renders data * that is required for the main rendering pass (and also in following passes) into separate render * targets. This can include depth, normals, velocity, etc, used by TAA, motion blur, SSAO, etc. * * @category Graphics * @ignore */ export class RenderPassPrepass extends RenderPass { constructor(device: any, scene: any, renderer: any, camera: any, depthBuffer: any, options: any); /** @type {import('../../platform/graphics/bind-group.js').BindGroup[]} */ viewBindGroups: import("../../platform/graphics/bind-group.js").BindGroup[]; /** @type {Texture} */ velocityTexture: Texture; scene: any; renderer: any; camera: any; setupRenderTarget(depthBuffer: any, options: any): void; } import { RenderPass } from '../../platform/graphics/render-pass.js'; import { Texture } from '../../platform/graphics/texture.js';