import { ProjectionBase } from '@awayjs/core'; import { Image2D } from '@awayjs/stage'; import { DirectionalShadowMapper, _Shader_DirectionalShadowMapper } from './DirectionalShadowMapper'; export declare class NearDirectionalShadowMapper extends DirectionalShadowMapper { private _fadeRatio; private _coverageRatio; static assetType: string; /** * @inheritDoc */ get assetType(): string; constructor(image2D?: Image2D, coverageRatio?: number, fadeRatio?: number); /** * A value between 0 and 1 to indicate the ratio of the view frustum that needs to be covered by the shadow map. */ get coverageRatio(): number; set coverageRatio(value: number); /** * The amount of shadow fading to the outer shadow area. A value of 1 would mean the shadows start fading from the camera's near plane. */ get fadeRatio(): number; set fadeRatio(value: number); protected _updateProjection(projection: ProjectionBase): void; } import { ShaderRegisterCache, ShaderRegisterData, ShaderRegisterElement } from '@awayjs/stage'; import { _Render_RenderableBase, ChunkVO } from '@awayjs/renderer'; /** * ShadowNearChunk provides a shadow map method that restricts the shadowed area near the camera to optimize * shadow map usage. This method needs to be used in conjunction with a NearDirectionalShadowMapper. * * @see away.lights.NearDirectionalShadowMapper */ export declare class _Shader_NearDirectionalShadowMapper extends _Shader_DirectionalShadowMapper { private _fragmentDistanceIndex; /** * @inheritDoc */ _initConstants(): void; /** * @inheritDoc */ _initVO(chunkVO: ChunkVO): void; /** * @inheritDoc */ _getFragmentCode(targetReg: ShaderRegisterElement, registerCache: ShaderRegisterCache, sharedRegisters: ShaderRegisterData): string; /** * @inheritDoc */ _setRenderState(renderState: _Render_RenderableBase): void; } //# sourceMappingURL=NearDirectionalShadowMapper.d.ts.map