import { TextureBase } from '@awayjs/renderer'; import { NormalBasicMethod, _Shader_NormalBasicMethod } from './NormalBasicMethod'; /** * NormalSimpleWaterMethod provides a basic normal map method to create water ripples by translating two wave normal maps. */ export declare class NormalSimpleWaterMethod extends NormalBasicMethod { private _secondaryNormalMap; private _water1OffsetX; private _water1OffsetY; private _water2OffsetX; private _water2OffsetY; static assetType: string; /** * @inheritDoc */ get assetType(): string; /** * The translation of the first wave layer along the X-axis. */ get water1OffsetX(): number; set water1OffsetX(value: number); /** * The translation of the first wave layer along the Y-axis. */ get water1OffsetY(): number; set water1OffsetY(value: number); /** * The translation of the second wave layer along the X-axis. */ get water2OffsetX(): number; set water2OffsetX(value: number); /** * The translation of the second wave layer along the Y-axis. */ get water2OffsetY(): number; set water2OffsetY(value: number); /** * A second normal map that will be combined with the first to create a wave-like animation pattern. */ get secondaryNormalMap(): TextureBase; set secondaryNormalMap(value: TextureBase); /** * Creates a new NormalSimpleWaterMethod object. * @param waveMap1 A normal map containing one layer of a wave structure. * @param waveMap2 A normal map containing a second layer of a wave structure. */ constructor(normalMap?: TextureBase, secondaryNormalMap?: TextureBase); /** * @inheritDoc */ dispose(): void; } import { ShaderRegisterCache, ShaderRegisterData, ShaderRegisterElement } from '@awayjs/stage'; import { _Render_RenderableBase, ShaderBase, ChunkVO } from '@awayjs/renderer'; /** * _Shader_NormalSimpleWaterMethod provides a basic normal map method to create water ripples by translating two wave normal maps. */ export declare class _Shader_NormalSimpleWaterMethod extends _Shader_NormalBasicMethod { private _secondaryNormalMap; private _fragmentConstantsIndex; /** * Creates a new NormalHeightMapChunk. */ init(method: NormalSimpleWaterMethod, shader: ShaderBase): void; /** * @inheritDoc */ _initConstants(): void; /** * @inheritDoc */ _initVO(chunkVO: ChunkVO): void; /** * @inheritDoc */ onClear(): void; /** * @inheritDoc */ _activate(): void; /** * @inheritDoc */ _setRenderState(renderState: _Render_RenderableBase): void; /** * @inheritDoc */ _getFragmentCode(targetReg: ShaderRegisterElement, registerCache: ShaderRegisterCache, sharedRegisters: ShaderRegisterData): string; } //# sourceMappingURL=NormalSimpleWaterMethod.d.ts.map