/** * Bloom post-processing pass. * Downsample chain: HDR → 1/2 → 1/4 → 1/8 → 1/16 (threshold on first pass). * Upsample chain: 1/16 → 1/8 → 1/4 → 1/2 → full (additive blend). * Output: full-res bloom texture. */ export declare class BloomPass { threshold: number; intensity: number; radius: number; private readonly _device; private readonly _downPipeline; private readonly _upPipeline; private readonly _sampler; private readonly _downBGL; private readonly _upBGL; private readonly _passBuffers; private readonly _paramsData; private _mipTextures; private _mipViews; private _width; private _height; constructor(device: GPUDevice); private _ensureMips; /** Execute bloom and return the bloom texture view to be composited with HDR scene. */ execute(encoder: GPUCommandEncoder, hdrTexture: GPUTexture): GPUTextureView; destroy(): void; } //# sourceMappingURL=bloom-pass.d.ts.map