import { Mesh, Scene, WebGLRenderTarget, WebGLRenderer, Camera } from 'three'; import { ConvolutionMaterial } from './ConvolutionMaterial'; export interface BlurPassProps { gl: WebGLRenderer; resolution: number; width?: number; height?: number; minDepthThreshold?: number; maxDepthThreshold?: number; depthScale?: number; depthToBlurRatioBias?: number; } export declare class BlurPass { readonly renderTargetA: WebGLRenderTarget; readonly renderTargetB: WebGLRenderTarget; readonly convolutionMaterial: ConvolutionMaterial; readonly scene: Scene; readonly camera: Camera; readonly screen: Mesh; renderToScreen: boolean; constructor({ gl, resolution, width, height, minDepthThreshold, maxDepthThreshold, depthScale, depthToBlurRatioBias, }: BlurPassProps); render(renderer: any, inputBuffer: any, outputBuffer: any): void; }