import { Pass } from 'postprocessing'; import { Camera, Scene, WebGLRenderer, WebGLRenderTarget } from 'three'; /** * * Supersample Anti-Aliasing Render Pass * * This manual approach to SSAA re-renders the scene once for each sample with camera jitter and accumulates the results. * * References: https://en.wikipedia.org/wiki/Supersampling * * original implementation from three.js@0.152.2 was modified to work with the postprocessing library * */ export declare class SSAARenderPass extends Pass { private readonly _clearPass; private readonly _copyUniforms; private readonly _fsQuad; private readonly _fullScreen; private readonly _sampleRenderTarget; private readonly _ssaaCopyMaterial; private _clearAlpha; private _clearColor; private _oldClearColor; private _sampleLevel; private _unbiased; private _copyMaterial; constructor(scene: Scene, camera: Camera); set mainCamera(value: Camera); set mainScene(value: Scene); get renderToScreen(): boolean; set renderToScreen(value: boolean); get sampleLevel(): number; /** * specified as n, where the number of samples is 2^n, so sampleLevel = 4, is 2^4 samples, 16. */ set sampleLevel(value: number); /** * to cancel out rounding errors */ set unbiased(value: boolean); dispose(): void; /** * Renders the scene. * * @param {WebGLRenderer} renderer - The renderer. * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass. * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen. * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds. * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active. */ render(renderer: WebGLRenderer, inputBuffer: WebGLRenderTarget, outputBuffer: WebGLRenderTarget, deltaTime: undefined, stencilTest: undefined): void; setSize(width: number, height: number): void; } //# sourceMappingURL=SSAARenderPass.d.ts.map