import { Camera, Texture, Vector2, WebGLRenderer, WebGLRenderTarget } from 'three'; import { Pass } from 'postprocessing'; export declare class PoissionDenoisePass extends Pass { static DefaultOptions: { iterations: number; radius: number; rings: number; lumaPhi: number; depthPhi: number; normalPhi: number; samples: number; distance: number; normalTexture: null; }; static blueNoiseTexture?: Texture; index: number; inputTexture: Texture; iterations: number; radius: number; renderTargetA: WebGLRenderTarget; renderTargetB: WebGLRenderTarget; rings: number; samples: number; constructor(camera: Camera, inputTexture: Texture, depthTexture: Texture, options?: { [key: string]: unknown; }); get texture(): Texture; generateDenoiseSamples(numSamples: number, numRings: number, r: number, texelSize: Vector2): Vector2[]; generatePoissonDiskConstant(poissonDisk: Vector2[]): string; render(renderer: WebGLRenderer): void; setSize(width: number, height: number): void; } //# sourceMappingURL=PoissionDenoisePass.d.ts.map