import { FrameState } from '../PluggableMap'; import { UniformValue } from './Helper'; export interface Options { webGlContext: WebGLRenderingContext; scaleRatio?: number; vertexShader?: string; fragmentShader?: string; uniforms?: { [key: string]: UniformValue }; } export default class WebGLPostProcessingPass { constructor(options: Options); /** * Render to the next postprocessing pass (or to the canvas if final pass). */ apply(frameState: FrameState, nextPass?: WebGLPostProcessingPass): void; getFrameBuffer(): WebGLFramebuffer; /** * Get the WebGL rendering context */ getGL(): WebGLRenderingContext; /** * Initialize the render target texture of the post process, make sure it is at the * right size and bind it as a render target for the next draw calls. * The last step to be initialized will be the one where the primitives are rendered. */ init(frameState: FrameState): void; }