declare namespace BABYLON { /** @internal */ export var woodProceduralTexturePixelShader: { name: string; shader: string; }; export class WoodProceduralTexture extends ProceduralTexture { private _ampScale; private _woodColor; constructor(name: string, size: number, scene?: Nullable, fallbackTexture?: Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; get ampScale(): number; set ampScale(value: number); get woodColor(): Color3; set woodColor(value: Color3); /** * Serializes this wood procedural texture * @returns a serialized wood procedural texture object */ serialize(): any; /** * Creates a Wood Procedural Texture from parsed wood procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing wood procedural texture information * @returns a parsed Wood Procedural Texture */ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): WoodProceduralTexture; } /** @internal */ export var starfieldProceduralTexturePixelShader: { name: string; shader: string; }; export class StarfieldProceduralTexture extends ProceduralTexture { private _time; private _alpha; private _beta; private _zoom; private _formuparam; private _stepsize; private _tile; private _brightness; private _darkmatter; private _distfading; private _saturation; constructor(name: string, size: number, scene?: Nullable, fallbackTexture?: Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; get time(): number; set time(value: number); get alpha(): number; set alpha(value: number); get beta(): number; set beta(value: number); get formuparam(): number; set formuparam(value: number); get stepsize(): number; set stepsize(value: number); get zoom(): number; set zoom(value: number); get tile(): number; set tile(value: number); get brightness(): number; set brightness(value: number); get darkmatter(): number; set darkmatter(value: number); get distfading(): number; set distfading(value: number); get saturation(): number; set saturation(value: number); /** * Serializes this starfield procedural texture * @returns a serialized starfield procedural texture object */ serialize(): any; /** * Creates a Starfield Procedural Texture from parsed startfield procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing startfield procedural texture information * @returns a parsed Starfield Procedural Texture */ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): StarfieldProceduralTexture; } /** @internal */ export var roadProceduralTexturePixelShader: { name: string; shader: string; }; export class RoadProceduralTexture extends ProceduralTexture { private _roadColor; constructor(name: string, size: number, scene?: Nullable, fallbackTexture?: Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; get roadColor(): Color3; set roadColor(value: Color3); /** * Serializes this road procedural texture * @returns a serialized road procedural texture object */ serialize(): any; /** * Creates a Road Procedural Texture from parsed road procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing road procedural texture information * @returns a parsed Road Procedural Texture */ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): RoadProceduralTexture; } /** @internal */ export var perlinNoiseProceduralTexturePixelShader: { name: string; shader: string; }; export class PerlinNoiseProceduralTexture extends ProceduralTexture { time: number; timeScale: number; translationSpeed: number; private _currentTranslation; constructor(name: string, size: number, scene?: Nullable, fallbackTexture?: Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; render(useCameraPostProcess?: boolean): void; resize(size: any, generateMipMaps: any): void; /** * Serializes this perlin noise procedural texture * @returns a serialized perlin noise procedural texture object */ serialize(): any; /** * Creates a Perlin Noise Procedural Texture from parsed perlin noise procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing perlin noise procedural texture information * @returns a parsed Perlin Noise Procedural Texture */ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): PerlinNoiseProceduralTexture; } /** @internal */ export var normalMapProceduralTexturePixelShader: { name: string; shader: string; }; export class NormalMapProceduralTexture extends ProceduralTexture { private _baseTexture; constructor(name: string, size: number, scene?: Nullable, fallbackTexture?: Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; render(useCameraPostProcess?: boolean): void; resize(size: any, generateMipMaps: any): void; isReady(): boolean; get baseTexture(): Texture; set baseTexture(texture: Texture); /** * Serializes this normal map procedural texture * @returns a serialized normal map procedural texture object */ serialize(): any; /** * Creates a Normal Map Procedural Texture from parsed normal map procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing normal map procedural texture information * @returns a parsed Normal Map Procedural Texture */ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): NormalMapProceduralTexture; } /** @internal */ export var marbleProceduralTexturePixelShader: { name: string; shader: string; }; export class MarbleProceduralTexture extends ProceduralTexture { private _numberOfTilesHeight; private _numberOfTilesWidth; private _amplitude; private _jointColor; constructor(name: string, size: number, scene?: Nullable, fallbackTexture?: Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; get numberOfTilesHeight(): number; set numberOfTilesHeight(value: number); get amplitude(): number; set amplitude(value: number); get numberOfTilesWidth(): number; set numberOfTilesWidth(value: number); get jointColor(): Color3; set jointColor(value: Color3); /** * Serializes this marble procedural texture * @returns a serialized marble procedural texture object */ serialize(): any; /** * Creates a Marble Procedural Texture from parsed marble procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing marble procedural texture information * @returns a parsed Marble Procedural Texture */ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): MarbleProceduralTexture; } /** @internal */ export var grassProceduralTexturePixelShader: { name: string; shader: string; }; export class GrassProceduralTexture extends ProceduralTexture { private _grassColors; private _groundColor; constructor(name: string, size: number, scene?: Nullable, fallbackTexture?: Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; get grassColors(): Color3[]; set grassColors(value: Color3[]); get groundColor(): Color3; set groundColor(value: Color3); /** * Serializes this grass procedural texture * @returns a serialized grass procedural texture object */ serialize(): any; /** * Creates a Grass Procedural Texture from parsed grass procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing grass procedural texture information * @returns a parsed Grass Procedural Texture */ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): GrassProceduralTexture; } /** @internal */ export var fireProceduralTexturePixelShader: { name: string; shader: string; }; export class FireProceduralTexture extends ProceduralTexture { private _time; private _speed; private _autoGenerateTime; private _fireColors; private _alphaThreshold; constructor(name: string, size: number, scene?: Nullable, fallbackTexture?: Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; render(useCameraPostProcess?: boolean): void; static get PurpleFireColors(): Color3[]; static get GreenFireColors(): Color3[]; static get RedFireColors(): Color3[]; static get BlueFireColors(): Color3[]; get autoGenerateTime(): boolean; set autoGenerateTime(value: boolean); get fireColors(): Color3[]; set fireColors(value: Color3[]); get time(): number; set time(value: number); get speed(): Vector2; set speed(value: Vector2); get alphaThreshold(): number; set alphaThreshold(value: number); /** * Serializes this fire procedural texture * @returns a serialized fire procedural texture object */ serialize(): any; /** * Creates a Fire Procedural Texture from parsed fire procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing fire procedural texture information * @returns a parsed Fire Procedural Texture */ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): FireProceduralTexture; } /** @internal */ export var cloudProceduralTexturePixelShader: { name: string; shader: string; }; export class CloudProceduralTexture extends ProceduralTexture { private _skyColor; private _cloudColor; private _amplitude; private _numOctaves; constructor(name: string, size: number, scene?: Nullable, fallbackTexture?: Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; get skyColor(): Color4; set skyColor(value: Color4); get cloudColor(): Color4; set cloudColor(value: Color4); get amplitude(): number; set amplitude(value: number); get numOctaves(): number; set numOctaves(value: number); /** * Serializes this cloud procedural texture * @returns a serialized cloud procedural texture object */ serialize(): any; /** * Creates a Cloud Procedural Texture from parsed cloud procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing cloud procedural texture information * @returns a parsed Cloud Procedural Texture */ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CloudProceduralTexture; } /** @internal */ export var brickProceduralTexturePixelShader: { name: string; shader: string; }; export class BrickProceduralTexture extends ProceduralTexture { private _numberOfBricksHeight; private _numberOfBricksWidth; private _jointColor; private _brickColor; constructor(name: string, size: number, scene?: Nullable, fallbackTexture?: Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; get numberOfBricksHeight(): number; set numberOfBricksHeight(value: number); get numberOfBricksWidth(): number; set numberOfBricksWidth(value: number); get jointColor(): Color3; set jointColor(value: Color3); get brickColor(): Color3; set brickColor(value: Color3); /** * Serializes this brick procedural texture * @returns a serialized brick procedural texture object */ serialize(): any; /** * Creates a Brick Procedural Texture from parsed brick procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing brick procedural texture information * @returns a parsed Brick Procedural Texture */ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): BrickProceduralTexture; } }