/*! * Copyright (c) Microsoft Corporation. * Licensed under the MIT License. */ import { ShaderBase } from "./shader.js"; import { mat4, vec3 } from "gl-matrix"; import { Core } from "../../../main.js"; import { Main } from "../main.js"; export declare class Deferred extends ShaderBase { private _texture2D1; private _texture2D2; private _texture2D3; private _texture2D4; private _texture2D5; private _positionAttribute; private _shadowUniform; private _ssaoUniform; private _shadowVMatrixUniform; private _shadowPMatrixUniform; private _viewportUniform; private _shadowMapSizeUniform; private _samplerUniform1; private _samplerUniform2; private _samplerUniform3; private _samplerUniform4; private _samplerUniform5; private _keyLightHalfAngleUniform; private _directionToKeyLightUniform; private _directionToFillLight1Uniform; private _directionToFillLight2Uniform; private _keyLightIntensityUniform; private _fillLight1IntensityUniform; private _fillLight2IntensityUniform; private _ambientIntensityUniform; private _materialIntensityUniform; private _specularPowerUniform; private _specularIntensityUniform; isShadowEnabled: boolean; shadowVMatrix: mat4; shadowPMatrix: mat4; directionToKeyLight: vec3; directionToFillLight1: vec3; directionToFillLight2: vec3; keyLightHalfAngle: vec3; keyLightIntensity: number; fillLight1Intensity: number; fillLight2Intensity: number; ambientIntensity: number; materialIntensity: number; specularIntensity: number; specularPower: number; left: number; top: number; width: number; height: number; shadowMapWidth: number; shadowMapHeight: number; isSsaoEnabled: boolean; get texture2D1(): WebGLTexture; set texture2D1(value: WebGLTexture); get texture2D2(): WebGLTexture; set texture2D2(value: WebGLTexture); get texture2D3(): WebGLTexture; set texture2D3(value: WebGLTexture); get texture2D4(): WebGLTexture; set texture2D4(value: WebGLTexture); get texture2D5(): WebGLTexture; set texture2D5(value: WebGLTexture); constructor(core: Core, main: Main); initializeContext(gl: WebGL2RenderingContext): void; private _initializeShader; apply(): void; updateBuffers(): void; updateTextures(): void; }