export class RenderPassCompose { constructor(graphicsDevice: any); sceneTexture: any; bloomIntensity: number; _bloomTexture: any; _toneMapping: any; _gradingEnabled: boolean; gradingSaturation: number; gradingContrast: number; gradingBrightness: number; _shaderDirty: boolean; _vignetteEnabled: boolean; vignetteInner: number; vignetteOuter: number; vignetteCurvature: number; vignetteIntensity: number; _fringingEnabled: boolean; fringingIntensity: number; _key: string; sceneTextureId: any; bloomTextureId: any; bloomIntensityId: any; bcsId: any; vignetterParamsId: any; fringingIntensityId: any; set bloomTexture(arg: any); get bloomTexture(): any; set gradingEnabled(arg: boolean); get gradingEnabled(): boolean; set vignetteEnabled(arg: boolean); get vignetteEnabled(): boolean; set fringingEnabled(arg: boolean); get fringingEnabled(): boolean; set toneMapping(arg: any); get toneMapping(): any; get toneMapChunk(): any; postInit(): void; frameUpdate(): void; shader: any; execute(): void; }