import { ColorRepresentation, ShaderMaterial } from 'three'; /** * Parameters for {@link ScreenPointsMaterial}. */ export declare class ScreenPointsMaterialParameters { /** Base color for points. */ color?: ColorRepresentation; /** Size unit mode. If true then points size in real space units else in screen space units. */ worldUnits?: boolean; /** Ability for processing depth test for points. */ depthTest?: boolean; /** Ability for points transparency. */ transparent?: boolean; /** Distance from camera for reducing near points screen size when {@link worldUnits}=true. */ reduceNearScreenSize?: number; /** If the point is closer than this distance, its size will be kept constant in the screen space. * Works only with perspective camera and {@link worldUnits}=true. */ nearScreenCorrection?: number; /** If the point size is bigger than this factor, its size will be kept constant in the screen space. * Works only with orthogonal camera and {@link worldUnits}=true. */ maxScreenCorrection?: number; } /** * Material for screen points. Using in {@link ScreenPoints} object. */ export declare class ScreenPointsMaterial extends ShaderMaterial { /** Size unit mode. If true then points size in real space units else in screen space units. */ worldUnits: boolean; /** If the point is closer than this distance, its size will be kept constant in the screen space. * Works only with perspective camera and {@link worldUnits}=true. */ nearScreenCorrection: number; /** If the point size is bigger than this factor, its size will be kept constant in the screen space. * Works only with orthogonal camera and {@link worldUnits}=true. */ maxScreenCorrection: number; size: number; sizeAttenuation: boolean; /** Distance from camera for reducing near points screen size when {@link worldUnits}=true. */ reduceNearScreenSize: number; static setResolution(width: number, height: number, koef: number): void; /** * @param parameters - initial material parameters. */ constructor(parameters: ScreenPointsMaterialParameters); }