import { Pass } from "./three-effectcomposer"; import { Vector2, ShaderMaterial, WebGLRenderTarget, IUniform, Color, Scene, Mesh, OrthographicCamera } from "./three-core"; export class UnrealBloomPass extends Pass { constructor(resolution?: Vector2, strength?: number, radius?: number, threshold?: number); strength: number; resolution: Vector2; nMips: number; renderTargetBright: WebGLRenderTarget; highPassUniforms: { [uniform: string]: IUniform }; renderTargetsHorizontal: WebGLRenderTarget[]; renderTargetsVertical: WebGLRenderTarget[]; materialHighPassFilter: ShaderMaterial; separableBlurMaterials: ShaderMaterial[]; compositeMaterial: ShaderMaterial; bloomTintColors: Color[]; copyUniforms: { [uniform: string]: IUniform }; materialCopy: ShaderMaterial; needsSwap: false; oldClearAlpha: number; oldClearColor: Color; camera: OrthographicCamera; scene: Scene; quad: Mesh; radius: number; threshold: number; dispose(): void; getSeparableBlurMaterial(): ShaderMaterial; getCompositeMaterial(): ShaderMaterial; static BlurDirectionX: Vector2; static BlurDirectionY: Vector2; }