import { IDisposable } from '../../Interfaces/IDisposable'; import { Nullable } from '../../types'; export declare class BlendProceduralTexture extends BABYLON.ProceduralTexture implements IDisposable { private _baseTexture; private _blendTexture; static readonly FRAGMENT_SHADER = "zakeke_BlendProceduralTexture"; static readonly CUSTOM_TYPE = "Zakeke.BlendProceduralTexture"; constructor(name: string, size: number, scene?: Nullable, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean); dispose(): void; updateShaderUniforms(): void; render(useCameraPostProcess?: boolean): void; resize(size: number, generateMipMaps: any): void; isReady(): boolean; get baseTexture(): Nullable; set baseTexture(texture: Nullable); get blendTexture(): Nullable; set blendTexture(texture: Nullable); /** * 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: BABYLON.Scene, rootUrl: string): BlendProceduralTexture; }