import { IDisposable } from '../../Interfaces/IDisposable'; import { BaseProceduralTexture } from './BaseProceduralTexture'; export declare class ForegroundBackgroundProceduralTexture extends BaseProceduralTexture implements IDisposable { static readonly FRAGMENT_SHADER = "zakeke_ForegroundBackgroundProceduralTexture"; static readonly CUSTOM_TYPE = "Zakeke.ForegroundBackgroundProceduralTexture"; private _foreColor; private _backColor; get foreColor(): BABYLON.Vector3; set foreColor(value: BABYLON.Vector3); get backColor(): BABYLON.Vector3; set backColor(value: BABYLON.Vector3); constructor(name: string, size: number, scene: BABYLON.Scene, baseTexture: BABYLON.Texture, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean); dispose(): void; updateShaderUniforms(): void; /** * Render the texture to its associated render target. * @param useCameraPostProcess Define if camera post process should be applied to the texture */ render(useCameraPostProcess?: boolean): void; /** * Resize the texture to new value. * @param size Define the new size the texture should have * @param generateMipMaps Define whether the new texture should create mip maps */ resize(size: number, generateMipMaps: boolean): void; }