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@babylonjs/core

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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.

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import { NodeMaterialBlock } from "../../nodeMaterialBlock.js"; import type { NodeMaterialBuildState } from "../../nodeMaterialBuildState.js"; import { NodeMaterialBlockTargets } from "../../Enums/nodeMaterialBlockTargets.js"; import type { NodeMaterialConnectionPoint } from "../../nodeMaterialBlockConnectionPoint.js"; import type { Scene } from "../../../../scene.js"; import type { Effect } from "../../../effect.js"; import type { NodeMaterial } from "../../nodeMaterial.js"; /** * Block used to retrieve the depth (zbuffer) of the scene * @since 5.0.0 */ export declare class SceneDepthBlock extends NodeMaterialBlock { private _samplerName; private _mainUVName; private _tempTextureRead; /** * Defines if the depth renderer should be setup in non linear mode */ useNonLinearDepth: boolean; /** * Defines if the depth renderer should be setup in camera space Z mode (if set, useNonLinearDepth has no effect) */ storeCameraSpaceZ: boolean; /** * Defines if the depth renderer should be setup in full 32 bits float mode */ force32itsFloat: boolean; /** * Create a new SceneDepthBlock * @param name defines the block name */ constructor(name: string); /** * Gets the current class name * @returns the class name */ getClassName(): string; /** * Gets the uv input component */ get uv(): NodeMaterialConnectionPoint; /** * Gets the depth output component */ get depth(): NodeMaterialConnectionPoint; /** * Initialize the block and prepare the context for build * @param state defines the state that will be used for the build */ initialize(state: NodeMaterialBuildState): void; get target(): NodeMaterialBlockTargets.Fragment | NodeMaterialBlockTargets.VertexAndFragment; private _getTexture; bind(effect: Effect, nodeMaterial: NodeMaterial): void; private _injectVertexCode; private _writeTextureRead; private _writeOutput; protected _buildBlock(state: NodeMaterialBuildState): this | undefined; serialize(): any; _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void; }