UNPKG

@babylonjs/core

Version:

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.

45 lines (44 loc) 2.19 kB
import type { Nullable } from "../types.js"; import type { Camera } from "../Cameras/camera.js"; import type { PostProcessOptions } from "./postProcess.js"; import { PostProcess } from "./postProcess.js"; import type { AbstractEngine } from "../Engines/abstractEngine.js"; import type { Scene } from "../scene.js"; import { ThinGrainPostProcess } from "./thinGrainPostProcess.js"; /** * The GrainPostProcess adds noise to the image at mid luminance levels */ export declare class GrainPostProcess extends PostProcess { /** * The intensity of the grain added (default: 30) */ get intensity(): number; set intensity(value: number); /** * If the grain should be randomized on every frame */ get animated(): boolean; set animated(value: boolean); /** * Gets a string identifying the name of the class * @returns "GrainPostProcess" string */ getClassName(): string; protected _effectWrapper: ThinGrainPostProcess; /** * Creates a new instance of @see GrainPostProcess * @param name The name of the effect. * @param options The required width/height ratio to downsize to before computing the render pass. * @param camera The camera to apply the render pass to. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0) * @param engine The engine which the post process will be applied. (default: current engine) * @param reusable If the post process can be reused on the same frame. (default: false) * @param textureType Type of textures used when performing the post process. (default: 0) * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false) */ constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: AbstractEngine, reusable?: boolean, textureType?: number, blockCompilation?: boolean); /** * @internal */ static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): GrainPostProcess; }