@babylonjs/core
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TypeScript
import type { Nullable, AbstractEngine, EffectWrapperCreationOptions } from "../index.js";
import { EffectWrapper } from "../Materials/effectRenderer.js";
import { Vector2 } from "../Maths/math.vector.js";
/**
* The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
*/
export declare class ThinChromaticAberrationPostProcess extends EffectWrapper {
/**
* The fragment shader url
*/
static readonly FragmentUrl = "chromaticAberration";
/**
* The list of uniforms used by the effect
*/
static readonly Uniforms: string[];
protected _gatherImports(useWebGPU: boolean, list: Promise<any>[]): void;
/**
* Constructs a new chromatic aberration post process
* @param name Name of the effect
* @param engine Engine to use to render the effect. If not provided, the last created engine will be used
* @param options Options to configure the effect
*/
constructor(name: string, engine?: Nullable<AbstractEngine>, options?: EffectWrapperCreationOptions);
/**
* The amount of separation of rgb channels (default: 30)
*/
aberrationAmount: number;
/**
* The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
*/
radialIntensity: number;
/**
* The normalized direction in which the rgb channels should be separated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))
*/
direction: Vector2;
/**
* The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corner] (default: Vector2(0.5 ,0.5))
*/
centerPosition: Vector2;
/** The width of the source texture to which the effect is applied */
screenWidth: number;
/** The height of the source texture to which the effect is applied */
screenHeight: number;
bind(noDefaultBindings?: boolean): void;
}