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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 type { Material } from "../../../Materials/material.js"; import { MaterialDefines } from "../../../Materials/materialDefines.js"; import { MaterialPluginBase } from "../../../Materials/materialPluginBase.js"; import { ShaderLanguage } from "../../../Materials/shaderLanguage.js"; import type { UniformBuffer } from "../../../Materials/uniformBuffer.js"; import { Vector2 } from "../../../Maths/math.vector.js"; import type { Scene } from "../../../scene.js"; import type { Nullable } from "../../../types.js"; declare class TAAJitterMaterialDefines extends MaterialDefines { TAA_JITTER: boolean; } declare class TAAJitterMaterialPlugin extends MaterialPluginBase { static readonly Name = "TAAJitter"; private _manager; get manager(): Nullable<TAAMaterialManager>; set manager(manager: Nullable<TAAMaterialManager>); get isEnabled(): boolean; constructor(material: Material); /** @internal */ _updateMaterial(): void; isCompatible(): boolean; getClassName(): string; prepareDefines(defines: TAAJitterMaterialDefines): void; getUniforms(shaderLanguage?: ShaderLanguage): { ubo: { name: string; size: number; type: string; }[]; vertex: string; } | { ubo: { name: string; size: number; type: string; }[]; vertex?: undefined; }; hardBindForSubMesh(uniformBuffer: UniformBuffer): void; getCustomCode(shaderType: string, shaderLanguage?: ShaderLanguage): { CUSTOM_VERTEX_MAIN_END: string; } | null; dispose(): void; } /** * Applies and manages the TAA jitter plugin on all materials. */ export declare class TAAMaterialManager { private _isEnabled; /** * Set to enable or disable the jitter offset on all materials. */ get isEnabled(): boolean; set isEnabled(enabled: boolean); /** * The current jitter offset to apply to all materials. */ readonly jitter: Vector2; /** @internal */ readonly _materialPlugins: TAAJitterMaterialPlugin[]; /** * @param scene All materials in this scene will have a jitter offset applied to them. */ constructor(scene: Scene); /** * Disposes of the material manager. */ dispose(): void; private _getPlugin; } export {};