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@babylonjs/core

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import type { Vector2 } from "../Maths/math.vector.js"; import type { Nullable } from "../types.js"; import type { PostProcessOptions } from "./postProcess.js"; import { PostProcess } from "./postProcess.js"; import type { Camera } from "../Cameras/camera.js"; import type { Effect } from "../Materials/effect.js"; import type { Scene } from "../scene.js"; import type { AbstractEngine } from "../Engines/abstractEngine.js"; import { ThinBlurPostProcess } from "./thinBlurPostProcess.js"; /** * The Blur Post Process which blurs an image based on a kernel and direction. * Can be used twice in x and y directions to perform a gaussian blur in two passes. */ export declare class BlurPostProcess extends PostProcess { /** The direction in which to blur the image. */ get direction(): Vector2; set direction(value: Vector2); /** * Sets the length in pixels of the blur sample region */ set kernel(v: number); /** * Gets the length in pixels of the blur sample region */ get kernel(): number; /** * Sets whether or not the blur needs to unpack/repack floats */ set packedFloat(v: boolean); /** * Gets whether or not the blur is unpacking/repacking floats */ get packedFloat(): boolean; /** * Gets a string identifying the name of the class * @returns "BlurPostProcess" string */ getClassName(): string; protected _effectWrapper: ThinBlurPostProcess; /** * Creates a new instance BlurPostProcess * @param name The name of the effect. * @param direction The direction in which to blur the image. * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size) * @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 defines * @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) * @param textureFormat Format of textures used when performing the post process. (default: TEXTUREFORMAT_RGBA) */ constructor(name: string, direction: Vector2, kernel: number, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: AbstractEngine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean, textureFormat?: number); updateEffect(_defines?: Nullable<string>, _uniforms?: Nullable<string[]>, _samplers?: Nullable<string[]>, _indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void; /** * @internal */ static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<BlurPostProcess>; }