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.

49 lines (48 loc) 2.4 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 "../Rendering/geometryBufferRendererSceneComponent.js"; import "../Shaders/screenSpaceCurvature.fragment.js"; import type { AbstractEngine } from "../Engines/abstractEngine.js"; import type { Scene } from "../scene.js"; /** * The Screen Space curvature effect can help highlighting ridge and valley of a model. */ export declare class ScreenSpaceCurvaturePostProcess extends PostProcess { /** * Defines how much ridge the curvature effect displays. */ ridge: number; /** * Defines how much valley the curvature effect displays. */ valley: number; private _geometryBufferRenderer; /** * Gets a string identifying the name of the class * @returns "ScreenSpaceCurvaturePostProcess" string */ getClassName(): string; /** * Creates a new instance ScreenSpaceCurvaturePostProcess * @param name The name of the effect. * @param scene The scene containing the objects to blur according to their velocity. * @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, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: AbstractEngine, reusable?: boolean, textureType?: number, blockCompilation?: boolean); /** * Support test. */ static get IsSupported(): boolean; /** * @internal */ static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): ScreenSpaceCurvaturePostProcess; }