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@babylonjs/core

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import type { Nullable, EffectWrapperCreationOptions, AbstractEngine } from "../index.js"; import { EffectWrapper } from "../Materials/effectRenderer.js"; /** * PassPostProcess which produces an output the same as it's input */ export declare class ThinPassPostProcess extends EffectWrapper { /** * The fragment shader url */ static readonly FragmentUrl = "pass"; protected _gatherImports(useWebGPU: boolean, list: Promise<any>[]): void; /** * Constructs a new pass 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); } /** * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture) */ export declare class ThinPassCubePostProcess extends EffectWrapper { /** * The fragment shader url */ static readonly FragmentUrl = "passCube"; protected _gatherImports(useWebGPU: boolean, list: Promise<any>[]): void; /** * Creates the PassCubePostProcess * @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); private _face; /** * Gets or sets the cube face to display. * * 0 is +X * * 1 is -X * * 2 is +Y * * 3 is -Y * * 4 is +Z * * 5 is -Z */ get face(): number; set face(value: number); }