@babylonjs/core
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TypeScript
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);
}