@babylonjs/core
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TypeScript
import type { PostProcessOptions } from "./postProcess.js";
import { PostProcess } from "./postProcess.js";
import type { Nullable } from "../types.js";
import type { AbstractEngine } from "../Engines/abstractEngine.js";
import type { Camera } from "../Cameras/camera.js";
import { ThinBloomMergePostProcess } from "./thinBloomMergePostProcess.js";
/**
* The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
*/
export declare class BloomMergePostProcess extends PostProcess {
/** Weight of the bloom to be added to the original input. */
get weight(): number;
set weight(value: number);
/**
* Gets a string identifying the name of the class
* @returns "BloomMergePostProcess" string
*/
getClassName(): string;
protected _effectWrapper: ThinBloomMergePostProcess;
/**
* Creates a new instance of @see BloomMergePostProcess
* @param name The name of the effect.
* @param originalFromInput Post process which's input will be used for the merge.
* @param blurred Blurred highlights post process which's output will be used.
* @param weight Weight of the bloom to be added to the original input.
* @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, originalFromInput: PostProcess, blurred: PostProcess, weight: number, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: AbstractEngine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
}