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.

60 lines (59 loc) 2.21 kB
import type { Nullable, AbstractEngine, EffectWrapperCreationOptions } from "../index.js"; import { EffectWrapper } from "../Materials/effectRenderer.js"; /** * Post process used to apply a convolution effect */ export declare class ThinConvolutionPostProcess extends EffectWrapper { /** * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing) */ static EdgeDetect0Kernel: number[]; /** * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing) */ static EdgeDetect1Kernel: number[]; /** * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing) */ static EdgeDetect2Kernel: number[]; /** * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing) */ static SharpenKernel: number[]; /** * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing) */ static EmbossKernel: number[]; /** * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing) */ static GaussianKernel: number[]; /** * The fragment shader url */ static readonly FragmentUrl = "convolution"; /** * The list of uniforms used by the effect */ static readonly Uniforms: string[]; protected _gatherImports(useWebGPU: boolean, list: Promise<any>[]): void; /** * Constructs a new convolution 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 kernel Array of 9 values corresponding to the 3x3 kernel to be applied * @param options Options to configure the effect */ constructor(name: string, engine: Nullable<AbstractEngine> | undefined, kernel: number[], options?: EffectWrapperCreationOptions); /** Array of 9 values corresponding to the 3x3 kernel to be applied */ kernel: number[]; /** * The width of the source texture */ textureWidth: number; /** * The height of the source texture */ textureHeight: number; bind(noDefaultBindings?: boolean): void; }