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.

53 lines (52 loc) 2.08 kB
import { NodeMaterialBlock } from "../../nodeMaterialBlock.js"; import type { NodeMaterialBuildState } from "../../nodeMaterialBuildState.js"; import type { NodeMaterialConnectionPoint } from "../../nodeMaterialBlockConnectionPoint.js"; import type { AbstractMesh } from "../../../../Meshes/abstractMesh.js"; import type { NodeMaterial, NodeMaterialDefines } from "../../nodeMaterial.js"; import type { Effect } from "../../../effect.js"; import type { Mesh } from "../../../../Meshes/mesh.js"; import type { Scene } from "../../../../scene.js"; /** * Block used to add image processing support to fragment shader */ export declare class ImageProcessingBlock extends NodeMaterialBlock { /** * Create a new ImageProcessingBlock * @param name defines the block name */ constructor(name: string); /** * Defines if the input should be converted to linear space (default: true) */ convertInputToLinearSpace: boolean; /** * Gets the current class name * @returns the class name */ getClassName(): string; /** * Gets the color input component */ get color(): NodeMaterialConnectionPoint; /** * Gets the output component */ get output(): NodeMaterialConnectionPoint; /** * Gets the rgb component */ get rgb(): NodeMaterialConnectionPoint; /** * Initialize the block and prepare the context for build * @param state defines the state that will be used for the build */ initialize(state: NodeMaterialBuildState): void; private _initShaderSourceAsync; isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean; prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void; bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void; protected _buildBlock(state: NodeMaterialBuildState): this; protected _dumpPropertiesCode(): string; serialize(): any; _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void; }