@babylonjs/core
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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.
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TypeScript
import { NodeMaterialBlock } from "../../nodeMaterialBlock.js";
import type { Effect } from "../../../../Materials/effect.js";
import type { NodeMaterialConnectionPoint } from "../../nodeMaterialBlockConnectionPoint.js";
import type { NodeMaterialBuildState } from "../../nodeMaterialBuildState.js";
import { NodeMaterialBlockTargets } from "../../Enums/nodeMaterialBlockTargets.js";
import type { NodeMaterial } from "../../nodeMaterial.js";
/**
* Block used to read from prepass textures
*/
export declare class PrePassTextureBlock extends NodeMaterialBlock {
private _positionSamplerName;
private _localPositionSamplerName;
private _depthSamplerName;
private _screenSpaceDepthSamplerName;
private _normalSamplerName;
private _worldNormalSamplerName;
/**
* The texture associated with the node is the prepass texture
*/
get texture(): any;
set texture(value: any);
/**
* Creates a new PrePassTextureBlock
* @param name defines the block name
* @param target defines the target of that block (VertexAndFragment by default)
*/
constructor(name: string, target?: NodeMaterialBlockTargets);
/**
* Returns the sampler name associated with the node connection point
* @param output defines the connection point to get the associated sampler name
* @returns
*/
getSamplerName(output: NodeMaterialConnectionPoint): string;
/**
* Gets the position texture
*/
get position(): NodeMaterialConnectionPoint;
/**
* Gets the local position texture
*/
get localPosition(): NodeMaterialConnectionPoint;
/**
* Gets the depth texture
*/
get depth(): NodeMaterialConnectionPoint;
/**
* Gets the screen depth texture
*/
get screenDepth(): NodeMaterialConnectionPoint;
/**
* Gets the normal texture
*/
get normal(): NodeMaterialConnectionPoint;
/**
* Gets the world normal texture
*/
get worldNormal(): NodeMaterialConnectionPoint;
/**
* Gets the sampler name associated with this image source
*/
get positionSamplerName(): string;
/**
* Gets the sampler name associated with this image source
*/
get localPositionSamplerName(): string;
/**
* Gets the sampler name associated with this image source
*/
get normalSamplerName(): string;
/**
* Gets the sampler name associated with this image source
*/
get worldNormalSamplerName(): string;
/**
* Gets the sampler name associated with this image source
*/
get depthSamplerName(): string;
/**
* Gets the sampler name associated with this image source
*/
get linearDepthSamplerName(): string;
/**
* Gets the current class name
* @returns the class name
*/
getClassName(): string;
protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
bind(effect: Effect, nodeMaterial: NodeMaterial): void;
}