@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 { NodeMaterialBuildState } from "../../nodeMaterialBuildState.js";
import type { NodeMaterialConnectionPoint } from "../../nodeMaterialBlockConnectionPoint.js";
import type { NodeMaterial, NodeMaterialDefines } from "../../nodeMaterial.js";
import type { AbstractMesh } from "../../../../Meshes/abstractMesh.js";
import type { Scene } from "../../../../scene.js";
import type { Nullable } from "../../../../types.js";
/**
* Block used to implement the iridescence module of the PBR material
*/
export declare class IridescenceBlock extends NodeMaterialBlock {
/**
* Create a new IridescenceBlock
* @param name defines the block name
*/
constructor(name: string);
/**
* 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;
/**
* Gets the current class name
* @returns the class name
*/
getClassName(): string;
/**
* Gets the intensity input component
*/
get intensity(): NodeMaterialConnectionPoint;
/**
* Gets the indexOfRefraction input component
*/
get indexOfRefraction(): NodeMaterialConnectionPoint;
/**
* Gets the thickness input component
*/
get thickness(): NodeMaterialConnectionPoint;
/**
* Gets the iridescence object output component
*/
get iridescence(): NodeMaterialConnectionPoint;
autoConfigure(): void;
prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
/**
* Gets the main code of the block (fragment side)
* @param iridescenceBlock instance of a IridescenceBlock or null if the code must be generated without an active iridescence module
* @param state defines the build state
* @returns the shader code
*/
static GetCode(iridescenceBlock: Nullable<IridescenceBlock>, state: NodeMaterialBuildState): string;
protected _buildBlock(state: NodeMaterialBuildState): this;
serialize(): any;
_deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
}