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@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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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; }