@babylonjs/core
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TypeScript
import type { Color3 } from "../Maths/math.color.js";
import type { Camera } from "../Cameras/camera.js";
import { Texture } from "../Materials/Textures/texture.js";
import type { PostProcessOptions } from "./postProcess.js";
import { PostProcess } from "./postProcess.js";
import type { AbstractEngine } from "../Engines/abstractEngine.js";
import "../Shaders/refraction.fragment.js";
import type { Nullable } from "../types.js";
import type { Scene } from "../scene.js";
/**
* Post process which applies a refraction texture
* @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses#refraction
*/
export declare class RefractionPostProcess extends PostProcess {
private _refTexture;
private _ownRefractionTexture;
/** the base color of the refraction (used to taint the rendering) */
color: Color3;
/** simulated refraction depth */
depth: number;
/** the coefficient of the base color (0 to remove base color tainting) */
colorLevel: number;
/** Gets the url used to load the refraction texture */
refractionTextureUrl: string;
/**
* Gets or sets the refraction texture
* Please note that you are responsible for disposing the texture if you set it manually
*/
get refractionTexture(): Texture;
set refractionTexture(value: Texture);
/**
* Gets a string identifying the name of the class
* @returns "RefractionPostProcess" string
*/
getClassName(): string;
/**
* Initializes the RefractionPostProcess
* @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses#refraction
* @param name The name of the effect.
* @param refractionTextureUrl Url of the refraction texture to use
* @param color the base color of the refraction (used to taint the rendering)
* @param depth simulated refraction depth
* @param colorLevel the coefficient of the base color (0 to remove base color tainting)
* @param options The required width/height ratio to downsize to before computing the render pass.
* @param camera The camera to apply the render pass to.
* @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
* @param engine The engine which the post process will be applied. (default: current engine)
* @param reusable If the post process can be reused on the same frame. (default: false)
*/
constructor(name: string, refractionTextureUrl: string, color: Color3, depth: number, colorLevel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: AbstractEngine, reusable?: boolean);
/**
* Disposes of the post process
* @param camera Camera to dispose post process on
*/
dispose(camera: Camera): void;
/**
* @internal
*/
static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): RefractionPostProcess;
}