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@babylonjs/core

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import type { Nullable, Scene, CubeTexture, Camera, EffectWrapperCreationOptions } from "../index.js"; import { EffectWrapper } from "../Materials/effectRenderer.js"; /** * @internal */ export declare class ThinSSRPostProcess extends EffectWrapper { /** * The fragment shader url */ static readonly FragmentUrl = "screenSpaceReflection2"; /** * The list of uniforms used by the effect */ static readonly Uniforms: string[]; static readonly Samplers: string[]; protected _gatherImports(useWebGPU: boolean, list: Promise<any>[]): void; isSSRSupported: boolean; maxDistance: number; step: number; thickness: number; strength: number; reflectionSpecularFalloffExponent: number; maxSteps: number; roughnessFactor: number; selfCollisionNumSkip: number; private _reflectivityThreshold; get reflectivityThreshold(): number; set reflectivityThreshold(threshold: number); private _useBlur; get useBlur(): boolean; set useBlur(blur: boolean); private _enableSmoothReflections; get enableSmoothReflections(): boolean; set enableSmoothReflections(enabled: boolean); private _environmentTexture; get environmentTexture(): Nullable<CubeTexture>; set environmentTexture(texture: Nullable<CubeTexture>); private _environmentTextureIsProbe; get environmentTextureIsProbe(): boolean; set environmentTextureIsProbe(isProbe: boolean); private _attenuateScreenBorders; get attenuateScreenBorders(): boolean; set attenuateScreenBorders(attenuate: boolean); private _attenuateIntersectionDistance; get attenuateIntersectionDistance(): boolean; set attenuateIntersectionDistance(attenuate: boolean); private _attenuateIntersectionIterations; get attenuateIntersectionIterations(): boolean; set attenuateIntersectionIterations(attenuate: boolean); private _attenuateFacingCamera; get attenuateFacingCamera(): boolean; set attenuateFacingCamera(attenuate: boolean); private _attenuateBackfaceReflection; get attenuateBackfaceReflection(): boolean; set attenuateBackfaceReflection(attenuate: boolean); private _clipToFrustum; get clipToFrustum(): boolean; set clipToFrustum(clip: boolean); private _useFresnel; get useFresnel(): boolean; set useFresnel(fresnel: boolean); private _enableAutomaticThicknessComputation; get enableAutomaticThicknessComputation(): boolean; set enableAutomaticThicknessComputation(automatic: boolean); private _inputTextureColorIsInGammaSpace; get inputTextureColorIsInGammaSpace(): boolean; set inputTextureColorIsInGammaSpace(gammaSpace: boolean); private _generateOutputInGammaSpace; get generateOutputInGammaSpace(): boolean; set generateOutputInGammaSpace(gammaSpace: boolean); private _debug; get debug(): boolean; set debug(value: boolean); private _textureWidth; get textureWidth(): number; set textureWidth(width: number); private _textureHeight; get textureHeight(): number; set textureHeight(height: number); camera: Nullable<Camera>; private _useScreenspaceDepth; get useScreenspaceDepth(): boolean; set useScreenspaceDepth(value: boolean); private _normalsAreInWorldSpace; get normalsAreInWorldSpace(): boolean; set normalsAreInWorldSpace(value: boolean); private _normalsAreUnsigned; get normalsAreUnsigned(): boolean; set normalsAreUnsigned(value: boolean); private _scene; constructor(name: string, scene: Scene, options?: EffectWrapperCreationOptions); bind(noDefaultBindings?: boolean): void; private _updateEffectDefines; }