@babylonjs/core
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TypeScript
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;
}