@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 type { Camera } from "../../Cameras/camera.js";
import type { AbstractEngine } from "../../Engines/abstractEngine.js";
import type { RenderTargetWrapper } from "../../Engines/renderTargetWrapper.js";
import { Texture } from "../../Materials/Textures/texture.js";
import type { ThinTexture } from "../../Materials/Textures/thinTexture.js";
import { PostProcess } from "../../PostProcesses/postProcess.js";
import type { Scene } from "../../scene.js";
import type { Nullable } from "../../types.js";
import { Observable } from "../../Misc/observable.js";
import { ShaderLanguage } from "../../Materials/shaderLanguage.js";
/** @internal */
export declare class FluidRenderingTextures {
protected _name: string;
protected _scene: Scene;
protected _camera: Nullable<Camera>;
protected _engine: AbstractEngine;
protected _width: number;
protected _height: number;
protected _blurTextureSizeX: number;
protected _blurTextureSizeY: number;
protected _textureType: number;
protected _textureFormat: number;
protected _blurTextureType: number;
protected _blurTextureFormat: number;
protected _useStandardBlur: boolean;
protected _generateDepthBuffer: boolean;
protected _samples: number;
protected _postProcessRunningIndex: number;
protected _rt: Nullable<RenderTargetWrapper>;
protected _texture: Nullable<Texture>;
protected _rtBlur: Nullable<RenderTargetWrapper>;
protected _textureBlurred: Nullable<Texture>;
protected _blurPostProcesses: Nullable<PostProcess[]>;
enableBlur: boolean;
blurSizeDivisor: number;
blurFilterSize: number;
private _blurNumIterations;
get blurNumIterations(): number;
set blurNumIterations(numIterations: number);
blurMaxFilterSize: number;
blurDepthScale: number;
particleSize: number;
onDisposeObservable: Observable<FluidRenderingTextures>;
get renderTarget(): Nullable<RenderTargetWrapper>;
get renderTargetBlur(): Nullable<RenderTargetWrapper>;
get texture(): Nullable<Texture>;
get textureBlur(): Nullable<Texture>;
/** Shader language used by the texture */
protected _shaderLanguage: ShaderLanguage;
/**
* Gets the shader language used in the texture
*/
get shaderLanguage(): ShaderLanguage;
constructor(name: string, scene: Scene, width: number, height: number, blurTextureSizeX: number, blurTextureSizeY: number, textureType?: number, textureFormat?: number, blurTextureType?: number, blurTextureFormat?: number, useStandardBlur?: boolean, camera?: Nullable<Camera>, generateDepthBuffer?: boolean, samples?: number, shaderLanguage?: ShaderLanguage);
initialize(): void;
applyBlurPostProcesses(): void;
protected _createRenderTarget(): void;
protected _createBlurPostProcesses(textureBlurSource: ThinTexture, textureType: number, textureFormat: number, blurSizeDivisor: number, debugName: string, useStandardBlur?: boolean): [RenderTargetWrapper, Texture, PostProcess[]];
private _fixReusablePostProcess;
private _getProjectedParticleConstant;
private _getDepthThreshold;
dispose(): void;
}