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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 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; }