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@babylonjs/core

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/** This file must only contain pure code and pure imports */ import { NodeMaterialBlock } from "../nodeMaterialBlock.js"; import { type NodeMaterialBuildState } from "../nodeMaterialBuildState.js"; import { type NodeMaterialConnectionPoint } from "../nodeMaterialBlockConnectionPoint.js"; import { type NodeMaterial } from "../nodeMaterial.pure.js"; /** * Block used to compute fresnel value */ export declare class FresnelBlock extends NodeMaterialBlock { /** * Create a new FresnelBlock * @param name defines the block name */ constructor(name: string); /** * Gets the current class name * @returns the class name */ getClassName(): string; /** * Gets the world normal input component */ get worldNormal(): NodeMaterialConnectionPoint; /** * Gets the view direction input component */ get viewDirection(): NodeMaterialConnectionPoint; /** * Gets the bias input component */ get bias(): NodeMaterialConnectionPoint; /** * Gets the camera (or eye) position component */ get power(): NodeMaterialConnectionPoint; /** * Gets the fresnel output component */ get fresnel(): NodeMaterialConnectionPoint; /** * Initialize the block and prepare the context for build * @param state defines the state that will be used for the build */ initialize(state: NodeMaterialBuildState): void; private _initShaderSourceAsync; /** * Auto configure the block based on the material * @param material - the node material */ autoConfigure(material: NodeMaterial): void; protected _buildBlock(state: NodeMaterialBuildState): this; } /** * Register side effects for fresnelBlock. * Safe to call multiple times; only the first call has an effect. */ export declare function RegisterFresnelBlock(): void;