@babylonjs/core
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TypeScript
/** 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;