@babylonjs/gui
Version:
For usage documentation please visit the [GUI documentation](https://doc.babylonjs.com/features/featuresDeepDive/gui/).
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TypeScript
import { type AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
import { type BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
import { type IAnimatable } from "@babylonjs/core/Animations/animatable.interface.js";
import { type Matrix } from "@babylonjs/core/Maths/math.vector.js";
import { type Mesh } from "@babylonjs/core/Meshes/mesh.js";
import { type Nullable } from "@babylonjs/core/types.js";
import { type Scene } from "@babylonjs/core/scene.js";
import { type SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
import { Color4 } from "@babylonjs/core/Maths/math.color.js";
import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
import "./shaders/mrdlBackglow.fragment.js";
import "./shaders/mrdlBackglow.vertex.js";
export declare class MRDLBackglowMaterial extends PushMaterial {
/**
* Gets or sets the bevel radius on the backglow. If this value is changed, update the lineWidth to match.
*/
bevelRadius: number;
/**
* Gets or sets the line width of the backglow.
*/
lineWidth: number;
/**
* Gets or sets whether to use absolute sizes when calculating effects on the backglow.
* Since desktop and VR/AR have different relative sizes, it's usually best to keep this false.
*/
absoluteSizes: boolean;
/**
* Gets or sets the tuning motion of the backglow.
*/
tuningMotion: number;
/**
* Gets or sets the motion of the backglow.
*/
motion: number;
/**
* Gets or sets the maximum intensity of the backglow.
*/
maxIntensity: number;
/**
* Gets or sets the fade-in exponent of the intensity of the backglow.
*/
intensityFadeInExponent: number;
/**
* Gets or sets the start of the outer fuzz effect on the backglow.
*/
outerFuzzStart: number;
/**
* Gets or sets the end of the outer fuzz effect on the backglow.
*/
outerFuzzEnd: number;
/**
* Gets or sets the color of the backglow.
*/
color: Color4;
/**
* Gets or sets the inner color of the backglow.
*/
innerColor: Color4;
/**
* Gets or sets the blend exponent of the backglow.
*/
blendExponent: number;
/**
* Gets or sets the falloff of the backglow.
*/
falloff: number;
/**
* Gets or sets the bias of the backglow.
*/
bias: number;
constructor(name: string, scene: Scene);
needAlphaBlending(): boolean;
needAlphaTesting(): boolean;
getAlphaTestTexture(): Nullable<BaseTexture>;
isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean;
bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
/**
* Get the list of animatables in the material.
* @returns the list of animatables object used in the material
*/
getAnimatables(): IAnimatable[];
dispose(forceDisposeEffect?: boolean): void;
clone(name: string): MRDLBackglowMaterial;
serialize(): unknown;
getClassName(): string;
static Parse(source: any, scene: Scene, rootUrl: string): MRDLBackglowMaterial;
}