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@babylonjs/gui

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For usage documentation please visit the [GUI documentation](https://doc.babylonjs.com/features/featuresDeepDive/gui/).

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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; }