@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/mrdlInnerquad.fragment.js";
import "./shaders/mrdlInnerquad.vertex.js";
export declare class MRDLInnerquadMaterial extends PushMaterial {
/**
* Gets or sets the color of the innerquad.
*/
color: Color4;
/**
* Gets or sets the corner radius on the innerquad. If this value is changed, update the lineWidth to match.
*/
radius: number;
/**
* Gets or sets whether the radius of the innerquad should be fixed.
*/
fixedRadius: boolean;
/** @hidden */
_filterWidth: number;
/**
* Gets or sets the glow fraction of the innerquad.
*/
glowFraction: number;
/**
* Gets or sets the maximum glow intensity of the innerquad.
*/
glowMax: number;
/**
* Gets or sets the glow falloff effect of the innerquad.
*/
glowFalloff: 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): MRDLInnerquadMaterial;
serialize(): unknown;
getClassName(): string;
static Parse(source: any, scene: Scene, rootUrl: string): MRDLInnerquadMaterial;
}