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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/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; }