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@babylonjs/materials

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Babylon.js Materials Library =====================

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import type { Nullable } from "@babylonjs/core/types.js"; import type { Matrix } from "@babylonjs/core/Maths/math.vector.js"; import { Color3 } from "@babylonjs/core/Maths/math.color.js"; import type { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js"; import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js"; import type { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js"; import type { SubMesh } from "@babylonjs/core/Meshes/subMesh.js"; import type { Mesh } from "@babylonjs/core/Meshes/mesh.js"; import { Scene } from "@babylonjs/core/scene.js"; import type { IAnimatable } from "@babylonjs/core/Animations/animatable.interface.js"; import "./cell.fragment.js"; import "./cell.vertex.js"; export declare class CellMaterial extends PushMaterial { private _diffuseTexture; diffuseTexture: BaseTexture; diffuseColor: Color3; _computeHighLevel: boolean; computeHighLevel: boolean; private _disableLighting; disableLighting: boolean; private _maxSimultaneousLights; maxSimultaneousLights: number; constructor(name: string, scene?: Scene); needAlphaBlending(): boolean; needAlphaTesting(): boolean; getAlphaTestTexture(): Nullable<BaseTexture>; isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean; bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void; getAnimatables(): IAnimatable[]; getActiveTextures(): BaseTexture[]; hasTexture(texture: BaseTexture): boolean; dispose(forceDisposeEffect?: boolean): void; getClassName(): string; clone(name: string): CellMaterial; serialize(): any; static Parse(source: any, scene: Scene, rootUrl: string): CellMaterial; }