@babylonjs/materials
Version:
Babylon.js Materials Library =====================
38 lines (37 loc) • 1.7 kB
TypeScript
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 { IAnimatable } from "@babylonjs/core/Animations/animatable.interface.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 "./gradient.fragment.js";
import "./gradient.vertex.js";
export declare class GradientMaterial extends PushMaterial {
private _maxSimultaneousLights;
maxSimultaneousLights: number;
topColor: Color3;
topColorAlpha: number;
bottomColor: Color3;
bottomColorAlpha: number;
offset: number;
scale: number;
smoothness: number;
private _disableLighting;
disableLighting: boolean;
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[];
dispose(forceDisposeEffect?: boolean): void;
clone(name: string): GradientMaterial;
serialize(): any;
getClassName(): string;
static Parse(source: any, scene: Scene, rootUrl: string): GradientMaterial;
}