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@babylonjs/materials

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For usage documentation please visit the [materials library documentation](https://doc.babylonjs.com/toolsAndResources/assetLibraries/materialsLibrary/).

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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"; export declare class FireMaterial extends PushMaterial { private _diffuseTexture; diffuseTexture: Nullable<BaseTexture>; private _distortionTexture; distortionTexture: Nullable<BaseTexture>; private _opacityTexture; opacityTexture: Nullable<BaseTexture>; diffuseColor: Color3; speed: number; private _scaledDiffuse; private _lastTime; private _shadersLoaded; /** * Instantiates a Fire Material in the given scene * @param name The friendly name of the material * @param scene The scene to add the material to * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false */ constructor(name: string, scene?: Scene, forceGLSL?: boolean); 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; getClassName(): string; dispose(forceDisposeEffect?: boolean): void; clone(name: string): FireMaterial; serialize(): any; static Parse(source: any, scene: Scene, rootUrl: string): FireMaterial; }