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@itwin/core-frontend

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import { RenderMemory } from "../../../render/RenderMemory"; import { WebGLDisposable } from "./Disposable"; import { DepthBuffer, FrameBuffer } from "./FrameBuffer"; import { Target } from "./Target"; import { TextureHandle } from "./Texture"; /** @internal */ export declare enum EDLMode { Off = 0, On = 1, Full = 2 } /** @internal */ export interface EDLDrawParams { inputTex: TextureHandle; curFbo: FrameBuffer; edlMode: EDLMode; edlFilter: boolean; useMsBuffers: boolean; } export declare class EyeDomeLighting implements RenderMemory.Consumer, WebGLDisposable { private _bundle?; private _width; private _height; private _depth?; private _edlFinalFbo?; private _edlFinalBufs?; private readonly _target; private getBundle; constructor(target: Target); init(width: number, height: number, depth: DepthBuffer): boolean; collectStatistics(stats: RenderMemory.Statistics): void; get isDisposed(): boolean; [Symbol.dispose](): void; reset(): void; /** calculate EyeDomeLighting at specified quality using screen space shaders * returns true if succeeds */ draw(edlParams: EDLDrawParams): boolean; } //# sourceMappingURL=EDL.d.ts.map