@takram/three-atmosphere
Version:
A Three.js and R3F implementation of Precomputed Atmospheric Scattering
26 lines (25 loc) • 1.23 kB
TypeScript
import { Pass, Selection } from 'postprocessing';
import { WebGLRenderTarget, Camera, DepthPackingStrategies, Scene, Texture, TextureDataType, WebGLRenderer } from 'three';
export declare class LightingMaskPass extends Pass {
private readonly renderPass;
private readonly depthTexture;
private readonly renderTarget;
private readonly depthCopyPass0;
private readonly depthCopyPass1;
private readonly clearPass;
private readonly depthMaskMaterial;
private readonly depthMaskPass;
readonly selection: Selection;
constructor(scene: Scene, camera: Camera);
set mainScene(value: Scene);
set mainCamera(value: Camera);
initialize(renderer: WebGLRenderer, alpha: boolean, frameBufferType: TextureDataType): void;
setDepthTexture(depthTexture: Texture, depthPacking?: DepthPackingStrategies): void;
render(renderer: WebGLRenderer, inputBuffer: WebGLRenderTarget | null, outputBuffer: WebGLRenderTarget | null, deltaTime?: number, stencilTest?: boolean): void;
setSize(width: number, height: number): void;
get texture(): Texture;
get selectionLayer(): number;
set selectionLayer(value: number);
get inverted(): boolean;
set inverted(value: boolean);
}