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@types/three

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import { Camera, Color, Matrix4, MeshBasicMaterial, MeshDepthMaterial, Object3D, Scene, ShaderMaterial, Texture, Vector2, WebGLRenderTarget, } from "three"; import { FullScreenQuad, Pass } from "./Pass.js"; export class OutlinePass extends Pass { constructor(resolution: Vector2, scene: Scene, camera: Camera, selectedObjects?: Object3D[]); renderScene: Scene; renderCamera: Camera; selectedObjects: Object3D[]; visibleEdgeColor: Color; hiddenEdgeColor: Color; edgeGlow: number; usePatternTexture: boolean; edgeThickness: number; edgeStrength: number; downSampleRatio: number; pulsePeriod: number; resolution: Vector2; patternTexture: Texture; maskBufferMaterial: MeshBasicMaterial; renderTargetMaskBuffer: WebGLRenderTarget; depthMaterial: MeshDepthMaterial; prepareMaskMaterial: ShaderMaterial; renderTargetDepthBuffer: WebGLRenderTarget; renderTargetMaskDownSampleBuffer: WebGLRenderTarget; renderTargetBlurBuffer1: WebGLRenderTarget; renderTargetBlurBuffer2: WebGLRenderTarget; edgeDetectionMaterial: ShaderMaterial; renderTargetEdgeBuffer1: WebGLRenderTarget; renderTargetEdgeBuffer2: WebGLRenderTarget; separableBlurMaterial1: ShaderMaterial; separableBlurMaterial2: ShaderMaterial; overlayMaterial: ShaderMaterial; copyUniforms: object; materialCopy: ShaderMaterial; oldClearColor: Color; oldClearAlpha: number; fsQuad: FullScreenQuad; tempPulseColor1: Color; tempPulseColor2: Color; textureMatrix: Matrix4; updateSelectionCache(): void; changeVisibilityOfSelectedObjects(bVisible: boolean): void; changeVisibilityOfNonSelectedObjects(bVisible: boolean): void; updateTextureMatrix(): void; getPrepareMaskMaterial(): ShaderMaterial; getEdgeDetectionMaterial(): ShaderMaterial; getSeparableBlurMaterial(): ShaderMaterial; getOverlayMaterial(): ShaderMaterial; }