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@types/three

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import { Camera, Color, ColorRepresentation, Material, Mesh, MeshBasicMaterial, MeshNormalMaterial, Scene, ShaderMaterial, WebGLRenderer, WebGLRenderTarget, } from "three"; import { ReflectorForSSRPass } from "../objects/ReflectorForSSRPass.js"; import { FullScreenQuad, Pass } from "../postprocessing/Pass.js"; export interface SSRPassParams { renderer: WebGLRenderer; scene: Scene; camera: Camera; width?: number | undefined; height?: number | undefined; selects: Mesh[] | null; isPerspectiveCamera?: boolean | undefined; isBouncing?: boolean | undefined; groundReflector: ReflectorForSSRPass | null; } export class SSRPass extends Pass { width: number; height: number; clear: boolean; renderer: WebGLRenderer; scene: Scene; camera: Camera; groundReflector: ReflectorForSSRPass | null; opacity: number; output: number; maxDistance: number; thickness: number; tempColor: Color; get selects(): Mesh[] | null; set selects(val: Mesh[] | null); selective: boolean; get bouncing(): boolean; set bouncing(val: boolean); blur: boolean; get distanceAttenuation(): boolean; set distanceAttenuation(val: boolean); get fresnel(): boolean; set fresnel(val: boolean); get infiniteThick(): boolean; set infiniteThick(val: boolean); beautyRenderTarget: WebGLRenderTarget; prevRenderTarget: WebGLRenderTarget; normalRenderTarget: WebGLRenderTarget; metalnessRenderTarget: WebGLRenderTarget; ssrRenderTarget: WebGLRenderTarget; blurRenderTarget: WebGLRenderTarget; blurRenderTarget2: WebGLRenderTarget; ssrMaterial: ShaderMaterial; normalMaterial: MeshNormalMaterial; metalnessOnMaterial: MeshBasicMaterial; metalnessOffMaterial: MeshBasicMaterial; blurMaterial: ShaderMaterial; blurMaterial2: ShaderMaterial; depthRenderMaterial: ShaderMaterial; copyMaterial: ShaderMaterial; fsQuad: FullScreenQuad; originalClearColor: Color; static OUTPUT: { Default: 0; SSR: 1; Beauty: 3; Depth: 4; Normal: 5; Metalness: 7; }; constructor(params: SSRPassParams); dispose: () => void; renderPass: ( renderer: WebGLRenderer, passMaterial: Material, renderTarget: WebGLRenderTarget, clearColor: ColorRepresentation, clearAlpha: ColorRepresentation, ) => void; renderOverride: ( renderer: WebGLRenderer, passMaterial: Material, renderTarget: WebGLRenderTarget, clearColor: ColorRepresentation, clearAlpha: ColorRepresentation, ) => void; renderMetalness: ( renderer: WebGLRenderer, passMaterial: Material, renderTarget: WebGLRenderTarget, clearColor: ColorRepresentation, clearAlpha: ColorRepresentation, ) => void; }