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@types/three

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import { Camera } from "../../cameras/Camera.js"; import { Layers } from "../../core/Layers.js"; import { RenderTarget, RenderTargetOptions } from "../../core/RenderTarget.js"; import { Vector4 } from "../../math/Vector4.js"; import Renderer from "../../renderers/common/Renderer.js"; import { Scene } from "../../scenes/Scene.js"; import { Texture } from "../../textures/Texture.js"; import TextureNode from "../accessors/TextureNode.js"; import MRTNode from "../core/MRTNode.js"; import Node from "../core/Node.js"; import TempNode from "../core/TempNode.js"; import { ShaderNodeObject } from "../tsl/TSLCore.js"; declare class PassTextureNode extends TextureNode { passNode: PassNode; constructor(passNode: PassNode, texture: Texture); } declare class PassMultipleTextureNode extends PassTextureNode { textureName: string; previousTexture: boolean; constructor(passNode: PassNode, textureName: string, previousTexture?: boolean); updateTexture(): void; } declare class PassNode extends TempNode { scope: PassNodeScope; scene: Scene; camera: Camera; renderTarget: RenderTarget; readonly isPassNode: true; constructor(scope: PassNodeScope, scene: Scene, camera: Camera, options?: RenderTargetOptions); setResolution(resolution: number): this; getResolution(): number; setLayers(layers: Layers): this; getLayers(): Layers; setMRT(mrt: MRTNode | null): this; getMRT(): MRTNode | null; getTexture(name: string): Texture; getPreviousTexture(name: string): Texture; toggleTexture(name: string): void; getTextureNode(name?: string): ShaderNodeObject<TextureNode>; getPreviousTextureNode(name?: string): ShaderNodeObject<Node>; getViewZNode(name?: string): ShaderNodeObject<Node>; getLinearDepthNode(name?: string): ShaderNodeObject<Node>; compileAsync(renderer: Renderer): Promise<void>; setSize(width: number, height: number): void; setScissor(x: number, y: number, width: number, height: number): void; setScissor(x: Vector4): void; setViewport(x: number, y: number, width: number, height: number): void; setViewport(x: Vector4): void; setPixelRatio(pixelRatio: number): void; dispose(): void; static COLOR: "color"; static DEPTH: "depth"; } export type PassNodeScope = typeof PassNode.COLOR | typeof PassNode.DEPTH; export default PassNode; export const pass: (scene: Scene, camera: Camera, options?: RenderTargetOptions) => ShaderNodeObject<PassNode>; export const passTexture: (pass: PassNode, texture: Texture) => ShaderNodeObject<PassTextureNode>; export const depthPass: (scene: Scene, camera: Camera, options?: RenderTargetOptions) => ShaderNodeObject<PassNode>;