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@types/three

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import { Box3, Camera, Color, ColorRepresentation, DataTexture, DepthTexture, MeshNormalMaterial, Scene, ShaderMaterial, Texture, WebGLRenderer, WebGLRenderTarget, } from "three"; import { FullScreenQuad, Pass } from "./Pass.js"; export class GTAOPass extends Pass { width: number; height: number; clear: boolean; camera: Camera; scene: Scene; output: number; blendIntensity: number; pdRings: number; pdRadiusExponent: number; pdSamples: number; gtaoNoiseTexture: DataTexture; pdNoiseTexture: DataTexture; gtaoRenderTarget: WebGLRenderTarget; pdRenderTarget: WebGLRenderTarget; gtaoMaterial: ShaderMaterial; normalMaterial: MeshNormalMaterial; pdMaterial: ShaderMaterial; depthRenderMaterial: ShaderMaterial; copyMaterial: ShaderMaterial; blendMaterial: ShaderMaterial; fsQuad: FullScreenQuad; originalClearColor: Color; depthTexture: DepthTexture; normalTexture: Texture; constructor( scene: Scene, camera: Camera, width?: number | undefined, height?: number | undefined, parameters?: { depthTexture?: DepthTexture | undefined; normalTexture?: Texture | undefined } | undefined, ); get gtaoMap(): Texture; setGBuffer(depthTexture?: DepthTexture | undefined, normalTexture?: Texture | undefined): void; setSceneClipBox(box: Box3): void; updateGtaoMaterial(parameters: { radius?: number | undefined; distanceExponent?: number | undefined; thickness?: number | undefined; distanceFallOff?: number | undefined; scale?: number | undefined; samples?: number | undefined; screenSpaceRadius?: boolean | undefined; }): void; updatePdMaterial(parameters: { lumaPhi?: number | undefined; depthPhi?: number | undefined; normalPhi?: number | undefined; radius?: number | undefined; radiusExponent?: number | undefined; rings?: number | undefined; samples?: number | undefined; }): void; renderPass( renderer: WebGLRenderer, passMaterial: ShaderMaterial, renderTarget: WebGLRenderTarget | null, clearColor?: ColorRepresentation | undefined, clearAlpha?: number | undefined, ): void; renderOverride( renderer: WebGLRenderer, overrideMaterial: MeshNormalMaterial, renderTarget: WebGLRenderTarget | null, clearColor?: ColorRepresentation | undefined, clearAlpha?: number | undefined, ): void; overrideVisibility(): void; restoreVisibility(): void; generateNoise(size?: number): DataTexture; static OUTPUT: { Off: -1; Default: 0; Diffuse: 1; Depth: 2; Normal: 3; AO: 4; Denoise: 5; }; }