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@visualsource/selective-unrealbloompass

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A Moddified version of ThreeJS UnrealBloomPass with builtin support for selective application on objects

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import { Vector2, WebGLRenderTarget } from 'three'; import { Pass } from 'three/examples/jsm/postprocessing/Pass'; export declare class SelectiveUnrealBloomPass extends Pass { resolution: Vector2; strength: number; radius: number; threshold: number; selective: boolean; scene?: import("three").Scene | undefined; camera?: import("three").Camera | undefined; static BlurDirectionX: Vector2; static BlurDirectionY: Vector2; private bloom_layer; private save_materials; private clearColor; private _oldClearColor; private oldClearAlpha; private fsQuad; private renderTargetsHorizontal; private renderTargetsVertical; private nMips; private renderTargetBright; private materialHighPassFilter; private compositeMaterial; private blendMaterial; private materialCopy; private renderTargetSelectedObjects; private basic; private separableBlurMaterials; private bloomTintColors; private copyUniforms; private highPassUniforms; constructor(resolution?: Vector2, strength?: number, radius?: number, threshold?: number, selective?: boolean, bloomlayer?: number, scene?: import("three").Scene | undefined, camera?: import("three").Camera | undefined); dispose(): void; setSize(width: number, height: number): void; render(renderer: THREE.WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget, deltaTime: number, maskActive: boolean): void; private createBlendMaterial; private getCompositeMaterial; private getSeperableBlurMaterial; private darkenNonBloom; private restoreMaterial; }