@visualsource/selective-unrealbloompass
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A Moddified version of ThreeJS UnrealBloomPass with builtin support for selective application on objects
43 lines (42 loc) • 1.69 kB
TypeScript
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;
}