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playcanvas

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PlayCanvas WebGL game engine

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/** * @import { Texture } from '../../platform/graphics/texture.js'; */ /** * Render pass implementation of the final post-processing composition. * * @category Graphics * @ignore */ export class RenderPassCompose extends RenderPassShaderQuad { constructor(graphicsDevice: any); /** * @type {Texture|null} */ sceneTexture: Texture | null; bloomIntensity: number; _bloomTexture: any; _cocTexture: any; blurTexture: any; blurTextureUpscale: boolean; _ssaoTexture: any; _toneMapping: number; _gradingEnabled: boolean; gradingSaturation: number; gradingContrast: number; gradingBrightness: number; gradingTint: Color; _shaderDirty: boolean; _vignetteEnabled: boolean; vignetteInner: number; vignetteOuter: number; vignetteCurvature: number; vignetteIntensity: number; _fringingEnabled: boolean; fringingIntensity: number; _taaEnabled: boolean; _sharpness: number; _gammaCorrection: number; /** * @type {Texture|null} */ _colorLUT: Texture | null; colorLUTIntensity: number; _key: string; _debug: any; _customComposeChunks: Map<string, string>; sceneTextureId: any; bloomTextureId: any; cocTextureId: any; ssaoTextureId: any; blurTextureId: any; bloomIntensityId: any; bcsId: any; tintId: any; vignetterParamsId: any; fringingIntensityId: any; sceneTextureInvResId: any; sceneTextureInvResValue: Float32Array<ArrayBuffer>; sharpnessId: any; colorLUTId: any; colorLUTParams: Float32Array<ArrayBuffer>; colorLUTParamsId: any; set debug(value: any); get debug(): any; set colorLUT(value: Texture); get colorLUT(): Texture; set bloomTexture(value: any); get bloomTexture(): any; set cocTexture(value: any); get cocTexture(): any; set ssaoTexture(value: any); get ssaoTexture(): any; set taaEnabled(value: boolean); get taaEnabled(): boolean; set gradingEnabled(value: boolean); get gradingEnabled(): boolean; set vignetteEnabled(value: boolean); get vignetteEnabled(): boolean; set fringingEnabled(value: boolean); get fringingEnabled(): boolean; set toneMapping(value: number); get toneMapping(): number; set sharpness(value: number); get sharpness(): number; get isSharpnessEnabled(): boolean; } import { RenderPassShaderQuad } from '../../scene/graphics/render-pass-shader-quad.js'; import type { Texture } from '../../platform/graphics/texture.js'; import { Color } from '../../core/math/color.js';