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playcanvas

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PlayCanvas WebGL game engine

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/** * @import { GraphicsDevice } from '../../platform/graphics/graphics-device.js' * @import { Texture } from '../../platform/graphics/texture.js' */ /** * Render pass implementation of a down-sample filter used by the Depth of Field pass. Based on * a texel of the CoC texture, it generates blurred version of the near or far texture. * * @category Graphics * @ignore */ export class RenderPassDofBlur extends RenderPassShaderQuad { /** * @param {GraphicsDevice} device - The graphics device. * @param {Texture|null} nearTexture - The near texture to blur. Skip near blur if the texture is null. * @param {Texture} farTexture - The far texture to blur. * @param {Texture} cocTexture - The CoC texture. */ constructor(device: GraphicsDevice, nearTexture: Texture | null, farTexture: Texture, cocTexture: Texture); blurRadiusNear: number; blurRadiusFar: number; _blurRings: number; _blurRingPoints: number; nearTexture: Texture; farTexture: Texture; cocTexture: Texture; kernelId: import("../../index.js").ScopeId; kernelCountId: import("../../index.js").ScopeId; blurRadiusNearId: import("../../index.js").ScopeId; blurRadiusFarId: import("../../index.js").ScopeId; nearTextureId: import("../../index.js").ScopeId; farTextureId: import("../../index.js").ScopeId; cocTextureId: import("../../index.js").ScopeId; set blurRings(value: number); get blurRings(): number; set blurRingPoints(value: number); get blurRingPoints(): number; createShader(): void; kernel: Float32Array<ArrayBuffer>; } import { RenderPassShaderQuad } from '../../scene/graphics/render-pass-shader-quad.js'; import type { Texture } from '../../platform/graphics/texture.js'; import type { GraphicsDevice } from '../../platform/graphics/graphics-device.js';