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playcanvas

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Open-source WebGL/WebGPU 3D engine for the web

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/** * A render pass which typically executes before the rendering of the main scene, and renders data * that is required for the main rendering pass (and also in following passes) into separate render * targets. This can include depth, normals, velocity, etc, used by TAA, motion blur, SSAO, etc. * * @category Graphics * @ignore */ export class RenderPassPrepass extends RenderPass { constructor(device: any, scene: any, renderer: any, camera: any, options: any); /** @type {Texture} */ linearDepthTexture: Texture; /** @type {Color} */ linearDepthClearValue: Color; /** * The layerList indices of the sub-layers this prepass renders. Rebuilt each frame in * frameUpdate (where culling is also requested) and consumed by execute. * * @type {number[]} */ _qualifiedLayerIndices: number[]; scene: any; renderer: any; camera: any; setupRenderTarget(options: any): void; linearDepthFormat: number; } import { RenderPass } from '../../platform/graphics/render-pass.js'; import { Texture } from '../../platform/graphics/texture.js'; import { Color } from '../../core/math/color.js';