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three-stdlib

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stand-alone library of threejs examples

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import { IUniform, Texture, Vector2 } from 'three'; export interface BokehShader2Uniforms { textureWidth: IUniform<number>; textureHeight: IUniform<number>; focalDepth: IUniform<number>; focalLength: IUniform<number>; fstop: IUniform<number>; tColor: IUniform<Texture | null>; tDepth: IUniform<Texture | null>; maxblur: IUniform<number>; showFocus: IUniform<number>; manualdof: IUniform<number>; vignetting: IUniform<number>; depthblur: IUniform<number>; threshold: IUniform<number>; gain: IUniform<number>; bias: IUniform<number>; fringe: IUniform<number>; znear: IUniform<number>; zfar: IUniform<number>; noise: IUniform<number>; dithering: IUniform<number>; pentagon: IUniform<number>; shaderFocus: IUniform<number>; focusCoords: IUniform<Vector2>; } /** * Depth-of-field shader with bokeh * ported from GLSL shader by Martins Upitis * http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update) * * Requires #define RINGS and SAMPLES integers */ export declare const BokehShader2: { uniforms: BokehShader2Uniforms; vertexShader: string; fragmentShader: string; }; export declare const BokehDepthShader: { uniforms: { mNear: { value: number; }; mFar: { value: number; }; }; vertexShader: string; fragmentShader: string; };