import { Color, MeshBasicMaterial, ShaderMaterial, Vector2, Vector3, WebGLRenderTarget } from '../../../src/Three'; import { Pass } from './Pass'; export class UnrealBloomPass extends Pass { constructor( resolution: Vector2, strength: number, radius: number, threshold: number ); resolution: Vector2; strength: number; radius: number; threshold: number; clearColor: Color; renderTargetsHorizontal: WebGLRenderTarget[]; renderTargetsVertical: WebGLRenderTarget[]; nMips: number; renderTargetBright: WebGLRenderTarget; highPassUniforms: object; materialHighPassFilter: ShaderMaterial; separableBlurMaterials: ShaderMaterial[]; compositeMaterial: ShaderMaterial; bloomTintColors: Vector3[]; copyUniforms: object; materialCopy: ShaderMaterial; oldClearColor: Color; oldClearAlpha: number; basic: MeshBasicMaterial; fsQuad: object; dispose(): void; getSeperableBlurMaterial(): ShaderMaterial; getCompositeMaterial(): ShaderMaterial; }