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61
types/GraphicsSystem/OutlinePass.d.ts
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61
types/GraphicsSystem/OutlinePass.d.ts
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import { Color, Matrix4, MeshBasicMaterial, MeshDepthMaterial, Object3D, OrthographicCamera, PerspectiveCamera, Scene, ShaderMaterial, Vector2, WebGLRenderer, WebGLRenderTarget } from "three";
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import { Pass } from "three/examples/jsm/postprocessing/Pass";
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/**
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* @author spidersharma / http://eduperiment.com/
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*/
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export declare class OutlinePass extends Pass {
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renderScene: Scene;
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renderCamera: OrthographicCamera | PerspectiveCamera;
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resolution: Vector2;
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selectedObjects: Object3D[];
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renderObjects: Object3D[];
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visibleEdgeColor: Color;
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hiddenEdgeColor: Color;
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edgeGlow: number;
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usePatternTexture: boolean;
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edgeThickness: number;
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edgeStrength: number;
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downSampleRatio: number;
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pulsePeriod: number;
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maskBufferMaterial: MeshBasicMaterial;
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renderTargetMaskBuffer: WebGLRenderTarget;
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depthMaterial: MeshDepthMaterial;
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prepareMaskMaterial: ShaderMaterial;
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renderTargetDepthBuffer: WebGLRenderTarget;
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renderTargetMaskDownSampleBuffer: WebGLRenderTarget;
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renderTargetBlurBuffer1: WebGLRenderTarget;
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renderTargetBlurBuffer2: WebGLRenderTarget;
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edgeDetectionMaterial: ShaderMaterial;
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renderTargetEdgeBuffer1: WebGLRenderTarget;
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renderTargetEdgeBuffer2: WebGLRenderTarget;
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separableBlurMaterial1: ShaderMaterial;
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separableBlurMaterial2: ShaderMaterial;
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overlayMaterial: ShaderMaterial;
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copyUniforms: {
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[x: string]: {
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value: any;
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};
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};
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materialCopy: ShaderMaterial;
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oldClearColor: Color;
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oldClearAlpha: number;
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fsQuad: Pass.FullScreenQuad;
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tempPulseColor1: Color;
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tempPulseColor2: Color;
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textureMatrix: Matrix4;
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patternTexture: any;
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constructor(renderScene: Scene, renderCamera: OrthographicCamera | PerspectiveCamera, resolution?: Vector2, selectedObjects?: Object3D[]);
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dispose(): void;
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setSize(width: number, height: number): void;
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changeVisibilityOfSelectedObjects(bVisible: boolean): void;
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changeVisibilityOfNonSelectedObjects(bVisible: boolean): void;
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updateTextureMatrix(): void;
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render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget, deltaTime: number, maskActive: boolean): void;
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getPrepareMaskMaterial(): ShaderMaterial;
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getEdgeDetectionMaterial(): ShaderMaterial;
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getSeperableBlurMaterial(maxRadius: number): ShaderMaterial;
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getOverlayMaterial(): ShaderMaterial;
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static BlurDirectionX: Vector2;
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static BlurDirectionY: Vector2;
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}
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//# sourceMappingURL=OutlinePass.d.ts.map
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