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OutlinePass.d.ts
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import {
Vector2,
Scene,
Camera,
Object3D,
Color,
Matrix4,
MeshBasicMaterial,
MeshDepthMaterial,
ShaderMaterial,
WebGLRenderTarget
} from '../../../src/Three';
import { Pass } from './Pass';
export class OutlinePass extends Pass {
constructor( resolution: Vector2, scene: Scene, camera: Camera, selectedObjects?: Object3D[] );
renderScene: Scene;
renderCamera: Camera;
selectedObjects: Object3D[];
visibleEdgeColor: Color;
hiddenEdgeColor: Color;
edgeGlow: number;
usePatternTexture: boolean;
edgeThickness: number;
edgeStrength: number;
downSampleRatio: number;
pulsePeriod: number;
resolution: Vector2;
maskBufferMaterial: MeshBasicMaterial;
renderTargetMaskBuffer: WebGLRenderTarget;
depthMaterial: MeshDepthMaterial;
prepareMaskMaterial: ShaderMaterial;
renderTargetDepthBuffer: WebGLRenderTarget;
renderTargetMaskDownSampleBuffer: WebGLRenderTarget;
renderTargetBlurBuffer1: WebGLRenderTarget;
renderTargetBlurBuffer2: WebGLRenderTarget;
edgeDetectionMaterial: ShaderMaterial;
renderTargetEdgeBuffer1: WebGLRenderTarget;
renderTargetEdgeBuffer2: WebGLRenderTarget;
separableBlurMaterial1: ShaderMaterial;
separableBlurMaterial2: ShaderMaterial;
overlayMaterial: ShaderMaterial;
copyUniforms: object;
materialCopy: ShaderMaterial;
oldClearColor: Color;
oldClearAlpha: number;
fsQuad: object;
tempPulseColor1: Color;
tempPulseColor2: Color;
textureMatrix: Matrix4;
dispose(): void;
changeVisibilityOfSelectedObjects( bVisible: boolean ): void;
changeVisibilityOfNonSelectedObjects( bVisible: boolean ): void;
updateTextureMatrix(): void;
getPrepareMaskMaterial(): ShaderMaterial;
getEdgeDetectionMaterial(): ShaderMaterial;
getSeperableBlurMaterial(): ShaderMaterial;
getOverlayMaterial(): ShaderMaterial;
}