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/**
* Depth-of-field shader with bokeh
* ported from GLSL shader by Martins Upitis
* http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html
*/
import type { IUniform, Texture } from 'three';
import type { IShader } from './types';
export type BokehShaderDefines = {
DEPTH_PACKING: number;
PERSPECTIVE_CAMERA: number;
};
export type BokehShaderUniforms = {
aperture: IUniform<number>;
aspect: IUniform<number>;
farClip: IUniform<number>;
focus: IUniform<number>;
maxblur: IUniform<number>;
nearClip: IUniform<number>;
tColor: IUniform<Texture | null>;
tDepth: IUniform<Texture | null>;
};
export interface IBokehShader extends IShader<BokehShaderUniforms, BokehShaderDefines> {
}
export declare const BokehShader: IBokehShader;

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