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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;
};

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