Buckets:
ktongue/docker_container / simsite /frontend /node_modules /three-stdlib /shaders /BokehShader2.d.ts
| 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; | |
| }; | |
Xet Storage Details
- Size:
- 1.45 kB
- Xet hash:
- dfac451105507102860cc2dd40377d2466587fed0a9309830c106f87affe20d4
·
Xet efficiently stores files, intelligently splitting them into unique chunks and accelerating uploads and downloads. More info.