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/**
* Depth-of-field shader using mipmaps
* - from Matt Handley @applmak
* - requires power-of-2 sized render target with enabled mipmaps
*/
export declare const DOFMipMapShader: {
uniforms: {
tColor: {
value: null;
};
tDepth: {
value: null;
};
focus: {
value: number;
};
maxblur: {
value: number;
};
};
vertexShader: string;
fragmentShader: string;
};

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