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import { Vector2 } from 'three';
import type { IUniform, Texture } from 'three';
import type { IShader } from './types';
export type DepthLimitedBlurShaderDefines = {
DEPTH_PACKING: number;
KERNEL_RADIUS: number;
PERSPECTIVE_CAMERA: number;
};
export type DepthLimitedBlurShaderUniforms = {
cameraFar: IUniform<number>;
cameraNear: IUniform<number>;
depthCutoff: IUniform<number>;
sampleUvOffsets: IUniform<Vector2[]>;
sampleWeights: IUniform<number[]>;
size: IUniform<Vector2>;
tDepth: IUniform<Texture | null>;
tDiffuse: IUniform<Texture | null>;
};
export interface IDepthLimitedBlurShader extends IShader<DepthLimitedBlurShaderUniforms, DepthLimitedBlurShaderDefines> {
defines: DepthLimitedBlurShaderDefines;
needsUpdate?: boolean;
}
export declare const DepthLimitedBlurShader: IDepthLimitedBlurShader;
export declare const BlurShaderUtils: {
createSampleWeights: (kernelRadius: number, stdDev: number) => number[];
createSampleOffsets: (kernelRadius: number, uvIncrement: Vector2) => Vector2[];
configure: (shader: IDepthLimitedBlurShader, kernelRadius: number, stdDev: number, uvIncrement: Vector2) => void;
};

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