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import { Matrix4, Vector2 } from 'three';
/**
* References:
* http://john-chapman-graphics.blogspot.com/2013/01/ssao-tutorial.html
* https://learnopengl.com/Advanced-Lighting/SSAO
* https://github.com/McNopper/OpenGL/blob/master/Example28/shader/ssao.frag.glsl
*/
export declare const SSAOShader: {
defines: {
PERSPECTIVE_CAMERA: number;
KERNEL_SIZE: number;
};
uniforms: {
tDiffuse: {
value: null;
};
tNormal: {
value: null;
};
tDepth: {
value: null;
};
tNoise: {
value: null;
};
kernel: {
value: null;
};
cameraNear: {
value: null;
};
cameraFar: {
value: null;
};
resolution: {
value: Vector2;
};
cameraProjectionMatrix: {
value: Matrix4;
};
cameraInverseProjectionMatrix: {
value: Matrix4;
};
kernelRadius: {
value: number;
};
minDistance: {
value: number;
};
maxDistance: {
value: number;
};
};
vertexShader: string;
fragmentShader: string;
};
export declare const SSAODepthShader: {
defines: {
PERSPECTIVE_CAMERA: number;
};
uniforms: {
tDepth: {
value: null;
};
cameraNear: {
value: null;
};
cameraFar: {
value: null;
};
};
vertexShader: string;
fragmentShader: string;
};
export declare const SSAOBlurShader: {
uniforms: {
tDiffuse: {
value: null;
};
resolution: {
value: Vector2;
};
};
vertexShader: string;
fragmentShader: string;
};

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