import { Camera } from './../cameras/Camera'; import { Light } from './../lights/Light'; import { Vector2 } from './../math/Vector2'; import { Vector4 } from './../math/Vector4'; import { Matrix4 } from './../math/Matrix4'; import { WebGLRenderTarget } from '../renderers/WebGLRenderTarget'; export class LightShadow { constructor(camera: Camera); camera: Camera; /** * @default 0 */ bias: number; /** * @default 0 */ normalBias: number; /** * @default 1 */ radius: number; /** * @default 8 */ blurSamples: number; /** * @default new THREE.Vector2( 512, 512 ) */ mapSize: Vector2; /** * @default null */ map: WebGLRenderTarget; /** * @default null */ mapPass: WebGLRenderTarget; /** * @default new THREE.Matrix4() */ matrix: Matrix4; /** * @default true */ autoUpdate: boolean; /** * @default false */ needsUpdate: boolean; copy(source: LightShadow): this; clone(recursive?: boolean): this; toJSON(): any; getFrustum(): number; updateMatrices(light: Light, viewportIndex?: number): void; getViewport(viewportIndex: number): Vector4; getFrameExtents(): Vector2; dispose(): void; }