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import { Matrix4, MeshStandardMaterial, Texture } from 'three';
export declare class MeshReflectorMaterial extends MeshStandardMaterial {
private _tDepth;
private _distortionMap;
private _tDiffuse;
private _tDiffuseBlur;
private _textureMatrix;
private _hasBlur;
private _mirror;
private _mixBlur;
private _blurStrength;
private _minDepthThreshold;
private _maxDepthThreshold;
private _depthScale;
private _depthToBlurRatioBias;
private _distortion;
private _mixContrast;
constructor(parameters?: {});
onBeforeCompile(shader: any): void;
get tDiffuse(): Texture | null;
set tDiffuse(v: Texture | null);
get tDepth(): Texture | null;
set tDepth(v: Texture | null);
get distortionMap(): Texture | null;
set distortionMap(v: Texture | null);
get tDiffuseBlur(): Texture | null;
set tDiffuseBlur(v: Texture | null);
get textureMatrix(): Matrix4 | null;
set textureMatrix(v: Matrix4 | null);
get hasBlur(): boolean;
set hasBlur(v: boolean);
get mirror(): number;
set mirror(v: number);
get mixBlur(): number;
set mixBlur(v: number);
get mixStrength(): number;
set mixStrength(v: number);
get minDepthThreshold(): number;
set minDepthThreshold(v: number);
get maxDepthThreshold(): number;
set maxDepthThreshold(v: number);
get depthScale(): number;
set depthScale(v: number);
get depthToBlurRatioBias(): number;
set depthToBlurRatioBias(v: number);
get distortion(): number;
set distortion(v: number);
get mixContrast(): number;
set mixContrast(v: number);
}
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