Initial project import
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48
node_modules/three-stdlib/objects/ReflectorForSSRPass.d.ts
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48
node_modules/three-stdlib/objects/ReflectorForSSRPass.d.ts
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import { Mesh, ShaderMaterial, WebGLRenderTarget, BufferGeometry, WebGLRenderer, Scene, Camera, IUniform } from 'three'
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export interface ReflectorShader {
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defines: {
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DISTANCE_ATTENUATION: boolean
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FRESNEL: boolean
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}
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uniforms: {
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[key: string]: IUniform
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}
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vertexShader: string
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fragmentShader: string
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}
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export interface ReflectorForSSRPassOptions {
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clipBias?: number | undefined
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textureWidth?: number | undefined
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textureHeight?: number | undefined
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color?: number | undefined
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useDepthTexture?: boolean | undefined
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shader?: ReflectorShader | undefined
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}
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export class ReflectorForSSRPass<TGeometry extends BufferGeometry = BufferGeometry> extends Mesh<TGeometry> {
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type: 'ReflectorForSSRPass'
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options: ReflectorForSSRPassOptions
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static ReflectorShader: ReflectorShader
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needsUpdate: boolean
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maxDistance: number
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opacity: number
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get distanceAttenuation(): boolean
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set distanceAttenuation(val: boolean)
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get fresnel(): boolean
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set fresnel(val: boolean)
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material: ShaderMaterial
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renderTarget: WebGLRenderTarget
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constructor(geometry: TGeometry, options: ReflectorForSSRPassOptions)
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doRender: (renderer: WebGLRenderer, scene: Scene, camera: Camera) => void
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getRenderTarget: () => WebGLRenderTarget
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}
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