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node_modules/three-stdlib/postprocessing/BokehPass.d.ts
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node_modules/three-stdlib/postprocessing/BokehPass.d.ts
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/**
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* Depth-of-field post-process with bokeh shader
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*/
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import { Pass, FullScreenQuad } from './Pass';
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import { MeshDepthMaterial, PerspectiveCamera, Scene, ShaderMaterial, WebGLRenderer, WebGLRenderTarget } from 'three';
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type BokehPassParams = {
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focus?: number;
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aspect?: number;
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aperture?: number;
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maxblur?: number;
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width?: number;
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height?: number;
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};
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declare class BokehPass extends Pass {
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scene: Scene;
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camera: PerspectiveCamera;
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renderTargetDepth: WebGLRenderTarget;
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materialDepth: MeshDepthMaterial;
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materialBokeh: ShaderMaterial;
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fsQuad: FullScreenQuad;
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private _oldClearColor;
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uniforms: any;
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constructor(scene: Scene, camera: PerspectiveCamera, params: BokehPassParams);
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render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void;
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}
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export { BokehPass };
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