Initial project import
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node_modules/three-stdlib/postprocessing/OutlinePass.d.ts
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53
node_modules/three-stdlib/postprocessing/OutlinePass.d.ts
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import { Pass, FullScreenQuad } from './Pass';
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import { Camera, Color, Matrix4, MeshDepthMaterial, Object3D, Scene, ShaderMaterial, Texture, Vector2, WebGLRenderer, WebGLRenderTarget } from 'three';
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declare class OutlinePass extends Pass {
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renderScene: Scene;
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renderCamera: Camera;
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selectedObjects: Object3D[];
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visibleEdgeColor: Color;
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hiddenEdgeColor: Color;
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edgeGlow: number;
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usePatternTexture: boolean;
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edgeThickness: number;
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edgeStrength: number;
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downSampleRatio: number;
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pulsePeriod: number;
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resolution: Vector2;
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renderTargetMaskBuffer: WebGLRenderTarget;
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depthMaterial: MeshDepthMaterial;
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prepareMaskMaterial: ShaderMaterial;
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renderTargetDepthBuffer: WebGLRenderTarget;
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renderTargetMaskDownSampleBuffer: WebGLRenderTarget;
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renderTargetBlurBuffer1: WebGLRenderTarget;
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renderTargetBlurBuffer2: WebGLRenderTarget;
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edgeDetectionMaterial: ShaderMaterial;
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renderTargetEdgeBuffer1: WebGLRenderTarget;
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renderTargetEdgeBuffer2: WebGLRenderTarget;
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separableBlurMaterial1: ShaderMaterial;
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separableBlurMaterial2: ShaderMaterial;
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overlayMaterial: ShaderMaterial;
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materialCopy: ShaderMaterial;
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oldClearAlpha: number;
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fsQuad: FullScreenQuad;
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tempPulseColor1: Color;
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tempPulseColor2: Color;
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textureMatrix: Matrix4;
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patternTexture?: Texture;
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private _visibilityCache;
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private _oldClearColor;
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copyUniforms: any;
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BlurDirectionX: Vector2;
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BlurDirectionY: Vector2;
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constructor(resolution: Vector2, scene: Scene, camera: Camera, selectedObjects?: Object3D[]);
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dispose(): void;
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setSize(width: number, height: number): void;
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changeVisibilityOfSelectedObjects(bVisible: boolean): void;
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changeVisibilityOfNonSelectedObjects(bVisible: boolean): void;
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updateTextureMatrix(): void;
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render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget, deltaTime: number, maskActive: boolean): void;
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getPrepareMaskMaterial(): ShaderMaterial;
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getEdgeDetectionMaterial(): ShaderMaterial;
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getSeperableBlurMaterial(maxRadius: number): ShaderMaterial;
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getOverlayMaterial(): ShaderMaterial;
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}
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export { OutlinePass };
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