Initial project import
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node_modules/three-stdlib/postprocessing/UnrealBloomPass.d.ts
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node_modules/three-stdlib/postprocessing/UnrealBloomPass.d.ts
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import { Color, MeshBasicMaterial, ShaderMaterial, Vector2, Vector3, WebGLRenderTarget } from 'three'
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import { Pass } from './Pass'
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export class UnrealBloomPass extends Pass {
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constructor(resolution: Vector2, strength: number, radius: number, threshold: number)
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resolution: Vector2
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strength: number
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radius: number
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threshold: number
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clearColor: Color
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renderTargetsHorizontal: WebGLRenderTarget[]
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renderTargetsVertical: WebGLRenderTarget[]
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nMips: number
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renderTargetBright: WebGLRenderTarget
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highPassUniforms: object
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materialHighPassFilter: ShaderMaterial
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separableBlurMaterials: ShaderMaterial[]
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compositeMaterial: ShaderMaterial
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bloomTintColors: Vector3[]
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copyUniforms: object
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materialCopy: ShaderMaterial
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oldClearColor: Color
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oldClearAlpha: number
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basic: MeshBasicMaterial
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fsQuad: object
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dispose(): void
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getSeperableBlurMaterial(): ShaderMaterial
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getCompositeMaterial(): ShaderMaterial
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}
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