Initial project import
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node_modules/three-stdlib/shaders/BokehShader2.d.ts
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node_modules/three-stdlib/shaders/BokehShader2.d.ts
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import { IUniform, Texture, Vector2 } from 'three';
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export interface BokehShader2Uniforms {
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textureWidth: IUniform<number>;
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textureHeight: IUniform<number>;
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focalDepth: IUniform<number>;
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focalLength: IUniform<number>;
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fstop: IUniform<number>;
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tColor: IUniform<Texture | null>;
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tDepth: IUniform<Texture | null>;
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maxblur: IUniform<number>;
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showFocus: IUniform<number>;
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manualdof: IUniform<number>;
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vignetting: IUniform<number>;
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depthblur: IUniform<number>;
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threshold: IUniform<number>;
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gain: IUniform<number>;
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bias: IUniform<number>;
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fringe: IUniform<number>;
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znear: IUniform<number>;
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zfar: IUniform<number>;
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noise: IUniform<number>;
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dithering: IUniform<number>;
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pentagon: IUniform<number>;
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shaderFocus: IUniform<number>;
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focusCoords: IUniform<Vector2>;
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}
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/**
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* Depth-of-field shader with bokeh
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* ported from GLSL shader by Martins Upitis
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* http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)
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*
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* Requires #define RINGS and SAMPLES integers
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*/
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export declare const BokehShader2: {
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uniforms: BokehShader2Uniforms;
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vertexShader: string;
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fragmentShader: string;
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};
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export declare const BokehDepthShader: {
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uniforms: {
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mNear: {
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value: number;
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};
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mFar: {
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value: number;
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};
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};
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vertexShader: string;
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fragmentShader: string;
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};
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