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node_modules/three-stdlib/shaders/DepthLimitedBlurShader.d.ts
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node_modules/three-stdlib/shaders/DepthLimitedBlurShader.d.ts
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import { Vector2 } from 'three';
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import type { IUniform, Texture } from 'three';
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import type { IShader } from './types';
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export type DepthLimitedBlurShaderDefines = {
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DEPTH_PACKING: number;
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KERNEL_RADIUS: number;
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PERSPECTIVE_CAMERA: number;
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};
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export type DepthLimitedBlurShaderUniforms = {
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cameraFar: IUniform<number>;
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cameraNear: IUniform<number>;
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depthCutoff: IUniform<number>;
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sampleUvOffsets: IUniform<Vector2[]>;
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sampleWeights: IUniform<number[]>;
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size: IUniform<Vector2>;
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tDepth: IUniform<Texture | null>;
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tDiffuse: IUniform<Texture | null>;
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};
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export interface IDepthLimitedBlurShader extends IShader<DepthLimitedBlurShaderUniforms, DepthLimitedBlurShaderDefines> {
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defines: DepthLimitedBlurShaderDefines;
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needsUpdate?: boolean;
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}
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export declare const DepthLimitedBlurShader: IDepthLimitedBlurShader;
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export declare const BlurShaderUtils: {
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createSampleWeights: (kernelRadius: number, stdDev: number) => number[];
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createSampleOffsets: (kernelRadius: number, uvIncrement: Vector2) => Vector2[];
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configure: (shader: IDepthLimitedBlurShader, kernelRadius: number, stdDev: number, uvIncrement: Vector2) => void;
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};
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