babylonjs-post-process 9.0.0 → 9.1.0

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@@ -1,11 +1,640 @@
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+ declare module "babylonjs-post-process/index" {
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+ export * from "babylonjs-post-process/asciiArt/index";
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+ export * from "babylonjs-post-process/digitalRain/index";
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+ export * from "babylonjs-post-process/edgeDetection/index";
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+
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+ }
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+ declare module "babylonjs-post-process/legacy/legacy" {
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+ export * from "babylonjs-post-process/index";
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+
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+ }
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+ declare module "babylonjs-post-process/legacy/legacy-digitalRain" {
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+ export * from "babylonjs-post-process/digitalRain/index";
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+
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+ }
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+ declare module "babylonjs-post-process/legacy/legacy-asciiArt" {
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+ export * from "babylonjs-post-process/asciiArt/index";
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+
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+ }
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+ declare module "babylonjs-post-process/edgeDetection/index" {
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+ export * from "babylonjs-post-process/edgeDetection/edgeDetectionPostProcess";
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+
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+ }
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+ declare module "babylonjs-post-process/edgeDetection/edgeDetectionPostProcess" {
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+ import { Nullable } from "babylonjs/types";
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+ import { Camera } from "babylonjs/Cameras/camera";
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+ import { PostProcessOptions, PostProcess } from "babylonjs/PostProcesses/postProcess";
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+ import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
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+ import { Color3 } from "babylonjs/Maths/math.color";
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+ import { Scene } from "babylonjs/scene";
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+ import "babylonjs-post-process/edgeDetection/edgeDetection.fragment";
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+ /**
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+ * The Edge Detection effect highlights the edges of objects in the scene like a toon.
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+ * This can be used for stylized rendering, outlining, or visual effects that require edge enhancement.
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+ */
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+ export class EdgeDetectionPostProcess extends PostProcess {
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+ /**
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+ * Defines the color of the detected edges.
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+ */
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+ edgeColor: Color3;
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+ /**
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+ * Defines the intensity of the detected edges.
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+ * Higher values result in more pronounced edges.
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+ * default: 0.2 (min:0, max:1)
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+ */
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+ edgeIntensity: number;
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+ /**
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+ * Defines the width of the detected edges.
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+ * Higher values result in thicker edges.
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+ * default: 0.2 (min:0.125, max:1)
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+ */
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+ edgeWidth: number;
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+ /**
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+ * Defines the render mode.
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+ * default: 0
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+ * 0: general, 1: normal, 2: depth, 3: outline only
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+ */
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+ renderMode: number;
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+ private _geometryBufferRenderer;
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+ /**
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+ * Get the current class name of the current effect
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+ * @returns "EdgeDetectionPostProcess"
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+ */
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+ getClassName(): string;
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+ /**
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+ * Creates a new instance of EdgeDetectionPostProcess.
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+ * @param name The name of the effect.
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+ * @param scene The scene where the edge detection post-process will be applied.
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+ * @param options The required width/height ratio or specific options for the post-process.
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+ * @param camera The camera to apply the post-process to.
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+ * @param samplingMode The sampling mode to be used when computing the pass. (default: TEXTURE_NEAREST_NEAREST)
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+ * @param reusable If the post-process can be reused on the same frame. (default: false)
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+ * @param textureType The type of textures used when performing the post-process. (default: TEXTURETYPE_HALF_FLOAT)
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+ */
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+ constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, reusable?: boolean, textureType?: number);
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+ /**
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+ * Support test.
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+ */
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+ static get IsSupported(): boolean;
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+ /**
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+ * @internal
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+ */
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+ static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): EdgeDetectionPostProcess;
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+ }
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+
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+ }
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+ declare module "babylonjs-post-process/edgeDetection/edgeDetection.fragment" {
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+ /** @internal */
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+ export const edgeDetectionPixelShader: {
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+ name: string;
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+ shader: string;
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+ };
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+
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+ }
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+ declare module "babylonjs-post-process/digitalRain/index" {
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+ export * from "babylonjs-post-process/digitalRain/digitalRainPostProcess";
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+
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+ }
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+ declare module "babylonjs-post-process/digitalRain/digitalrain.fragment" {
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+ /** @internal */
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+ export const digitalrainPixelShader: {
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+ name: string;
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+ shader: string;
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+ };
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+
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+ }
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+ declare module "babylonjs-post-process/digitalRain/digitalRainPostProcess" {
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+ import { Nullable } from "babylonjs/types";
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+ import { Camera } from "babylonjs/Cameras/camera";
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+ import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
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+ import { PostProcess } from "babylonjs/PostProcesses/postProcess";
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+ import { Scene } from "babylonjs/scene";
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+ import "babylonjs/Engines/Extensions/engine.dynamicTexture";
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+ import "babylonjs-post-process/digitalRain/digitalrain.fragment";
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+ /**
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+ * DigitalRainFontTexture is the helper class used to easily create your digital rain font texture.
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+ *
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+ * It basically takes care rendering the font front the given font size to a texture.
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+ * This is used later on in the postprocess.
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+ */
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+ export class DigitalRainFontTexture extends BaseTexture {
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+ private _font;
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+ private _text;
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+ private _charSize;
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+ /**
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+ * Gets the size of one char in the texture (each char fits in size * size space in the texture).
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+ */
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+ get charSize(): number;
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+ /**
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+ * Create a new instance of the Digital Rain FontTexture class
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+ * @param name the name of the texture
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+ * @param font the font to use, use the W3C CSS notation
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+ * @param text the caracter set to use in the rendering.
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+ * @param scene the scene that owns the texture
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+ */
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+ constructor(name: string, font: string, text: string, scene?: Nullable<Scene>);
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+ /**
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+ * Gets the max char width of a font.
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+ * @param font the font to use, use the W3C CSS notation
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+ * @returns the max char width
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+ */
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+ private _getFontWidth;
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+ /**
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+ * Gets the max char height of a font.
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+ * @param font the font to use, use the W3C CSS notation
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+ * @returns the max char height
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+ */
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+ private _getFontHeight;
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+ /**
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+ * Clones the current DigitalRainFontTexture.
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+ * @returns the clone of the texture.
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+ */
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+ clone(): DigitalRainFontTexture;
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+ /**
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+ * Parses a json object representing the texture and returns an instance of it.
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+ * @param source the source JSON representation
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+ * @param scene the scene to create the texture for
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+ * @returns the parsed texture
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+ */
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+ static Parse(source: any, scene: Scene): DigitalRainFontTexture;
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+ }
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+ /**
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+ * Option available in the Digital Rain Post Process.
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+ */
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+ export interface IDigitalRainPostProcessOptions {
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+ /**
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+ * The font to use following the w3c font definition.
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+ */
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+ font?: string;
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+ /**
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+ * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
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+ * This number is defined between 0 and 1;
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+ */
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+ mixToTile?: number;
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+ /**
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+ * This defines the amount you want to mix the normal rendering pass in the digital rain.
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+ * This number is defined between 0 and 1;
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+ */
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+ mixToNormal?: number;
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+ }
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+ /**
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+ * DigitalRainPostProcess helps rendering everithing in digital rain.
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+ *
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+ * Simmply add it to your scene and let the nerd that lives in you have fun.
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+ * Example usage: var pp = new DigitalRainPostProcess("digitalRain", "20px Monospace", camera);
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+ */
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+ export class DigitalRainPostProcess extends PostProcess {
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+ /**
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+ * The font texture used to render the char in the post process.
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+ */
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+ private _digitalRainFontTexture;
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+ /**
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+ * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
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+ * This number is defined between 0 and 1;
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+ */
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+ mixToTile: number;
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+ /**
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+ * This defines the amount you want to mix the normal rendering pass in the digital rain.
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+ * This number is defined between 0 and 1;
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+ */
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+ mixToNormal: number;
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+ /**
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+ * Speed of the effect
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+ */
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+ speed: number;
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+ /**
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+ * Instantiates a new Digital Rain Post Process.
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+ * @param name the name to give to the postprocess
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+ * @camera the camera to apply the post process to.
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+ * @param camera
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+ * @param options can either be the font name or an option object following the IDigitalRainPostProcessOptions format
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+ */
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+ constructor(name: string, camera: Nullable<Camera>, options?: string | IDigitalRainPostProcessOptions);
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+ }
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+
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+ }
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+ declare module "babylonjs-post-process/asciiArt/index" {
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+ export * from "babylonjs-post-process/asciiArt/asciiArtPostProcess";
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+
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+ }
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+ declare module "babylonjs-post-process/asciiArt/asciiart.fragment" {
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+ /** @internal */
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+ export const asciiartPixelShader: {
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+ name: string;
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+ shader: string;
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+ };
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+
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+ }
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+ declare module "babylonjs-post-process/asciiArt/asciiArtPostProcess" {
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+ import { Nullable } from "babylonjs/types";
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+ import { Camera } from "babylonjs/Cameras/camera";
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+ import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
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+ import { PostProcess } from "babylonjs/PostProcesses/postProcess";
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+ import { Scene } from "babylonjs/scene";
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+ import "babylonjs/Engines/Extensions/engine.dynamicTexture";
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+ import "babylonjs-post-process/asciiArt/asciiart.fragment";
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+ /**
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+ * AsciiArtFontTexture is the helper class used to easily create your ascii art font texture.
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+ *
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+ * It basically takes care rendering the font front the given font size to a texture.
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+ * This is used later on in the postprocess.
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+ */
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+ export class AsciiArtFontTexture extends BaseTexture {
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+ private _font;
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+ private _text;
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+ private _charSize;
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+ /**
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+ * Gets the size of one char in the texture (each char fits in size * size space in the texture).
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+ */
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+ get charSize(): number;
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+ /**
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+ * Create a new instance of the Ascii Art FontTexture class
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+ * @param name the name of the texture
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+ * @param font the font to use, use the W3C CSS notation
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+ * @param text the caracter set to use in the rendering.
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+ * @param scene the scene that owns the texture
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+ */
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+ constructor(name: string, font: string, text: string, scene?: Nullable<Scene>);
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+ /**
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+ * Gets the max char width of a font.
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+ * @param font the font to use, use the W3C CSS notation
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+ * @returns the max char width
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+ */
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+ private _getFontWidth;
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+ /**
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+ * Gets the max char height of a font.
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+ * @param font the font to use, use the W3C CSS notation
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+ * @returns the max char height
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+ */
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+ private _getFontHeight;
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+ /**
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+ * Clones the current AsciiArtTexture.
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+ * @returns the clone of the texture.
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+ */
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+ clone(): AsciiArtFontTexture;
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+ /**
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+ * Parses a json object representing the texture and returns an instance of it.
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+ * @param source the source JSON representation
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+ * @param scene the scene to create the texture for
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+ * @returns the parsed texture
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+ */
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+ static Parse(source: any, scene: Scene): AsciiArtFontTexture;
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+ }
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+ /**
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+ * Option available in the Ascii Art Post Process.
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+ */
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+ export interface IAsciiArtPostProcessOptions {
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+ /**
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+ * The font to use following the w3c font definition.
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+ */
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+ font?: string;
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+ /**
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+ * The character set to use in the postprocess.
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+ */
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+ characterSet?: string;
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+ /**
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+ * This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
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+ * This number is defined between 0 and 1;
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+ */
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+ mixToTile?: number;
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+ /**
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+ * This defines the amount you want to mix the normal rendering pass in the ascii art.
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+ * This number is defined between 0 and 1;
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+ */
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+ mixToNormal?: number;
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+ }
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+ /**
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+ * AsciiArtPostProcess helps rendering everithing in Ascii Art.
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+ *
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+ * Simmply add it to your scene and let the nerd that lives in you have fun.
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+ * Example usage: var pp = new AsciiArtPostProcess("myAscii", "20px Monospace", camera);
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+ */
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+ export class AsciiArtPostProcess extends PostProcess {
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+ /**
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+ * The font texture used to render the char in the post process.
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+ */
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+ private _asciiArtFontTexture;
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+ /**
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+ * This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
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+ * This number is defined between 0 and 1;
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+ */
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+ mixToTile: number;
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+ /**
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+ * This defines the amount you want to mix the normal rendering pass in the ascii art.
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+ * This number is defined between 0 and 1;
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+ */
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+ mixToNormal: number;
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+ /**
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+ * Instantiates a new Ascii Art Post Process.
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+ * @param name the name to give to the postprocess
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+ * @camera the camera to apply the post process to.
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+ * @param camera
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+ * @param options can either be the font name or an option object following the IAsciiArtPostProcessOptions format
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+ */
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+ constructor(name: string, camera: Nullable<Camera>, options?: string | IAsciiArtPostProcessOptions);
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+ }
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+
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+ }
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  declare module "babylonjs-post-process" {
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- export * from "babylonjs-post-process/index";
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+ export * from "babylonjs-post-process/legacy/legacy";
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  }
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- declare module BABYLON {
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+ declare namespace BABYLON {
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+
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+
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+
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+
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+
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+
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+
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+
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+ /**
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+ * The Edge Detection effect highlights the edges of objects in the scene like a toon.
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+ * This can be used for stylized rendering, outlining, or visual effects that require edge enhancement.
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+ */
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+ export class EdgeDetectionPostProcess extends PostProcess {
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+ /**
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+ * Defines the color of the detected edges.
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+ */
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+ edgeColor: Color3;
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+ /**
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+ * Defines the intensity of the detected edges.
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+ * Higher values result in more pronounced edges.
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+ * default: 0.2 (min:0, max:1)
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+ */
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+ edgeIntensity: number;
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+ /**
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+ * Defines the width of the detected edges.
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+ * Higher values result in thicker edges.
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+ * default: 0.2 (min:0.125, max:1)
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+ */
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+ edgeWidth: number;
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+ /**
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+ * Defines the render mode.
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+ * default: 0
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+ * 0: general, 1: normal, 2: depth, 3: outline only
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+ */
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+ renderMode: number;
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+ private _geometryBufferRenderer;
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+ /**
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+ * Get the current class name of the current effect
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+ * @returns "EdgeDetectionPostProcess"
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+ */
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+ getClassName(): string;
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+ /**
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+ * Creates a new instance of EdgeDetectionPostProcess.
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+ * @param name The name of the effect.
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+ * @param scene The scene where the edge detection post-process will be applied.
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+ * @param options The required width/height ratio or specific options for the post-process.
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+ * @param camera The camera to apply the post-process to.
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+ * @param samplingMode The sampling mode to be used when computing the pass. (default: TEXTURE_NEAREST_NEAREST)
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+ * @param reusable If the post-process can be reused on the same frame. (default: false)
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+ * @param textureType The type of textures used when performing the post-process. (default: TEXTURETYPE_HALF_FLOAT)
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+ */
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+ constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, reusable?: boolean, textureType?: number);
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+ /**
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+ * Support test.
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+ */
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+ static get IsSupported(): boolean;
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+ /**
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+ * @internal
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+ */
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+ static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): EdgeDetectionPostProcess;
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+ }
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+
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+
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+ /** @internal */
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+ export var edgeDetectionPixelShader: {
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+ name: string;
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+ shader: string;
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+ };
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+
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+
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+
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+
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+ /** @internal */
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+ export var digitalrainPixelShader: {
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+ name: string;
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+ shader: string;
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+ };
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+
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+
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+ /**
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+ * DigitalRainFontTexture is the helper class used to easily create your digital rain font texture.
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+ *
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+ * It basically takes care rendering the font front the given font size to a texture.
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+ * This is used later on in the postprocess.
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+ */
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+ export class DigitalRainFontTexture extends BaseTexture {
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+ private _font;
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+ private _text;
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+ private _charSize;
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+ /**
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+ * Gets the size of one char in the texture (each char fits in size * size space in the texture).
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+ */
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+ get charSize(): number;
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+ /**
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+ * Create a new instance of the Digital Rain FontTexture class
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+ * @param name the name of the texture
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+ * @param font the font to use, use the W3C CSS notation
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+ * @param text the caracter set to use in the rendering.
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+ * @param scene the scene that owns the texture
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+ */
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+ constructor(name: string, font: string, text: string, scene?: Nullable<Scene>);
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+ /**
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+ * Gets the max char width of a font.
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+ * @param font the font to use, use the W3C CSS notation
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+ * @returns the max char width
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+ */
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+ private _getFontWidth;
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+ /**
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+ * Gets the max char height of a font.
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+ * @param font the font to use, use the W3C CSS notation
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+ * @returns the max char height
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+ */
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+ private _getFontHeight;
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+ /**
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+ * Clones the current DigitalRainFontTexture.
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+ * @returns the clone of the texture.
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+ */
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+ clone(): DigitalRainFontTexture;
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+ /**
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+ * Parses a json object representing the texture and returns an instance of it.
466
+ * @param source the source JSON representation
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+ * @param scene the scene to create the texture for
468
+ * @returns the parsed texture
469
+ */
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+ static Parse(source: any, scene: Scene): DigitalRainFontTexture;
471
+ }
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+ /**
473
+ * Option available in the Digital Rain Post Process.
474
+ */
475
+ export interface IDigitalRainPostProcessOptions {
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+ /**
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+ * The font to use following the w3c font definition.
478
+ */
479
+ font?: string;
480
+ /**
481
+ * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
482
+ * This number is defined between 0 and 1;
483
+ */
484
+ mixToTile?: number;
485
+ /**
486
+ * This defines the amount you want to mix the normal rendering pass in the digital rain.
487
+ * This number is defined between 0 and 1;
488
+ */
489
+ mixToNormal?: number;
490
+ }
491
+ /**
492
+ * DigitalRainPostProcess helps rendering everithing in digital rain.
493
+ *
494
+ * Simmply add it to your scene and let the nerd that lives in you have fun.
495
+ * Example usage: var pp = new DigitalRainPostProcess("digitalRain", "20px Monospace", camera);
496
+ */
497
+ export class DigitalRainPostProcess extends PostProcess {
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+ /**
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+ * The font texture used to render the char in the post process.
500
+ */
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+ private _digitalRainFontTexture;
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+ /**
503
+ * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
504
+ * This number is defined between 0 and 1;
505
+ */
506
+ mixToTile: number;
507
+ /**
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+ * This defines the amount you want to mix the normal rendering pass in the digital rain.
509
+ * This number is defined between 0 and 1;
510
+ */
511
+ mixToNormal: number;
512
+ /**
513
+ * Speed of the effect
514
+ */
515
+ speed: number;
516
+ /**
517
+ * Instantiates a new Digital Rain Post Process.
518
+ * @param name the name to give to the postprocess
519
+ * @camera the camera to apply the post process to.
520
+ * @param camera
521
+ * @param options can either be the font name or an option object following the IDigitalRainPostProcessOptions format
522
+ */
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+ constructor(name: string, camera: Nullable<Camera>, options?: string | IDigitalRainPostProcessOptions);
524
+ }
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+
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+
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+
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+
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+ /** @internal */
530
+ export var asciiartPixelShader: {
531
+ name: string;
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+ shader: string;
533
+ };
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+
535
+
536
+ /**
537
+ * AsciiArtFontTexture is the helper class used to easily create your ascii art font texture.
538
+ *
539
+ * It basically takes care rendering the font front the given font size to a texture.
540
+ * This is used later on in the postprocess.
541
+ */
542
+ export class AsciiArtFontTexture extends BaseTexture {
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+ private _font;
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+ private _text;
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+ private _charSize;
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+ /**
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+ * Gets the size of one char in the texture (each char fits in size * size space in the texture).
548
+ */
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+ get charSize(): number;
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+ /**
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+ * Create a new instance of the Ascii Art FontTexture class
552
+ * @param name the name of the texture
553
+ * @param font the font to use, use the W3C CSS notation
554
+ * @param text the caracter set to use in the rendering.
555
+ * @param scene the scene that owns the texture
556
+ */
557
+ constructor(name: string, font: string, text: string, scene?: Nullable<Scene>);
558
+ /**
559
+ * Gets the max char width of a font.
560
+ * @param font the font to use, use the W3C CSS notation
561
+ * @returns the max char width
562
+ */
563
+ private _getFontWidth;
564
+ /**
565
+ * Gets the max char height of a font.
566
+ * @param font the font to use, use the W3C CSS notation
567
+ * @returns the max char height
568
+ */
569
+ private _getFontHeight;
570
+ /**
571
+ * Clones the current AsciiArtTexture.
572
+ * @returns the clone of the texture.
573
+ */
574
+ clone(): AsciiArtFontTexture;
575
+ /**
576
+ * Parses a json object representing the texture and returns an instance of it.
577
+ * @param source the source JSON representation
578
+ * @param scene the scene to create the texture for
579
+ * @returns the parsed texture
580
+ */
581
+ static Parse(source: any, scene: Scene): AsciiArtFontTexture;
582
+ }
583
+ /**
584
+ * Option available in the Ascii Art Post Process.
585
+ */
586
+ export interface IAsciiArtPostProcessOptions {
587
+ /**
588
+ * The font to use following the w3c font definition.
589
+ */
590
+ font?: string;
591
+ /**
592
+ * The character set to use in the postprocess.
593
+ */
594
+ characterSet?: string;
595
+ /**
596
+ * This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
597
+ * This number is defined between 0 and 1;
598
+ */
599
+ mixToTile?: number;
600
+ /**
601
+ * This defines the amount you want to mix the normal rendering pass in the ascii art.
602
+ * This number is defined between 0 and 1;
603
+ */
604
+ mixToNormal?: number;
605
+ }
606
+ /**
607
+ * AsciiArtPostProcess helps rendering everithing in Ascii Art.
608
+ *
609
+ * Simmply add it to your scene and let the nerd that lives in you have fun.
610
+ * Example usage: var pp = new AsciiArtPostProcess("myAscii", "20px Monospace", camera);
611
+ */
612
+ export class AsciiArtPostProcess extends PostProcess {
613
+ /**
614
+ * The font texture used to render the char in the post process.
615
+ */
616
+ private _asciiArtFontTexture;
617
+ /**
618
+ * This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
619
+ * This number is defined between 0 and 1;
620
+ */
621
+ mixToTile: number;
622
+ /**
623
+ * This defines the amount you want to mix the normal rendering pass in the ascii art.
624
+ * This number is defined between 0 and 1;
625
+ */
626
+ mixToNormal: number;
627
+ /**
628
+ * Instantiates a new Ascii Art Post Process.
629
+ * @param name the name to give to the postprocess
630
+ * @camera the camera to apply the post process to.
631
+ * @param camera
632
+ * @param options can either be the font name or an option object following the IAsciiArtPostProcessOptions format
633
+ */
634
+ constructor(name: string, camera: Nullable<Camera>, options?: string | IAsciiArtPostProcessOptions);
635
+ }
636
+
637
+
9
638
 
10
639
  }
11
640
 
package/config.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
- "declarationLibs": ["@dev/post-process", "@lts/post-processes"],
2
+ "declarationLibs": ["@dev/post-processes"],
3
3
  "devPackageName": "post-processes",
4
4
  "filename": "babylonjs.postProcess.module.d.ts",
5
5
  "outputDirectory": "./"
6
- }
6
+ }
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "babylonjs-post-process",
3
- "version": "9.0.0",
3
+ "version": "9.1.0",
4
4
  "main": "babylonjs.postProcess.min.js",
5
5
  "types": "babylonjs.postProcess.module.d.ts",
6
6
  "files": [
@@ -15,11 +15,12 @@
15
15
  "test:escheck": "es-check es6 ./babylonjs.postProcess.js"
16
16
  },
17
17
  "dependencies": {
18
- "babylonjs": "9.0.0"
18
+ "babylonjs": "9.1.0"
19
19
  },
20
20
  "devDependencies": {
21
21
  "@dev/build-tools": "1.0.0",
22
22
  "@dev/core": "1.0.0",
23
+ "@dev/post-processes": "^1.0.0",
23
24
  "source-map-loader": "^4.0.0",
24
25
  "ts-loader": "^9.2.6",
25
26
  "webpack": "^5.103.0",