import { Pass, FullScreenQuad } from './Pass'; import { IUniform, ShaderMaterial, Vector2, WebGLRenderer, WebGLRenderTarget } from 'three'; import { ConvolutionShader } from '../shaders/ConvolutionShader'; declare class BloomPass extends Pass { renderTargetX: WebGLRenderTarget; renderTargetY: WebGLRenderTarget; materialCombine: ShaderMaterial; materialConvolution: ShaderMaterial; fsQuad: FullScreenQuad; combineUniforms: Record>; convolutionUniforms: Record>; blurX: Vector2; blurY: Vector2; constructor(strength?: number, kernelSize?: number, sigma?: number, resolution?: number); render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget, deltaTime: number, maskActive: boolean): void; } declare const CombineShader: { uniforms: { tDiffuse: { value: null; }; strength: { value: number; }; }; vertexShader: string; fragmentShader: string; }; export { BloomPass };