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