declare module BABYLON { class ProceduralTexture extends Texture { private _size; public _generateMipMaps: boolean; private _doNotChangeAspectRatio; private _currentRefreshId; private _refreshRate; private _vertexBuffer; private _indexBuffer; private _effect; private _vertexDeclaration; private _vertexStrideSize; private _uniforms; private _samplers; private _fragment; public _textures: Texture[]; private _floats; private _floatsArrays; private _colors3; private _colors4; private _vectors2; private _vectors3; private _matrices; private _fallbackTexture; private _fallbackTextureUsed; constructor(name: string, size: any, fragment: any, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean); public reset(): void; public isReady(): boolean; public resetRefreshCounter(): void; public setFragment(fragment: any): void; public refreshRate : number; public _shouldRender(): boolean; public getRenderSize(): number; public resize(size: any, generateMipMaps: any): void; private _checkUniform(uniformName); public setTexture(name: string, texture: Texture): ProceduralTexture; public setFloat(name: string, value: number): ProceduralTexture; public setFloats(name: string, value: number[]): ProceduralTexture; public setColor3(name: string, value: Color3): ProceduralTexture; public setColor4(name: string, value: Color4): ProceduralTexture; public setVector2(name: string, value: Vector2): ProceduralTexture; public setVector3(name: string, value: Vector3): ProceduralTexture; public setMatrix(name: string, value: Matrix): ProceduralTexture; public render(useCameraPostProcess?: boolean): void; public clone(): ProceduralTexture; public dispose(): void; } }