declare module BABYLON { class WoodProceduralTexture extends ProceduralTexture { private _ampScale; private _woodColor; constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean); public updateShaderUniforms(): void; public ampScale : number; public woodColor : Color3; } class FireProceduralTexture extends ProceduralTexture { private _time; private _speed; private _shift; private _autoGenerateTime; private _fireColors; private _alphaThreshold; constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean); public updateShaderUniforms(): void; public render(useCameraPostProcess?: boolean): void; static PurpleFireColors : Color3[]; static GreenFireColors : Color3[]; static RedFireColors : Color3[]; static BlueFireColors : Color3[]; public fireColors : Color3[]; public time : number; public speed : Vector2; public shift : number; public alphaThreshold : number; } class CloudProceduralTexture extends ProceduralTexture { private _skyColor; private _cloudColor; constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean); public updateShaderUniforms(): void; public skyColor : Color3; public cloudColor : Color3; } class GrassProceduralTexture extends ProceduralTexture { private _grassColors; private _herb1; private _herb2; private _herb3; private _groundColor; constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean); public updateShaderUniforms(): void; public grassColors : Color3[]; public groundColor : Color3; } class RoadProceduralTexture extends ProceduralTexture { private _roadColor; constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean); public updateShaderUniforms(): void; public roadColor : Color3; } class BrickProceduralTexture extends ProceduralTexture { private _numberOfBricksHeight; private _numberOfBricksWidth; private _jointColor; private _brickColor; constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean); public updateShaderUniforms(): void; public numberOfBricksHeight : number; public cloudColor : number; public numberOfBricksWidth : number; public jointColor : Color3; public brickColor : Color3; } class MarbleProceduralTexture extends ProceduralTexture { private _numberOfTilesHeight; private _numberOfTilesWidth; private _amplitude; private _marbleColor; private _jointColor; constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean); public updateShaderUniforms(): void; public numberOfTilesHeight : number; public numberOfTilesWidth : number; public jointColor : Color3; public marbleColor : Color3; } }