declare module 'babylonjs-procedural-textures' { export = BABYLON; } declare module BABYLON { class WoodProceduralTexture extends ProceduralTexture { private _ampScale; private _woodColor; constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; ampScale: number; woodColor: Color3; /** * Serializes this wood procedural texture * @returns a serialized wood procedural texture object */ serialize(): any; /** * Creates a Wood Procedural Texture from parsed wood procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing wood procedural texture information * @returns a parsed Wood Procedural Texture */ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): WoodProceduralTexture; } } declare module BABYLON { class FireProceduralTexture extends ProceduralTexture { private _time; private _speed; private _autoGenerateTime; private _fireColors; private _alphaThreshold; constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; render(useCameraPostProcess?: boolean): void; static readonly PurpleFireColors: Color3[]; static readonly GreenFireColors: Color3[]; static readonly RedFireColors: Color3[]; static readonly BlueFireColors: Color3[]; autoGenerateTime: boolean; fireColors: Color3[]; time: number; speed: Vector2; alphaThreshold: number; /** * Serializes this fire procedural texture * @returns a serialized fire procedural texture object */ serialize(): any; /** * Creates a Fire Procedural Texture from parsed fire procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing fire procedural texture information * @returns a parsed Fire Procedural Texture */ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): FireProceduralTexture; } } declare module BABYLON { class CloudProceduralTexture extends ProceduralTexture { private _skyColor; private _cloudColor; constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; skyColor: Color4; cloudColor: Color4; /** * Serializes this cloud procedural texture * @returns a serialized cloud procedural texture object */ serialize(): any; /** * Creates a Cloud Procedural Texture from parsed cloud procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing cloud procedural texture information * @returns a parsed Cloud Procedural Texture */ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CloudProceduralTexture; } } declare module BABYLON { class GrassProceduralTexture extends ProceduralTexture { private _grassColors; private _groundColor; constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; grassColors: Color3[]; groundColor: Color3; /** * Serializes this grass procedural texture * @returns a serialized grass procedural texture object */ serialize(): any; /** * Creates a Grass Procedural Texture from parsed grass procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing grass procedural texture information * @returns a parsed Grass Procedural Texture */ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): GrassProceduralTexture; } } declare module BABYLON { class RoadProceduralTexture extends ProceduralTexture { private _roadColor; constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; roadColor: Color3; /** * Serializes this road procedural texture * @returns a serialized road procedural texture object */ serialize(): any; /** * Creates a Road Procedural Texture from parsed road procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing road procedural texture information * @returns a parsed Road Procedural Texture */ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): RoadProceduralTexture; } } declare module BABYLON { class BrickProceduralTexture extends ProceduralTexture { private _numberOfBricksHeight; private _numberOfBricksWidth; private _jointColor; private _brickColor; constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; numberOfBricksHeight: number; numberOfBricksWidth: number; jointColor: Color3; brickColor: Color3; /** * Serializes this brick procedural texture * @returns a serialized brick procedural texture object */ serialize(): any; /** * Creates a Brick Procedural Texture from parsed brick procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing brick procedural texture information * @returns a parsed Brick Procedural Texture */ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): BrickProceduralTexture; } } declare module BABYLON { class MarbleProceduralTexture extends ProceduralTexture { private _numberOfTilesHeight; private _numberOfTilesWidth; private _amplitude; private _jointColor; constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; numberOfTilesHeight: number; amplitude: number; numberOfTilesWidth: number; jointColor: Color3; /** * Serializes this marble procedural texture * @returns a serialized marble procedural texture object */ serialize(): any; /** * Creates a Marble Procedural Texture from parsed marble procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing marble procedural texture information * @returns a parsed Marble Procedural Texture */ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): MarbleProceduralTexture; } } declare module BABYLON { class StarfieldProceduralTexture extends ProceduralTexture { private _time; private _alpha; private _beta; private _zoom; private _formuparam; private _stepsize; private _tile; private _brightness; private _darkmatter; private _distfading; private _saturation; constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; time: number; alpha: number; beta: number; formuparam: number; stepsize: number; zoom: number; tile: number; brightness: number; darkmatter: number; distfading: number; saturation: number; /** * Serializes this starfield procedural texture * @returns a serialized starfield procedural texture object */ serialize(): any; /** * Creates a Starfield Procedural Texture from parsed startfield procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing startfield procedural texture information * @returns a parsed Starfield Procedural Texture */ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): StarfieldProceduralTexture; } } declare module BABYLON { class NormalMapProceduralTexture extends ProceduralTexture { private _baseTexture; constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; render(useCameraPostProcess?: boolean): void; resize(size: any, generateMipMaps: any): void; baseTexture: Texture; /** * Serializes this normal map procedural texture * @returns a serialized normal map procedural texture object */ serialize(): any; /** * Creates a Normal Map Procedural Texture from parsed normal map procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing normal map procedural texture information * @returns a parsed Normal Map Procedural Texture */ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): NormalMapProceduralTexture; } } declare module BABYLON { class PerlinNoiseProceduralTexture extends ProceduralTexture { time: number; timeScale: number; translationSpeed: number; private _currentTranslation; constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; render(useCameraPostProcess?: boolean): void; resize(size: any, generateMipMaps: any): void; /** * Serializes this perlin noise procedural texture * @returns a serialized perlin noise procedural texture object */ serialize(): any; /** * Creates a Perlin Noise Procedural Texture from parsed perlin noise procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing perlin noise procedural texture information * @returns a parsed Perlin Noise Procedural Texture */ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): PerlinNoiseProceduralTexture; } }