declare module BABYLON { class MixMaterial extends PushMaterial { /** * Mix textures */ private _mixTexture1; mixTexture1: BaseTexture; private _mixTexture2; mixTexture2: BaseTexture; /** * Diffuse textures */ private _diffuseTexture1; diffuseTexture1: Texture; private _diffuseTexture2; diffuseTexture2: Texture; private _diffuseTexture3; diffuseTexture3: Texture; private _diffuseTexture4; diffuseTexture4: Texture; private _diffuseTexture5; diffuseTexture5: Texture; private _diffuseTexture6; diffuseTexture6: Texture; private _diffuseTexture7; diffuseTexture7: Texture; private _diffuseTexture8; diffuseTexture8: Texture; /** * Uniforms */ diffuseColor: Color3; specularColor: Color3; specularPower: number; private _disableLighting; disableLighting: boolean; private _maxSimultaneousLights; maxSimultaneousLights: number; private _renderId; constructor(name: string, scene: Scene); needAlphaBlending(): boolean; needAlphaTesting(): boolean; getAlphaTestTexture(): Nullable; isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean; bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void; getAnimatables(): IAnimatable[]; getActiveTextures(): BaseTexture[]; hasTexture(texture: BaseTexture): boolean; dispose(forceDisposeEffect?: boolean): void; clone(name: string): MixMaterial; serialize(): any; getClassName(): string; static Parse(source: any, scene: Scene, rootUrl: string): MixMaterial; } }