/// 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; } } 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[]; fireColors: Color3[]; time: number; speed: Vector2; alphaThreshold: number; } } 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; } } 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; } } declare module BABYLON { class RoadProceduralTexture extends ProceduralTexture { private _roadColor; constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; roadColor: Color3; } } 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; } } 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; } } 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; } } 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; } } declare module BABYLON { class PerlinNoiseProceduralTexture extends ProceduralTexture { time: number; speed: 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; } }