declare module "babylonjs-procedural-textures/brick/brickProceduralTexture.fragment" { /** @hidden */ export var brickProceduralTexturePixelShader: { name: string; shader: string; }; } declare module "babylonjs-procedural-textures/brick/brickProceduralTexture" { import { Color3 } from "babylonjs/Maths/math"; import { Texture } from "babylonjs/Materials/Textures/texture"; import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture"; import { Scene } from "babylonjs/scene"; import "babylonjs-procedural-textures/brick/brickProceduralTexture.fragment"; export 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 "babylonjs-procedural-textures/brick/index" { export * from "babylonjs-procedural-textures/brick/brickProceduralTexture"; } declare module "babylonjs-procedural-textures/cloud/cloudProceduralTexture.fragment" { /** @hidden */ export var cloudProceduralTexturePixelShader: { name: string; shader: string; }; } declare module "babylonjs-procedural-textures/cloud/cloudProceduralTexture" { import { Color4 } from "babylonjs/Maths/math"; import { Texture } from "babylonjs/Materials/Textures/texture"; import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture"; import { Scene } from "babylonjs/scene"; import "babylonjs-procedural-textures/cloud/cloudProceduralTexture.fragment"; export 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 "babylonjs-procedural-textures/cloud/index" { export * from "babylonjs-procedural-textures/cloud/cloudProceduralTexture"; } declare module "babylonjs-procedural-textures/fire/fireProceduralTexture.fragment" { /** @hidden */ export var fireProceduralTexturePixelShader: { name: string; shader: string; }; } declare module "babylonjs-procedural-textures/fire/fireProceduralTexture" { import { Vector2, Color3 } from "babylonjs/Maths/math"; import { Texture } from "babylonjs/Materials/Textures/texture"; import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture"; import { Scene } from "babylonjs/scene"; import "babylonjs-procedural-textures/fire/fireProceduralTexture.fragment"; export 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 "babylonjs-procedural-textures/fire/index" { export * from "babylonjs-procedural-textures/fire/fireProceduralTexture"; } declare module "babylonjs-procedural-textures/grass/grassProceduralTexture.fragment" { /** @hidden */ export var grassProceduralTexturePixelShader: { name: string; shader: string; }; } declare module "babylonjs-procedural-textures/grass/grassProceduralTexture" { import { Color3 } from "babylonjs/Maths/math"; import { Texture } from "babylonjs/Materials/Textures/texture"; import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture"; import { Scene } from "babylonjs/scene"; import "babylonjs-procedural-textures/grass/grassProceduralTexture.fragment"; export 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 "babylonjs-procedural-textures/grass/index" { export * from "babylonjs-procedural-textures/grass/grassProceduralTexture"; } declare module "babylonjs-procedural-textures/marble/marbleProceduralTexture.fragment" { /** @hidden */ export var marbleProceduralTexturePixelShader: { name: string; shader: string; }; } declare module "babylonjs-procedural-textures/marble/marbleProceduralTexture" { import { Color3 } from "babylonjs/Maths/math"; import { Texture } from "babylonjs/Materials/Textures/texture"; import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture"; import { Scene } from "babylonjs/scene"; import "babylonjs-procedural-textures/marble/marbleProceduralTexture.fragment"; export 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 "babylonjs-procedural-textures/marble/index" { export * from "babylonjs-procedural-textures/marble/marbleProceduralTexture"; } declare module "babylonjs-procedural-textures/normalMap/normalMapProceduralTexture.fragment" { /** @hidden */ export var normalMapProceduralTexturePixelShader: { name: string; shader: string; }; } declare module "babylonjs-procedural-textures/normalMap/normalMapProceduralTexture" { import { Texture } from "babylonjs/Materials/Textures/texture"; import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture"; import { Scene } from "babylonjs/scene"; import "babylonjs-procedural-textures/normalMap/normalMapProceduralTexture.fragment"; export 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 "babylonjs-procedural-textures/normalMap/index" { export * from "babylonjs-procedural-textures/normalMap/normalMapProceduralTexture"; } declare module "babylonjs-procedural-textures/perlinNoise/perlinNoiseProceduralTexture.fragment" { /** @hidden */ export var perlinNoiseProceduralTexturePixelShader: { name: string; shader: string; }; } declare module "babylonjs-procedural-textures/perlinNoise/perlinNoiseProceduralTexture" { import { Texture } from "babylonjs/Materials/Textures/texture"; import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture"; import { Scene } from "babylonjs/scene"; import "babylonjs-procedural-textures/perlinNoise/perlinNoiseProceduralTexture.fragment"; export 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; } } declare module "babylonjs-procedural-textures/perlinNoise/index" { export * from "babylonjs-procedural-textures/perlinNoise/perlinNoiseProceduralTexture"; } declare module "babylonjs-procedural-textures/road/roadProceduralTexture.fragment" { /** @hidden */ export var roadProceduralTexturePixelShader: { name: string; shader: string; }; } declare module "babylonjs-procedural-textures/road/roadProceduralTexture" { import { Color3 } from "babylonjs/Maths/math"; import { Texture } from "babylonjs/Materials/Textures/texture"; import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture"; import { Scene } from "babylonjs/scene"; import "babylonjs-procedural-textures/road/roadProceduralTexture.fragment"; export 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 "babylonjs-procedural-textures/road/index" { export * from "babylonjs-procedural-textures/road/roadProceduralTexture"; } declare module "babylonjs-procedural-textures/starfield/starfieldProceduralTexture.fragment" { /** @hidden */ export var starfieldProceduralTexturePixelShader: { name: string; shader: string; }; } declare module "babylonjs-procedural-textures/starfield/starfieldProceduralTexture" { import { Texture } from "babylonjs/Materials/Textures/texture"; import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture"; import { Scene } from "babylonjs/scene"; import "babylonjs-procedural-textures/starfield/starfieldProceduralTexture.fragment"; export 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 "babylonjs-procedural-textures/starfield/index" { export * from "babylonjs-procedural-textures/starfield/starfieldProceduralTexture"; } declare module "babylonjs-procedural-textures/wood/woodProceduralTexture.fragment" { /** @hidden */ export var woodProceduralTexturePixelShader: { name: string; shader: string; }; } declare module "babylonjs-procedural-textures/wood/woodProceduralTexture" { import { Color3 } from "babylonjs/Maths/math"; import { Texture } from "babylonjs/Materials/Textures/texture"; import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture"; import { Scene } from "babylonjs/scene"; import "babylonjs-procedural-textures/wood/woodProceduralTexture.fragment"; export 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 "babylonjs-procedural-textures/wood/index" { export * from "babylonjs-procedural-textures/wood/woodProceduralTexture"; } declare module "babylonjs-procedural-textures/index" { export * from "babylonjs-procedural-textures/brick/index"; export * from "babylonjs-procedural-textures/cloud/index"; export * from "babylonjs-procedural-textures/fire/index"; export * from "babylonjs-procedural-textures/grass/index"; export * from "babylonjs-procedural-textures/marble/index"; export * from "babylonjs-procedural-textures/normalMap/index"; export * from "babylonjs-procedural-textures/perlinNoise/index"; export * from "babylonjs-procedural-textures/road/index"; export * from "babylonjs-procedural-textures/starfield/index"; export * from "babylonjs-procedural-textures/wood/index"; } declare module "babylonjs-procedural-textures/legacy/legacy-brick" { export * from "babylonjs-procedural-textures/brick/index"; } declare module "babylonjs-procedural-textures/legacy/legacy-cloud" { export * from "babylonjs-procedural-textures/cloud/index"; } declare module "babylonjs-procedural-textures/legacy/legacy-fire" { export * from "babylonjs-procedural-textures/fire/index"; } declare module "babylonjs-procedural-textures/legacy/legacy-grass" { export * from "babylonjs-procedural-textures/grass/index"; } declare module "babylonjs-procedural-textures/legacy/legacy-marble" { export * from "babylonjs-procedural-textures/marble/index"; } declare module "babylonjs-procedural-textures/legacy/legacy-normalMap" { export * from "babylonjs-procedural-textures/normalMap/index"; } declare module "babylonjs-procedural-textures/legacy/legacy-perlinNoise" { export * from "babylonjs-procedural-textures/perlinNoise/index"; } declare module "babylonjs-procedural-textures/legacy/legacy-road" { export * from "babylonjs-procedural-textures/road/index"; } declare module "babylonjs-procedural-textures/legacy/legacy-starfield" { export * from "babylonjs-procedural-textures/starfield/index"; } declare module "babylonjs-procedural-textures/legacy/legacy-wood" { export * from "babylonjs-procedural-textures/wood/index"; } declare module "babylonjs-procedural-textures/legacy/legacy" { export * from "babylonjs-procedural-textures/index"; } declare module "babylonjs-procedural-textures" { export * from "babylonjs-procedural-textures/legacy/legacy"; } declare module BABYLON { /** @hidden */ export var brickProceduralTexturePixelShader: { name: string; shader: string; }; } declare module BABYLON { export class BrickProceduralTexture extends BABYLON.ProceduralTexture { private _numberOfBricksHeight; private _numberOfBricksWidth; private _jointColor; private _brickColor; constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; numberOfBricksHeight: number; numberOfBricksWidth: number; jointColor: BABYLON.Color3; brickColor: BABYLON.Color3; /** * Serializes this brick procedural texture * @returns a serialized brick procedural texture object */ serialize(): any; /** * Creates a Brick Procedural BABYLON.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 BABYLON.Texture */ static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): BrickProceduralTexture; } } declare module BABYLON { /** @hidden */ export var cloudProceduralTexturePixelShader: { name: string; shader: string; }; } declare module BABYLON { export class CloudProceduralTexture extends BABYLON.ProceduralTexture { private _skyColor; private _cloudColor; constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; skyColor: BABYLON.Color4; cloudColor: BABYLON.Color4; /** * Serializes this cloud procedural texture * @returns a serialized cloud procedural texture object */ serialize(): any; /** * Creates a Cloud Procedural BABYLON.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 BABYLON.Texture */ static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): CloudProceduralTexture; } } declare module BABYLON { /** @hidden */ export var fireProceduralTexturePixelShader: { name: string; shader: string; }; } declare module BABYLON { export class FireProceduralTexture extends BABYLON.ProceduralTexture { private _time; private _speed; private _autoGenerateTime; private _fireColors; private _alphaThreshold; constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; render(useCameraPostProcess?: boolean): void; static readonly PurpleFireColors: BABYLON.Color3[]; static readonly GreenFireColors: BABYLON.Color3[]; static readonly RedFireColors: BABYLON.Color3[]; static readonly BlueFireColors: BABYLON.Color3[]; autoGenerateTime: boolean; fireColors: BABYLON.Color3[]; time: number; speed: BABYLON.Vector2; alphaThreshold: number; /** * Serializes this fire procedural texture * @returns a serialized fire procedural texture object */ serialize(): any; /** * Creates a Fire Procedural BABYLON.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 BABYLON.Texture */ static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): FireProceduralTexture; } } declare module BABYLON { /** @hidden */ export var grassProceduralTexturePixelShader: { name: string; shader: string; }; } declare module BABYLON { export class GrassProceduralTexture extends BABYLON.ProceduralTexture { private _grassColors; private _groundColor; constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; grassColors: BABYLON.Color3[]; groundColor: BABYLON.Color3; /** * Serializes this grass procedural texture * @returns a serialized grass procedural texture object */ serialize(): any; /** * Creates a Grass Procedural BABYLON.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 BABYLON.Texture */ static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): GrassProceduralTexture; } } declare module BABYLON { /** @hidden */ export var marbleProceduralTexturePixelShader: { name: string; shader: string; }; } declare module BABYLON { export class MarbleProceduralTexture extends BABYLON.ProceduralTexture { private _numberOfTilesHeight; private _numberOfTilesWidth; private _amplitude; private _jointColor; constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; numberOfTilesHeight: number; amplitude: number; numberOfTilesWidth: number; jointColor: BABYLON.Color3; /** * Serializes this marble procedural texture * @returns a serialized marble procedural texture object */ serialize(): any; /** * Creates a Marble Procedural BABYLON.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 BABYLON.Texture */ static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): MarbleProceduralTexture; } } declare module BABYLON { /** @hidden */ export var normalMapProceduralTexturePixelShader: { name: string; shader: string; }; } declare module BABYLON { export class NormalMapProceduralTexture extends BABYLON.ProceduralTexture { private _baseTexture; constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; render(useCameraPostProcess?: boolean): void; resize(size: any, generateMipMaps: any): void; baseTexture: BABYLON.Texture; /** * Serializes this normal map procedural texture * @returns a serialized normal map procedural texture object */ serialize(): any; /** * Creates a Normal Map Procedural BABYLON.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 BABYLON.Texture */ static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): NormalMapProceduralTexture; } } declare module BABYLON { /** @hidden */ export var perlinNoiseProceduralTexturePixelShader: { name: string; shader: string; }; } declare module BABYLON { export class PerlinNoiseProceduralTexture extends BABYLON.ProceduralTexture { time: number; timeScale: number; translationSpeed: number; private _currentTranslation; constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.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 BABYLON.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 BABYLON.Texture */ static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): PerlinNoiseProceduralTexture; } } declare module BABYLON { /** @hidden */ export var roadProceduralTexturePixelShader: { name: string; shader: string; }; } declare module BABYLON { export class RoadProceduralTexture extends BABYLON.ProceduralTexture { private _roadColor; constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; roadColor: BABYLON.Color3; /** * Serializes this road procedural texture * @returns a serialized road procedural texture object */ serialize(): any; /** * Creates a Road Procedural BABYLON.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 BABYLON.Texture */ static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): RoadProceduralTexture; } } declare module BABYLON { /** @hidden */ export var starfieldProceduralTexturePixelShader: { name: string; shader: string; }; } declare module BABYLON { export class StarfieldProceduralTexture extends BABYLON.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: BABYLON.Scene, fallbackTexture?: BABYLON.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 BABYLON.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 BABYLON.Texture */ static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): StarfieldProceduralTexture; } } declare module BABYLON { /** @hidden */ export var woodProceduralTexturePixelShader: { name: string; shader: string; }; } declare module BABYLON { export class WoodProceduralTexture extends BABYLON.ProceduralTexture { private _ampScale; private _woodColor; constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; ampScale: number; woodColor: BABYLON.Color3; /** * Serializes this wood procedural texture * @returns a serialized wood procedural texture object */ serialize(): any; /** * Creates a Wood Procedural BABYLON.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 BABYLON.Texture */ static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): WoodProceduralTexture; } }