/// declare module BABYLON { 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); updateShaderUniforms(): void; grassColors: Color3[]; groundColor: Color3; } }