import { Uniform, Vector2, Material } from '../../../src/Three'; export const DepthLimitedBlurShader: { defines: { KERNEL_RADIUS: number; DEPTH_PACKING: number; PERSPECTIVE_CAMERA: number; }; uniforms: { tDiffuse: Uniform; size: Uniform; sampleUvOffsets: Uniform; sampleWeights: Uniform; tDepth: Uniform; cameraNear: Uniform; cameraFar: Uniform; depthCutoff: Uniform; }; vertexShader: string; fragmentShader: string; }; export interface BlurShaderUtils { createSampleWeights( kernelRadius: number, stdDev: number ): number[]; createSampleOffsets( kernelRadius: number, uvIncrement: Vector2 ): Vector2[]; configure( configure: Material, kernelRadius: number, stdDev: number, uvIncrement: Vector2 ): void; }