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66
node_modules/three/examples/jsm/postprocessing/OutlinePass.d.ts
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node_modules/three/examples/jsm/postprocessing/OutlinePass.d.ts
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import {
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Vector2,
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Scene,
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Camera,
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Object3D,
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Color,
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Matrix4,
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MeshBasicMaterial,
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MeshDepthMaterial,
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ShaderMaterial,
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WebGLRenderTarget,
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Texture
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} from '../../../src/Three';
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import { Pass } from './Pass';
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export class OutlinePass extends Pass {
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constructor( resolution: Vector2, scene: Scene, camera: Camera, selectedObjects?: Object3D[] );
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renderScene: Scene;
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renderCamera: Camera;
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selectedObjects: Object3D[];
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visibleEdgeColor: Color;
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hiddenEdgeColor: Color;
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edgeGlow: number;
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usePatternTexture: boolean;
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edgeThickness: number;
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edgeStrength: number;
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downSampleRatio: number;
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pulsePeriod: number;
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resolution: Vector2;
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patternTexture: Texture;
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maskBufferMaterial: MeshBasicMaterial;
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renderTargetMaskBuffer: WebGLRenderTarget;
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depthMaterial: MeshDepthMaterial;
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prepareMaskMaterial: ShaderMaterial;
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renderTargetDepthBuffer: WebGLRenderTarget;
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renderTargetMaskDownSampleBuffer: WebGLRenderTarget;
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renderTargetBlurBuffer1: WebGLRenderTarget;
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renderTargetBlurBuffer2: WebGLRenderTarget;
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edgeDetectionMaterial: ShaderMaterial;
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renderTargetEdgeBuffer1: WebGLRenderTarget;
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renderTargetEdgeBuffer2: WebGLRenderTarget;
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separableBlurMaterial1: ShaderMaterial;
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separableBlurMaterial2: ShaderMaterial;
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overlayMaterial: ShaderMaterial;
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copyUniforms: object;
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materialCopy: ShaderMaterial;
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oldClearColor: Color;
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oldClearAlpha: number;
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fsQuad: object;
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tempPulseColor1: Color;
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tempPulseColor2: Color;
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textureMatrix: Matrix4;
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dispose(): void;
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changeVisibilityOfSelectedObjects( bVisible: boolean ): void;
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changeVisibilityOfNonSelectedObjects( bVisible: boolean ): void;
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updateTextureMatrix(): void;
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getPrepareMaskMaterial(): ShaderMaterial;
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getEdgeDetectionMaterial(): ShaderMaterial;
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getSeperableBlurMaterial(): ShaderMaterial;
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getOverlayMaterial(): ShaderMaterial;
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}
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