import type { Nullable } from "../types";
import type { Vector2 } from "../Maths/math.vector";
import type { Camera } from "../Cameras/camera";
import type { PostProcess, PostProcessOptions } from "./postProcess";
import { BlurPostProcess } from "./blurPostProcess";
import type { Scene } from "../scene";
import type { AbstractEngine } from "../Engines/abstractEngine.js";
/**
 * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
 * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
 * based on samples that have a large difference in distance than the center pixel.
 * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
 */
export declare class DepthOfFieldBlurPostProcess extends BlurPostProcess {
    /**
     * Gets a string identifying the name of the class
     * @returns "DepthOfFieldBlurPostProcess" string
     */
    getClassName(): string;
    /**
     * Creates a new instance DepthOfFieldBlurPostProcess
     * @param name The name of the effect.
     * @param _scene The scene the effect belongs to (not used, you can pass null)
     * @param direction The direction the blur should be applied.
     * @param kernel The size of the kernel used to blur.
     * @param options The required width/height ratio to downsize to before computing the render pass.
     * @param camera The camera to apply the render pass to.
     * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring across edges
     * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
     * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
     * @param engine The engine which the post process will be applied. (default: current engine)
     * @param reusable If the post process can be reused on the same frame. (default: false)
     * @param textureType Type of textures used when performing the post process. (default: 0)
     * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
     * @param textureFormat Format of textures used when performing the post process. (default: TEXTUREFORMAT_RGBA)
     */
    constructor(name: string, _scene: Nullable<Scene>, direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, circleOfConfusion: PostProcess, imageToBlur?: Nullable<PostProcess>, samplingMode?: number, engine?: AbstractEngine, reusable?: boolean, textureType?: number, blockCompilation?: boolean, textureFormat?: number);
}
