export class DepthLimitedBlur {
    constructor({ format, radius, clear_color, clear_alpha }: {
        format?: import("three").PixelFormat;
        radius?: number;
        clear_color?: number;
        clear_alpha?: number;
    });
    /**
     *
     * @type {WebGLRenderTarget|null}
     * @private
     */
    private __rt_input;
    /**
     *
     * @type {WebGLRenderTarget|null}
     * @private
     */
    private __rt_output;
    __intermediate: WebGLMultisampleRenderTarget;
    __material_blur_x: ShaderMaterial;
    __material_blur_y: ShaderMaterial;
    __depth_cutoff: number;
    __blur_radius: number;
    __blur_std_dev: number;
    __clear_color: Color;
    __clear_alpha: number;
    configureMaterials(): void;
    /**
     *
     * @param {Camera} camera
     */
    setRenderCamera(camera: Camera): void;
    /**
     *
     * @param {WebGLRenderer} renderer
     */
    execute(renderer: WebGLRenderer): void;
    /**
     *
     * @param {Texture} texture
     */
    setDepthBuffer(texture: Texture): void;
    /**
     *
     * @param {WebGLRenderTarget|WebGLMultisampleRenderTarget} render_target
     */
    setInput(render_target: WebGLRenderTarget | WebGLMultisampleRenderTarget): void;
    /**
     *
     * @param {WebGLRenderTarget|WebGLMultisampleRenderTarget} render_target
     */
    setOutput(render_target: WebGLRenderTarget | WebGLMultisampleRenderTarget): void;
    dispose(): void;
}
import { WebGLMultisampleRenderTarget } from "three";
import { ShaderMaterial } from "three";
import { Color } from "three";
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