export class LightTextureAtlas { constructor(device: any); device: any; version: number; shadowAtlasResolution: number; shadowAtlas: ShadowMap; shadowEdgePixels: number; cookieAtlasResolution: number; cookieAtlas: Texture; cookieRenderTarget: RenderTarget; slots: any[]; atlasSplit: any[]; cubeSlotsOffsets: Vec2[]; scissorVec: Vec4; destroy(): void; destroyShadowAtlas(): void; destroyCookieAtlas(): void; allocateShadowAtlas(resolution: any): void; allocateCookieAtlas(resolution: any): void; allocateUniforms(): void; _shadowAtlasTextureId: any; _shadowAtlasParamsId: any; _shadowAtlasParams: Float32Array; _cookieAtlasTextureId: any; updateUniforms(): void; subdivide(numLights: any, lightingParams: any): void; collectLights(localLights: any, lightingParams: any): any[]; setupSlot(light: any, rect: any): void; assignSlot(light: any, slotIndex: any, slotReassigned: any): void; update(localLights: any, lightingParams: any): void; } import { ShadowMap } from '../renderer/shadow-map.js'; import { Texture } from '../../platform/graphics/texture.js'; import { RenderTarget } from '../../platform/graphics/render-target.js'; import { Vec2 } from '../../core/math/vec2.js'; import { Vec4 } from '../../core/math/vec4.js';