export class LightsBuffer { static getLightTextureFormat(device: any): 0 | 1; static getShaderDefines(device: any): any; constructor(device: any); device: any; cookiesEnabled: boolean; shadowsEnabled: boolean; areaLightsEnabled: boolean; maxLights: number; lightTextureFormat: number; lights8: Uint8ClampedArray; lightsTexture8: Texture; _lightsTexture8Id: any; lightsFloat: Float32Array; lightsTextureFloat: Texture; _lightsTextureFloatId: any; _lightsTextureInvSizeId: any; _lightsTextureInvSizeData: Float32Array; invMaxColorValue: number; invMaxAttenuation: number; boundsMin: Vec3; boundsDelta: Vec3; destroy(): void; createTexture(device: any, width: any, height: any, format: any, name: any): Texture; setCompressionRanges(maxAttenuation: any, maxColorValue: any): void; setBounds(min: any, delta: any): void; uploadTextures(): void; updateUniforms(): void; getSpotDirection(direction: any, spot: any): void; getLightAreaSizes(light: any): Float32Array; addLightDataFlags(data8: any, index: any, light: any, isSpot: any, castShadows: any, shadowIntensity: any): void; addLightDataColor(data8: any, index: any, light: any, gammaCorrection: any, isCookie: any): void; addLightDataSpotAngles(data8: any, index: any, light: any): void; addLightDataShadowBias(data8: any, index: any, light: any): void; addLightDataPositionRange(data8: any, index: any, light: any, pos: any): void; addLightDataSpotDirection(data8: any, index: any, light: any): void; addLightDataLightProjMatrix(data8: any, index: any, lightProjectionMatrix: any): void; addLightDataCookies(data8: any, index: any, light: any): void; addLightAtlasViewport(data8: any, index: any, atlasViewport: any): void; addLightAreaSizes(data8: any, index: any, light: any): void; addLightData(light: any, lightIndex: any, gammaCorrection: any): void; } import { Texture } from '../../platform/graphics/texture.js'; import { Vec3 } from '../../core/math/vec3.js';