/** * @ignore */ export class ShadowRendererLocal { constructor(renderer: any, shadowRenderer: any); shadowLights: any[]; /** @type {import('./renderer.js').Renderer} */ renderer: import("./renderer.js").Renderer; /** @type {import('./shadow-renderer.js').ShadowRenderer} */ shadowRenderer: import("./shadow-renderer.js").ShadowRenderer; /** @type {import('../../platform/graphics/graphics-device.js').GraphicsDevice} */ device: import("../../platform/graphics/graphics-device.js").GraphicsDevice; cull(light: any, comp: any, casters?: any): void; prepareLights(shadowLights: any, lights: any): any; /** * Prepare render passes for rendering of shadows for local non-clustered lights. Each shadow face * is a separate render pass as it renders to a separate render target. */ buildNonClusteredRenderPasses(frameGraph: any, localLights: any): void; }