import { type IColor4Like } from "@babylonjs/core/Maths/math.like.js"; /** * Samples the texture data at the given uv coordinate using bilinear interpolation. * Note this will not match GPU sampling behavior exactly. * Currently assumes clamping behavior. * @param u - The u coordinate to sample. * @param v - The v coordinate to sample. * @param widthPx - The width of the texture in texels. * @param heightPx - The height of the texture in texels. * @param data - The texture data to sample. * @param result - The color to store the sample. * @param normalizeFunc - The function to normalize the texel values. Default is to divide by 255. Pass null for no normalization. * @returns The result color. */ export declare function Sample2DRgbaToRef(u: number, v: number, widthPx: number, heightPx: number, data: Uint8Array | Uint16Array | Float32Array, result: T, normalizeFunc?: ((value: number) => number) | null): T;