import type { BodyConfig, PlanetConfig, StarConfig } from '../../types/body.types'; import type { BodyVariation } from './bodyVariation'; import type { ParamMap } from '../../shaders/BodyMaterial'; /** @internal — exported for the body-type strategy table. Not part of the public API. */ export declare function rockyShaderParams(config: PlanetConfig, variation?: BodyVariation): ParamMap; /** @internal — exported for the body-type strategy table. Not part of the public API. */ export declare function gasShaderParams(config: PlanetConfig, variation?: BodyVariation): ParamMap; /** @internal — exported for the body-type strategy table. Not part of the public API. */ export declare function starShaderParams(config: StarConfig): ParamMap; /** @internal — exported for the body-type strategy table. Not part of the public API. */ export declare function metallicShaderParams(config: PlanetConfig, variation?: BodyVariation): ParamMap; /** * Derives lib shader params from a BodyConfig + optional visual variation. * When variation is provided, all shader parameters are covered. * When omitted, physics alone drives all params. * * Rocky bodies read their palette anchors from `config.terrainColorLow` / * `config.terrainColorHigh`. Callers compute the anchors themselves and * write them back onto the config before calling this function (see the * playground's `deriveTemperatureAnchors` for a temperature-driven default * reference implementation). * * Per-type assembly (defaults, special fields like `temperature` for stars) * lives in {@link strategyFor} — this function is now a thin wrapper that * resolves the seed and forwards to the strategy's `buildShaderParams`. * * @param config - Body configuration. * @param variation - Optional deterministic visual variation. */ export declare function configToLibParams(config: BodyConfig, variation?: BodyVariation): ParamMap; //# sourceMappingURL=configToLibParams.d.ts.map