/** * Shader override for the interactive hex mesh. * * Minimal shader for the focused hex mesh: per-vertex roughness/metalness * + optional fill light + terrain bump + edge blend + metallic sheen. * Liquid surfaces are handled by the stacked hex liquid shell * ({@link buildLiquidShell}) on the layered planet path; the hex mesh * only draws the sol prisms. */ import * as THREE from 'three'; import type { GraphicsUniforms } from './hexGraphicsUniforms'; /** * Applies per-vertex roughness/metalness, terrain bump-mapping, edge * blending and metallic sheen to the interactive hex mesh material. * * @param graphicsUniforms - Per-body uniform bag — wires `uTerrainBumpEnabled`, * `uEdgeBlendEnabled`, `uBumpStrength`, `uEdgeBlendStrength` * into the shader. */ export declare function applyHexShader(m: THREE.MeshStandardMaterial, fillUniform: { value: number; }, timeUniform: { value: number; }, metallicSheen: number, graphicsUniforms: GraphicsUniforms): void; //# sourceMappingURL=hexShaderOverride.d.ts.map