/** * Material factory for the sol interactive mesh. * * Vanilla vertex-coloured PBR — the procedural sol shader (cracks, lava, * craters, ocean mask) is owned by the smooth-sphere display mesh in the * `'shader'` view. The interactive sol mesh reads as flat hex cells with * one colour per tile, driven by the palette + per-tile overlay. * * Atmosphere materials used to live here (`atmoPlayable`, `atmoShader`) * back when the sol mesh carried a stacked atmo band. They have moved to * the dedicated atmosphere board mesh (`buildAtmoBoardMesh`) and the * shader-view halo (`buildAtmoShell`); this module only knows about the * sol layer now. */ import * as THREE from 'three'; import { type FlatLightingHandle } from '../lighting/flatLightingPatch'; /** Aggregate returned by {@link buildLayeredMaterials}. */ export interface LayeredMaterials { solMaterial: THREE.MeshStandardMaterial; /** * Toggle for the flat-lighting override. Wired to the sol material's * `uFlatLighting` uniform — enabling collapses the directional shading * from scene lights so every tile reads as uniformly lit. PBR channels * (roughness, metalness, future per-tile biome material attributes) * are preserved when the toggle is off. */ flatLighting: FlatLightingHandle; } /** Builds the sol material for the sol interactive mesh. */ export declare function buildLayeredMaterials(): LayeredMaterials; //# sourceMappingURL=layeredMaterials.d.ts.map