import * as THREE from 'three'; /** * Screen-space God Rays (Crytek radial blur method). * * Seeds rays exclusively from a dedicated mask texture (`tMask`) that * contains ONLY the star — rendered via a layer isolation pass. This prevents * bright non-stellar pixels (gas planets, surface highlights, lens flare glows) * near the sun UV from polluting the ray accumulation. * * Variable ray lengths: angular noise (overlapping sine harmonics) modulates * the weight per direction — some angles produce long bright rays, others * nearly nothing, giving an organic star-burst pattern. * * Pass order: RenderPass → GodRaysShaderPass → UnrealBloomPass → OutputPass * Rays are bloomed by UnrealBloomPass, giving them a soft organic glow. */ export declare const GodRaysShader: { name: string; uniforms: { tDiffuse: { value: THREE.Texture | null; }; /** Star-only render (black everywhere else). Seeds all ray contributions. */ tMask: { value: THREE.Texture | null; }; /** Sun position in UV space [0,1]. Updated every frame from camera projection. */ uSunUV: { value: THREE.Vector2; }; /** Overall brightness of rays */ uExposure: { value: number; }; /** Attenuation per sample step (closer to 1 = longer rays) */ uDecay: { value: number; }; /** Step stretch factor */ uDensity: { value: number; }; /** Per-sample weight before angular modulation */ uWeight: { value: number; }; /** 0–1 fade: 0 when sun is off-screen or behind camera */ uEnabled: { value: number; }; }; vertexShader: string; fragmentShader: string; }; //# sourceMappingURL=godRaysShader.d.ts.map