/** * WGSL shaders for bloom post-processing. * Uses shared fullscreen triangle vertex shader. * Downsample applies a bright threshold on the first pass. * Upsample blends additively with the previous mip level. */ export declare const BLOOM_DOWNSAMPLE_SHADER: string; export declare const BLOOM_UPSAMPLE_SHADER: string; //# sourceMappingURL=bloom-shader.d.ts.map