/** * Non-MSAA depth pre-pass for screen-space effects (SSAO). * Renders scene geometry to a depth32float texture using the camera VP matrix. * The resulting texture has TEXTURE_BINDING so it can be sampled in post-processing. */ import type { Scene } from '@certe/atmos-core'; import type { Mat4Type } from '@certe/atmos-math'; export declare class DepthPrepass { private readonly _device; private readonly _pipeline; private readonly _vpBuffer; private readonly _vpBindGroup; private _depthTexture; private _depthView; private _width; private _height; get depthView(): GPUTextureView; get vpBindGroup(): GPUBindGroup; constructor(device: GPUDevice, objectBindGroupLayout: GPUBindGroupLayout, w: number, h: number); private _createTexture; resize(w: number, h: number): void; execute(encoder: GPUCommandEncoder, scene: Scene, cameraVP: Mat4Type, extraDraw?: (pass: GPURenderPassEncoder) => void): void; destroy(): void; } //# sourceMappingURL=depth-prepass.d.ts.map