/** * Full-scene depth pass for GPU readback (screenToWorldPoint). * Renders ALL visible geometry (regular, skinned, terrain) to a non-MSAA * depth32float texture with COPY_SRC so individual pixels can be read back. * Separate from the SSAO DepthPrepass which only covers a subset of geometry. */ import type { Mat4Type } from '@certe/atmos-math'; import type { MeshRenderer } from './mesh-renderer.js'; import type { SkinnedMeshRenderer } from './skinned-mesh-renderer.js'; import type { TerrainMeshRenderer } from './terrain-mesh-renderer.js'; export declare class SceneDepthPass { private readonly _device; private readonly _vpBuffer; private readonly _vpBindGroup; private readonly _vpBGL; private readonly _objectBGL; private _depthTexture; private _width; private _height; private _regularPipeline; private _skinnedPipeline; private _skinnedBoneBGL; private _terrainPipeline; get depthTexture(): GPUTexture; get width(): number; get height(): number; constructor(device: GPUDevice, objectBGL: GPUBindGroupLayout, w: number, h: number); private _createTexture; resize(w: number, h: number): void; execute(encoder: GPUCommandEncoder, vpMatrix: Mat4Type, meshRenderers: readonly MeshRenderer[], skinnedRenderers: readonly SkinnedMeshRenderer[], terrainRenderers: readonly TerrainMeshRenderer[], extraDraw?: (pass: GPURenderPassEncoder) => void): void; private _createRegularPipeline; private _createSkinnedPipeline; private _createTerrainPipeline; destroy(): void; } //# sourceMappingURL=scene-depth.d.ts.map