/** * Skinned PBR render pipeline. * Same bind groups 0-2 as the regular PBR pipeline, plus group 3 for bone matrices (storage buffer). */ export interface SkinnedPipelineResources { pipeline: GPURenderPipeline; objectBindGroupLayout: GPUBindGroupLayout; materialBindGroupLayout: GPUBindGroupLayout; shadowBindGroupLayout: GPUBindGroupLayout; boneBindGroupLayout: GPUBindGroupLayout; /** Shadow pipeline for skinned meshes (depth-only with skinning). */ shadowPipeline: GPURenderPipeline; shadowBoneBGL: GPUBindGroupLayout; } export declare function createSkinnedPBRPipeline(device: GPUDevice, _format: GPUTextureFormat): SkinnedPipelineResources; //# sourceMappingURL=skinned-pipeline.d.ts.map