/** * SkyPass — renders a procedural sky into the main render pass. * Uses a fullscreen triangle at z=1.0 with depth write OFF, depth compare 'always'. */ export declare class SkyPass { private readonly _pipeline; private readonly _uniformBuffer; private readonly _bindGroup; private readonly _data; constructor(device: GPUDevice); /** * Update sky uniforms. Call before draw(). * @param invVP — inverse view-projection matrix (16 floats) * @param sunDir — normalized sun direction in world space (3 floats) * @param sunIntensity — HDR intensity multiplier for sun disc/glow * @param zenithColor — sky color at zenith (3 floats, linear) * @param horizonColor — sky color at horizon (3 floats, linear) */ update(device: GPUDevice, invVP: Float32Array, sunDir: Float32Array, sunIntensity: number, zenithColor: Float32Array, horizonColor: Float32Array, groundColor: Float32Array, groundFalloff: number): void; /** Draw sky into the current render pass. */ draw(pass: GPURenderPassEncoder): void; destroy(): void; } //# sourceMappingURL=sky-pass.d.ts.map