/** * Terrain splat-map render pipeline. * * Vertex format 40B: pos(3) + normal(3) + uv(2) + splatWeights(2) = 10 floats. * Material bind group carries 3 splat textures + shared sampler instead of * normal/MR maps used by the standard PBR pipeline. */ export declare const TERRAIN_VERTEX_STRIDE_FLOATS = 10; export declare const TERRAIN_VERTEX_STRIDE_BYTES = 40; export interface TerrainPipelineResources { pipeline: GPURenderPipeline; objectBindGroupLayout: GPUBindGroupLayout; materialBindGroupLayout: GPUBindGroupLayout; shadowBindGroupLayout: GPUBindGroupLayout; } export declare function createTerrainPipeline(device: GPUDevice, _format: GPUTextureFormat): TerrainPipelineResources; //# sourceMappingURL=terrain-pipeline.d.ts.map