import { RenderSide, Encoding, Texture, Vector3, Vector2 } from "@gl-widget/gl-widget"; import { ToneMapping } from "./Constants"; import { Lights } from "./Lights"; export interface PhysicalShaderOptions { color?: string; isInstanced?: boolean; fog?: boolean; side?: RenderSide; flatShading?: boolean; toneMapping?: ToneMapping; outputEncoding?: Encoding; sheen?: Vector3; toneMappingExposure?: number; toneMappingWhitePoint?: number; maxMipLevel?: number; flipEnvMap?: boolean; metalness?: number; roughness?: number; opacity?: number; envMapIntensity?: number; normalScale?: Vector2; emissiveMap?: Texture; emissive?: Vector3; diffuse?: Vector3; ambientLightColor?: Vector3; diffuseMap?: Texture; envMap?: Texture; normalMap?: Texture; aoMap?: Texture; specularMap?: Texture; roughnessMap?: Texture; metalnessMap?: Texture; offset?: Vector2; repeat?: Vector2; center?: Vector2; rotation?: number; lights?: Lights; }