import type { HighFragment } from '../HighFragment'; /** * adds GPU skinning transform to the geometry */ export declare const skinningStandard: HighFragment; /** * this fragment will do the usual skinning, but instead of reading the values from a uniform * It will read it from a texture. Technically slower, but there are no bone limits! */ export declare const skinningTexture: HighFragment; /** * creates a shader with a specified number of bones to be used. * @param boneCount - number of bones to use */ export declare function generateSkinning(boneCount: number): HighFragment; //# sourceMappingURL=skinningFragments.d.ts.map