import type { LightEntity } from '../../../lighting'; import type { HighFragment } from '../HighFragment'; /** * Similar to `generateLights` but will also compile shadow code too. * * @param lights - an array of odie light entities to generate code for */ export declare function generateLightsWithShadowPBR(lights: LightEntity[]): HighFragment; /** * this will generate a high fragment that will do all the lighting calculations * for each light in the scene. * * @param lights - the in game lights */ export declare function generateLightsPBR(lights: LightEntity[], receiveShadows?: boolean): HighFragment; //# sourceMappingURL=generateLightsPBR.d.ts.map