/** * Uniform block size in bytes. Layout (Float32 indices): * [0..15] viewProj (mat4x4) * [16..31] model (mat4x4) * [32..35] colorOverride (vec4) * [36..39] colorModeAndExtras (mode, pointSizePx, heightMin, heightMax) * [40..43] sizing (sizeMode, worldRadius, viewportW, viewportH) * [44..47] sectionPlane (nx, ny, nz, distance) * [48..51] flags (u32 view: x=expressId, y=sectionEnabled, z=roundShape, w=reserved) * [52..55] extras (u32 view: x=previewStride, yzw=unused) * [56..59] deviationRange (centerOffset, halfRange, _, _) * [60..67] classMask (u32 view: 256-bit LAS class-visibility mask, 8 words) */ export declare const POINT_UNIFORM_SIZE = 272; export declare const POINT_VERTEX_BYTES = 24; /** Number of vertices emitted per splat (two triangles forming a quad). */ export declare const POINT_QUAD_VERTS = 6; export declare class PointRenderPipeline { private device; private pipeline; private bindGroupLayout; constructor(device: GPUDevice, colorFormat: GPUTextureFormat, depthFormat: GPUTextureFormat, sampleCount: number); getPipeline(): GPURenderPipeline; getBindGroupLayout(): GPUBindGroupLayout; createUniformBuffer(): GPUBuffer; createBindGroup(uniformBuffer: GPUBuffer): GPUBindGroup; } //# sourceMappingURL=point-pipeline.d.ts.map