import { Texture } from "three"; import { BombingConfig } from "./BombingConfig"; type Node = any; /** * Texture bombing (stochastic sampling) to eliminate tiling patterns * Samples texture multiple times with random rotations and offsets */ export declare class TextureBombing { /** * Sample texture with bombing to eliminate repetition * @param map - Texture to sample * @param uvCoords - UV coordinates * @param blendAmount - Blend factor between samples (0-1) * @param config - Optional bombing configuration */ sample(map: Texture, uvCoords: Node, blendAmount?: number, config?: BombingConfig): Node; /** * Transform UV with random rotation and offset */ private transformUV; /** * Multi-sample bombing for higher quality (more expensive) */ sampleMulti(map: Texture, uvCoords: Node, samples?: number, blendRadius?: number): Node; /** * Hash function for generating pseudo-random values */ private hash2D; private uvToHex; /** * Hex-grid scatter with a second neighbor sample near cell edges. */ sampleHex(map: Texture, uvCoords: Node, blendAmount?: number, config?: BombingConfig): Node; /** * Normal-map variant that rotates tangent-space normals with the sampled cell. */ sampleNormal(map: Texture, uvCoords: Node, blendAmount?: number, config?: BombingConfig): Node; private getHexScatterPair; private rotateNormalForCell; } export {}; //# sourceMappingURL=TextureBombing.d.ts.map