export function splatsVertexShader(): string; export function splatsFragmentShader(): string; export class SplatsMesh extends Mesh, import("three").Material | import("three").Material[], import("three").Object3DEventMap> { constructor(renderer: any, isStatic: any, fragShader: any, scaleMultiplier: any); scaleMultiplier: any; numBatches: number; numVisibleBatches: number; orderAttribute: InstancedBufferAttribute; textureSize: number; numTextures: number; batchSize: number; maxSplats: number; numSplatsRendered: number; positionColorRenderTarget: WebGL3DRenderTarget; covarianceRenderTarget: WebGL3DRenderTarget; renderer: any; sortID: number; freeAddresses: MinPriorityQueue; worker: any; sortListeners: any[]; _pendingOrder: any; _pendingInstanceCount: number; _pendingSortIDs: any[]; _pendingTextureCopies: any[]; _pendingGrowOperations: any[]; cameraPosition: Vector3; copyMaterial2D: ShaderMaterial; copyMaterial3D: ShaderMaterial; copyCamera: OrthographicCamera; copyScene: Scene; copyQuad: Mesh; splatsCPUCuling: boolean; /** * Sets the splats visualization quality where 1 is the maximum quality and 0 is the fastest * @param {number} quality value between 0 and 1 (1 highest quality) */ setQuality(quality: number): void; setSplatsCPUCulling(splatsCPUCuling: any): void; setDepthBias(depthBias: any): void; depthBias: any; /** * Set exposure in EV (stops). Positive values brighten, negative darken. * @param {number} exposureEV */ setExposureEV(exposureEV: number): void; /** * Set saturation multiplier (1.0 = unchanged). * @param {number} saturation */ setSaturation(saturation: number): void; /** * Set contrast multiplier (1.0 = unchanged). * @param {number} contrast */ setContrast(contrast: number): void; /** * Set temperature and tint. temperature in -100..100 (warm/cool), tint in -100..100 (green/magenta). * @param {number} temperature * @param {number} tint */ setTempTint(temperature: number, tint: number): void; updateShaderParams(camera: any): void; dispose(): void; copyTex2D(src: any, dst: any, scissorBox: any, layer: any): void; copyTex3D(src: any, dst: any, numLayers: any): void; /** * Specify a size multiplier for splats * @param {number} sizeMultiplier */ setSplatsSizeMultiplier(sizeMultiplier: number): void; /** * specify a crop radius for splats * @param {number} cropRadius */ setSplatsCropRadius(cropRadius: number): void; sort(cameraPosition: any, viewProjModel: any): void; viewProjModel: Matrix4 | undefined; /** * Apply any pending updates produced by the worker. This method should be * called from the render loop (or just before renderer.render) to ensure all * GPU / geometry mutations happen at a deterministic point in the frame. */ update(): void; raycast(raycaster: any, intersects: any): void; addSplatsTile(positions: any, colors: any, cov1: any, cov2: any): { hide: () => void; show: (callback: any) => void; remove: () => void; sort: (cameraPosition: any, viewProjModel: any) => void; raycast: () => void; isSplatsBatch: boolean; } | undefined; addSplatsBatch(positionsStartIndex: any, address: any, positions: any, colors: any, cov1: any, cov2: any): void; growTextures(): void; } import { Mesh } from "three"; import { InstancedBufferAttribute } from "three"; import { WebGL3DRenderTarget } from "three"; import { MinPriorityQueue } from 'data-structure-typed'; import { Vector3 } from "three"; import { ShaderMaterial } from "three"; import { OrthographicCamera } from "three"; import { Scene } from "three"; import { PlaneGeometry } from "three"; import { Matrix4 } from "three";