/** * A resource referenced in an [Environment] that is used to draw a background. The Panorama sky functions similar to skyboxes in other engines, except it uses an equirectangular sky map instead of a cube map. * * Using an HDR panorama is strongly recommended for accurate, high-quality reflections. Godot supports the Radiance HDR (`.hdr`) and OpenEXR (`.exr`) image formats for this purpose. * * You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a cube map to an equirectangular sky map. * */ declare class PanoramaSky extends Sky { /** * A resource referenced in an [Environment] that is used to draw a background. The Panorama sky functions similar to skyboxes in other engines, except it uses an equirectangular sky map instead of a cube map. * * Using an HDR panorama is strongly recommended for accurate, high-quality reflections. Godot supports the Radiance HDR (`.hdr`) and OpenEXR (`.exr`) image formats for this purpose. * * You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a cube map to an equirectangular sky map. * */ new(): PanoramaSky; static "new"(): PanoramaSky /** [Texture] to be applied to the PanoramaSky. */ panorama: Texture; connect>(signal: T, method: SignalFunction): number; }