import { type Nullable } from "@onerjs/core/types.js"; import { type Matrix, Vector3 } from "@onerjs/core/Maths/math.vector.js"; import { Color3 } from "@onerjs/core/Maths/math.color.js"; import { type IAnimatable } from "@onerjs/core/Animations/animatable.interface.js"; import { type BaseTexture } from "@onerjs/core/Materials/Textures/baseTexture.js"; import { DynamicTexture } from "@onerjs/core/Materials/Textures/dynamicTexture.js"; import { PushMaterial } from "@onerjs/core/Materials/pushMaterial.js"; import { type AbstractMesh } from "@onerjs/core/Meshes/abstractMesh.js"; import { type SubMesh } from "@onerjs/core/Meshes/subMesh.js"; import { type Mesh } from "@onerjs/core/Meshes/mesh.js"; import { Scene } from "@onerjs/core/scene.js"; export declare class FurMaterial extends PushMaterial { private _diffuseTexture; accessor diffuseTexture: BaseTexture; private _heightTexture; accessor heightTexture: BaseTexture; diffuseColor: Color3; furLength: number; furAngle: number; furColor: Color3; furOffset: number; furSpacing: number; furGravity: Vector3; furSpeed: number; furDensity: number; furOcclusion: number; furTexture: DynamicTexture; private _disableLighting; accessor disableLighting: boolean; private _maxSimultaneousLights; accessor maxSimultaneousLights: number; highLevelFur: boolean; _meshes: AbstractMesh[]; private _furTime; private static readonly _ShaderLoader; /** * Instantiates a Fur Material in the given scene * @param name The friendly name of the material * @param scene The scene to add the material to * @param forceGLSL Use the GLSL code generation for the shader (even on WebGPU). Default is false */ constructor(name: string, scene?: Scene, forceGLSL?: boolean); get furTime(): number; set furTime(furTime: number); needAlphaBlending(): boolean; needAlphaTesting(): boolean; getAlphaTestTexture(): Nullable; updateFur(): void; isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean; bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void; getAnimatables(): IAnimatable[]; getActiveTextures(): BaseTexture[]; hasTexture(texture: BaseTexture): boolean; dispose(forceDisposeEffect?: boolean): void; clone(name: string): FurMaterial; serialize(): any; getClassName(): string; static Parse(source: any, scene: Scene, rootUrl: string): FurMaterial; static GenerateTexture(name: string, scene: Scene): DynamicTexture; static FurifyMesh(sourceMesh: Mesh, quality: number): Mesh[]; }