/** * The hole's edge noise on the CPU: the same fractal perlin the ground's shader reads * (`mx_fractal_noise_float` of three's MaterialX lib, 3 octaves, 3D, the third axis constant), so * the pit's walls can be laid along the very contour the ground's mask cuts. Integer hash and * gradients as in `MaterialXNoise.js`, in unsigned 32-bit arithmetic. */ /** Three's `mx_perlin_noise_float` at a 3D point. */ export declare function perlin3(px: number, py: number, pz: number): number; /** Three's `mx_fractal_noise_float` (octaves summed, each `diminish` weaker and `lacunarity` finer). */ export declare function fractalNoise3(px: number, py: number, pz: number, octaves: number, lacunarity: number, diminish: number): number; //# sourceMappingURL=hole-noise.d.ts.map