import { Material, type IUniform, type MeshStandardMaterialParameters, Scene, Camera, BufferGeometry, Object3D } from 'three'; import { ExtendedMeshStandardMaterial, type Uniforms } from './SpeckleMaterial.js'; import { SpeckleWebGLRenderer } from '../objects/SpeckleWebGLRenderer.js'; declare class SpeckleStandardMaterial extends ExtendedMeshStandardMaterial { protected originalRoughness: number | undefined; protected artificialRoughness: number | undefined; protected get vertexProgram(): string; protected get fragmentProgram(): string; protected get baseUniforms(): { [uniform: string]: IUniform; }; protected get uniformsDef(): Uniforms; constructor(parameters: MeshStandardMaterialParameters, defines?: string[]); /** We need a unique key per program */ customProgramCacheKey(): string; copy(source: Material): this; fastCopy(from: Material, to: Material): void; updateArtificialRoughness(artificialRougness?: number): void; /** Called by three.js render loop */ onBeforeRender(_this: SpeckleWebGLRenderer, _scene: Scene, _camera: Camera, _geometry: BufferGeometry, object: Object3D): void; } export default SpeckleStandardMaterial;