import { Pass, Selection } from 'postprocessing'; import { WebGLRenderTarget, Camera, DepthPackingStrategies, Scene, Texture, TextureDataType, WebGLRenderer } from 'three'; export declare class LightingMaskPass extends Pass { private readonly renderPass; private readonly depthTexture; private readonly renderTarget; private readonly depthCopyPass0; private readonly depthCopyPass1; private readonly clearPass; private readonly depthMaskMaterial; private readonly depthMaskPass; readonly selection: Selection; constructor(scene: Scene, camera: Camera); set mainScene(value: Scene); set mainCamera(value: Camera); initialize(renderer: WebGLRenderer, alpha: boolean, frameBufferType: TextureDataType): void; setDepthTexture(depthTexture: Texture, depthPacking?: DepthPackingStrategies): void; render(renderer: WebGLRenderer, inputBuffer: WebGLRenderTarget | null, outputBuffer: WebGLRenderTarget | null, deltaTime?: number, stencilTest?: boolean): void; setSize(width: number, height: number): void; get texture(): Texture; get selectionLayer(): number; set selectionLayer(value: number); get inverted(): boolean; set inverted(value: boolean); }