import { RenderTarget, RenderTarget3D, Texture } from 'three'; import { Renderer } from 'three/webgpu'; import { AnyFloatType } from '@takram/three-geospatial'; import { AtmosphereLUTTexture3DName, AtmosphereLUTTextureName } from './AtmosphereLUTNode'; import { AtmosphereLUTTextures, AtmosphereLUTTexturesContext } from './AtmosphereLUTTextures'; import { AtmosphereParameters } from './AtmosphereParameters'; declare class AtmosphereLUTTexturesContextWebGL extends AtmosphereLUTTexturesContext { opticalDepthRT: RenderTarget>; deltaIrradianceRT: RenderTarget>; deltaRayleighScatteringRT: RenderTarget3D; deltaMieScatteringRT: RenderTarget3D; deltaScatteringDensityRT: RenderTarget3D; deltaMultipleScatteringRT: RenderTarget3D; constructor(parameters: AtmosphereParameters, textureType: AnyFloatType); dispose(): void; } export declare class AtmosphereLUTTexturesWebGL extends AtmosphereLUTTextures { private readonly transmittanceRT; private readonly irradianceRT; private readonly scatteringRT; private readonly singleMieScatteringRT; private readonly higherOrderScatteringRT; private readonly mesh; private transmittanceMaterial?; private directIrradianceMaterial?; private singleScatteringMaterial?; private scatteringDensityMaterial?; private indirectIrradianceMaterial?; private multipleScatteringMaterial?; private readonly layer; private readonly scatteringOrder; get(name: AtmosphereLUTTextureName | AtmosphereLUTTexture3DName): Texture; createContext(): AtmosphereLUTTexturesContextWebGL; private renderToRenderTarget; private renderToRenderTarget3D; private createMaterial; computeTransmittance(renderer: Renderer, context: AtmosphereLUTTexturesContextWebGL): void; computeDirectIrradiance(renderer: Renderer, context: AtmosphereLUTTexturesContextWebGL): void; computeSingleScattering(renderer: Renderer, context: AtmosphereLUTTexturesContextWebGL): void; computeScatteringDensity(renderer: Renderer, context: AtmosphereLUTTexturesContextWebGL, scatteringOrder: number): void; computeIndirectIrradiance(renderer: Renderer, context: AtmosphereLUTTexturesContextWebGL, scatteringOrder: number): void; computeMultipleScattering(renderer: Renderer, context: AtmosphereLUTTexturesContextWebGL): void; setup(parameters: AtmosphereParameters, textureType: AnyFloatType): void; dispose(): void; } export {};