import { mat4, vec4, vec3, vec2 } from 'gl-matrix'; export declare const AMBIENT_LIGHT = 0; export declare const DOME_LIGHT = 1; export declare const DIRECTIONAL_LIGHT = 2; export declare const POINT_LIGHT = 3; export declare const HEMI_LIGHT = 4; export declare const SPOT_LIGHT = 5; export type UseLight = (l: Light) => void; export type Light = { into?: mat4 | null; position?: vec4 | null; normal?: vec4 | null; color?: vec4 | null; opts?: vec4 | null; intensity?: number | null; cutoff?: number | null; kind: number; shadow?: ShadowMapProps | null; }; export type BoundLight = Light & { id?: number; shadowType?: 'ortho'; shadowMap?: number; shadowUV?: vec4; shadowBias?: vec3; shadowDepth?: vec2; shadowBlur?: number; }; export type ShadowMapProps = { type: string; size: vec2; depth: vec2; unit: vec2; bias: vec3; blur: number; resolution: number; fov: number; }; export type ShadowMapLike = { size?: vec2 | [number, number] | number[]; depth?: vec2 | [number, number] | number[]; bias?: vec2 | [number, number] | number[]; span?: vec2 | [number, number] | number[]; up?: vec3 | [number, number, number] | number[]; blur?: number; resolution?: number; fov?: number; };