import Abstract from './core/Abstract'; import Depth from './core/Depth'; import Color from './core/Color'; import Noise from './core/Noise'; import Fresnel from './core/Fresnel'; import Gradient from './core/Gradient'; import Matcap from './core/Matcap'; import Texture from './core/Texture'; import Displace from './core/Displace'; import Normal from './core/Normal'; import { LayerMaterialParameters, SerializedLayer, ShadingType } from './types'; import { ColorRepresentation, MeshBasicMaterialParameters, MeshLambertMaterialParameters, MeshPhongMaterialParameters, MeshPhysicalMaterialParameters, MeshStandardMaterialParameters, MeshToonMaterialParameters } from 'three'; import CustomShaderMaterial from 'three-custom-shader-material/vanilla'; declare type AllMaterialParams = MeshPhongMaterialParameters | MeshPhysicalMaterialParameters | MeshToonMaterialParameters | MeshBasicMaterialParameters | MeshLambertMaterialParameters | MeshStandardMaterialParameters; declare class LayerMaterial extends CustomShaderMaterial { name: string; layers: Abstract[]; lighting: ShadingType; constructor({ color, alpha, lighting, layers, name, ...props }?: LayerMaterialParameters & AllMaterialParams); genShaders(): { uniforms: any; vertexShader: string; fragmentShader: string; }; refresh(): void; serialize(): SerializedLayer; set color(v: ColorRepresentation); get color(): ColorRepresentation; set alpha(v: number); get alpha(): number; } export { LayerMaterial, Abstract, Depth, Color, Noise, Fresnel, Gradient, Matcap, Texture, Displace, Normal };