/** * Generates a multi-texture fragment shader source string. * Declares individual sampler uniforms (uSampler0..uSamplerN) and uses * an if/else chain with 0.5-offset thresholds to select the correct texture unit. * @param {number} maxTextures - the number of texture units to support * @returns {string} GLSL fragment shader source * @ignore */ export function buildMultiTextureFragment(maxTextures: number): string; //# sourceMappingURL=multitexture.d.ts.map