/** * Constants shared between the lit fragment shaders * (`multitexture-lit.js`, `mesh-lit.frag`), the lit batchers * (`LitQuadBatcher`, `LitMeshBatcher`), the uniform packers (`pack.ts`, * `pack3d.ts`) and the std140 writer (`std140.ts`). Kept in a tiny * standalone module so the consumers don't depend on each other * transitively for a couple of integers. */ /** * Maximum number of lights the lit fragment shaders support concurrently * per draw call. Lights past this index are ignored. * * The data travels in a uniform buffer, so this is an allocation rather * than a compatibility question: 32 lights cost 1056 bytes against * `MAX_UNIFORM_BLOCK_SIZE`, which is at least 16 KB everywhere. Uniform * _arrays_, the previous transport, are charged against the much smaller * `MAX_FRAGMENT_UNIFORM_VECTORS` — shared with every other uniform the * shader declares — which is what held this at 8. * * It is not a statement about what a device can afford to _shade_: the * fragment loop still runs once per pixel per live light. Unused capacity * is free — the loop bound is the live count — but filling it is not. */ export declare const MAX_LIGHTS = 32; //# sourceMappingURL=constants.d.ts.map