import { Camera } from '../core/Camera'; import { Program } from '../core/Program'; import { RenderTarget } from '../core/RenderTarget'; import { OGLRenderingContext } from '../core/Renderer'; import { Mesh } from '../core/Mesh'; export declare class Shadow { gl: OGLRenderingContext; light: Camera; target: RenderTarget; depthProgram: Program; castMeshes: Mesh[]; constructor(gl: OGLRenderingContext, { light, width, height }: { light?: Camera; width?: number; height?: any; }); add({ mesh, receive, cast, vertex, fragment, uniformProjection, uniformView, uniformTexture, }: { mesh: any; receive?: boolean; cast?: boolean; vertex?: string; fragment?: string; uniformProjection?: string; uniformView?: string; uniformTexture?: string; }): void; render({ scene }: { scene: any; }): void; }