export class StandardMaterialOptionsBuilder { /** * The refraction index for which the shader uses a built-in constant instead of the * material_refractionIndex uniform. Shared with StandardMaterial, which needs to invalidate its * shaders when refractionIndex moves across this value. * * @type {number} * @ignore */ static DEFAULT_REFRACTION_INDEX: number; /** * Compares two material numbers with the tolerance used to decide whether a shader constant can * replace a uniform. * * @param {number} a - The first value. * @param {number} b - The second value. * @returns {boolean} True when the values are equal within tolerance. * @ignore */ static equalish(a: number, b: number): boolean; updateMinRef(options: any, scene: any, stdMat: any, objDefs: any, pass: any, lightList: any, vertexFormat: any, outlinePass?: boolean): void; updateRef(options: any, scene: any, cameraShaderParams: any, stdMat: any, objDefs: any, pass: any, lightList: any, vertexFormat: any): void; _updateSharedOptions(options: any, scene: any, stdMat: any, objDefs: any, pass: any, cameraShaderParams: any): void; _updateUVOptions(options: any, stdMat: any, objDefs: any, vertexFormat: any, minimalOptions: any, cameraShaderParams: any): void; _updateTexOptions(options: any, stdMat: any, p: any, vertexFormat: any, hasVcolor: any, minimalOptions: any, textureIdentifiers: any): void; _updateMinOptions(options: any, stdMat: any, pass: any, outlinePass: any): void; _updateMaterialOptions(options: any, stdMat: any, scene: any): void; _updateEnvOptions(options: any, stdMat: any, scene: any, cameraShaderParams: any): void; _updateLightOptions(options: any, scene: any, stdMat: any, objDefs: any, lightList: any): void; }