import { ShaderMaterial } from 'three/src/materials/ShaderMaterial'; import { ShaderAssemblerMaterial, CustomAssemblerMap } from './_BaseMaterial'; import { ShaderConfig } from '../../configs/ShaderConfig'; import { VariableConfig } from '../../configs/VariableConfig'; import { OutputGlNode } from '../../../Output'; import { GlConnectionPointType, GlConnectionPoint } from '../../../../utils/io/connections/Gl'; import { ShaderName } from '../../../../utils/shaders/ShaderName'; export declare class ShaderAssemblerPoints extends ShaderAssemblerMaterial { custom_assembler_class_by_custom_name(): CustomAssemblerMap; get _template_shader(): { vertexShader: string; fragmentShader: string; uniforms: { [uniform: string]: import("three").IUniform; }; }; create_material(): ShaderMaterial; add_output_inputs(output_child: OutputGlNode): void; create_globals_node_output_connections(): (GlConnectionPoint | GlConnectionPoint | GlConnectionPoint | GlConnectionPoint)[]; create_shader_configs(): ShaderConfig[]; create_variable_configs(): VariableConfig[]; protected lines_to_remove(shader_name: ShaderName): string[] | undefined; }