import { ShaderMaterial } from 'three/src/materials/ShaderMaterial'; import { BaseShaderAssemblerVolume } from './_BaseVolume'; import { ShaderName } from '../../../../utils/shaders/ShaderName'; import { OutputGlNode } from '../../../Output'; import { GlConnectionPointType, GlConnectionPoint } from '../../../../utils/io/connections/Gl'; import { ShaderConfig } from '../../configs/ShaderConfig'; import { VariableConfig } from '../../configs/VariableConfig'; import { GlobalsGlNode } from '../../../Globals'; import { ShadersCollectionController } from '../../utils/ShadersCollectionController'; export declare class ShaderAssemblerVolume extends BaseShaderAssemblerVolume { get _template_shader(): { vertexShader: string; fragmentShader: string; uniforms: any; }; create_material(): ShaderMaterial; add_output_inputs(output_child: OutputGlNode): void; static create_globals_node_output_connections(): (GlConnectionPoint | GlConnectionPoint)[]; create_globals_node_output_connections(): (GlConnectionPoint | GlConnectionPoint)[]; protected insert_body_after(shader_name: ShaderName): string | undefined; protected lines_to_remove(shader_name: ShaderName): string[] | undefined; create_shader_configs(): ShaderConfig[]; static create_variable_configs(): VariableConfig[]; create_variable_configs(): VariableConfig[]; set_node_lines_globals(globals_node: GlobalsGlNode, shaders_collection_controller: ShadersCollectionController): void; }