import * as THREE from "three"; import { UniformedDictionary } from "./CBARShaderFunctions"; import { iCBARMaskedMaterial } from "./iCBARMaskedMaterial"; import { CBARContext } from "../CBARContext"; export declare class CBARMaskedMaterial implements iCBARMaskedMaterial { context: CBARContext; constructor(context: CBARContext, maskTexture: THREE.Texture); private vertexShader; private fragmentShader; readonly uniforms: UniformedDictionary; private _shader?; private readonly _material; get threeMaterial(): THREE.Material; getUniform(name: string): any; setUniform(name: string, value: any): any; private _color; setMaterialProperty(name: string, value: any): void; get lightingFactor(): number; set lightingFactor(value: number); get lightingOffset(): number; set lightingOffset(value: number); get smoothStep(): number; set smoothStep(value: number); get maskIndex(): number; set maskIndex(value: number); get maskBlendDistance(): number; set maskBlendDistance(value: number); get maskCrop(): THREE.Vector4; set maskCrop(value: THREE.Vector4); }