import type { RGB } from '../../../src/lib/primitives.types'; import type { UniformControl } from '../_shared/types'; /** Typed uniforms for the `clouds` layer shader. */ export type CloudsUniforms = { /** Sky color near the horizon. */ readonly uSkyLowColor: RGB; /** Sky color overhead. */ readonly uSkyHighColor: RGB; /** Lit (upper) cloud color. */ readonly uCloudLightColor: RGB; /** Shadowed (lower) cloud color. */ readonly uCloudDarkColor: RGB; /** Overall brightness; lower for night, ~1 for day. */ readonly uExposure: number; /** Raymarch step distance; smaller = finer/slower, larger = coarser/faster. */ readonly uStepSize: number; /** How fast the clouds drift. 0 freezes them. */ readonly uCloudSpeed: number; /** Cloud noise frequency; smaller = larger/broader shapes, larger = busier. */ readonly uCloudScale: number; /** Opacity contributed per sample; higher = more solid clouds. */ readonly uDensity: number; /** Noise threshold; lower = more cloud cover, higher = clearer sky. */ readonly uCoverage: number; /** Cloud edge softness; higher = mistier edges. */ readonly uSoftness: number; }; /** * The `clouds` shader's tunable uniforms. Drives the demo's generated control * panel. Defaults here are the "bright day" look; composites override them (the * wizard tower runs a sunset palette, the fairy cave a moonlit-night one). */ export declare const CLOUDS_CONTROLS: readonly UniformControl[]; //# sourceMappingURL=clouds.d.ts.map