export class CubeSeaNode extends Node { constructor(options?: {}); heavyGpu: boolean; cubeCount: any; cubeScale: any; halfOnly: boolean; autoRotate: boolean; _texture: UrlTexture; _material: CubeSeaMaterial; _renderPrimitive: any; onRendererChanged(renderer: any): Promise; heroNode: any; cubeSeaNode: Node | undefined; rebuildCubes(boxBuilder: any): void; waitForComplete(): Promise; } import { Node } from "../core/node.js"; import { UrlTexture } from "../core/texture.js"; declare class CubeSeaMaterial extends Material { constructor(heavy?: boolean); heavy: boolean; baseColor: import("../core/material.js").MaterialSampler; get materialName(): string; get vertexSource(): string; get fragmentSource(): "\n precision mediump float;\n uniform sampler2D baseColor;\n varying vec2 vTexCoord;\n varying vec3 vLight;\n\n vec4 fragment_main() {\n return vec4(vLight, 1.0) * texture2D(baseColor, vTexCoord);\n }" | "\n precision mediump float;\n\n uniform sampler2D diffuse;\n varying vec2 vTexCoord;\n varying vec3 vLight;\n\n vec2 dimensions = vec2(64, 64);\n float seed = 0.42;\n\n vec2 hash( vec2 p ) {\n p=vec2(dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3)));\n return fract(sin(p)*18.5453);\n }\n\n vec3 hash3( vec2 p ) {\n vec3 q = vec3( dot(p,vec2(127.1,311.7)),\n dot(p,vec2(269.5,183.3)),\n dot(p,vec2(419.2,371.9)) );\n return fract(sin(q)*43758.5453);\n }\n\n float iqnoise( in vec2 x, float u, float v ) {\n vec2 p = floor(x);\n vec2 f = fract(x);\n float k = 1.0+63.0*pow(1.0-v,4.0);\n float va = 0.0;\n float wt = 0.0;\n for( int j=-2; j<=2; j++ )\n for( int i=-2; i<=2; i++ ) {\n vec2 g = vec2( float(i),float(j) );\n vec3 o = hash3( p + g )*vec3(u,u,1.0);\n vec2 r = g - f + o.xy;\n float d = dot(r,r);\n float ww = pow( 1.0-smoothstep(0.0,1.414,sqrt(d)), k );\n va += o.z*ww;\n wt += ww;\n }\n return va/wt;\n }\n\n // return distance, and cell id\n vec2 voronoi( in vec2 x ) {\n vec2 n = floor( x );\n vec2 f = fract( x );\n vec3 m = vec3( 8.0 );\n for( int j=-1; j<=1; j++ )\n for( int i=-1; i<=1; i++ ) {\n vec2 g = vec2( float(i), float(j) );\n vec2 o = hash( n + g );\n vec2 r = g - f + (0.5+0.5*sin(seed+6.2831*o));\n float d = dot( r, r );\n if( d