import { d } from './index'; /** * The `_sys` uniform block. Minimal by design — one field per engine-provided global. `time` is * CPU-accumulated (see kit/time.ts); `viewportSize` is the device-pixel backing-buffer size, * `logicalViewportSize` the CSS-pixel size (the two differ under DPR / resolution scaling). * `pointer` is in UV space; `pointerActive` is 0/1 (float, matching the ±1/0/1 float encoding * transforms already use for booleans). */ export declare const SystemUniforms: d.WgslStruct<{ time: d.F32; viewportSize: d.Vec2f; logicalViewportSize: d.Vec2f; aspect: d.F32; pointer: d.Vec2f; pointerActive: d.F32; }>; /** * `viewportCoordinate` — pixel-space coordinate from a UV and the viewport size * (`uv * viewportSize`). GPU-callable and CPU-evaluable (dual fn), so it is unit-testable * on the CPU. */ export declare const viewportCoordinate: import('typegpu').TgpuFn<(uv: d.Vec2f, viewportSize: d.Vec2f) => d.Vec2f>; /** * Aspect ratio (width / height) from a viewport size. */ export declare const aspectOf: import('typegpu').TgpuFn<(viewportSize: d.Vec2f) => d.F32>; //# sourceMappingURL=coords.d.ts.map