/** * CPU-side texel encoders for uploading raw data into GPU textures. * * `createDataTexture({format: 'r16float' | 'rgba16float', …})` takes half-float texel bytes * (`Uint16Array`), not `Float32Array` — filtering samplers reject `r32float`/`rgba32float` * (they need the optional `float32-filterable` feature), so any sampled data texture must be * 16-bit. A shader that re-uploads a per-frame field (Shatter's shard data, and future sims) * half-encodes each texel in `onBeforeRender` before `tex.write(...)`. */ export declare function toHalfFloat(val: number): number; //# sourceMappingURL=dataEncoding.d.ts.map