import { type ShaderGraph } from "./graph.js"; import type { ShaderName } from "./registry.js"; import type { Stage } from "./stage.js"; /** * The masonry graph: a floor of slabs as instanced boxes into an antialiased * HDR target with depth, then depth of field, the shared bloom chain and a * tone-mapped present. One draw carries the whole floor: every instance is a * cell of the grid, positioned and sized by the WGSL, so the runtime knows * nothing about the floor except how many boxes to ask for. */ export declare function createMasonryGraph(stage: Stage, name: ShaderName, width: number, height: number): ShaderGraph; //# sourceMappingURL=masonry.d.ts.map