export default ShaderChunk; declare const ShaderChunk: ShaderChunkManager; /** * The ShaderChunkManager manages the itowns chunks shader. * It adds chunks to THREE.ShaderChunk to compile shaders * * In itowns, if you want access to `ShaderChunkManager` instance : * * ```js * import ShaderChunk from '../../Renderer/Shader/ShaderChunk'; * ``` * or * ```js * const ShaderChunk = itowns.ShaderChunk'; * ``` * * @property {Object} target - The target to install the chunks into. * @property {string} [path] - A path to add before a chunk name as a prefix. * */ declare class ShaderChunkManager { /** * Constructs a new instance ShaderChunkManager. * * @constructor * * @param {Object} target - The target to install the chunks into. * @param {string} [path] - A path to add before a chunk name as a prefix. * */ constructor(target: Object, path?: string); path: string | undefined; target: Object; /** * Set the header ColorLayer shader. * * @param {string} header The glsl header */ customHeaderColorLayer(header: string): void; /** * Set the body ColorLayer shader. * You could define you color terrain shader, with a header and a body. * the header defines yours fonctions and the body defines the process on ColorLayer. * @example