import { World } from "koota"; //#region src/ecs/systems/lightMaterialAssignSystem.d.ts /** * Push wrappedLightFn + requiredChannels to all tracked sprite materials. * * Self-gating: no-ops if LightingContext doesn't exist or dirty flag is false. * Clears the dirty flag after processing. */ declare function lightMaterialAssignSystem(world: World): void; //#endregion export { lightMaterialAssignSystem }; //# sourceMappingURL=lightMaterialAssignSystem.d.ts.map