import Node from "three/src/nodes/core/Node.js"; //#region src/materials/synthQuadNodes.d.ts /** * Synthesize the unit-quad corner position and UV from `vertexIndex`. * * u = vertexIndex % 2 → 0,1,0,1 * v = vertexIndex / 2 → 0,0,1,1 * * position = (u - 0.5, v - 0.5, 0), cornerUV = (u, v) — the same * corner/UV mapping PlaneGeometry(1, 1) shipped (uv.y = 1 at +y), so * atlas remaps and flips behave identically. * * Pair with `createSynthQuadGeometry()` (index `[0,1,2, 2,1,3]`, CCW). * Set `material.positionNode = position` and read `cornerUV` wherever * the shader previously read `uv()`. */ declare function synthQuadNodes(): { position: Node<'vec3'>; cornerUV: Node<'vec2'>; }; //#endregion export { synthQuadNodes }; //# sourceMappingURL=synthQuadNodes.d.ts.map