export class InstancedUniformsMesh { constructor(geometry: any, material: any, count: any); _maxCount: any; _instancedUniformNames: any[]; set geometry(geometry: any); get geometry(): any; _derivedGeometry: any; _baseGeometry: any; set material(baseMaterial: any); get material(): any; _defaultMaterial: any; _derivedMaterial: any; _baseMaterial: any; get customDepthMaterial(): any; get customDistanceMaterial(): any; /** * Set the value of a shader uniform for a single instance. * @param {string} name - the name of the shader uniform * @param {number} index - the index of the instance to set the value for * @param {number|Vector2|Vector3|Vector4|Color|Array|Matrix3|Matrix4|Quaternion} value - the uniform value for this instance */ setUniformAt(name: string, index: number, value: number | Vector2 | Vector3 | Vector4 | Color | any[] | Matrix3 | Matrix4 | Quaternion): void; /** * Unset all instance-specific values for a given uniform, reverting back to the original * uniform value for all. * @param {string} name */ unsetUniform(name: string): void; } //# sourceMappingURL=InstancedUniformsMesh.d.ts.map