type Node = any; /** Steps of a cluster's blend range: it draws the pixels whose step s is in [lo, hi) of 0..LOD_FADE_STEPS - 1. */ export declare const LOD_FADE_STEPS = 255; /** Packed blend range of a cluster drawn over every pixel (lo = 0, hi = LOD_FADE_STEPS), shifted as in the draw list. */ export declare const FULL_FADE_BITS: number; /** (lo, hi) blend range of the current cluster, written by the vertex stage. */ export declare const vgFadeVarying: import("three/webgpu").PropertyNode<"vec2">; /** Frame number for an animated pattern (0: fixed). Set by VirtualGeometry from `lodBlendTemporal`. */ export declare const lodBlendFrame: import("three/webgpu").UniformNode<"float", number>; /** * True when the current fragment belongs to its pixel's cut. The per-pixel value is interleaved gradient noise * (Jimenez 2014): evenly spread over a few pixels, so a half-blended surface looks like a fine, even stipple, * and suited to temporal anti-aliasing when it moves every frame. */ export declare function lodBlendMask(): Node; /** * Blend range of a cluster (CPU reference of the GPU selection): its projected own and parent errors in pixels, * the error threshold and the band factor. Null when the cluster is in no cut of the band [threshold, * threshold * blend] (or its range rounds to nothing). With blend 1 this is the plain cut. */ export declare function lodFadeRange(own: number, parent: number, threshold: number, blend: number): [number, number] | null; export {};