import * as THREE from 'three'; /** Options for {@link createTriplanarMaterial}: three-color `palette`, grid `tileScale`, fog distance, and side mode. */ export interface TriplanarMaterialOptions { /** [base A, base B, grid/accent]. */ palette?: [THREE.ColorRepresentation, THREE.ColorRepresentation, THREE.ColorRepresentation]; /** World units per grid cell (smaller = denser grid). Default 0.4. */ tileScale?: number; /** Distance where the fog tint saturates. Default 40. */ fogDistance?: number; side?: THREE.Side; } /** * World-space triplanar grid `ShaderMaterial`: UVs are picked per fragment * by the dominant normal axis, so procedural geometry gets seamless grid * lines with no unwrapping. Palette-driven with cheap directional shading * and a distance fog tint. * * @param options - Palette, tile scale, fog distance, side. * @returns The configured `ShaderMaterial`. */ export declare function createTriplanarMaterial({ palette, tileScale, fogDistance, side, }?: TriplanarMaterialOptions): THREE.ShaderMaterial; //# sourceMappingURL=triplanar.d.ts.map