import * as THREE from 'three'; import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js'; /** Volumetric light-shaft pass with per-frame world-space light tracking and optional occlusion buffer. */ export interface GodRaysPass extends ShaderPass { updateFromLight(lightWorldPos: THREE.Vector3, camera: THREE.Camera): void; setOcclusionTexture(texture: THREE.Texture | null): void; } /** Create a GodRaysPass that ray-marches from each fragment toward the light's screen-space position, accumulating scattered brightness (GPU Gems 3 ch.13 algorithm). Pass the light world-space position each frame via updateFromLight. */ export declare function createGodRaysPass(): GodRaysPass; //# sourceMappingURL=god-rays-pass.d.ts.map