import { Blending, BufferGeometry, IUniform, Material, Mesh, Object3D, OrthographicCamera, PerspectiveCamera, Plane, PlaneBufferGeometry, Scene, Texture, WebGLRenderTarget } from 'three'; export declare const orthoCamera: OrthographicCamera; export declare const plane: PlaneBufferGeometry; export declare const triangle: BufferGeometry; export declare const disposeTexture: (texture?: Texture) => void; export declare const disposeMaterial: (material?: Material | Material[]) => void; export declare const dispose: (object: Object3D) => void; export declare function updateCameraPerspective(camera: PerspectiveCamera, width: number, height: number, distance: number): void; export declare function updateCameraOrtho(camera: OrthographicCamera, width: number, height: number): void; export declare function findObjectsWithName(object: Object3D, value: string): Array; export declare function compileShader(source: string, fragment?: boolean, version?: string): string; export declare function anchorGeometry(geometry: BufferGeometry, x: number, y: number, z: number): void; export declare function anchorGeometryTL(geometry: BufferGeometry): void; export declare function setBlendNormal(material: Material): void; export declare function setBlendAdd(material: Material): void; export declare function setBlendMultiply(material: Material): void; export declare function setBlendScreen(material: Material): void; export declare class FBO { rt1: WebGLRenderTarget; target: WebGLRenderTarget; constructor(width: number, height: number, params: any); resize(width: number, height: number): void; get texture(): Texture; } export declare class DoubleFBO extends FBO { rt2: WebGLRenderTarget; flip: Boolean; constructor(width: number, height: number, params: any); resize(width: number, height: number): void; swap(): void; } export declare class Pass { camera: OrthographicCamera; scene: Scene; material: Material; mesh: Mesh; constructor(material: Material); draw(): void; } export declare function updateTextureData(svgElement: SVGElement, imgWid: number, imgHei: number): Promise; interface ShaderParams { alphaTest?: number; alphaToCoverage?: number; blendDst?: number; blendDstAlpha?: number; blendEquation?: number; blending?: Blending; blendSrc?: number; blendSrcAlpha?: number; clipIntersection?: boolean; clipping?: boolean; clippingPlanes?: Array; clipShadows?: boolean; colorWrite?: boolean; defines?: object; depthFunc?: number; depthTest?: boolean; depthWrite?: boolean; dithering?: boolean; extensions?: object; flatShading?: boolean; fog?: boolean; lights?: boolean; linewidth?: number; morphNormals?: boolean; morphTargets?: boolean; opacity?: number; polygonOffset?: boolean; polygonOffsetFactor?: number; polygonOffsetUnits?: number; precision?: string; premultipliedAlpha?: boolean; shadowSide?: number; side?: number; stencilWrite?: boolean; stencilWriteMask?: number; stencilFunc?: number; stencilRef?: number; stencilFuncMask?: number; stencilFail?: number; stencilZFail?: number; stencilZPass?: number; toneMapped?: boolean; transparent?: boolean; userData?: object; vertexColors?: boolean; wireframe?: boolean; name: string; vertex: string; fragment: string; uniforms: { [uniform: string]: IUniform; }; version?: string; webgl2?: boolean; } export declare function RawShader(opts: ShaderParams): { name: string; uniforms: { [uniform: string]: IUniform; }; vertexShader: string; fragmentShader: string; glslVersion: any; }; export {}; //# sourceMappingURL=three.d.ts.map