/** * Renders pointsBatchingLayer fragment depths to a shadow map. * * @private */ export class PointsBatchingShadowRenderer { constructor(scene: any); _scene: any; _hash: any; getValid(): boolean; _getHash(): any; drawLayer(frameCtx: any, pointsBatchingLayer: any): void; _allocate(): void; _program: Program; errors: any; _uPositionsDecodeMatrix: any; _uShadowViewMatrix: any; _uShadowProjMatrix: any; _uZFar: any; _uSectionPlanes: any[]; _aPosition: any; _aOffset: any; _aColor: any; _aFlags: any; _aFlags2: any; _uPointSize: any; _bindProgram(frameCtx: any): void; _lastLightId: any; _buildShader(): { vertex: string[]; fragment: string[]; }; _buildVertexShader(): string[]; _buildFragmentShader(): string[]; webglContextRestored(): void; destroy(): void; } import { Program } from "../../../../../webgl/Program.js";