@types/three

  • Version 0.170.0
  • Published
  • 1.32 MB
  • 6 dependencies
  • MIT license

Install

npm i @types/three
yarn add @types/three
pnpm add @types/three

Overview

TypeScript definitions for three

Index

Variables

Functions

Classes

Interfaces

Enums

Type Aliases

Namespaces

Variables

variable ACESFilmicToneMapping

const ACESFilmicToneMapping: number;

    variable AddEquation

    const AddEquation: number;

      variable AdditiveAnimationBlendMode

      const AdditiveAnimationBlendMode: number;

        variable AdditiveBlending

        const AdditiveBlending: number;

          variable AddOperation

          const AddOperation: number;

            variable AgXToneMapping

            const AgXToneMapping: number;

              variable AlphaFormat

              const AlphaFormat: number;
              • AlphaFormat discards the red, green and blue components and reads just the alpha component.

              variable AlwaysCompare

              const AlwaysCompare: number;

                variable AlwaysDepth

                const AlwaysDepth: number;

                  variable AlwaysStencilFunc

                  const AlwaysStencilFunc: number;

                    variable AnimationUtils

                    const AnimationUtils: {
                    convertArray: typeof convertArray;
                    isTypedArray: typeof isTypedArray;
                    getKeyframeOrder: typeof getKeyframeOrder;
                    sortedArray: typeof sortedArray;
                    flattenJSON: typeof flattenJSON;
                    subclip: typeof subclip;
                    makeClipAdditive: typeof makeClipAdditive;
                    };

                      variable AttachedBindMode

                      const AttachedBindMode: string;

                        variable BackSide

                        const BackSide: number;

                          variable BasicDepthPacking

                          const BasicDepthPacking: number;

                            variable BasicShadowMap

                            const BasicShadowMap: number;

                              variable ByteType

                              const ByteType: number;

                                variable Cache

                                const Cache: {
                                enabled: boolean;
                                files: any;
                                add(key: string, file: any): void;
                                get(key: string): any;
                                remove(key: string): void;
                                clear(): void;
                                };

                                  variable CineonToneMapping

                                  const CineonToneMapping: number;

                                    variable ClampToEdgeWrapping

                                    const ClampToEdgeWrapping: number;
                                    • With ClampToEdgeWrapping the last pixel of the texture stretches to the edge of the mesh.

                                      Remarks

                                      This is the _default_ value and behaver for Wrapping Mapping.

                                    variable ColorManagement

                                    const ColorManagement: ColorManagement;

                                      variable ConstantAlphaFactor

                                      const ConstantAlphaFactor: number;

                                        variable ConstantColorFactor

                                        const ConstantColorFactor: number;

                                          variable CubeReflectionMapping

                                          const CubeReflectionMapping: number;
                                          • Remarks

                                            This is the _default_ value and behaver for Cube Texture Mapping.

                                          variable CubeRefractionMapping

                                          const CubeRefractionMapping: number;

                                            variable CubeUVReflectionMapping

                                            const CubeUVReflectionMapping: number;

                                              variable CullFaceBack

                                              const CullFaceBack: number;

                                                variable CullFaceFront

                                                const CullFaceFront: number;

                                                  variable CullFaceFrontBack

                                                  const CullFaceFrontBack: number;

                                                    variable CullFaceNone

                                                    const CullFaceNone: number;

                                                      variable CustomBlending

                                                      const CustomBlending: number;

                                                        variable CustomToneMapping

                                                        const CustomToneMapping: number;

                                                          variable DataUtils

                                                          const DataUtils: {
                                                          toHalfFloat: typeof toHalfFloat;
                                                          fromHalfFloat: typeof fromHalfFloat;
                                                          };

                                                            variable DecrementStencilOp

                                                            const DecrementStencilOp: number;

                                                              variable DecrementWrapStencilOp

                                                              const DecrementWrapStencilOp: number;

                                                                variable DefaultLoadingManager

                                                                const DefaultLoadingManager: LoadingManager;

                                                                  variable DepthFormat

                                                                  const DepthFormat: number;
                                                                  • DepthFormat reads each element as a single depth value, converts it to floating point, and clamps to the range [0,1].

                                                                    Remarks

                                                                    This is the default for THREE.DepthTexture.

                                                                  variable DepthStencilFormat

                                                                  const DepthStencilFormat: number;
                                                                  • DepthStencilFormat reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as in DepthFormat. The stencil component is interpreted based on the depth + stencil internal format.

                                                                  variable DetachedBindMode

                                                                  const DetachedBindMode: string;

                                                                    variable DoubleSide

                                                                    const DoubleSide: number;

                                                                      variable DstAlphaFactor

                                                                      const DstAlphaFactor: number;

                                                                        variable DstColorFactor

                                                                        const DstColorFactor: number;

                                                                          variable DynamicCopyUsage

                                                                          const DynamicCopyUsage: number;

                                                                            variable DynamicDrawUsage

                                                                            const DynamicDrawUsage: number;

                                                                              variable DynamicReadUsage

                                                                              const DynamicReadUsage: number;

                                                                                variable EqualCompare

                                                                                const EqualCompare: number;

                                                                                  variable EqualDepth

                                                                                  const EqualDepth: number;

                                                                                    variable EqualStencilFunc

                                                                                    const EqualStencilFunc: number;

                                                                                      variable EquirectangularReflectionMapping

                                                                                      const EquirectangularReflectionMapping: number;

                                                                                        variable EquirectangularRefractionMapping

                                                                                        const EquirectangularRefractionMapping: number;

                                                                                          variable FloatType

                                                                                          const FloatType: number;

                                                                                            variable FrontSide

                                                                                            const FrontSide: number;

                                                                                              variable GLSL1

                                                                                              const GLSL1: string;

                                                                                                variable GLSL3

                                                                                                const GLSL3: string;

                                                                                                  variable GreaterCompare

                                                                                                  const GreaterCompare: number;

                                                                                                    variable GreaterDepth

                                                                                                    const GreaterDepth: number;

                                                                                                      variable GreaterEqualCompare

                                                                                                      const GreaterEqualCompare: number;

                                                                                                        variable GreaterEqualDepth

                                                                                                        const GreaterEqualDepth: number;

                                                                                                          variable GreaterEqualStencilFunc

                                                                                                          const GreaterEqualStencilFunc: number;

                                                                                                            variable GreaterStencilFunc

                                                                                                            const GreaterStencilFunc: number;

                                                                                                              variable HalfFloatType

                                                                                                              const HalfFloatType: number;

                                                                                                                variable IncrementStencilOp

                                                                                                                const IncrementStencilOp: number;

                                                                                                                  variable IncrementWrapStencilOp

                                                                                                                  const IncrementWrapStencilOp: number;

                                                                                                                    variable InterpolateDiscrete

                                                                                                                    const InterpolateDiscrete: number;

                                                                                                                      variable InterpolateLinear

                                                                                                                      const InterpolateLinear: number;

                                                                                                                        variable InterpolateSmooth

                                                                                                                        const InterpolateSmooth: number;

                                                                                                                          variable IntType

                                                                                                                          const IntType: number;

                                                                                                                            variable InvertStencilOp

                                                                                                                            const InvertStencilOp: number;

                                                                                                                              variable KeepStencilOp

                                                                                                                              const KeepStencilOp: number;

                                                                                                                                variable LessCompare

                                                                                                                                const LessCompare: number;

                                                                                                                                  variable LessDepth

                                                                                                                                  const LessDepth: number;

                                                                                                                                    variable LessEqualCompare

                                                                                                                                    const LessEqualCompare: number;

                                                                                                                                      variable LessEqualDepth

                                                                                                                                      const LessEqualDepth: number;

                                                                                                                                        variable LessEqualStencilFunc

                                                                                                                                        const LessEqualStencilFunc: number;

                                                                                                                                          variable LessStencilFunc

                                                                                                                                          const LessStencilFunc: number;

                                                                                                                                            variable LinearFilter

                                                                                                                                            const LinearFilter: number;
                                                                                                                                            • LinearFilter returns the weighted average of the four texture elements that are closest to the specified texture coordinates, and can include items wrapped or repeated from other parts of a texture, depending on the values of wrapS and wrapT, and on the exact mapping.

                                                                                                                                            variable LinearMipmapLinearFilter

                                                                                                                                            const LinearMipmapLinearFilter: number;
                                                                                                                                            • LinearMipmapLinearFilter is the default and chooses the two mipmaps that most closely match the size of the pixel being textured and uses the LinearFilter criterion to produce a texture value from each mipmap. The final texture value is a weighted average of those two values.

                                                                                                                                            variable LinearMipMapLinearFilter

                                                                                                                                            const LinearMipMapLinearFilter: number;
                                                                                                                                            • LinearMipMapLinearFilter is the default and chooses the two mipmaps that most closely match the size of the pixel being textured and uses the LinearFilter criterion to produce a texture value from each mipmap. The final texture value is a weighted average of those two values.

                                                                                                                                            variable LinearMipmapNearestFilter

                                                                                                                                            const LinearMipmapNearestFilter: number;
                                                                                                                                            • LinearMipmapNearestFilter chooses the mipmap that most closely matches the size of the pixel being textured and uses the LinearFilter criterion (a weighted average of the four texels that are closest to the center of the pixel) to produce a texture value.

                                                                                                                                            variable LinearMipMapNearestFilter

                                                                                                                                            const LinearMipMapNearestFilter: number;
                                                                                                                                            • LinearMipMapNearestFilter chooses the mipmap that most closely matches the size of the pixel being textured and uses the LinearFilter criterion (a weighted average of the four texels that are closest to the center of the pixel) to produce a texture value.

                                                                                                                                            variable LinearSRGBColorSpace

                                                                                                                                            const LinearSRGBColorSpace: string;

                                                                                                                                              variable LinearToneMapping

                                                                                                                                              const LinearToneMapping: number;

                                                                                                                                                variable LinearTransfer

                                                                                                                                                const LinearTransfer: string;

                                                                                                                                                  variable LoopOnce

                                                                                                                                                  const LoopOnce: number;

                                                                                                                                                    variable LoopPingPong

                                                                                                                                                    const LoopPingPong: number;

                                                                                                                                                      variable LoopRepeat

                                                                                                                                                      const LoopRepeat: number;

                                                                                                                                                        variable LuminanceAlphaFormat

                                                                                                                                                        const LuminanceAlphaFormat: number;
                                                                                                                                                        • LuminanceAlphaFormat reads each element as a luminance/alpha double. The same process occurs as for the LuminanceFormat, except that the alpha channel may have values other than 1.0.

                                                                                                                                                        variable LuminanceFormat

                                                                                                                                                        const LuminanceFormat: number;
                                                                                                                                                        • LuminanceFormat reads each element as a single luminance component. This is then converted to a floating point, clamped to the range [0,1], and then assembled into an RGBA element by placing the luminance value in the red, green and blue channels, and attaching 1.0 to the alpha channel.

                                                                                                                                                        variable MathUtils

                                                                                                                                                        const MathUtils: {
                                                                                                                                                        DEG2RAD: typeof DEG2RAD;
                                                                                                                                                        RAD2DEG: typeof RAD2DEG;
                                                                                                                                                        generateUUID: typeof generateUUID;
                                                                                                                                                        clamp: typeof clamp;
                                                                                                                                                        euclideanModulo: typeof euclideanModulo;
                                                                                                                                                        mapLinear: typeof mapLinear;
                                                                                                                                                        inverseLerp: typeof inverseLerp;
                                                                                                                                                        lerp: typeof lerp;
                                                                                                                                                        damp: typeof damp;
                                                                                                                                                        pingpong: typeof pingpong;
                                                                                                                                                        smoothstep: typeof smoothstep;
                                                                                                                                                        smootherstep: typeof smootherstep;
                                                                                                                                                        randInt: typeof randInt;
                                                                                                                                                        randFloat: typeof randFloat;
                                                                                                                                                        randFloatSpread: typeof randFloatSpread;
                                                                                                                                                        seededRandom: typeof seededRandom;
                                                                                                                                                        degToRad: typeof degToRad;
                                                                                                                                                        radToDeg: typeof radToDeg;
                                                                                                                                                        isPowerOfTwo: typeof isPowerOfTwo;
                                                                                                                                                        ceilPowerOfTwo: typeof ceilPowerOfTwo;
                                                                                                                                                        floorPowerOfTwo: typeof floorPowerOfTwo;
                                                                                                                                                        setQuaternionFromProperEuler: typeof setQuaternionFromProperEuler;
                                                                                                                                                        normalize: typeof normalize;
                                                                                                                                                        denormalize: typeof denormalize;
                                                                                                                                                        };

                                                                                                                                                          variable MaxEquation

                                                                                                                                                          const MaxEquation: number;

                                                                                                                                                            variable MinEquation

                                                                                                                                                            const MinEquation: number;

                                                                                                                                                              variable MirroredRepeatWrapping

                                                                                                                                                              const MirroredRepeatWrapping: number;

                                                                                                                                                              variable MixOperation

                                                                                                                                                              const MixOperation: number;

                                                                                                                                                                variable MultiplyBlending

                                                                                                                                                                const MultiplyBlending: number;

                                                                                                                                                                  variable MultiplyOperation

                                                                                                                                                                  const MultiplyOperation: number;

                                                                                                                                                                    variable NearestFilter

                                                                                                                                                                    const NearestFilter: number;
                                                                                                                                                                    • NearestFilter returns the value of the texture element that is nearest (in Manhattan distance) to the specified texture coordinates.

                                                                                                                                                                    variable NearestMipmapLinearFilter

                                                                                                                                                                    const NearestMipmapLinearFilter: number;
                                                                                                                                                                    • NearestMipmapLinearFilter chooses the two mipmaps that most closely match the size of the pixel being textured and uses the NearestFilter criterion to produce a texture value from each mipmap. The final texture value is a weighted average of those two values.

                                                                                                                                                                    variable NearestMipMapLinearFilter

                                                                                                                                                                    const NearestMipMapLinearFilter: number;
                                                                                                                                                                    • NearestMipMapLinearFilter chooses the two mipmaps that most closely match the size of the pixel being textured and uses the NearestFilter criterion to produce a texture value from each mipmap. The final texture value is a weighted average of those two values.

                                                                                                                                                                    variable NearestMipmapNearestFilter

                                                                                                                                                                    const NearestMipmapNearestFilter: number;
                                                                                                                                                                    • NearestMipmapNearestFilter chooses the mipmap that most closely matches the size of the pixel being textured and uses the NearestFilter criterion (the texel nearest to the center of the pixel) to produce a texture value.

                                                                                                                                                                    variable NearestMipMapNearestFilter

                                                                                                                                                                    const NearestMipMapNearestFilter: number;
                                                                                                                                                                    • NearestMipmapNearestFilter chooses the mipmap that most closely matches the size of the pixel being textured and uses the NearestFilter criterion (the texel nearest to the center of the pixel) to produce a texture value.

                                                                                                                                                                    variable NeutralToneMapping

                                                                                                                                                                    const NeutralToneMapping: number;

                                                                                                                                                                      variable NeverCompare

                                                                                                                                                                      const NeverCompare: number;

                                                                                                                                                                        variable NeverDepth

                                                                                                                                                                        const NeverDepth: number;

                                                                                                                                                                          variable NeverStencilFunc

                                                                                                                                                                          const NeverStencilFunc: number;

                                                                                                                                                                            variable NoBlending

                                                                                                                                                                            const NoBlending: number;

                                                                                                                                                                              variable NoColorSpace

                                                                                                                                                                              const NoColorSpace: string;

                                                                                                                                                                                variable NormalAnimationBlendMode

                                                                                                                                                                                const NormalAnimationBlendMode: number;

                                                                                                                                                                                  variable NormalBlending

                                                                                                                                                                                  const NormalBlending: number;

                                                                                                                                                                                    variable NotEqualCompare

                                                                                                                                                                                    const NotEqualCompare: number;

                                                                                                                                                                                      variable NotEqualDepth

                                                                                                                                                                                      const NotEqualDepth: number;

                                                                                                                                                                                        variable NotEqualStencilFunc

                                                                                                                                                                                        const NotEqualStencilFunc: number;

                                                                                                                                                                                          variable NoToneMapping

                                                                                                                                                                                          const NoToneMapping: number;

                                                                                                                                                                                            variable ObjectSpaceNormalMap

                                                                                                                                                                                            const ObjectSpaceNormalMap: number;

                                                                                                                                                                                              variable OneFactor

                                                                                                                                                                                              const OneFactor: number;

                                                                                                                                                                                                variable OneMinusConstantAlphaFactor

                                                                                                                                                                                                const OneMinusConstantAlphaFactor: number;

                                                                                                                                                                                                  variable OneMinusConstantColorFactor

                                                                                                                                                                                                  const OneMinusConstantColorFactor: number;

                                                                                                                                                                                                    variable OneMinusDstAlphaFactor

                                                                                                                                                                                                    const OneMinusDstAlphaFactor: number;

                                                                                                                                                                                                      variable OneMinusDstColorFactor

                                                                                                                                                                                                      const OneMinusDstColorFactor: number;

                                                                                                                                                                                                        variable OneMinusSrcAlphaFactor

                                                                                                                                                                                                        const OneMinusSrcAlphaFactor: number;

                                                                                                                                                                                                          variable OneMinusSrcColorFactor

                                                                                                                                                                                                          const OneMinusSrcColorFactor: number;

                                                                                                                                                                                                            variable PCFShadowMap

                                                                                                                                                                                                            const PCFShadowMap: number;

                                                                                                                                                                                                              variable PCFSoftShadowMap

                                                                                                                                                                                                              const PCFSoftShadowMap: number;

                                                                                                                                                                                                                variable RED_GREEN_RGTC2_Format

                                                                                                                                                                                                                const RED_GREEN_RGTC2_Format: number;

                                                                                                                                                                                                                  variable RED_RGTC1_Format

                                                                                                                                                                                                                  const RED_RGTC1_Format: number;

                                                                                                                                                                                                                    variable RedFormat

                                                                                                                                                                                                                    const RedFormat: number;
                                                                                                                                                                                                                    • RedFormat discards the green and blue components and reads just the red component.

                                                                                                                                                                                                                    variable RedIntegerFormat

                                                                                                                                                                                                                    const RedIntegerFormat: number;
                                                                                                                                                                                                                    • RedIntegerFormat discards the green and blue components and reads just the red component. The texels are read as integers instead of floating point.

                                                                                                                                                                                                                    variable ReinhardToneMapping

                                                                                                                                                                                                                    const ReinhardToneMapping: number;

                                                                                                                                                                                                                      variable RepeatWrapping

                                                                                                                                                                                                                      const RepeatWrapping: number;

                                                                                                                                                                                                                      variable ReplaceStencilOp

                                                                                                                                                                                                                      const ReplaceStencilOp: number;

                                                                                                                                                                                                                        variable ReverseSubtractEquation

                                                                                                                                                                                                                        const ReverseSubtractEquation: number;

                                                                                                                                                                                                                          variable REVISION

                                                                                                                                                                                                                          const REVISION: string;

                                                                                                                                                                                                                            variable RGB_BPTC_SIGNED_Format

                                                                                                                                                                                                                            const RGB_BPTC_SIGNED_Format: number;

                                                                                                                                                                                                                              variable RGB_BPTC_UNSIGNED_Format

                                                                                                                                                                                                                              const RGB_BPTC_UNSIGNED_Format: number;

                                                                                                                                                                                                                                variable RGB_ETC1_Format

                                                                                                                                                                                                                                const RGB_ETC1_Format: number;
                                                                                                                                                                                                                                • Remarks

                                                                                                                                                                                                                                  Require support for the _WEBGL_compressed_texture_etc1_ (ETC1) or _WEBGL_compressed_texture_etc_ (ETC2) WebGL extension.

                                                                                                                                                                                                                                variable RGB_ETC2_Format

                                                                                                                                                                                                                                const RGB_ETC2_Format: number;
                                                                                                                                                                                                                                • Remarks

                                                                                                                                                                                                                                  Require support for the _WEBGL_compressed_texture_etc1_ (ETC1) or _WEBGL_compressed_texture_etc_ (ETC2) WebGL extension.

                                                                                                                                                                                                                                variable RGB_PVRTC_2BPPV1_Format

                                                                                                                                                                                                                                const RGB_PVRTC_2BPPV1_Format: number;
                                                                                                                                                                                                                                • RGB compression in 2-bit mode. One block for each 8×4 pixels.

                                                                                                                                                                                                                                  Remarks

                                                                                                                                                                                                                                  Require support for the _WEBGL_compressed_texture_pvrtc_ WebGL extension.

                                                                                                                                                                                                                                variable RGB_PVRTC_4BPPV1_Format

                                                                                                                                                                                                                                const RGB_PVRTC_4BPPV1_Format: number;
                                                                                                                                                                                                                                • RGB compression in 4-bit mode. One block for each 4×4 pixels.

                                                                                                                                                                                                                                  Remarks

                                                                                                                                                                                                                                  Require support for the _WEBGL_compressed_texture_pvrtc_ WebGL extension.

                                                                                                                                                                                                                                variable RGB_S3TC_DXT1_Format

                                                                                                                                                                                                                                const RGB_S3TC_DXT1_Format: number;
                                                                                                                                                                                                                                • A DXT1-compressed image in an RGB image format.

                                                                                                                                                                                                                                  Remarks

                                                                                                                                                                                                                                  Require support for the _WEBGL_compressed_texture_s3tc_ WebGL extension.

                                                                                                                                                                                                                                variable RGBA_ASTC_10x10_Format

                                                                                                                                                                                                                                const RGBA_ASTC_10x10_Format: number;
                                                                                                                                                                                                                                • Remarks

                                                                                                                                                                                                                                  Require support for the _WEBGL_compressed_texture_astc_ WebGL extension.

                                                                                                                                                                                                                                variable RGBA_ASTC_10x5_Format

                                                                                                                                                                                                                                const RGBA_ASTC_10x5_Format: number;
                                                                                                                                                                                                                                • Remarks

                                                                                                                                                                                                                                  Require support for the _WEBGL_compressed_texture_astc_ WebGL extension.

                                                                                                                                                                                                                                variable RGBA_ASTC_10x6_Format

                                                                                                                                                                                                                                const RGBA_ASTC_10x6_Format: number;
                                                                                                                                                                                                                                • Remarks

                                                                                                                                                                                                                                  Require support for the _WEBGL_compressed_texture_astc_ WebGL extension.

                                                                                                                                                                                                                                variable RGBA_ASTC_10x8_Format

                                                                                                                                                                                                                                const RGBA_ASTC_10x8_Format: number;
                                                                                                                                                                                                                                • Remarks

                                                                                                                                                                                                                                  Require support for the _WEBGL_compressed_texture_astc_ WebGL extension.

                                                                                                                                                                                                                                variable RGBA_ASTC_12x10_Format

                                                                                                                                                                                                                                const RGBA_ASTC_12x10_Format: number;
                                                                                                                                                                                                                                • Remarks

                                                                                                                                                                                                                                  Require support for the _WEBGL_compressed_texture_astc_ WebGL extension.

                                                                                                                                                                                                                                variable RGBA_ASTC_12x12_Format

                                                                                                                                                                                                                                const RGBA_ASTC_12x12_Format: number;
                                                                                                                                                                                                                                • Remarks

                                                                                                                                                                                                                                  Require support for the _WEBGL_compressed_texture_astc_ WebGL extension.

                                                                                                                                                                                                                                variable RGBA_ASTC_4x4_Format

                                                                                                                                                                                                                                const RGBA_ASTC_4x4_Format: number;
                                                                                                                                                                                                                                • Remarks

                                                                                                                                                                                                                                  Require support for the _WEBGL_compressed_texture_astc_ WebGL extension.

                                                                                                                                                                                                                                variable RGBA_ASTC_5x4_Format

                                                                                                                                                                                                                                const RGBA_ASTC_5x4_Format: number;
                                                                                                                                                                                                                                • Remarks

                                                                                                                                                                                                                                  Require support for the _WEBGL_compressed_texture_astc_ WebGL extension.

                                                                                                                                                                                                                                variable RGBA_ASTC_5x5_Format

                                                                                                                                                                                                                                const RGBA_ASTC_5x5_Format: number;
                                                                                                                                                                                                                                • Remarks

                                                                                                                                                                                                                                  Require support for the _WEBGL_compressed_texture_astc_ WebGL extension.

                                                                                                                                                                                                                                variable RGBA_ASTC_6x5_Format

                                                                                                                                                                                                                                const RGBA_ASTC_6x5_Format: number;
                                                                                                                                                                                                                                • Remarks

                                                                                                                                                                                                                                  Require support for the _WEBGL_compressed_texture_astc_ WebGL extension.

                                                                                                                                                                                                                                variable RGBA_ASTC_6x6_Format

                                                                                                                                                                                                                                const RGBA_ASTC_6x6_Format: number;
                                                                                                                                                                                                                                • Remarks

                                                                                                                                                                                                                                  Require support for the _WEBGL_compressed_texture_astc_ WebGL extension.

                                                                                                                                                                                                                                variable RGBA_ASTC_8x5_Format

                                                                                                                                                                                                                                const RGBA_ASTC_8x5_Format: number;
                                                                                                                                                                                                                                • Remarks

                                                                                                                                                                                                                                  Require support for the _WEBGL_compressed_texture_astc_ WebGL extension.

                                                                                                                                                                                                                                variable RGBA_ASTC_8x6_Format

                                                                                                                                                                                                                                const RGBA_ASTC_8x6_Format: number;
                                                                                                                                                                                                                                • Remarks

                                                                                                                                                                                                                                  Require support for the _WEBGL_compressed_texture_astc_ WebGL extension.

                                                                                                                                                                                                                                variable RGBA_ASTC_8x8_Format

                                                                                                                                                                                                                                const RGBA_ASTC_8x8_Format: number;
                                                                                                                                                                                                                                • Remarks

                                                                                                                                                                                                                                  Require support for the _WEBGL_compressed_texture_astc_ WebGL extension.

                                                                                                                                                                                                                                variable RGBA_BPTC_Format

                                                                                                                                                                                                                                const RGBA_BPTC_Format: number;
                                                                                                                                                                                                                                • Remarks

                                                                                                                                                                                                                                  Require support for the _EXT_texture_compression_bptc_ WebGL extension.

                                                                                                                                                                                                                                variable RGBA_ETC2_EAC_Format

                                                                                                                                                                                                                                const RGBA_ETC2_EAC_Format: number;
                                                                                                                                                                                                                                • Remarks

                                                                                                                                                                                                                                  Require support for the _WEBGL_compressed_texture_etc1_ (ETC1) or _WEBGL_compressed_texture_etc_ (ETC2) WebGL extension.

                                                                                                                                                                                                                                variable RGBA_PVRTC_2BPPV1_Format

                                                                                                                                                                                                                                const RGBA_PVRTC_2BPPV1_Format: number;
                                                                                                                                                                                                                                • RGBA compression in 2-bit mode. One block for each 8×4 pixels.

                                                                                                                                                                                                                                  Remarks

                                                                                                                                                                                                                                  Require support for the _WEBGL_compressed_texture_pvrtc_ WebGL extension.

                                                                                                                                                                                                                                variable RGBA_PVRTC_4BPPV1_Format

                                                                                                                                                                                                                                const RGBA_PVRTC_4BPPV1_Format: number;
                                                                                                                                                                                                                                • RGBA compression in 4-bit mode. One block for each 4×4 pixels.

                                                                                                                                                                                                                                  Remarks

                                                                                                                                                                                                                                  Require support for the _WEBGL_compressed_texture_pvrtc_ WebGL extension.

                                                                                                                                                                                                                                variable RGBA_S3TC_DXT1_Format

                                                                                                                                                                                                                                const RGBA_S3TC_DXT1_Format: number;
                                                                                                                                                                                                                                • A DXT1-compressed image in an RGB image format with a simple on/off alpha value.

                                                                                                                                                                                                                                  Remarks

                                                                                                                                                                                                                                  Require support for the _WEBGL_compressed_texture_s3tc_ WebGL extension.

                                                                                                                                                                                                                                variable RGBA_S3TC_DXT3_Format

                                                                                                                                                                                                                                const RGBA_S3TC_DXT3_Format: number;
                                                                                                                                                                                                                                • A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.

                                                                                                                                                                                                                                  Remarks

                                                                                                                                                                                                                                  Require support for the _WEBGL_compressed_texture_s3tc_ WebGL extension.

                                                                                                                                                                                                                                variable RGBA_S3TC_DXT5_Format

                                                                                                                                                                                                                                const RGBA_S3TC_DXT5_Format: number;
                                                                                                                                                                                                                                • A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3 compression in how the alpha compression is done.

                                                                                                                                                                                                                                  Remarks

                                                                                                                                                                                                                                  Require support for the _WEBGL_compressed_texture_s3tc_ WebGL extension.

                                                                                                                                                                                                                                variable RGBADepthPacking

                                                                                                                                                                                                                                const RGBADepthPacking: number;

                                                                                                                                                                                                                                  variable RGBAFormat

                                                                                                                                                                                                                                  const RGBAFormat: number;
                                                                                                                                                                                                                                  • RGBAFormat is the default and reads the red, green, blue and alpha components.

                                                                                                                                                                                                                                  variable RGBAIntegerFormat

                                                                                                                                                                                                                                  const RGBAIntegerFormat: number;

                                                                                                                                                                                                                                  variable RGBDepthPacking

                                                                                                                                                                                                                                  const RGBDepthPacking: number;

                                                                                                                                                                                                                                    variable RGBFormat

                                                                                                                                                                                                                                    const RGBFormat: number;

                                                                                                                                                                                                                                      variable RGBIntegerFormat

                                                                                                                                                                                                                                      const RGBIntegerFormat: number;
                                                                                                                                                                                                                                      • RGBIntegerFormat discrads the alpha components and reads the red, green, and blue components.

                                                                                                                                                                                                                                      variable RGDepthPacking

                                                                                                                                                                                                                                      const RGDepthPacking: number;

                                                                                                                                                                                                                                        variable RGFormat

                                                                                                                                                                                                                                        const RGFormat: number;
                                                                                                                                                                                                                                        • RGFormat discards the alpha, and blue components and reads the red, and green components.

                                                                                                                                                                                                                                        variable RGIntegerFormat

                                                                                                                                                                                                                                        const RGIntegerFormat: number;
                                                                                                                                                                                                                                        • RGIntegerFormat discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point.

                                                                                                                                                                                                                                        variable ShaderChunk

                                                                                                                                                                                                                                        const ShaderChunk: {
                                                                                                                                                                                                                                        alphahash_fragment: string;
                                                                                                                                                                                                                                        alphahash_pars_fragment: string;
                                                                                                                                                                                                                                        alphamap_fragment: string;
                                                                                                                                                                                                                                        alphamap_pars_fragment: string;
                                                                                                                                                                                                                                        alphatest_fragment: string;
                                                                                                                                                                                                                                        alphatest_pars_fragment: string;
                                                                                                                                                                                                                                        aomap_fragment: string;
                                                                                                                                                                                                                                        aomap_pars_fragment: string;
                                                                                                                                                                                                                                        batching_pars_vertex: string;
                                                                                                                                                                                                                                        begin_vertex: string;
                                                                                                                                                                                                                                        beginnormal_vertex: string;
                                                                                                                                                                                                                                        bsdfs: string;
                                                                                                                                                                                                                                        iridescence_fragment: string;
                                                                                                                                                                                                                                        bumpmap_pars_fragment: string;
                                                                                                                                                                                                                                        clipping_planes_fragment: string;
                                                                                                                                                                                                                                        clipping_planes_pars_fragment: string;
                                                                                                                                                                                                                                        clipping_planes_pars_vertex: string;
                                                                                                                                                                                                                                        clipping_planes_vertex: string;
                                                                                                                                                                                                                                        color_fragment: string;
                                                                                                                                                                                                                                        color_pars_fragment: string;
                                                                                                                                                                                                                                        color_pars_vertex: string;
                                                                                                                                                                                                                                        color_vertex: string;
                                                                                                                                                                                                                                        common: string;
                                                                                                                                                                                                                                        cube_uv_reflection_fragment: string;
                                                                                                                                                                                                                                        defaultnormal_vertex: string;
                                                                                                                                                                                                                                        displacementmap_pars_vertex: string;
                                                                                                                                                                                                                                        displacementmap_vertex: string;
                                                                                                                                                                                                                                        emissivemap_fragment: string;
                                                                                                                                                                                                                                        emissivemap_pars_fragment: string;
                                                                                                                                                                                                                                        colorspace_fragment: string;
                                                                                                                                                                                                                                        colorspace_pars_fragment: string;
                                                                                                                                                                                                                                        envmap_fragment: string;
                                                                                                                                                                                                                                        envmap_common_pars_fragment: string;
                                                                                                                                                                                                                                        envmap_pars_fragment: string;
                                                                                                                                                                                                                                        envmap_pars_vertex: string;
                                                                                                                                                                                                                                        envmap_physical_pars_fragment: string;
                                                                                                                                                                                                                                        envmap_vertex: string;
                                                                                                                                                                                                                                        fog_vertex: string;
                                                                                                                                                                                                                                        fog_pars_vertex: string;
                                                                                                                                                                                                                                        fog_fragment: string;
                                                                                                                                                                                                                                        fog_pars_fragment: string;
                                                                                                                                                                                                                                        gradientmap_pars_fragment: string;
                                                                                                                                                                                                                                        lightmap_pars_fragment: string;
                                                                                                                                                                                                                                        lights_lambert_fragment: string;
                                                                                                                                                                                                                                        lights_lambert_pars_fragment: string;
                                                                                                                                                                                                                                        lights_pars_begin: string;
                                                                                                                                                                                                                                        lights_toon_fragment: string;
                                                                                                                                                                                                                                        lights_toon_pars_fragment: string;
                                                                                                                                                                                                                                        lights_phong_fragment: string;
                                                                                                                                                                                                                                        lights_phong_pars_fragment: string;
                                                                                                                                                                                                                                        lights_physical_fragment: string;
                                                                                                                                                                                                                                        lights_physical_pars_fragment: string;
                                                                                                                                                                                                                                        lights_fragment_begin: string;
                                                                                                                                                                                                                                        lights_fragment_maps: string;
                                                                                                                                                                                                                                        lights_fragment_end: string;
                                                                                                                                                                                                                                        logdepthbuf_fragment: string;
                                                                                                                                                                                                                                        logdepthbuf_pars_fragment: string;
                                                                                                                                                                                                                                        logdepthbuf_pars_vertex: string;
                                                                                                                                                                                                                                        logdepthbuf_vertex: string;
                                                                                                                                                                                                                                        map_fragment: string;
                                                                                                                                                                                                                                        map_pars_fragment: string;
                                                                                                                                                                                                                                        map_particle_fragment: string;
                                                                                                                                                                                                                                        map_particle_pars_fragment: string;
                                                                                                                                                                                                                                        metalnessmap_fragment: string;
                                                                                                                                                                                                                                        metalnessmap_pars_fragment: string;
                                                                                                                                                                                                                                        morphcolor_vertex: string;
                                                                                                                                                                                                                                        morphnormal_vertex: string;
                                                                                                                                                                                                                                        morphtarget_pars_vertex: string;
                                                                                                                                                                                                                                        morphtarget_vertex: string;
                                                                                                                                                                                                                                        normal_fragment_begin: string;
                                                                                                                                                                                                                                        normal_fragment_maps: string;
                                                                                                                                                                                                                                        normal_pars_fragment: string;
                                                                                                                                                                                                                                        normal_pars_vertex: string;
                                                                                                                                                                                                                                        normal_vertex: string;
                                                                                                                                                                                                                                        normalmap_pars_fragment: string;
                                                                                                                                                                                                                                        clearcoat_normal_fragment_begin: string;
                                                                                                                                                                                                                                        clearcoat_normal_fragment_maps: string;
                                                                                                                                                                                                                                        clearcoat_pars_fragment: string;
                                                                                                                                                                                                                                        iridescence_pars_fragment: string;
                                                                                                                                                                                                                                        opaque_fragment: string;
                                                                                                                                                                                                                                        packing: string;
                                                                                                                                                                                                                                        premultiplied_alpha_fragment: string;
                                                                                                                                                                                                                                        project_vertex: string;
                                                                                                                                                                                                                                        dithering_fragment: string;
                                                                                                                                                                                                                                        dithering_pars_fragment: string;
                                                                                                                                                                                                                                        roughnessmap_fragment: string;
                                                                                                                                                                                                                                        roughnessmap_pars_fragment: string;
                                                                                                                                                                                                                                        shadowmap_pars_fragment: string;
                                                                                                                                                                                                                                        shadowmap_pars_vertex: string;
                                                                                                                                                                                                                                        shadowmap_vertex: string;
                                                                                                                                                                                                                                        shadowmask_pars_fragment: string;
                                                                                                                                                                                                                                        skinbase_vertex: string;
                                                                                                                                                                                                                                        skinning_pars_vertex: string;
                                                                                                                                                                                                                                        skinning_vertex: string;
                                                                                                                                                                                                                                        skinnormal_vertex: string;
                                                                                                                                                                                                                                        specularmap_fragment: string;
                                                                                                                                                                                                                                        specularmap_pars_fragment: string;
                                                                                                                                                                                                                                        tonemapping_fragment: string;
                                                                                                                                                                                                                                        tonemapping_pars_fragment: string;
                                                                                                                                                                                                                                        transmission_fragment: string;
                                                                                                                                                                                                                                        transmission_pars_fragment: string;
                                                                                                                                                                                                                                        uv_pars_fragment: string;
                                                                                                                                                                                                                                        uv_pars_vertex: string;
                                                                                                                                                                                                                                        uv_vertex: string;
                                                                                                                                                                                                                                        worldpos_vertex: string;
                                                                                                                                                                                                                                        background_vert: string;
                                                                                                                                                                                                                                        background_frag: string;
                                                                                                                                                                                                                                        backgroundCube_vert: string;
                                                                                                                                                                                                                                        backgroundCube_frag: string;
                                                                                                                                                                                                                                        cube_vert: string;
                                                                                                                                                                                                                                        cube_frag: string;
                                                                                                                                                                                                                                        depth_vert: string;
                                                                                                                                                                                                                                        depth_frag: string;
                                                                                                                                                                                                                                        distanceRGBA_vert: string;
                                                                                                                                                                                                                                        distanceRGBA_frag: string;
                                                                                                                                                                                                                                        equirect_vert: string;
                                                                                                                                                                                                                                        equirect_frag: string;
                                                                                                                                                                                                                                        linedashed_vert: string;
                                                                                                                                                                                                                                        linedashed_frag: string;
                                                                                                                                                                                                                                        meshbasic_vert: string;
                                                                                                                                                                                                                                        meshbasic_frag: string;
                                                                                                                                                                                                                                        meshlambert_vert: string;
                                                                                                                                                                                                                                        meshlambert_frag: string;
                                                                                                                                                                                                                                        meshmatcap_vert: string;
                                                                                                                                                                                                                                        meshmatcap_frag: string;
                                                                                                                                                                                                                                        meshnormal_vert: string;
                                                                                                                                                                                                                                        meshnormal_frag: string;
                                                                                                                                                                                                                                        meshphong_vert: string;
                                                                                                                                                                                                                                        meshphong_frag: string;
                                                                                                                                                                                                                                        meshphysical_vert: string;
                                                                                                                                                                                                                                        meshphysical_frag: string;
                                                                                                                                                                                                                                        meshtoon_vert: string;
                                                                                                                                                                                                                                        meshtoon_frag: string;
                                                                                                                                                                                                                                        points_vert: string;
                                                                                                                                                                                                                                        points_frag: string;
                                                                                                                                                                                                                                        shadow_vert: string;
                                                                                                                                                                                                                                        shadow_frag: string;
                                                                                                                                                                                                                                        sprite_vert: string;
                                                                                                                                                                                                                                        sprite_frag: string;
                                                                                                                                                                                                                                        };

                                                                                                                                                                                                                                          variable ShaderLib

                                                                                                                                                                                                                                          const ShaderLib: {
                                                                                                                                                                                                                                          [name: string]: ShaderLibShader;
                                                                                                                                                                                                                                          basic: ShaderLibShader;
                                                                                                                                                                                                                                          lambert: ShaderLibShader;
                                                                                                                                                                                                                                          phong: ShaderLibShader;
                                                                                                                                                                                                                                          standard: ShaderLibShader;
                                                                                                                                                                                                                                          matcap: ShaderLibShader;
                                                                                                                                                                                                                                          points: ShaderLibShader;
                                                                                                                                                                                                                                          dashed: ShaderLibShader;
                                                                                                                                                                                                                                          depth: ShaderLibShader;
                                                                                                                                                                                                                                          normal: ShaderLibShader;
                                                                                                                                                                                                                                          sprite: ShaderLibShader;
                                                                                                                                                                                                                                          background: ShaderLibShader;
                                                                                                                                                                                                                                          cube: ShaderLibShader;
                                                                                                                                                                                                                                          equirect: ShaderLibShader;
                                                                                                                                                                                                                                          distanceRGBA: ShaderLibShader;
                                                                                                                                                                                                                                          shadow: ShaderLibShader;
                                                                                                                                                                                                                                          physical: ShaderLibShader;
                                                                                                                                                                                                                                          };

                                                                                                                                                                                                                                            variable ShortType

                                                                                                                                                                                                                                            const ShortType: number;

                                                                                                                                                                                                                                              variable SIGNED_RED_GREEN_RGTC2_Format

                                                                                                                                                                                                                                              const SIGNED_RED_GREEN_RGTC2_Format: number;

                                                                                                                                                                                                                                                variable SIGNED_RED_RGTC1_Format

                                                                                                                                                                                                                                                const SIGNED_RED_RGTC1_Format: number;

                                                                                                                                                                                                                                                  variable SrcAlphaFactor

                                                                                                                                                                                                                                                  const SrcAlphaFactor: number;

                                                                                                                                                                                                                                                    variable SrcAlphaSaturateFactor

                                                                                                                                                                                                                                                    const SrcAlphaSaturateFactor: number;

                                                                                                                                                                                                                                                      variable SrcColorFactor

                                                                                                                                                                                                                                                      const SrcColorFactor: number;

                                                                                                                                                                                                                                                        variable SRGBColorSpace

                                                                                                                                                                                                                                                        const SRGBColorSpace: string;

                                                                                                                                                                                                                                                          variable SRGBTransfer

                                                                                                                                                                                                                                                          const SRGBTransfer: string;

                                                                                                                                                                                                                                                            variable StaticCopyUsage

                                                                                                                                                                                                                                                            const StaticCopyUsage: number;

                                                                                                                                                                                                                                                              variable StaticDrawUsage

                                                                                                                                                                                                                                                              const StaticDrawUsage: number;

                                                                                                                                                                                                                                                                variable StaticReadUsage

                                                                                                                                                                                                                                                                const StaticReadUsage: number;

                                                                                                                                                                                                                                                                  variable StreamCopyUsage

                                                                                                                                                                                                                                                                  const StreamCopyUsage: number;

                                                                                                                                                                                                                                                                    variable StreamDrawUsage

                                                                                                                                                                                                                                                                    const StreamDrawUsage: number;

                                                                                                                                                                                                                                                                      variable StreamReadUsage

                                                                                                                                                                                                                                                                      const StreamReadUsage: number;

                                                                                                                                                                                                                                                                        variable SubtractEquation

                                                                                                                                                                                                                                                                        const SubtractEquation: number;

                                                                                                                                                                                                                                                                          variable SubtractiveBlending

                                                                                                                                                                                                                                                                          const SubtractiveBlending: number;

                                                                                                                                                                                                                                                                            variable TangentSpaceNormalMap

                                                                                                                                                                                                                                                                            const TangentSpaceNormalMap: number;

                                                                                                                                                                                                                                                                              variable TextureUtils

                                                                                                                                                                                                                                                                              const TextureUtils: {
                                                                                                                                                                                                                                                                              contain: typeof contain;
                                                                                                                                                                                                                                                                              cover: typeof cover;
                                                                                                                                                                                                                                                                              fill: typeof fill;
                                                                                                                                                                                                                                                                              getByteLength: typeof getByteLength;
                                                                                                                                                                                                                                                                              };
                                                                                                                                                                                                                                                                              • A class containing utility functions for textures.

                                                                                                                                                                                                                                                                              variable TriangleFanDrawMode

                                                                                                                                                                                                                                                                              const TriangleFanDrawMode: number;

                                                                                                                                                                                                                                                                                variable TrianglesDrawMode

                                                                                                                                                                                                                                                                                const TrianglesDrawMode: number;

                                                                                                                                                                                                                                                                                  variable TriangleStripDrawMode

                                                                                                                                                                                                                                                                                  const TriangleStripDrawMode: number;

                                                                                                                                                                                                                                                                                    variable UniformsLib

                                                                                                                                                                                                                                                                                    const UniformsLib: {
                                                                                                                                                                                                                                                                                    common: {
                                                                                                                                                                                                                                                                                    diffuse: IUniform<Color>;
                                                                                                                                                                                                                                                                                    opacity: IUniform<number>;
                                                                                                                                                                                                                                                                                    map: IUniform<unknown>;
                                                                                                                                                                                                                                                                                    mapTransform: IUniform<Matrix3>;
                                                                                                                                                                                                                                                                                    alphaMap: IUniform<unknown>;
                                                                                                                                                                                                                                                                                    alphaMapTransform: IUniform<Matrix3>;
                                                                                                                                                                                                                                                                                    alphaTest: IUniform<number>;
                                                                                                                                                                                                                                                                                    };
                                                                                                                                                                                                                                                                                    specularmap: {
                                                                                                                                                                                                                                                                                    specularMap: IUniform<unknown>;
                                                                                                                                                                                                                                                                                    specularMapTransform: IUniform<Matrix3>;
                                                                                                                                                                                                                                                                                    };
                                                                                                                                                                                                                                                                                    envmap: {
                                                                                                                                                                                                                                                                                    envMap: IUniform<unknown>;
                                                                                                                                                                                                                                                                                    envMapRotation: IUniform<Matrix3>;
                                                                                                                                                                                                                                                                                    flipEnvMap: IUniform<number>;
                                                                                                                                                                                                                                                                                    reflectivity: IUniform<number>;
                                                                                                                                                                                                                                                                                    ior: IUniform<number>;
                                                                                                                                                                                                                                                                                    refractRatio: IUniform<number>;
                                                                                                                                                                                                                                                                                    };
                                                                                                                                                                                                                                                                                    aomap: {
                                                                                                                                                                                                                                                                                    aoMap: IUniform<unknown>;
                                                                                                                                                                                                                                                                                    aoMapIntensity: IUniform<number>;
                                                                                                                                                                                                                                                                                    aoMapTransform: IUniform<Matrix3>;
                                                                                                                                                                                                                                                                                    };
                                                                                                                                                                                                                                                                                    lightmap: {
                                                                                                                                                                                                                                                                                    lightMap: IUniform<number>;
                                                                                                                                                                                                                                                                                    lightMapIntensity: IUniform<number>;
                                                                                                                                                                                                                                                                                    lightMapTransform: IUniform<Matrix3>;
                                                                                                                                                                                                                                                                                    };
                                                                                                                                                                                                                                                                                    bumpmap: {
                                                                                                                                                                                                                                                                                    bumpMap: IUniform<unknown>;
                                                                                                                                                                                                                                                                                    bumpMapTransform: IUniform<Matrix3>;
                                                                                                                                                                                                                                                                                    bumpScale: IUniform<number>;
                                                                                                                                                                                                                                                                                    };
                                                                                                                                                                                                                                                                                    normalmap: {
                                                                                                                                                                                                                                                                                    normalMap: IUniform<unknown>;
                                                                                                                                                                                                                                                                                    normalMapTransform: IUniform<Matrix3>;
                                                                                                                                                                                                                                                                                    normalScale: IUniform<Vector2>;
                                                                                                                                                                                                                                                                                    };
                                                                                                                                                                                                                                                                                    displacementmap: {
                                                                                                                                                                                                                                                                                    displacementMap: IUniform<unknown>;
                                                                                                                                                                                                                                                                                    displacementMapTransform: IUniform<Matrix3>;
                                                                                                                                                                                                                                                                                    displacementScale: IUniform<number>;
                                                                                                                                                                                                                                                                                    displacementBias: IUniform<number>;
                                                                                                                                                                                                                                                                                    };
                                                                                                                                                                                                                                                                                    emissivemap: {
                                                                                                                                                                                                                                                                                    emissiveMap: IUniform<unknown>;
                                                                                                                                                                                                                                                                                    emissiveMapTransform: IUniform<Matrix3>;
                                                                                                                                                                                                                                                                                    };
                                                                                                                                                                                                                                                                                    metalnessmap: {
                                                                                                                                                                                                                                                                                    metalnessMap: IUniform<unknown>;
                                                                                                                                                                                                                                                                                    metalnessMapTransform: IUniform<Matrix3>;
                                                                                                                                                                                                                                                                                    };
                                                                                                                                                                                                                                                                                    roughnessmap: {
                                                                                                                                                                                                                                                                                    roughnessMap: IUniform<unknown>;
                                                                                                                                                                                                                                                                                    roughnessMapTransform: IUniform<Matrix3>;
                                                                                                                                                                                                                                                                                    };
                                                                                                                                                                                                                                                                                    gradientmap: { gradientMap: IUniform<unknown> };
                                                                                                                                                                                                                                                                                    fog: {
                                                                                                                                                                                                                                                                                    fogDensity: IUniform<number>;
                                                                                                                                                                                                                                                                                    fogNear: IUniform<number>;
                                                                                                                                                                                                                                                                                    fogFar: IUniform<number>;
                                                                                                                                                                                                                                                                                    fogColor: IUniform<Color>;
                                                                                                                                                                                                                                                                                    };
                                                                                                                                                                                                                                                                                    lights: {
                                                                                                                                                                                                                                                                                    ambientLightColor: IUniform<unknown[]>;
                                                                                                                                                                                                                                                                                    lightProbe: IUniform<unknown[]>;
                                                                                                                                                                                                                                                                                    directionalLights: {
                                                                                                                                                                                                                                                                                    value: unknown[];
                                                                                                                                                                                                                                                                                    properties: { direction: {}; color: {} };
                                                                                                                                                                                                                                                                                    };
                                                                                                                                                                                                                                                                                    directionalLightShadows: {
                                                                                                                                                                                                                                                                                    value: unknown[];
                                                                                                                                                                                                                                                                                    properties: {
                                                                                                                                                                                                                                                                                    shadowIntensity: number;
                                                                                                                                                                                                                                                                                    shadowBias: {};
                                                                                                                                                                                                                                                                                    shadowNormalBias: {};
                                                                                                                                                                                                                                                                                    shadowRadius: {};
                                                                                                                                                                                                                                                                                    shadowMapSize: {};
                                                                                                                                                                                                                                                                                    };
                                                                                                                                                                                                                                                                                    };
                                                                                                                                                                                                                                                                                    directionalShadowMap: IUniform<unknown[]>;
                                                                                                                                                                                                                                                                                    directionalShadowMatrix: IUniform<unknown[]>;
                                                                                                                                                                                                                                                                                    spotLights: {
                                                                                                                                                                                                                                                                                    value: unknown[];
                                                                                                                                                                                                                                                                                    properties: {
                                                                                                                                                                                                                                                                                    color: {};
                                                                                                                                                                                                                                                                                    position: {};
                                                                                                                                                                                                                                                                                    direction: {};
                                                                                                                                                                                                                                                                                    distance: {};
                                                                                                                                                                                                                                                                                    coneCos: {};
                                                                                                                                                                                                                                                                                    penumbraCos: {};
                                                                                                                                                                                                                                                                                    decay: {};
                                                                                                                                                                                                                                                                                    };
                                                                                                                                                                                                                                                                                    };
                                                                                                                                                                                                                                                                                    spotLightShadows: {
                                                                                                                                                                                                                                                                                    value: unknown[];
                                                                                                                                                                                                                                                                                    properties: {
                                                                                                                                                                                                                                                                                    shadowIntensity: number;
                                                                                                                                                                                                                                                                                    shadowBias: {};
                                                                                                                                                                                                                                                                                    shadowNormalBias: {};
                                                                                                                                                                                                                                                                                    shadowRadius: {};
                                                                                                                                                                                                                                                                                    shadowMapSize: {};
                                                                                                                                                                                                                                                                                    };
                                                                                                                                                                                                                                                                                    };
                                                                                                                                                                                                                                                                                    spotLightMap: IUniform<unknown[]>;
                                                                                                                                                                                                                                                                                    spotShadowMap: IUniform<unknown[]>;
                                                                                                                                                                                                                                                                                    spotLightMatrix: IUniform<unknown[]>;
                                                                                                                                                                                                                                                                                    pointLights: {
                                                                                                                                                                                                                                                                                    value: unknown[];
                                                                                                                                                                                                                                                                                    properties: { color: {}; position: {}; decay: {}; distance: {} };
                                                                                                                                                                                                                                                                                    };
                                                                                                                                                                                                                                                                                    pointLightShadows: {
                                                                                                                                                                                                                                                                                    value: unknown[];
                                                                                                                                                                                                                                                                                    properties: {
                                                                                                                                                                                                                                                                                    shadowIntensity: number;
                                                                                                                                                                                                                                                                                    shadowBias: {};
                                                                                                                                                                                                                                                                                    shadowNormalBias: {};
                                                                                                                                                                                                                                                                                    shadowRadius: {};
                                                                                                                                                                                                                                                                                    shadowMapSize: {};
                                                                                                                                                                                                                                                                                    shadowCameraNear: {};
                                                                                                                                                                                                                                                                                    shadowCameraFar: {};
                                                                                                                                                                                                                                                                                    };
                                                                                                                                                                                                                                                                                    };
                                                                                                                                                                                                                                                                                    pointShadowMap: IUniform<unknown[]>;
                                                                                                                                                                                                                                                                                    pointShadowMatrix: IUniform<unknown[]>;
                                                                                                                                                                                                                                                                                    hemisphereLights: {
                                                                                                                                                                                                                                                                                    value: unknown[];
                                                                                                                                                                                                                                                                                    properties: { direction: {}; skycolor: {}; groundColor: {} };
                                                                                                                                                                                                                                                                                    };
                                                                                                                                                                                                                                                                                    rectAreaLights: {
                                                                                                                                                                                                                                                                                    value: unknown[];
                                                                                                                                                                                                                                                                                    properties: { color: {}; position: {}; width: {}; height: {} };
                                                                                                                                                                                                                                                                                    };
                                                                                                                                                                                                                                                                                    ltc_1: IUniform<unknown>;
                                                                                                                                                                                                                                                                                    ltc_2: IUniform<unknown>;
                                                                                                                                                                                                                                                                                    };
                                                                                                                                                                                                                                                                                    points: {
                                                                                                                                                                                                                                                                                    diffuse: IUniform<Color>;
                                                                                                                                                                                                                                                                                    opacity: IUniform<number>;
                                                                                                                                                                                                                                                                                    size: IUniform<number>;
                                                                                                                                                                                                                                                                                    scale: IUniform<number>;
                                                                                                                                                                                                                                                                                    map: IUniform<unknown>;
                                                                                                                                                                                                                                                                                    alphaMap: IUniform<unknown>;
                                                                                                                                                                                                                                                                                    alphaTest: IUniform<number>;
                                                                                                                                                                                                                                                                                    uvTransform: IUniform<Matrix3>;
                                                                                                                                                                                                                                                                                    };
                                                                                                                                                                                                                                                                                    sprite: