@takram/three-atmosphere
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A Three.js and R3F implementation of Precomputed Atmospheric Scattering
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TypeScript
import { Camera } from 'three';
export declare const FLOAT_MAX = 3.402823466e+38;
export declare const HALF_FLOAT_MAX = 65504;
export declare const transformUVToNDC: import('three/src/nodes/TSL.js').ShaderNodeFn<[number | import('three/webgpu').Node]>;
export declare const transformNDCToUV: import('three/src/nodes/TSL.js').ShaderNodeFn<[number | import('three/webgpu').Node]>;
export declare const transformUnitToShadowUV: import('three/src/nodes/TSL.js').ShaderNodeFn<[number | import('three/webgpu').Node, number | import('three/webgpu').Node]>;
export declare const getOutermostScreenPixelCoords: import('three/src/nodes/TSL.js').ShaderNodeFn<[screenSize: number | import('three/webgpu').Node]>;
export declare const isValidScreenLocation: import('three/src/nodes/TSL.js').ShaderNodeFn<[xy: number | import('three/webgpu').Node, screenSize: number | import('three/webgpu').Node]>;
export declare const transformSliceToUnit: import('three/src/nodes/TSL.js').ShaderNodeFn<[sampleLocation: number | import('three/webgpu').Node, cameraZUnit: number | import('three/webgpu').Node, camera: Camera]>;
export declare const getCameraZUnit: import('three/src/nodes/TSL.js').ShaderNodeFn<[camera: Camera, uv: number | import('three/webgpu').Node, viewZUnitNode: number | import('three/webgpu').Node]>;