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@types/three

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import { DataTexture, IUniform, Matrix4, Vector2, Vector3 } from "three"; export const GTAOShader: { name: string; defines: { PERSPECTIVE_CAMERA: number; SAMPLES: number; NORMAL_VECTOR_TYPE: number; DEPTH_SWIZZLING: string; SCREEN_SPACE_RADIUS: number; SCREEN_SPACE_RADIUS_SCALE: number; SCENE_CLIP_BOX: number; }; uniforms: { tNormal: IUniform; tDepth: IUniform; tNoise: IUniform; resolution: IUniform<Vector2>; cameraNear: IUniform; cameraFar: IUniform; cameraProjectionMatrix: IUniform<Matrix4>; cameraProjectionMatrixInverse: IUniform<Matrix4>; radius: IUniform<number>; distanceExponent: IUniform<number>; thickness: IUniform<number>; distanceFallOff: IUniform<number>; scale: IUniform<number>; sceneBoxMin: IUniform<Vector3>; sceneBoxMax: IUniform<Vector3>; }; vertexShader: string; fragmentShader: string; }; export const GTAODepthShader: { name: string; defines: { PERSPECTIVE_CAMERA: number; }; uniforms: { tDepth: IUniform; cameraNear: IUniform; cameraFar: IUniform; }; vertexShader: string; fragmentShader: string; }; export const GTAOBlendShader: { name: string; uniforms: { tDiffuse: IUniform; intensity: IUniform<number>; }; vertexShader: string; fragmentShader: string; }; export function generateMagicSquareNoise(samples?: number): DataTexture;