export declare const ShaderLib: {
    particle_common: string;
    velocity_over_lifetime_module: string;
    rotation_over_lifetime_module: string;
    size_over_lifetime_module: string;
    color_over_lifetime_module: string;
    texture_sheet_animation_module: string;
    force_over_lifetime_module: string;
    limit_velocity_over_lifetime_module: string;
    particle_feedback_simulation: string;
    sphere_billboard: string;
    stretched_billboard: string;
    vertical_billboard: string;
    horizontal_billboard: string;
    particle_mesh: string;
    normal_get: string;
    pbr_frag_define: string;
    pbr_helper: string;
    brdf: string;
    direct_irradiance_frag_define: string;
    ibl_frag_define: string;
    pbr_frag: string;
    btdf: string;
    refraction: string;
    ShadowCoord: string;
    ShadowFragmentDeclaration: string;
    shadow_sample_tent: string;
    ShadowVertexDeclaration: string;
    ShadowVertex: string;
    common: string;
    common_vert: string;
    transform_declare: string;
    camera_declare: string;
    color_share: string;
    normal_share: string;
    uv_share: string;
    worldpos_share: string;
    FogVertexDeclaration: string;
    FogFragmentDeclaration: string;
    PositionClipSpaceDeclaration: string;
    begin_normal_vert: string;
    begin_position_vert: string;
    position_vert: string;
    color_vert: string;
    normal_vert: string;
    skinning_vert: string;
    blendShape_input: string;
    blendShape_vert: string;
    uv_vert: string;
    worldpos_vert: string;
    FogVertex: string;
    light_frag_define: string;
    mobile_material_frag: string;
    FogFragment: string;
    PositionClipSpaceVertex: string;
    begin_mobile_frag: string;
    begin_viewdir_frag: string;
    mobile_blinnphong_frag: string;
    noise_common: string;
    noise_cellular_2D: string;
    noise_cellular_2x2: string;
    noise_cellular_2x2x2: string;
    noise_cellular_3D: string;
    noise_cellular: string;
    noise_perlin_2D: string;
    noise_perlin_3D: string;
    noise_perlin_4D: string;
    noise_perlin: string;
    noise_psrd_2D: string;
    noise_simplex_2D: string;
    noise_simplex_3D_grad: string;
    noise_simplex_3D: string;
    noise_simplex_4D: string;
    noise_simplex: string;
};
