import { IUniform, Vector2, Material } from 'three';
import { Matrix4 } from 'three';
import { ExtendedMeshBasicMaterial, Uniforms } from './SpeckleMaterial';
declare class SpeckleTextMaterial extends ExtendedMeshBasicMaterial {
    protected static readonly matBuff: Matrix4;
    protected static readonly vecBuff: Vector2;
    private _billboardPixelHeight;
    protected get vertexProgram(): string;
    protected get fragmentProgram(): string;
    protected get baseUniforms(): {
        [uniform: string]: IUniform;
    };
    protected get uniformsDef(): Uniforms;
    set billboardPixelHeight(value: number);
    get billboardPixelHeight(): number;
    constructor(parameters: any, defines?: any[]);
    /** We need a unique key per program */
    customProgramCacheKey(): string;
    copy(source: any): this;
    getDerivedMaterial(): any;
    fastCopy(from: Material, to: Material): void;
    /** Called by three.js render loop */
    onBeforeRender(_this: any, scene: any, camera: any, geometry: any, object: any, group: any): void;
}
export default SpeckleTextMaterial;
