/**
 * PBR-lit impostor material — applies three.js's standard (physical)
 * lighting model to a baked impostor atlas. Casts/receives shadows like
 * any MeshStandardMaterial-backed mesh.
 *
 * Same uniform names as ImpostorShaderV0 (tBase / tGeometry / tMaterial /
 * uFrames / uRadius / uOffset / uIsFullSphere / uDepthScale) plus the
 * standard PBR knobs (diffuse / emissive / roughness / metalness / opacity).
 */
export class ImpostorShaderLitV0 extends ShaderMaterial {
    constructor();
}
import { ShaderMaterial } from "three";
//# sourceMappingURL=ImpostorShaderLitV0.d.ts.map