/**
 * Depth-pass companion to {@link VoxelImpostorShaderLitV0}. Wire as
 * ShadedGeometry.depth_material so the impostor casts a shadow whose
 * silhouette matches the visible splat cloud (modulo the half-splat
 * normal bias the lit shader applies on the receiver side).
 *
 * Keep `uPointDiameter` and `uDiscMask` aligned with the colour pass.
 */
export class VoxelImpostorShaderDepthV0 extends RawShaderMaterial {
    constructor();
}
import { RawShaderMaterial } from "three";
//# sourceMappingURL=VoxelImpostorShaderDepthV0.d.ts.map