/**
 * Compute the AABB of a camera's view-frustum corners after they are projected
 * into another space (e.g. a shadow camera's local space).
 *
 * The view-projection matrix is fed to Gribb-Hartmann to extract 6 inward-facing
 * planes; the 8 corners are then solved as triple-plane intersections in world
 * space and transformed by the target-space matrix.
 *
 * @param {AABB3} result bounds in target space
 * @param {ArrayLike<number>} view_projection_matrix column-major projection * view of the source camera
 * @param {ArrayLike<number>} target_space_matrix column-major world -> target space transform
 */
export function compute_view_frustum_aabb_in_space(result: AABB3, view_projection_matrix: ArrayLike<number>, target_space_matrix: ArrayLike<number>): void;
//# sourceMappingURL=compute_view_frustum_aabb_in_space.d.ts.map