/**
 * NOTES:
 * - To implement per-particle blend modes, we need to have access to what we're blending on to, that is - the color buffer
 *   Having the color buffer - we can do just about any kind of a blend
 *
 * - Support animation by adding animation sprite sheet to the main sprite atlas, record resolution of the sheet (in frames X,Y) and interpolate over tiles based on some parameter
 * @param {boolean} [lights]
 */
export function make_particle_billboard_shader({ lights }?: boolean): ShaderMaterial;
import { ShaderMaterial } from "three";
//# sourceMappingURL=ParticleBillboardMaterial.d.ts.map