/**
 * Hilbert-curve index lookup texture (ported from Intel's XeGTAO).
 *
 * Each texel holds the Hilbert-curve index of its (x, y) position. Sampling it gives a spatially
 * well-distributed permutation index which, fed into a low-discrepancy sequence (Marty R2), yields a
 * blue-noise-like per-pixel dither. Stored as a single-channel unsigned-integer texture (R32UI), so
 * it is read with a `usampler2D` + `texelFetch`.
 *
 * @param {number} size edge length in texels; must be a power of two
 * @returns {DataTexture}
 */
export function generateHilbertNoiseTexture(size?: number): DataTexture;
import { DataTexture } from "three";
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