/**
 * PBR-lit voxel impostor material. Each voxel is a world-space-sized
 * camera-facing billboard; lighting follows the baked per-voxel normal,
 * not the quad orientation. Casts and receives shadows.
 *
 * Pair with {@link ShadedGeometry.from}(geometry, material) — default
 * DrawMode.Triangles is correct.
 *
 * Per-instance attributes: iPosition / iNormal / iAlbedo / iORM (set
 * up by make_voxel_impostor_geometry). Per-instance uniforms:
 *   - uPointDiameter: splat diameter in OBJECT space. The shader
 *     multiplies by the entity's modelMatrix scale at draw time.
 *   - diffuse / emissive / roughness / metalness — standard PBR knobs.
 */
export class VoxelImpostorShaderLitV0 extends ShaderMaterial {
    constructor();
}
import { ShaderMaterial } from "three";
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