/**
 * Debug viz: outputs the reconstructed world-space surface normal as RGB
 * (n*0.5+0.5). Same atlas / parallax math as ImpostorShaderLitV0 — this
 * is the lit shader minus the lighting, so any wrongness visible here is
 * mirrored 1:1 in the lit output.
 *
 * Same uniforms as ImpostorShaderV0.
 */
export class ImpostorShaderNormalsV0 extends RawShaderMaterial {
    constructor();
}
import { RawShaderMaterial } from "three";
//# sourceMappingURL=ImpostorShaderNormalsV0.d.ts.map