/**
 * Computations of screen-space pixel area covered by a sphere
 * NOTE: Port of GLSL code by Ingo Quilez. Source: http://www.iquilezles.org/www/articles/sphereproj/sphereproj.htm
 * @param {number[]|{0:number,1:number,2:number,3:number}} sph Sphere in world space
 * @param {number[]|Float32Array} cam camera transform matrix (world to camera)(inverse world matrix of camera)
 * @param {number} fl focal length (fov in Radians)
 * @returns {number} area on the screen as a fraction, 1=entire screen, 0=zero area
 */
export function sphere_project(sph: number[] | {
    0: number;
    1: number;
    2: number;
    3: number;
}, cam: number[] | Float32Array, fl: number): number;
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