/**
 * Debug viz: outputs the parallax-corrected surface's viewport depth
 * (gl_FragCoord.z-equivalent) as grayscale. Same parallax + atlas-decode
 * math as ImpostorShaderLitV0 and ImpostorShaderDepthV0, so anything
 * that looks off here is also driving the lit shader's shadow coord
 * and the caster's gl_FragDepth.
 *
 * Same uniforms as ImpostorShaderV0.
 */
export class ImpostorShaderViewportDepthV0 extends RawShaderMaterial {
    constructor();
}
import { RawShaderMaterial } from "three";
//# sourceMappingURL=ImpostorShaderViewportDepthV0.d.ts.map