export default heightMap2AOMap;
/**
 * Bake an ambient occlusion / visibility map for a heightfield terrain.
 *
 * Pipeline:
 *   1. Build a max-reduction Hi-Z pyramid from the heightmap (pre-pass).
 *   2. Run {@link AmbientOcclusionShader} which traces `rayCount`
 *      cosine-weighted rays per output texel against the pyramid.
 *   3. Bilateral denoise to clean up Monte Carlo speckle.
 *
 * The output is a single-channel visibility map (1 = fully lit, 0 = fully
 * occluded) packed into a {@link Sampler2D}.
 *
 * @param {WebGLRenderer} renderer
 * @param {Sampler2D} heightMap        single-channel Float32 heightmap
 * @param {Vector2} resultSize         output AO resolution in texels
 * @param {Vector2} [worldSize]        terrain XZ extent in world units;
 *   defaults to heightmap pixel dimensions (= 1 world unit per heightmap texel)
 * @param {number} [rayCount=64]       Monte Carlo samples per output texel
 * @returns {Sampler2D}                single-channel Uint8 visibility map
 */
declare function heightMap2AOMap(renderer: WebGLRenderer, heightMap: Sampler2D, resultSize: Vector2, worldSize?: Vector2, rayCount?: number): Sampler2D;
import { Sampler2D } from '../../graphics/texture/sampler/Sampler2D.js';
import { Vector2 } from 'three';
//# sourceMappingURL=HeightMap2AOMap.d.ts.map