/** * An implementation of PBR (Physically-Based Rendering). * Physically Based Shading of a microfacet surface defined by a glTF material. */ export declare const pbr: { name: string; vs: string; fs: string; defines: { LIGHTING_FRAGMENT: number; }; dependencies: { name: string; vs: string; fs: string; getUniforms: (opts?: import("../lights/lights").LightsOptions) => Record; defines: { MAX_LIGHTS: number; }; }[]; }; //# sourceMappingURL=pbr.d.ts.map