import { ImageSampler, ImageCube } from '@awayjs/stage';
import { TextureCube } from './TextureCube';
export declare class ImageTextureCube extends TextureCube {
    static assetType: string;
    /**
     *
     * @returns {string}
     */
    get assetType(): string;
    /**
     *
     * @returns {ImageCube}
     */
    get sampler(): ImageSampler;
    set sampler(value: ImageSampler);
    /**
     *
     * @returns {ImageCube}
     */
    get image(): ImageCube;
    set image(value: ImageCube);
    constructor(image?: ImageCube);
}
import { ShaderRegisterCache, ShaderRegisterData, ShaderRegisterElement } from '@awayjs/stage';
import { _Shader_TextureBase } from '../base/_Shader_TextureBase';
import { _Render_RenderableBase } from '../base/_Render_RenderableBase';
/**
 *
 * @class away.pool.GL_SingleImageTexture
 */
export declare class _Shader_ImageTexture extends _Shader_TextureBase {
    protected _textureIndex: number;
    protected _imageIndex: number;
    protected _samplerIndex: number;
    /**
     *
     * @param shader
     * @param regCache
     * @param targetReg The register in which to store the sampled colour.
     * @param uvReg The uv coordinate vector with which to sample the texture map.
     * @returns {string}
     * @private
     */
    _getFragmentCode(targetReg: ShaderRegisterElement, regCache: ShaderRegisterCache, sharedReg: ShaderRegisterData, inputReg: ShaderRegisterElement): string;
    _setRenderState(renderState: _Render_RenderableBase): void;
}
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