import { Behaviour } from "./Component.js";
/**
 * GroundProjectedEnv creates a ground projection of the current environment map.
 * @category Rendering
 * @group Components
 */
export declare class GroundProjectedEnv extends Behaviour {
    /**
     * If true the projection will be created on awake and onEnable
     * @default false
     */
    applyOnAwake: boolean;
    /**
     * When enabled the position of the projected environment will be adjusted to be centered in the scene (and ground level).
     * @default true
     */
    autoFit: boolean;
    /**
     * Radius of the projection sphere. Set it large enough so the camera stays inside (make sure the far plane is also large enough)
     * @default 50
     */
    set radius(val: number);
    get radius(): number;
    private _radius;
    /**
     * How far the camera that took the photo was above the ground. A larger value will magnify the downward part of the image.
     * @default 3
     */
    set height(val: number);
    get height(): number;
    private _height;
    /**
     * Blending factor for the AR projection being blended with the scene background.
     * 0 = not visible in AR - 1 = blended with real world background.
     * Values between 0 and 1 control the smoothness of the blend while lower values result in smoother blending.
     * @default 0
     */
    set arBlending(val: number);
    get arBlending(): number;
    private _arblending;
    private _lastBackground?;
    private _lastRadius?;
    private _lastHeight?;
    private _projection?;
    private _watcher?;
    /** @internal */
    awake(): void;
    /** @internal */
    onEnable(): void;
    /** @internal */
    onDisable(): void;
    /** @internal */
    onEnterXR(): void;
    /** @internal */
    onLeaveXR(): Promise<void>;
    /** @internal */
    onBeforeRender(): void;
    private updateAndCreate;
    private _needsTextureUpdate;
    /**
     * Updates the ground projection. This is called automatically when the environment or settings change.
     */
    updateProjection(): void;
    private _blurrynessShader;
    private _lastBlurriness;
    private updateBlurriness;
}
