import { Material, type IUniform, Vector2, type MeshBasicMaterialParameters, Scene, Camera, BufferGeometry, Object3D } from 'three';
import { ExtendedMeshBasicMaterial, type Uniforms } from './SpeckleMaterial.js';
import type { SpeckleWebGLRenderer } from '../objects/SpeckleWebGLRenderer.js';
export type BillboardingType = 'world' | 'screen';
declare class SpeckleBasicMaterial extends ExtendedMeshBasicMaterial {
    protected _billboardPixelSize: Vector2;
    protected _billboardPixelOffset: Vector2;
    protected get vertexProgram(): string;
    protected get fragmentProgram(): string;
    protected get baseUniforms(): {
        [uniform: string]: IUniform;
    };
    protected get uniformsDef(): Uniforms;
    get billboardPixelSize(): Vector2;
    set billboardPixelSize(value: Vector2);
    get billboardPixeOffset(): Vector2;
    set billboardPixelOffset(value: Vector2);
    constructor(parameters: MeshBasicMaterialParameters, defines?: string[]);
    /** We need a unique key per program */
    customProgramCacheKey(): string;
    copy(source: Material): this;
    fastCopy(from: Material, to: Material): void;
    setBillboarding(type: BillboardingType | null): void;
    /** Called by three.js render loop */
    onBeforeRender(_this: SpeckleWebGLRenderer, _scene: Scene, camera: Camera, _geometry: BufferGeometry, object: Object3D): void;
}
export default SpeckleBasicMaterial;
