/**
 * @see https://google.github.io/filament/Filament.md.html#listing_diffusebrdf
 * @see Brent Burley. 2012. Physically Based Shading at Disney. Physically Based Shading in Film and Game Production, ACM SIGGRAPH 2012 Courses.
 * N = surface normal
 * L = light direction
 * V = view direction
 * H = normalize( V + L )
 *
 * @param {number} NoV = abs(dot(n, v)) + 1e-5
 * @param {number} NoL = lamp(dot(n, l), 0.0, 1.0)
 * @param {number} LoH = clamp(dot(l, h), 0.0, 1.0)
 * @param {number} roughness surface roughness coefficient
 * @returns {number}
 */
export function brdf_burley(NoV: number, NoL: number, LoH: number, roughness: number): number;
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