/**
 * Callback used by {@link Layer} to calculate the "sort distance" for a {@link MeshInstance},
 * which determines its place in the render order.
 */
export type CalculateSortDistanceCallback = (meshInstance: MeshInstance, cameraPosition: Vec3, cameraForward: Vec3) => void;
/**
 * @callback CalculateSortDistanceCallback
 * Callback used by {@link Layer} to calculate the "sort distance" for a {@link MeshInstance},
 * which determines its place in the render order.
 * @param {MeshInstance} meshInstance - The mesh instance.
 * @param {Vec3} cameraPosition - The position of the camera.
 * @param {Vec3} cameraForward - The forward vector of the camera.
 * @returns {void}
 */
/**
 * An instance of a {@link Mesh}. A single mesh can be referenced by many mesh instances that can
 * have different transforms and materials.
 *
 * ### Instancing
 *
 * Hardware instancing lets the GPU draw many copies of the same geometry with a single draw call.
 * Use {@link setInstancing} to attach a vertex buffer that holds per-instance data
 * (for example a mat4 world-matrix for every instance). Set {@link instancingCount}
 * to control how many instances are rendered. Passing `null` to {@link setInstancing}
 * disables instancing once again.
 *
 * ```javascript
 * // vb is a vertex buffer with one 4×4 matrix per instance
 * meshInstance.setInstancing(vb);
 * meshInstance.instancingCount = numInstances;
 * ```
 *
 * **Examples**
 *
 * - {@link https://playcanvas.github.io/#graphics/instancing-basic graphics/instancing-basic}
 * - {@link https://playcanvas.github.io/#graphics/instancing-custom graphics/instancing-custom}
 *
 * ### GPU-Driven Indirect Rendering (WebGPU Only)
 *
 * Instead of issuing draw calls from the CPU, parameters are written into a GPU
 * storage buffer and executed via indirect draw commands. Allocate one or more slots with
 * `GraphicsDevice.getIndirectDrawSlot(count)`, then bind the mesh instance to those slots:
 *
 * ```javascript
 * const slot = app.graphicsDevice.getIndirectDrawSlot(count);
 * meshInstance.setIndirect(null, slot, count); // first arg can be a CameraComponent or null
 * ```
 *
 * **Example**
 *
 * - {@link https://playcanvas.github.io/#compute/indirect-draw compute/indirect-draw}
 *
 * ### Multi-draw
 *
 * Multi-draw lets the engine submit multiple sub-draws with a single API call. On WebGL2 this maps
 * to the `WEBGL_multi_draw` extension; on WebGPU, to indirect multi-draw. Use {@link setMultiDraw}
 * to allocate a {@link DrawCommands} container, fill it with sub-draws using
 * {@link DrawCommands#add} and finalize with {@link DrawCommands#update} whenever the data changes.
 *
 * Support: {@link GraphicsDevice#supportsMultiDraw} is true on WebGPU and commonly true on WebGL2
 * (high coverage). When not supported, the engine can still render by issuing a fast internal loop
 * of single draws using the multi-draw data.
 *
 * ```javascript
 * // two indexed sub-draws from a single mesh
 * const cmd = meshInstance.setMultiDraw(null, 2);
 * cmd.add(0, 36, 1, 0);
 * cmd.add(1, 60, 1, 36);
 * cmd.update(2);
 * ```
 *
 * @category Graphics
 */
export class MeshInstance {
    static lightmapParamNames: string[];
    /**
     * Sets the render style for an array of mesh instances.
     *
     * @param {MeshInstance[]} meshInstances - The mesh instances to set the render style for.
     * @param {number} renderStyle - The render style to set.
     * @ignore
     */
    static _prepareRenderStyleForArray(meshInstances: MeshInstance[], renderStyle: number): void;
    /**
     * Create a new MeshInstance instance.
     *
     * @param {Mesh} mesh - The graphics mesh to instance.
     * @param {Material} material - The material to use for this mesh instance.
     * @param {GraphNode} [node] - The graph node defining the transform for this instance. This
     * parameter is optional when used with {@link RenderComponent} and will use the node the
     * component is attached to.
     * @example
     * // Create a mesh instance pointing to a 1x1x1 'cube' mesh
     * const mesh = pc.Mesh.fromGeometry(app.graphicsDevice, new pc.BoxGeometry());
     * const material = new pc.StandardMaterial();
     *
     * const meshInstance = new pc.MeshInstance(mesh, material);
     *
     * const entity = new pc.Entity();
     * entity.addComponent('render', {
     *     meshInstances: [meshInstance]
     * });
     *
     * // Add the entity to the scene hierarchy
     * this.app.scene.root.addChild(entity);
     */
    constructor(mesh: Mesh, material: Material, node?: GraphNode);
    /**
     * Enable shadow casting for this mesh instance. Use this property to enable/disable shadow
     * casting without overhead of removing from scene. Note that this property does not add the
     * mesh instance to appropriate list of shadow casters on a {@link Layer}, but allows mesh to
     * be skipped from shadow casting while it is in the list already. Defaults to false.
     *
     * @type {boolean}
     */
    castShadow: boolean;
    /**
     * Specifies a bitmask that controls which shadow cascades a mesh instance contributes
     * to when rendered with a {@link LIGHTTYPE_DIRECTIONAL} light source.
     * This setting is only effective if the {@link castShadow} property is enabled.
     * Defaults to {@link SHADOW_CASCADE_ALL}, which means the mesh casts shadows into all available cascades.
     *
     * @type {number}
     */
    shadowCascadeMask: number;
    /**
     * Controls whether the mesh instance can be culled by frustum culling (see
     * {@link CameraComponent#frustumCulling}). Defaults to true.
     *
     * @type {boolean}
     */
    cull: boolean;
    /**
     * Determines the rendering order of mesh instances. Only used when mesh instances are added to
     * a {@link Layer} with {@link Layer#opaqueSortMode} or {@link Layer#transparentSortMode}
     * (depending on the material) set to {@link SORTMODE_MANUAL}.
     *
     * @type {number}
     */
    drawOrder: number;
    /**
     * @type {number}
     * @ignore
     */
    _drawBucket: number;
    /**
     * The graph node defining the transform for this instance.
     *
     * @type {GraphNode}
     */
    node: GraphNode;
    /**
     * Enable rendering for this mesh instance. Use visible property to enable/disable rendering
     * without overhead of removing from scene. But note that the mesh instance is still in the
     * hierarchy and still in the draw call list.
     *
     * @type {boolean}
     */
    visible: boolean;
    /**
     * Read this value in {@link Scene.EVENT_POSTCULL} event to determine if the object is actually going
     * to be rendered.
     *
     * @type {boolean}
     */
    visibleThisFrame: boolean;
    /**
     * Negative scale batching support.
     *
     * @type {number}
     * @ignore
     */
    flipFacesFactor: number;
    /**
     * @type {GSplatInstance|null}
     * @ignore
     */
    gsplatInstance: GSplatInstance | null;
    /** @ignore */
    id: number;
    /**
     * Custom function used to customize culling (e.g. for 2D UI elements).
     *
     * @type {Function|null}
     * @ignore
     */
    isVisibleFunc: Function | null;
    /**
     * @type {InstancingData|null}
     * @ignore
     */
    instancingData: InstancingData | null;
    /**
     * @type {DrawCommands|null}
     * @ignore
     */
    indirectData: DrawCommands | null;
    /**
     * Map of camera to their corresponding indirect draw data. Lazily allocated.
     *
     * @type {Map<Camera|null, DrawCommands>|null}
     * @ignore
     */
    drawCommands: Map<Camera | null, DrawCommands> | null;
    /**
     * Stores mesh metadata used for indirect rendering. Lazily allocated on first access
     * via getIndirectMetaData().
     *
     * @type {Int32Array|null}
     * @ignore
     */
    meshMetaData: Int32Array | null;
    /**
     * @type {Record<string, {scopeId: ScopeId|null, data: any, passFlags: number}>}
     * @ignore
     */
    parameters: Record<string, {
        scopeId: ScopeId | null;
        data: any;
        passFlags: number;
    }>;
    /**
     * True if the mesh instance is pickable by the {@link Picker}. Defaults to true.
     *
     * @type {boolean}
     * @ignore
     */
    pick: boolean;
    /**
     * The stencil parameters for front faces or null if no stencil is enabled.
     *
     * @type {StencilParameters|null}
     * @ignore
     */
    stencilFront: StencilParameters | null;
    /**
     * The stencil parameters for back faces or null if no stencil is enabled.
     *
     * @type {StencilParameters|null}
     * @ignore
     */
    stencilBack: StencilParameters | null;
    /**
     * True if the material of the mesh instance is transparent. Optimization to avoid accessing
     * the material. Updated by the material instance itself.
     *
     * @ignore
     */
    transparent: boolean;
    /** @private */
    private _aabb;
    /** @private */
    private _aabbVer;
    /** @private */
    private _aabbMeshVer;
    /**
     * @type {BoundingBox|null}
     * @private
     */
    private _customAabb;
    /** @private */
    private _updateAabb;
    /** @private */
    private _updateAabbFunc;
    /**
     * The internal sorting key used by the shadow renderer.
     *
     * @ignore
     */
    _sortKeyShadow: number;
    /**
     * The internal sorting key used by the forward renderer, in case SORTMODE_MATERIALMESH sorting
     * is used.
     *
     * @private
     */
    private _sortKeyForward;
    /**
     * The internal sorting key used by the forward renderer, in case SORTMODE_BACK2FRONT or
     * SORTMODE_FRONT2BACK sorting is used.
     *
     * @ignore
     */
    _sortKeyDynamic: number;
    /** @private */
    private _layer;
    /**
     * @type {Material|null}
     * @private
     */
    private _material;
    /**
     * @type {SkinInstance|null}
     * @private
     */
    private _skinInstance;
    /**
     * @type {MorphInstance|null}
     * @private
     */
    private _morphInstance;
    /** @private */
    private _receiveShadow;
    /** @private */
    private _renderStyle;
    /** @private */
    private _screenSpace;
    /**
     * The cache of shaders, indexed by a hash value.
     *
     * @type {Map<number, ShaderInstance>}
     * @private
     */
    private _shaderCache;
    /**
     * 2 byte toggles, 2 bytes light mask; Default value is no toggles and mask = pc.MASK_AFFECT_DYNAMIC
     *
     * @private
     */
    private _shaderDefs;
    /**
     * @type {CalculateSortDistanceCallback|null}
     * @private
     */
    private _calculateSortDistance;
    _mesh: Mesh;
    /**
     * Sets the material used by this mesh instance.
     *
     * @type {Material}
     */
    set material(material: Material);
    /**
     * Gets the material used by this mesh instance.
     *
     * @type {Material}
     */
    get material(): Material;
    /**
     * Sets the draw bucket for mesh instances. The draw bucket, an integer from 0 to 255 (default
     * 127), serves as the primary sort key for mesh rendering. Meshes are sorted by draw bucket,
     * then by sort mode. This setting is only effective when mesh instances are added to a
     * {@link Layer} with its {@link Layer#opaqueSortMode} or {@link Layer#transparentSortMode}
     * (depending on the material) set to {@link SORTMODE_BACK2FRONT}, {@link SORTMODE_FRONT2BACK},
     * or {@link SORTMODE_MATERIALMESH}.
     *
     * Note: When {@link SORTMODE_BACK2FRONT} is used, a descending sort order is used; otherwise,
     * an ascending sort order is used.
     *
     * @type {number}
     */
    set drawBucket(bucket: number);
    /**
     * Gets the draw bucket for mesh instance.
     *
     * @type {number}
     */
    get drawBucket(): number;
    /**
     * Sets the render style of the mesh instance. Can be:
     *
     * - {@link RENDERSTYLE_SOLID}
     * - {@link RENDERSTYLE_WIREFRAME}
     * - {@link RENDERSTYLE_POINTS}
     *
     * Defaults to {@link RENDERSTYLE_SOLID}.
     *
     * @type {number}
     */
    set renderStyle(renderStyle: number);
    /**
     * Gets the render style of the mesh instance.
     *
     * @type {number}
     */
    get renderStyle(): number;
    /**
     * Sets the graphics mesh being instanced.
     *
     * @type {Mesh}
     */
    set mesh(mesh: Mesh);
    /**
     * Gets the graphics mesh being instanced.
     *
     * @type {Mesh}
     */
    get mesh(): Mesh;
    /**
     * Sets the world space axis-aligned bounding box for this mesh instance.
     *
     * @type {BoundingBox}
     */
    set aabb(aabb: BoundingBox);
    /**
     * Gets the world space axis-aligned bounding box for this mesh instance.
     *
     * @type {BoundingBox}
     */
    get aabb(): BoundingBox;
    /**
     * Clear the internal shader cache.
     *
     * @ignore
     */
    clearShaders(): void;
    /**
     * Returns the shader instance for the specified shader pass and light hash that is compatible
     * with this mesh instance.
     *
     * @param {number} shaderPass - The shader pass index.
     * @param {number} lightHash - The hash value of the lights that are affecting this mesh instance.
     * @param {Scene} scene - The scene.
     * @param {CameraShaderParams} cameraShaderParams - The camera shader parameters.
     * @param {UniformBufferFormat} [viewUniformFormat] - The format of the view uniform buffer.
     * @param {BindGroupFormat} [viewBindGroupFormat] - The format of the view bind group.
     * @param {any} [sortedLights] - Array of arrays of lights.
     * @returns {ShaderInstance} - the shader instance.
     * @ignore
     */
    getShaderInstance(shaderPass: number, lightHash: number, scene: Scene, cameraShaderParams: CameraShaderParams, viewUniformFormat?: UniformBufferFormat, viewBindGroupFormat?: BindGroupFormat, sortedLights?: any): ShaderInstance;
    /**
     * @param {number} shaderDefs - The shader definitions to set.
     * @private
     */
    private _updateShaderDefs;
    /**
     * Sets the callback to calculate sort distance. In some circumstances mesh instances are
     * sorted by a distance calculation to determine their rendering order. Set this callback to
     * override the default distance calculation, which gives the dot product of the camera forward
     * vector and the vector between the camera position and the center of the mesh instance's
     * axis-aligned bounding box. This option can be particularly useful for rendering transparent
     * meshes in a better order than the default.
     *
     * @type {CalculateSortDistanceCallback|null}
     */
    set calculateSortDistance(calculateSortDistance: CalculateSortDistanceCallback | null);
    /**
     * Gets the callback to calculate sort distance.
     *
     * @type {CalculateSortDistanceCallback|null}
     */
    get calculateSortDistance(): CalculateSortDistanceCallback | null;
    set receiveShadow(val: boolean);
    get receiveShadow(): boolean;
    set batching(val: boolean);
    get batching(): boolean;
    /**
     * Sets the skin instance managing skinning of this mesh instance. Set to null if skinning is
     * not used.
     *
     * @type {SkinInstance|null}
     */
    set skinInstance(val: SkinInstance | null);
    /**
     * Gets the skin instance managing skinning of this mesh instance.
     *
     * @type {SkinInstance|null}
     */
    get skinInstance(): SkinInstance | null;
    /**
     * Sets the morph instance managing morphing of this mesh instance. Set to null if morphing is
     * not used.
     *
     * @type {MorphInstance|null}
     */
    set morphInstance(val: MorphInstance | null);
    /**
     * Gets the morph instance managing morphing of this mesh instance.
     *
     * @type {MorphInstance|null}
     */
    get morphInstance(): MorphInstance | null;
    set screenSpace(val: boolean);
    get screenSpace(): boolean;
    set key(val: number);
    get key(): number;
    /**
     * Sets the mask controlling which {@link LightComponent}s light this mesh instance, which
     * {@link CameraComponent} sees it and in which {@link Layer} it is rendered. Defaults to 1.
     *
     * @type {number}
     */
    set mask(val: number);
    /**
     * Gets the mask controlling which {@link LightComponent}s light this mesh instance, which
     * {@link CameraComponent} sees it and in which {@link Layer} it is rendered.
     *
     * @type {number}
     */
    get mask(): number;
    /**
     * Sets the number of instances when using hardware instancing to render the mesh.
     *
     * @type {number}
     */
    set instancingCount(value: number);
    /**
     * Gets the number of instances when using hardware instancing to render the mesh.
     *
     * @type {number}
     */
    get instancingCount(): number;
    destroy(): void;
    destroyDrawCommands(): void;
    /**
     * Test if meshInstance is visible by camera. It requires the frustum of the camera to be up to
     * date, which forward-renderer takes care of. This function should not be called elsewhere.
     *
     * @param {Camera} camera - The camera to test visibility against.
     * @returns {boolean} - True if the mesh instance is visible by the camera, false otherwise.
     * @ignore
     */
    _isVisible(camera: Camera): boolean;
    updateKey(): void;
    /**
     * Sets up {@link MeshInstance} to be rendered using Hardware Instancing.
     * Note that {@link instancingCount} is automatically set to the number of vertices of the
     * vertex buffer when it is provided.
     *
     * @param {VertexBuffer|null} vertexBuffer - Vertex buffer to hold per-instance vertex data
     * (usually world matrices). Pass null to turn off hardware instancing.
     * @param {boolean} cull - Whether to perform frustum culling on this instance. If true, the whole
     * instance will be culled by the  camera frustum. This often involves setting
     * {@link RenderComponent#customAabb} containing all instances. Defaults to false, which means
     * the whole instance is always rendered.
     */
    setInstancing(vertexBuffer: VertexBuffer | null, cull?: boolean): void;
    /**
     * Sets the {@link MeshInstance} to be rendered using indirect rendering, where the GPU,
     * typically using a Compute shader, stores draw call parameters in a buffer.
     * Note that this is only supported on WebGPU, and ignored on other platforms.
     *
     * @param {CameraComponent|null} camera - Camera component to set indirect data for, or
     * null if the indirect slot should be used for all cameras.
     * @param {number} slot - Slot in the buffer to set the draw call parameters. Allocate a slot
     * in the buffer by calling {@link GraphicsDevice#getIndirectDrawSlot}. Pass -1 to disable
     * indirect rendering for the specified camera (or the shared entry when camera is null).
     * @param {number} [count] - Optional number of consecutive slots to use. Defaults to 1.
     */
    setIndirect(camera: CameraComponent | null, slot: number, count?: number): void;
    /**
     * Sets the {@link MeshInstance} to be rendered using multi-draw, where multiple sub-draws are
     * executed with a single draw call.
     *
     * @param {CameraComponent|null} camera - Camera component to bind commands to, or null to share
     * across all cameras.
     * @param {number} [maxCount] - Maximum number of sub-draws to allocate. Defaults to 1. Pass 0
     * to disable multi-draw for the specified camera (or the shared entry when camera is null).
     * @returns {DrawCommands|undefined} The commands container to populate with sub-draw commands.
     */
    setMultiDraw(camera: CameraComponent | null, maxCount?: number): DrawCommands | undefined;
    _deleteDrawCommandsKey(key: any): void;
    /**
     * Retrieves the draw commands for a specific camera, or the default commands when none are
     * bound to that camera.
     *
     * @param {Camera} camera - The camera to retrieve commands for.
     * @returns {DrawCommands|undefined} - The draw commands, or undefined.
     * @ignore
     */
    getDrawCommands(camera: Camera): DrawCommands | undefined;
    /**
     * Retrieves the mesh metadata needed for indirect rendering.
     *
     * @returns {Int32Array} - A typed array with 4 elements representing the mesh metadata, which
     * is typically needed when generating indirect draw call parameters using Compute shader. These
     * can be provided to the Compute shader using vec4i uniform. The values are based on
     * {@link Mesh#primitive}, stored in this order: [count, base, baseVertex, 0]. The last value is
     * always zero and is reserved for future use.
     */
    getIndirectMetaData(): Int32Array;
    ensureMaterial(device: any): void;
    clearParameters(): void;
    getParameters(): Record<string, {
        scopeId: ScopeId | null;
        data: any;
        passFlags: number;
    }>;
    /**
     * Retrieves the specified shader parameter from a mesh instance.
     *
     * @param {string} name - The name of the parameter to query.
     * @returns {object} The named parameter.
     */
    getParameter(name: string): object;
    /**
     * Sets a shader parameter on a mesh instance. Note that this parameter will take precedence
     * over parameter of the same name if set on Material this mesh instance uses for rendering.
     *
     * @param {string} name - The name of the parameter to set.
     * @param {number|number[]|Texture|Float32Array} data - The value for the specified parameter.
     * @param {number} [passFlags] - Mask describing which passes the material should be included
     * in. Defaults to 0xFFFFFFFF (all passes).
     */
    setParameter(name: string, data: number | number[] | Texture | Float32Array, passFlags?: number): void;
    /**
     * A wrapper over settings parameter specifically for realtime baked lightmaps. This handles
     * reference counting of lightmaps and releases them when no longer referenced.
     *
     * @param {string} name - The name of the parameter to set.
     * @param {Texture|null} texture - The lightmap texture to set.
     * @ignore
     */
    setRealtimeLightmap(name: string, texture: Texture | null): void;
    /**
     * Deletes a shader parameter on a mesh instance.
     *
     * @param {string} name - The name of the parameter to delete.
     */
    deleteParameter(name: string): void;
    /**
     * Used to apply parameters from this mesh instance into scope of uniforms, called internally
     * by forward-renderer.
     *
     * @param {GraphicsDevice} device - The graphics device.
     * @param {number} passFlag - The pass flag for the current render pass.
     * @ignore
     */
    setParameters(device: GraphicsDevice, passFlag: number): void;
    /**
     * @param {boolean} value - True to enable lightmapped rendering, false to disable.
     * @ignore
     */
    setLightmapped(value: boolean): void;
    /**
     * @param {BoundingBox|null} aabb - The custom axis-aligned bounding box or null to reset to
     * the mesh's bounding box.
     * @ignore
     */
    setCustomAabb(aabb: BoundingBox | null): void;
    /** @private */
    private _setupSkinUpdate;
}
import type { Vec3 } from '../core/math/vec3.js';
import { GraphNode } from './graph-node.js';
import type { GSplatInstance } from './gsplat/gsplat-instance.js';
/**
 * Internal data structure used to store data used by hardware instancing.
 *
 * @ignore
 */
declare class InstancingData {
    /**
     * @param {number} numObjects - The number of objects instanced.
     */
    constructor(numObjects: number);
    /** @type {VertexBuffer|null} */
    vertexBuffer: VertexBuffer | null;
    /**
     * True if the vertex buffer is destroyed when the mesh instance is destroyed.
     *
     * @type {boolean}
     */
    _destroyVertexBuffer: boolean;
    count: number;
    destroy(): void;
}
import { DrawCommands } from '../platform/graphics/draw-commands.js';
import type { Camera } from './camera.js';
import type { ScopeId } from '../platform/graphics/scope-id.js';
import type { StencilParameters } from '../platform/graphics/stencil-parameters.js';
import type { Mesh } from './mesh.js';
import type { Material } from './materials/material.js';
import { BoundingBox } from '../core/shape/bounding-box.js';
import type { Scene } from './scene.js';
import type { CameraShaderParams } from './camera-shader-params.js';
import type { UniformBufferFormat } from '../platform/graphics/uniform-buffer-format.js';
import type { BindGroupFormat } from '../platform/graphics/bind-group-format.js';
/**
 * Internal helper class for storing the shader and related mesh bind group in the shader cache.
 *
 * @ignore
 */
declare class ShaderInstance {
    /**
     * A shader.
     *
     * @type {Shader|undefined}
     */
    shader: Shader | undefined;
    /**
     * A bind group storing mesh textures / samplers for the shader. but not the uniform buffer.
     *
     * @type {BindGroup|null}
     */
    bindGroup: BindGroup | null;
    /**
     * A uniform buffer storing mesh uniforms for the shader.
     *
     * @type {UniformBuffer|null}
     */
    uniformBuffer: UniformBuffer | null;
    /**
     * The full array of hashes used to lookup the pipeline, used in case of hash collision.
     *
     * @type {Uint32Array}
     */
    hashes: Uint32Array;
    /**
     * Returns the mesh bind group for the shader.
     *
     * @param {GraphicsDevice} device - The graphics device.
     * @returns {BindGroup} - The mesh bind group.
     */
    getBindGroup(device: GraphicsDevice): BindGroup;
    /**
     * Returns the uniform buffer for the shader.
     *
     * @param {GraphicsDevice} device - The graphics device.
     * @returns {UniformBuffer} - The uniform buffer.
     */
    getUniformBuffer(device: GraphicsDevice): UniformBuffer;
    destroy(): void;
}
import type { SkinInstance } from './skin-instance.js';
import type { MorphInstance } from './morph-instance.js';
import type { VertexBuffer } from '../platform/graphics/vertex-buffer.js';
import type { CameraComponent } from '../framework/components/camera/component.js';
import type { Texture } from '../platform/graphics/texture.js';
import type { GraphicsDevice } from '../platform/graphics/graphics-device.js';
import type { Shader } from '../platform/graphics/shader.js';
import { BindGroup } from '../platform/graphics/bind-group.js';
import { UniformBuffer } from '../platform/graphics/uniform-buffer.js';
export {};
