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import { Camera } from './../cameras/Camera';
import { Light } from './../lights/Light';
import { Vector2 } from './../math/Vector2';
import { Vector4 } from './../math/Vector4';
import { Matrix4 } from './../math/Matrix4';
import { WebGLRenderTarget } from '../renderers/WebGLRenderTarget';

export class LightShadow {
	constructor(camera: Camera);

	camera: Camera;

	/**
	 * @default 0
	 */
	bias: number;

	/**
	 * @default 0
	 */
	normalBias: number;

	/**
	 * @default 1
	 */
	radius: number;

	/**
	 * @default 8
	 */
	blurSamples: number;

	/**
	 * @default new THREE.Vector2( 512, 512 )
	 */
	mapSize: Vector2;

	/**
	 * @default null
	 */
	map: WebGLRenderTarget;

	/**
	 * @default null
	 */
	mapPass: WebGLRenderTarget;

	/**
	 * @default new THREE.Matrix4()
	 */
	matrix: Matrix4;

	/**
	 * @default true
	 */
	autoUpdate: boolean;

	/**
	 * @default false
	 */
	needsUpdate: boolean;

	copy(source: LightShadow): this;
	clone(recursive?: boolean): this;
	toJSON(): any;
	getFrustum(): number;
	updateMatrices(light: Light, viewportIndex?: number): void;
	getViewport(viewportIndex: number): Vector4;
	getFrameExtents(): Vector2;
	dispose(): void;
}