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    Interface RasterMaskData

    Coverage values in [0, 1], row-major, at any resolution (bilinear, clamped to the edge). Treat as immutable: GPU textures are cached per object, so create a new one for every change.

    interface RasterMaskData {
        data: Float32Array;
        height: number;
        width: number;
    }
    Index
    data: Float32Array
    height: number
    width: number