import type { TClassProperties } from '../typedefs'; import { BaseFilter } from './BaseFilter'; import type { T2DPipelineState, TWebGLUniformLocationMap } from './typedefs'; export declare const vibranceDefaultValues: Partial>; /** * Vibrance filter class * @example * const filter = new Vibrance({ * vibrance: 1 * }); * object.filters.push(filter); * object.applyFilters(); */ export declare class Vibrance extends BaseFilter { /** * Vibrance value, from -1 to 1. * Increases/decreases the saturation of more muted colors with less effect on saturated colors. * A value of 0 has no effect. * * @param {Number} vibrance * @default */ vibrance: number; static type: string; static defaults: Partial>; getFragmentSource(): string; /** * Apply the Vibrance operation to a Uint8ClampedArray representing the pixels of an image. * * @param {Object} options * @param {ImageData} options.imageData The Uint8ClampedArray to be filtered. */ applyTo2d({ imageData: { data } }: T2DPipelineState): void; /** * Return WebGL uniform locations for this filter's shader. * * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader. * @param {WebGLShaderProgram} program This filter's compiled shader program. */ getUniformLocations(gl: WebGLRenderingContext, program: WebGLProgram): TWebGLUniformLocationMap; /** * Send data from this filter to its shader program's uniforms. * * @param {WebGLRenderingContext} gl The GL canvas context used to compile this filter's shader. * @param {Object} uniformLocations A map of string uniform names to WebGLUniformLocation objects */ sendUniformData(gl: WebGLRenderingContext, uniformLocations: TWebGLUniformLocationMap): void; } //# sourceMappingURL=Vibrance.d.ts.map