/** Return the `t` value that maps to `value` in the range `[a, b]`. * * The inverse of `lerp`: `inverseLerp(lerp(a, b, t), a, b) === t` when * `a !== b`. Returns `0` when `a === b` to avoid division by zero. */ export declare function inverseLerp(a: number, b: number, value: number): number; /** Linearly interpolate between `a` and `b` by factor `t`. * * `t = 0` returns `a`; `t = 1` returns `b`. `t` is not clamped — pass a * saturated `t` for clamped behaviour. Safe in hot loops, no allocation. */ export declare function lerp(a: number, b: number, t: number): number; /** Linearly interpolate `value` from `[inMin, inMax]` into `[outMin, outMax]`. * * Equivalent to `lerp(outMin, outMax, inverseLerp(inMin, inMax, value))`. * Input range is not clamped. Returns `outMin` when `inMin === inMax`. */ export declare function remap(value: number, inMin: number, inMax: number, outMin: number, outMax: number): number; /** Hermite interpolation between `edge0` and `edge1` with a smooth ease curve. * * Returns 0 for `x <= edge0`, 1 for `x >= edge1`, and smoothly interpolates * in between using `3t² - 2t³`. This is the same `smoothstep` found in GLSL. */ export declare function smoothStep(edge0: number, edge1: number, x: number): number; /** Returns 0 if `x < edge`, otherwise 1. The scalar step function from GLSL. */ export declare function step(edge: number, x: number): number; //# sourceMappingURL=interpolation.d.ts.map