/** * @see https://gitlab.com/unconed/use.gpu/-/blob/master/packages/glyph/src/sdf-esdt.ts */ import { SDFStage } from './tiny-sdf'; export declare const paintIntoDistanceField: (image: Uint8Array, data: Uint8ClampedArray, w: number, h: number, pad: number, radius: number, cutoff: number) => void; export declare const paintSubpixelOffsets: (stage: SDFStage, data: Uint8ClampedArray, w: number, h: number, pad: number, relax?: boolean, half?: number | boolean) => void; export declare const relaxSubpixelOffsets: (stage: SDFStage, data: Uint8ClampedArray, w: number, h: number, pad: number) => void; export declare const paintIntoRGB: (image: Uint8Array, color: Uint8ClampedArray, xs: Float32Array, ys: Float32Array, w: number, h: number, pad: number) => void; export declare const paintIntoAlpha: (image: Uint8Array, alpha: Uint8Array | number[], w: number, h: number, pad: number) => void; export declare const esdt1d: (mask: Float32Array, xs: Float32Array, ys: Float32Array, offset: number, stride: number, length: number, f: Float32Array, // Squared distance z: Float32Array, // Voronoi threshold b: Float32Array, // Subpixel offset parallel t: Float32Array, // Subpixel offset perpendicular v: Uint16Array) => void; export declare const esdt: (mask: Float32Array, xs: Float32Array, ys: Float32Array, w: number, h: number, f: Float32Array, z: Float32Array, b: Float32Array, t: Float32Array, v: Uint16Array, half?: number) => void; export declare const resolveSDF: (xo: Float32Array | number[], yo: Float32Array | number[], xi: Float32Array | number[], yi: Float32Array | number[]) => number[]; export declare const glyphToESDT: (data: Uint8ClampedArray, color: Uint8ClampedArray | null, w: number, h: number, pad?: number, radius?: number, cutoff?: number, preprocess?: boolean, postprocess?: boolean) => { data: Uint8Array; width: number; height: number; };