export type FloatColorsProps = { /** * When true, semantic colors are interpreted as 0-255 byte-style values and normalized in shader code. * When false, semantic colors are interpreted directly as floats. */ useByteColors?: boolean; }; export type FloatColorsUniforms = { /** Controls whether shader helpers normalize semantic colors from byte space. */ useByteColors: boolean; }; export declare const floatColors: { readonly name: "floatColors"; readonly props: FloatColorsProps; readonly uniforms: FloatColorsUniforms; readonly vs: "layout(std140) uniform floatColorsUniforms {\n float useByteColors;\n} floatColors;\n\nvec3 floatColors_normalize(vec3 inputColor) {\n return floatColors.useByteColors > 0.5 ? inputColor / 255.0 : inputColor;\n}\n\nvec4 floatColors_normalize(vec4 inputColor) {\n return floatColors.useByteColors > 0.5 ? inputColor / 255.0 : inputColor;\n}\n\nvec4 floatColors_premultiplyAlpha(vec4 inputColor) {\n return vec4(inputColor.rgb * inputColor.a, inputColor.a);\n}\n\nvec4 floatColors_unpremultiplyAlpha(vec4 inputColor) {\n return inputColor.a > 0.0 ? vec4(inputColor.rgb / inputColor.a, inputColor.a) : vec4(0.0);\n}\n\nvec4 floatColors_premultiply_alpha(vec4 inputColor) {\n return floatColors_premultiplyAlpha(inputColor);\n}\n\nvec4 floatColors_unpremultiply_alpha(vec4 inputColor) {\n return floatColors_unpremultiplyAlpha(inputColor);\n}\n"; readonly fs: "layout(std140) uniform floatColorsUniforms {\n float useByteColors;\n} floatColors;\n\nvec3 floatColors_normalize(vec3 inputColor) {\n return floatColors.useByteColors > 0.5 ? inputColor / 255.0 : inputColor;\n}\n\nvec4 floatColors_normalize(vec4 inputColor) {\n return floatColors.useByteColors > 0.5 ? inputColor / 255.0 : inputColor;\n}\n\nvec4 floatColors_premultiplyAlpha(vec4 inputColor) {\n return vec4(inputColor.rgb * inputColor.a, inputColor.a);\n}\n\nvec4 floatColors_unpremultiplyAlpha(vec4 inputColor) {\n return inputColor.a > 0.0 ? vec4(inputColor.rgb / inputColor.a, inputColor.a) : vec4(0.0);\n}\n\nvec4 floatColors_premultiply_alpha(vec4 inputColor) {\n return floatColors_premultiplyAlpha(inputColor);\n}\n\nvec4 floatColors_unpremultiply_alpha(vec4 inputColor) {\n return floatColors_unpremultiplyAlpha(inputColor);\n}\n"; readonly source: "struct floatColorsUniforms {\n useByteColors: f32\n};\n\n@group(0) @binding(auto) var floatColors : floatColorsUniforms;\n\nfn floatColors_normalize(inputColor: vec3) -> vec3 {\n return select(inputColor, inputColor / 255.0, floatColors.useByteColors > 0.5);\n}\n\nfn floatColors_normalize4(inputColor: vec4) -> vec4 {\n return select(inputColor, inputColor / 255.0, floatColors.useByteColors > 0.5);\n}\n\nfn floatColors_premultiplyAlpha(inputColor: vec4) -> vec4 {\n return vec4(inputColor.rgb * inputColor.a, inputColor.a);\n}\n\nfn floatColors_unpremultiplyAlpha(inputColor: vec4) -> vec4 {\n return select(\n vec4(0.0),\n vec4(inputColor.rgb / inputColor.a, inputColor.a),\n inputColor.a > 0.0\n );\n}\n\nfn floatColors_premultiply_alpha(inputColor: vec4) -> vec4 {\n return floatColors_premultiplyAlpha(inputColor);\n}\n\nfn floatColors_unpremultiply_alpha(inputColor: vec4) -> vec4 {\n return floatColors_unpremultiplyAlpha(inputColor);\n}\n"; readonly uniformTypes: { readonly useByteColors: "f32"; }; readonly defaultUniforms: { readonly useByteColors: true; }; }; //# sourceMappingURL=float-colors.d.ts.map