import { BaseFilter } from './BaseFilter'; import type { T2DPipelineState, TWebGLUniformLocationMap } from './typedefs'; export type InvertOwnProps = { alpha: boolean; invert: boolean; }; export declare const invertDefaultValues: InvertOwnProps; /** * @example * const filter = new Invert(); * object.filters.push(filter); * object.applyFilters(canvas.renderAll.bind(canvas)); */ export declare class Invert extends BaseFilter<'Invert', InvertOwnProps> { /** * Invert also alpha. * @param {Boolean} alpha * @default **/ alpha: InvertOwnProps['alpha']; /** * Filter invert. if false, does nothing * @param {Boolean} invert * @default */ invert: InvertOwnProps['invert']; static type: string; static defaults: InvertOwnProps; static uniformLocations: string[]; /** * Apply the Invert operation to a Uint8Array representing the pixels of an image. * * @param {Object} options * @param {ImageData} options.imageData The Uint8Array to be filtered. */ applyTo2d({ imageData: { data } }: T2DPipelineState): void; protected getFragmentSource(): string; /** * Invert filter isNeutralState implementation * Used only in image applyFilters to discard filters that will not have an effect * on the image * @param {Object} options **/ isNeutralState(): boolean; /** * 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=Invert.d.ts.map