import { BaseFilter } from './BaseFilter'; import type { T2DPipelineState, TWebGLUniformLocationMap } from './typedefs'; export type NoiseOwnProps = { noise: number; }; export declare const noiseDefaultValues: NoiseOwnProps; /** * Noise filter class * @example * const filter = new Noise({ * noise: 700 * }); * object.filters.push(filter); * object.applyFilters(); * canvas.renderAll(); */ export declare class Noise extends BaseFilter<'Noise', NoiseOwnProps> { /** * Noise value, from * @param {Number} noise * @default */ noise: NoiseOwnProps['noise']; static type: string; static defaults: NoiseOwnProps; static uniformLocations: string[]; getFragmentSource(): string; /** * Apply the Brightness 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; /** * 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; isNeutralState(): boolean; } //# sourceMappingURL=Noise.d.ts.map