import { BaseFilter } from './BaseFilter'; import type { T2DPipelineState, TWebGLUniformLocationMap } from './typedefs'; export type PixelateOwnProps = { blocksize: number; }; export declare const pixelateDefaultValues: PixelateOwnProps; /** * Pixelate filter class * @example * const filter = new Pixelate({ * blocksize: 8 * }); * object.filters.push(filter); * object.applyFilters(); */ export declare class Pixelate extends BaseFilter<'Pixelate', PixelateOwnProps> { blocksize: PixelateOwnProps['blocksize']; static type: string; static defaults: PixelateOwnProps; static uniformLocations: string[]; /** * Apply the Pixelate 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, width, height } }: T2DPipelineState): void; /** * Indicate when the filter is not gonna apply changes to the image **/ isNeutralState(): boolean; protected getFragmentSource(): string; /** * 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=Pixelate.d.ts.map