import { BaseFilter } from './BaseFilter'; import type { T2DPipelineState, TWebGLUniformLocationMap } from './typedefs'; export type VibranceOwnProps = { vibrance: number; }; export declare const vibranceDefaultValues: VibranceOwnProps; /** * Vibrance filter class * @example * const filter = new Vibrance({ * vibrance: 1 * }); * object.filters.push(filter); * object.applyFilters(); */ export declare class Vibrance extends BaseFilter<'Vibrance', VibranceOwnProps> { /** * Vibrance value, from -1 to 1. * Increases/decreases the saturation of more muted colors with less effect on saturated colors. * A value of 0 has no effect. * * @param {Number} vibrance * @default */ vibrance: VibranceOwnProps['vibrance']; static type: string; static defaults: VibranceOwnProps; static uniformLocations: string[]; getFragmentSource(): string; /** * Apply the Vibrance 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 {TWebGLUniformLocationMap} uniformLocations A map of string uniform names to WebGLUniformLocation objects */ sendUniformData(gl: WebGLRenderingContext, uniformLocations: TWebGLUniformLocationMap): void; isNeutralState(): boolean; } //# sourceMappingURL=Vibrance.d.ts.map