/** * A shader effect that applies a sine wave distortion to the sprite. * Commonly used for underwater, heat haze, or dream sequence effects. * The `time` uniform should be updated each frame for animation. * @category Effects * @see {@link Renderable.shader} for usage * @example * const wave = new WaveEffect(renderer, { amplitude: 0.01, frequency: 10.0 }); * mySprite.shader = wave; * // update each frame * wave.setTime(performance.now() / 1000); */ export default class WaveEffect extends ShaderEffect { /** * @param {import("../webgl_renderer.js").default} renderer - the current renderer instance * @param {object} [options] - effect options * @param {number} [options.amplitude=0.01] - wave displacement strength (in UV space, 0.01 = subtle) * @param {number} [options.frequency=10.0] - number of waves across the sprite * @param {number} [options.speed=2.0] - wave animation speed */ constructor(renderer: import("../webgl_renderer.js").default, options?: { amplitude?: number | undefined; frequency?: number | undefined; speed?: number | undefined; }); /** * set the current time (call each frame for animation) * @param {number} time - time in seconds */ setTime(time: number): void; /** * set the wave amplitude * @param {number} amplitude - displacement strength in UV space */ setAmplitude(amplitude: number): void; /** * set the wave frequency * @param {number} frequency - number of waves */ setFrequency(frequency: number): void; } import ShaderEffect from "../shadereffect.js"; //# sourceMappingURL=wave.d.ts.map