import { d } from './index'; export declare const gradientRawT: import('typegpu').TgpuFn<(start: d.Vec2f, end: d.Vec2f, angle: d.F32, uv: d.Vec2f, viewport: d.Vec2f) => d.F32>; /** Mirror: reflect at boundaries — `m = mod(abs(t), 2); m > 1 ? 2 - m : m`. */ export declare const gradientEdgeMirror: import('typegpu').TgpuFn<(t: d.F32) => d.F32>; /** Wrap: tile via fract. */ export declare const gradientEdgeWrap: import('typegpu').TgpuFn<(t: d.F32) => d.F32>; /** Clamp `t` to [0,1] — the color-lookup parameter (and the stretch edge mode). */ export declare const gradientClamp01: import('typegpu').TgpuFn<(t: d.F32) => d.F32>; /** Transparent-edge coverage: 1 when the raw `t` is inside [0,1], else 0. */ export declare const gradientTransparentAlpha: import('typegpu').TgpuFn<(t: d.F32) => d.F32>; export declare const radialDist: import('typegpu').TgpuFn<(center: d.Vec2f, skewAngle: d.F32, ellipseAspect: d.F32, radius: d.F32, uv: d.Vec2f, viewport: d.Vec2f) => d.F32>; export declare const conicSweep: import('typegpu').TgpuFn<(center: d.Vec2f, rotation: d.F32, uv: d.Vec2f, viewport: d.Vec2f) => d.F32>; export declare const diamondDist: import('typegpu').TgpuFn<(center: d.Vec2f, size: d.F32, rotation: d.F32, roundness: d.F32, uv: d.Vec2f, viewport: d.Vec2f) => d.F32>; export declare const repeatRings: import('typegpu').TgpuFn<(t: d.F32, repeat: d.F32) => d.F32>; export declare const repeatWrap: import('typegpu').TgpuFn<(t: d.F32, repeat: d.F32) => d.F32>; export declare const colorWheelT: import('typegpu').TgpuFn<(uv: d.Vec2f, viewport: d.Vec2f, angle: d.F32, scale: d.F32, animTime: d.F32) => d.F32>; export declare const colorWheelRainbow: import('typegpu').TgpuFn<(t: d.F32) => d.Vec4f>; export declare const colorWheelPhase: import('typegpu').TgpuFn<(t: d.F32) => d.Vec2f>; export declare const colorWheelSelect: import('typegpu').TgpuFn<(c01: d.Vec4f, c12: d.Vec4f, c20: d.Vec4f, floorT3: d.F32) => d.Vec4f>; export declare const spiralOffset: import('typegpu').TgpuFn<(center: d.Vec2f, scale: d.F32, animTime: d.F32, uv: d.Vec2f, viewport: d.Vec2f) => d.F32>; export declare const spiralMask: import('typegpu').TgpuFn<(center: d.Vec2f, scale: d.F32, strokeWidth: d.F32, strokeFalloff: d.F32, softness: d.F32, animTime: d.F32, uv: d.Vec2f, viewport: d.Vec2f) => d.F32>; export declare const mpgFactors: import('typegpu').TgpuFn<(uv: d.Vec2f, vp: d.Vec2f, posA: d.Vec2f, posB: d.Vec2f, posC: d.Vec2f, posD: d.Vec2f, posE: d.Vec2f, smoothness: d.F32) => d.Vec4f>; export declare const beamField: import('typegpu').TgpuFn<(uv: d.Vec2f, vp: d.Vec2f, start: d.Vec2f, end: d.Vec2f, startThickness: d.F32, endThickness: d.F32, startSoftness: d.F32, endSoftness: d.F32) => d.Vec2f>; export declare const plasmaTone: import('./tone').ToneRemapGlowFn; export declare const volumeDomain: import('typegpu').TgpuFn<(uv: d.Vec2f, viewport: d.Vec2f, scale: d.F32) => d.Vec3f>; export declare const unitNoise3: import('typegpu').TgpuFn<(pos: d.Vec3f) => d.F32>; export declare const flowLayers: import('typegpu').TgpuFn<(uv: d.Vec2f, detail: d.F32, animTime: d.F32) => d.F32>; export declare const unitThreshold: import('typegpu').TgpuFn<(pattern: d.F32, bias: d.F32, low: d.F32, high: d.F32) => d.F32>; export declare const shimmerPulse: import('typegpu').TgpuFn<(pattern: d.F32, animTime: d.F32, speed: d.F32, span: d.F32, depth: d.F32) => d.F32>; export declare const godraysFrame: import('typegpu').TgpuFn<(uv: d.Vec2f, viewport: d.Vec2f, center: d.Vec2f) => d.Vec4f>; export declare const godraysRayStack: import('typegpu').TgpuFn<(frame: d.Vec4f, animTimeRaw: d.F32, density: d.F32, intensity: d.F32, spotty: d.F32) => d.F32>; export declare const coverageOverComposite: import('typegpu').TgpuFn<(rayColor: d.Vec4f, bgColor: d.Vec4f, coverage: d.F32) => d.Vec4f>; export declare const leakDrift: import('typegpu').TgpuFn<(t: d.F32, seed: d.F32, flicker: d.F32) => d.Vec4f>; export declare const leakBloom: import('typegpu').TgpuFn<(u: d.F32, v: d.F32, spread: d.F32, drift: d.Vec4f) => d.Vec2f>; export declare const leakStreaks: import('typegpu').TgpuFn<(u: d.F32, v: d.F32, spread: d.F32, streaks: d.F32, drift: d.Vec4f) => d.F32>; export declare const heatDither: import('typegpu').TgpuFn<(heat: d.F32, uv: d.Vec2f, t: d.F32) => d.F32>; /** * Palette wrapping: traverse a ramp coordinate through `cycles` half-cycles as `t` rises, folding * back at the ends (triangle wave, so any palette stays seam-free). Band density is |∇t| × the * cycle count — automatically dense where the field bends/pinches and smooth elsewhere. Identity * at cycles = 1. Where the band frequency exceeds what a pixel can resolve, fade to the palette * mid instead of shimmering (the quilezCheckerFilter limit idea) — derivatives are legal, `t` is * a fn parameter computed in uniform control flow. Fragment-only (fwidth). */ export declare const rampWrap: import('typegpu').TgpuFn<(t: d.F32, cycles: d.F32) => d.F32>; //# sourceMappingURL=gradientPaints.d.ts.map