import { d } from './index'; import { Expr, GpuFragmentParams } from '../contract'; /** * Aspect-correct + scale the screen UV to the pattern's sample position. `freq = scale * 4` * (the default `freqMul`, which both Stone and Wool use). Pure float — CPU-golden-testable. */ export declare const reliefPos: import('typegpu').TgpuFn<(uv: d.Vec2f, aspect: d.F32, scale: d.F32, seed: d.F32) => d.Vec2f>; /** * Warp the child sample UV along the Perlin surface gradient — carved-relief distortion. `perlin12d` * returns `vec3(value, dx, dy)`; the `.yz` gradient (scaled by `distortion * 0.012`) shifts the * lookup. Hash-based (perlin12d) → GPU-only, no CPU golden. */ export declare const reliefDisplacedUV: import('typegpu').TgpuFn<(uv: d.Vec2f, pos: d.Vec2f, distortion: d.F32) => d.Vec2f>; /** * Contrast-remap the [0,1] height around mid-grey, then turn it into a brightness multiplier * (`intensity` strength, clamped to [0, 1.6]). Pure float — CPU-golden-testable. */ export declare const reliefBrightness: import('typegpu').TgpuFn<(h: d.F32, contrast: d.F32, intensity: d.F32) => d.F32>; /** * The full relief filter. `heightFn` is a `tgpu.fn([d.vec2f], d.f32)` height field (stone12/wool12); * `heightHint` seeds its WGSL name. The RTT-filter path: * convertToTexture(child) → sample at the Perlin-distorted UV → unpremultiplyAlpha → * modulate straight rgb by the contrast-remapped height brightness → vec4(rgb*brightness, a). * `pos` is emitted into both the distortion and the height call (double-emit — the accepted pattern, * numerically identical; `reliefPos` is a cheap deterministic fn). */ export declare function applyNoiseReliefExpr(params: GpuFragmentParams, heightFn: unknown, heightHint: string): Expr; //# sourceMappingURL=noiseStylize.d.ts.map