import { GpuShaderDefinition } from '../../gpu/porters'; import { transformPosition, transformColor } from '../../utilities/transformations'; import { BoundingBoxOrigin } from '../../types'; export interface ComponentProps { /** * Reference edge the center position is measured from (center default). Lets you pin the shape relative to a corner or the canvas centre. * * @default "center" */ origin: BoundingBoxOrigin; /** * Center position of the metal shape * * Accepts `{ x, y }` objects with values from 0 to 1, or CSS positions like `top center`. * @default {"x":0.5,"y":0.5} */ center: Parameters[0]; /** * Scale of the metal shape (1 = default size) * * Accepts a number between 0.1 and 3. * @default 1 */ scale: number; /** * Rotation of the metal shape in degrees * * Accepts a number between 0 and 360. * @default 0 */ rotation: number; /** * The bright tone of the polished grain — recolor for gold (#ffe8b0), copper (#ffc8a0) or steel * * Accepts hex strings (`#ff0000`), RGB objects (`{ r, g, b }`), or CSS color names (`limegreen`). * @default "#e9ebef" */ lightColor: Parameters[0]; /** * The dark tone the brushed grain falls to in shadow. Tint it warm for gold/bronze, cool for steel. * * Accepts hex strings (`#ff0000`), RGB objects (`{ r, g, b }`), or CSS color names (`limegreen`). * @default "#26282d" */ darkColor: Parameters[0]; /** * Direction the surface is brushed, in degrees — the grain and every reflection streak run along this axis * * Accepts a number between 0 and 360. * @default 0 */ brushAngle: number; /** * How directional the brushing is — 1 = long smeared streaks along the grain, 0 = isotropic satin with no direction * * Accepts a number between 0 and 1. * @default 0.4 */ anisotropy: number; /** * Depth of the individual brush scratches — the fine satin texture combed into the metal * * Accepts a number between 0 and 1. * @default 0.4 */ grain: number; /** * Density of the brush lines — higher = finer, tighter scratches * * Accepts a number between 0.25 and 4. * @default 2 */ grainScale: number; /** * Overall satin softness — 0 = near-polished with crisp reflections, 1 = soft matte brushed finish * * Accepts a number between 0 and 1. * @default 0.5 */ roughness: number; /** * Strength of the reflected studio lighting — the softboxes seen smeared across the metal * * @default 1.4 */ environment: number; envRotation: number; /** * Direction of the key light for the anisotropic specular streak, in degrees * * @default 215 */ lightAngle: number; /** * Speed of the slowly drifting reflection — the studio gently orbits the surface. 0 pauses. * * Accepts a number between 0 and 4. * @default 0.4 */ speed: number; /** * Width of the edge bevel, relative to the shape — thin for machined jewellery edges, wide for soft pillowed metal * * @default 0.05 */ bevelWidth: number; /** * Bevel profile — 0 = one smooth round fillet, 1 = machined: a steep outer fillet, a chamfer plateau and an inner knee, each catching its own line of light * * @default 0 */ bevelShape: number; edgeSoftness: number; /** * Serialized shape configuration (JSON) * * @default "DEFAULT_SHAPE_CONFIG" */ shape: string | Record; /** * URL to a pre-generated SDF .bin file * * @default "" */ shapeSdfUrl: string; /** * Active SDF shape type * * @default "" */ shapeType: string; } export declare const componentDefinition: GpuShaderDefinition; export default componentDefinition; //# sourceMappingURL=index.d.ts.map