import { GpuShaderDefinition } from '../../gpu/porters'; export interface ComponentProps { /** * How much of the image locks and smears — the fraction of corrupted macroblocks * * @default 0.7 */ intensity: number; /** * Macroblock size — the granularity of the corruption * * Accepts a number between 30 and 150. * @default 48 */ blockSize: number; /** * Motion vector strength — how fast corrupted areas drag their pixels away * * @default 0.35 */ drift: number; /** * How often each block re-rolls its fate — low values let corrupted regions melt for a long time before recovering * * @default 0.4 */ churn: number; /** * Blend between the live image and the moshed stream * * @default 1 */ blend: number; /** * Simulation speed. 0 freezes the decay in place. * * Accepts a number between 0 and 4. * @default 1 */ speed: number; /** * Random seed for the corruption layout * * @default 0 */ seed: number; } /** The composed decode-step kernel (the shape the port gate resolves). */ export declare const moshKernel: import('typegpu').TgpuFn<(cx: import('typegpu/data').U32, cy: import('typegpu/data').U32) => import('typegpu/data').Void>; export declare const componentDefinition: GpuShaderDefinition; export default componentDefinition; //# sourceMappingURL=index.d.ts.map