import { GpuShaderDefinition } from '../../gpu/porters'; import { transformColor, transformPosition } from '../../utilities/transformations'; export interface ComponentProps { /** * Anchor point of the leak — the light beams from here toward the canvas centre * * Accepts `{ x, y }` objects with values from 0 to 1, or CSS positions like `top center`. * @default {"x":0.95,"y":0.4} */ position: Parameters[0]; /** * How far the light bleeds into the frame * * @default 0.55 */ spread: number; /** * Exposure strength of the leak * * @default 0.15 */ intensity: number; /** * Strength of the parallel streak bands further into the frame * * @default 0.6 */ streaks: number; /** * Core color where the leak is fully overexposed * * Accepts hex strings (`#ff0000`), RGB objects (`{ r, g, b }`), or CSS color names (`limegreen`). * @default "#fff3c4" */ colorHot: Parameters[0]; /** * Main body color of the leak * * Accepts hex strings (`#ff0000`), RGB objects (`{ r, g, b }`), or CSS color names (`limegreen`). * @default "#ff7a2f" */ colorMid: Parameters[0]; /** * Outer fringe color where the light fades out * * Accepts hex strings (`#ff0000`), RGB objects (`{ r, g, b }`), or CSS color names (`limegreen`). * @default "#a63d8f" */ colorFringe: Parameters[0]; /** * Breathing of the leak intensity * * @default 0.35 */ flicker: number; /** * Speed of the breathing, drift and evolution. 0 freezes the leak. * * Accepts a number between 0 and 4. * @default 1 */ speed: number; /** * Random seed — re-rolls the drift and breathing pattern * * @default 0 */ seed: number; } export declare const componentDefinition: GpuShaderDefinition; export default componentDefinition; //# sourceMappingURL=index.d.ts.map