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 chrome highlights * * Accepts hex strings (`#ff0000`), RGB objects (`{ r, g, b }`), or CSS color names (`limegreen`). * @default "#eef0f6" */ lightColor: Parameters[0]; /** * The dark tone the reflection falls to in shadow — recolor for tinted metal (gold, steel, copper…) * * Accepts hex strings (`#ff0000`), RGB objects (`{ r, g, b }`), or CSS color names (`limegreen`). * @default "#141414" */ darkColor: Parameters[0]; /** * How molten the surface is — the depth of the flowing folds that bend the reflection * * Accepts a number between 0 and 1.5. * @default 1 */ turbulence: number; /** * Scale of the molten folds — higher = smaller, busier ripples * * Accepts a number between 0.5 and 8. * @default 4 */ ripple: number; /** * Swirl of the flow — domain-warps the folds into liquid curls * * Accepts a number between 0 and 1.5. * @default 1.5 */ warp: number; /** * Tightness of the specular highlights — 1 = razor chrome glints, 0 = soft satin * * Accepts a number between 0 and 1. * @default 0.6 */ sharpness: number; /** * Strength of the reflected studio lighting — the softboxes seen across the metal * * @default 1.5 */ environment: number; envRotation: number; /** * Prismatic color fringing along the reflection edges * */ dispersion: number; /** * Direction of the key light for the specular glints, in degrees * * @default 265 */ lightAngle: number; /** * Speed of the molten flow and the slowly drifting reflection. 0 pauses. * * Accepts a number between 0 and 4. * @default 0.5 */ 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