import { GpuShaderDefinition } from '../../gpu/porters'; export interface ComponentProps { /** * Which pixel value decides how far a pixel is thrown * * Accepts one of: `"luminance"`, `"darkness"`, `"red"`, `"green"`, `"blue"`. * @default "luminance" */ throwKey: string; /** * Maximum distance pixels can be thrown * * @default 0.25 */ strength: number; /** * How much the chosen value modulates throw distance (0 = all pixels thrown equally, 1 = only high-value pixels move) * * @default 0.8 */ keyInfluence: number; /** * Size of the cursor * * @default 0.2 */ radius: number; /** * How quickly thrown pixels settle back to their origin (0 = float almost forever, 1 = snap back fast) * * @default 0.3 */ friction: number; /** * How much the thrown flow keeps drifting and swirling after the cursor passes (fluidity) * * @default 0.5 */ momentum: number; /** * How to handle pixels thrown beyond the canvas edges * * Accepts one of: `"stretch"`, `"transparent"`, `"mirror"`, `"wrap"`. * @default "stretch" */ edges: string; } /** * Bicubic B-spline tap setup for the GRID×GRID flow texture — the kit primitive, instantiated for * this grid size and named as it always was so the emitted WGSL is unchanged. See * `kit/sampling.ts` for why a low-resolution displacement field needs a C1 reconstruction (short * version: hardware bilinear is C0, so the field kinks at every cell border and a sharp child edge * dragged across it scallops). */ declare const PixelThrowBicubicTaps: import('typegpu/data').WgslStruct<{ uvA: import('typegpu/data').Vec2f; uvB: import('typegpu/data').Vec2f; uvC: import('typegpu/data').Vec2f; uvD: import('typegpu/data').Vec2f; w: import('typegpu/data').Vec4f; }>, pixelThrowBicubicSetup: import('typegpu').TgpuFn<(uv: import('typegpu/data').Vec2f) => import('typegpu/data').WgslStruct<{ uvA: import('typegpu/data').Vec2f; uvB: import('typegpu/data').Vec2f; uvC: import('typegpu/data').Vec2f; uvD: import('typegpu/data').Vec2f; w: import('typegpu/data').Vec4f; }>>; export { PixelThrowBicubicTaps, pixelThrowBicubicSetup }; export declare const componentDefinition: GpuShaderDefinition; export default componentDefinition; //# sourceMappingURL=index.d.ts.map