import { GpuShaderDefinition } from '../../gpu/porters'; export interface ComponentProps { /** * Thickness of crack lines * * @default 1 */ crackWidth: number; /** * How much shards shift * * Accepts a number between 0 and 20. * @default 4 */ intensity: number; /** * Cursor influence radius * * Accepts a number between 0.1 and 1. * @default 0.4 */ radius: number; /** * How fast shards return to rest * * Accepts a number between 0.1 and 10. * @default 1 */ decay: number; /** * Random seed for pattern * * Accepts a number between 0 and 50. * @default 2 */ seed: number; /** * RGB separation for prismatic glass effect * * @default 1 */ chromaticSplit: number; /** * How much cracks bend/distort the underlying image * * @default 5 */ refractionStrength: number; /** * Subtle lighting on tilted shards for 3D depth * * Accepts a number between 0 and 0.5. * @default 0.1 */ shardLighting: number; /** * How to handle edges when displacement pushes content out of bounds * * Accepts one of: `"stretch"`, `"transparent"`, `"mirror"`, `"wrap"`. * @default "mirror" */ edges: string; } export declare const componentDefinition: GpuShaderDefinition; export default componentDefinition; //# sourceMappingURL=index.d.ts.map