import { GpuShaderDefinition } from '../../gpu/porters'; import { transformColor } from '../../utilities/transformations'; export interface ComponentProps { /** * Wave height * * Accepts a number between 0 and 1. * @default 0.3 */ amplitude: number; /** * Wave pattern type * * Accepts one of: `"fractal"`, `"sine"`, `"ridge"`. * @default "fractal" */ waveType: string; /** * Wave frequency * * Accepts a number between 0.1 and 5. * @default 1.5 */ frequency: number; /** * Detail octaves * * Accepts a number between 1 and 5. * @default 2 */ octaves: number; /** * Random seed offset * * Accepts a number between 0 and 100. * @default 0 */ seed: number; /** * Animation speed * * Accepts a number between 0 and 3. * @default 0.5 */ speed: number; /** * Camera tilt in degrees * * Accepts a number between 0 and 85. * @default 35 */ tilt: number; /** * Camera roll in degrees * * Accepts a number between -45 and 45. * @default 0 */ roll: number; /** * Camera height * * Accepts a number between -1 and 2. * @default 0 */ height: number; /** * Camera zoom * * Accepts a number between 0.3 and 3. * @default 1 */ zoom: number; /** * Near fade distance * * Accepts a number between 0 and 1. * @default 0 */ nearCutoff: number; /** * Far fade distance * * Accepts a number between 0 and 1. * @default 1 */ farCutoff: number; /** * Smoothly flatten the surface at its edges (orthogonal to edge mode) * * Accepts a number between 0 and 1. * @default 0 */ edgePinning: number; /** * How to handle content beyond the surface bounds * * Accepts one of: `"stretch"`, `"transparent"`, `"mirror"`, `"wrap"`. * @default "mirror" */ edges: string; /** * Intensity of lighting and shading * * Accepts a number between 0 and 100. * @default 30 */ lighting: number; /** * Surface glossiness * * Accepts a number between 0 and 100. * @default 0 */ glossiness: number; /** * Specular highlight intensity * * Accepts a number between 0 and 100. * @default 15 */ highlights: number; /** * Light direction X * * Accepts a number between -1 and 1. * @default 0.4 */ lightX: number; /** * Light direction Y * * Accepts a number between -1 and 1. * @default -0.6 */ lightY: number; /** * Light direction Z * * Accepts a number between -1 and 1. * @default 0.7 */ lightZ: number; /** * Light color * * Accepts hex strings (`#ff0000`), RGB objects (`{ r, g, b }`), or CSS color names (`limegreen`). * @default "#ffffff" */ lightColor: Parameters[0]; /** * Strength of cursor ripples * * Accepts a number between 0 and 2. * @default 1 */ cursorIntensity: number; /** * Speed of cursor ripple propagation * * Accepts a number between 0 and 1. * @default 0.5 */ cursorSpeed: number; } export declare const componentDefinition: GpuShaderDefinition; export default componentDefinition; //# sourceMappingURL=index.d.ts.map