/** @packageDocumentation
 * @module Effects
 */
import { ScreenSpaceEffectBuilder, Tool } from "@itwin/core-frontend";
import { AddEffectTool } from "./EffectTools";
/** Applies a [vignette](https://en.wikipedia.org/wiki/Vignetting) effect to the viewport.
 * From https://github.com/TyLindberg/glsl-vignette/blob/master/advanced.glsl.
 * @beta
 */
export declare class VignetteEffect extends AddEffectTool {
    static toolId: string;
    protected get effectName(): string;
    protected get textureCoordFromPosition(): boolean;
    protected get source(): {
        vertex: string;
        fragment: string;
    };
    protected defineEffect(builder: ScreenSpaceEffectBuilder): void;
}
/** Configures the [[VignetteEffect]].
 * @beta
 */
export declare class VignetteConfig extends Tool {
    static toolId: string;
    static get minArgs(): number;
    static get maxArgs(): number;
    /** Size of the vignette in the form (width/2, height/2). e.g., to make the vignette start fading in halfway between the center and edges of
     * UV space, use (0.25, 0.25).
     */
    static readonly size: Float32Array;
    /** How round the vignette will be, from 0.0 (perfectly rectangular) to 1.0 (perfectly round). */
    static roundness: number;
    /** How quickly the vignette fades in. The vignette starts fading in at the edge of the values provided by `size` and will be
     * fully faded in at (size.x + smoothness, size.y * smoothness). A value of 0.0 produces a hard edge.
     */
    static smoothness: number;
    run(width?: number, height?: number, roundness?: number, smoothness?: number): Promise<boolean>;
    parseAndRun(...input: string[]): Promise<boolean>;
}
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