/**
 * Noise - Adds black and white noise to the image.
 */
export type NoiseProps = {
    /**  0 to 1 (0 for no effect, 1 for maximum noise) */
    amount?: number;
};
export type NoiseUniforms = NoiseProps;
/**
 * Noise
 * Adds black and white noise to the image.
 */
export declare const noise: {
    readonly name: "noise";
    readonly fs: "uniform noiseUniforms {\n  float amount;\n} noise;\n\nfloat rand(vec2 co) {\n  return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);\n}\n\nvec4 noise_filterColor_ext(vec4 color, vec2 texSize, vec2 texCoord) {\n  float diff = (rand(texCoord) - 0.5) * noise.amount;\n  color.r += diff;\n  color.g += diff;\n  color.b += diff;\n  return color;\n}\n";
    readonly source: "struct noiseUniforms {\n  amount: f32\n};\n\n@group(0) @binding(1) var<uniform> noise: noiseUniforms;\n\nfn rand(co: vec2f) -> f32 {\n\treturn fract(sin(dot(co.xy, vec2f(12.9898, 78.233))) * 43758.547);\n} \n\nfn noise_filterColor_ext(color: vec4f, texSize: vec2f, texCoord: vec2f) -> vec4f {\n\tlet diff: f32 = (rand(texCoord) - 0.5) * noise.amount;\n\tcolor.r = color.r + (diff);\n\tcolor.g = color.g + (diff);\n\tcolor.b = color.b + (diff);\n\treturn color;\n} \n";
    readonly props: NoiseProps;
    readonly uniforms: NoiseUniforms;
    readonly uniformTypes: {
        readonly amount: "f32";
    };
    readonly propTypes: {
        readonly amount: {
            readonly value: 0.5;
            readonly min: 0;
            readonly max: 1;
        };
    };
    readonly passes: [{
        readonly filter: true;
    }];
};
//# sourceMappingURL=noise.d.ts.map