/**
 * Warps a circular region of the image in a swirl.
 */
export type SwirlProps = {
    /** [x, y] coordinates of the center of the circle of effect. default: [0.5, 0.5] */
    center?: [number, number];
    /**  The radius of the circular region. */
    radius?: number;
    /** The angle in radians that the pixels in the center of the circular region will be rotated by. */
    angle?: number;
};
export type SwirlUniforms = SwirlProps;
/**
 * Warps a circular region of the image in a swirl.
 */
export declare const swirl: {
    readonly name: "swirl";
    readonly dependencies: [{
        readonly name: "warp";
        readonly source: "vec4 warp_sampleColor(sampler2D source, vec2 texSize, vec2 coord) {\n  vec4 color = texture(source, coord / texSize);\n  vec2 clampedCoord = clamp(coord, vec2(0.0), texSize);\n  if (coord != clampedCoord) {\n    /* fade to transparent if we are outside the image */\n    color.a *= max(0.0, 1.0 - length(coord - clampedCoord));\n  }\n  return color;\n}\n";
        readonly fs: "vec4 warp_sampleColor(sampler2D source, vec2 texSize, vec2 coord) {\n  vec4 color = texture(source, coord / texSize);\n  vec2 clampedCoord = clamp(coord, vec2(0.0), texSize);\n  if (coord != clampedCoord) {\n    /* fade to transparent if we are outside the image */\n    color.a *= max(0.0, 1.0 - length(coord - clampedCoord));\n  }\n  return color;\n}\n";
        readonly passes: [];
    }];
    readonly source: "uniform swirlUniforms {\n  radius: f32,\n  angle: f32,\n  center: vec2f,\n};\n\n@group(0) @binding(1) swirl: swirlUniforms;\n\nfn swirl_warp(vec2 coord, vec2 texCenter) -> vec2f {\n  coord -= texCenter;\n  float distance = length(coord);\n  if (distance < swirl.radius) {\n    float percent = (swirl.radius - distance) / swirl.radius;\n    float theta = percent * percent * swirl.angle;\n    float s = sin(theta);\n    float c = cos(theta);\n    coord = vec2(\n      coord.x * c - coord.y * s,\n      coord.x * s + coord.y * c\n    );\n  }\n  coord += texCenter;\n  return coord;\n}\n\nfn swirl_sampleColor(sampler2D source, vec2 texSize, vec2 texCoord) -> vec4f {\n  vec2 coord = texCoord * texSize;\n  coord = swirl_warp(coord, swirl.center * texSize);\n  return warp_sampleColor(source, texSize, coord);\n}\n";
    readonly fs: "uniform swirlUniforms {\n  float radius;\n  float angle;\n  vec2 center;\n} swirl;\n\nvec2 swirl_warp(vec2 coord, vec2 texCenter) {\n  coord -= texCenter;\n  float distance = length(coord);\n  if (distance < swirl.radius) {\n    float percent = (swirl.radius - distance) / swirl.radius;\n    float theta = percent * percent * swirl.angle;\n    float s = sin(theta);\n    float c = cos(theta);\n    coord = vec2(\n      coord.x * c - coord.y * s,\n      coord.x * s + coord.y * c\n    );\n  }\n  coord += texCenter;\n  return coord;\n}\n\nvec4 swirl_sampleColor(sampler2D source, vec2 texSize, vec2 texCoord) {\n  vec2 coord = texCoord * texSize;\n  coord = swirl_warp(coord, swirl.center * texSize);\n\n  return warp_sampleColor(source, texSize, coord);\n}\n";
    readonly props: SwirlProps;
    readonly uniforms: SwirlProps;
    readonly uniformTypes: {
        readonly center: "vec2<f32>";
        readonly radius: "f32";
        readonly angle: "f32";
    };
    readonly propTypes: {
        readonly center: {
            readonly value: readonly [0.5, 0.5];
        };
        readonly radius: {
            readonly value: 200;
            readonly min: 1;
            readonly softMax: 600;
        };
        readonly angle: {
            readonly value: 3;
            readonly softMin: -25;
            readonly softMax: 25;
        };
    };
    readonly passes: [{
        readonly sampler: true;
    }];
};
//# sourceMappingURL=swirl.d.ts.map