import type { NumberArray3, NumberArray4 } from '@math.gl/core';
/**
 * Props for the picking module, which depending on mode renders picking colors or highlighted item.
 * When active, renders picking colors, assumed to be rendered to off-screen "picking" buffer.
 * When inactive, renders normal colors, with the exception of selected object which is rendered with highlight
 */
export type PickingProps = {
    /** Are we picking? I.e. rendering picking colors? */
    isActive?: boolean;
    /** Set to true when picking an attribute value instead of object index */
    isAttribute?: boolean;
    /** Set to a picking color to visually highlight that item, or `null` to explicitly clear **/
    highlightedObjectColor?: NumberArray3 | null;
    /** Color of visual highlight of "selected" item */
    highlightColor?: NumberArray3 | NumberArray4;
    /** Interpret highlight colors as byte-style 0-255 values. */
    useByteColors?: boolean;
};
/**
 * Uniforms for the picking module, which renders picking colors and highlighted item.
 * When active, renders picking colors, assumed to be rendered to off-screen "picking" buffer.
 * When inactive, renders normal colors, with the exception of selected object which is rendered with highlight
 */
export type PickingUniforms = {
    /**
     * When true, renders picking colors. Set when rendering to off-screen "picking" buffer.
     * When false, renders normal colors, with the exception of selected object which is rendered with highlight
     */
    isActive?: boolean;
    /** Set to true when picking an attribute value instead of object index */
    isAttribute?: boolean;
    /** Interpret highlight colors as byte-style 0-255 values. */
    useByteColors?: boolean;
    /** Do we have a highlighted item? */
    isHighlightActive?: boolean;
    /** Set to a picking color to visually highlight that item */
    highlightedObjectColor?: NumberArray3;
    /** Color of visual highlight of "selected" item */
    highlightColor?: NumberArray4;
};
/**
 * Deprecated legacy picking module retained for compatibility with existing
 * shadertools users such as deck.gl. Keep the shader contract stable.
 *
 * Provides support for color-coding-based picking and highlighting.
 * In particular, supports picking a specific instance in an instanced
 * draw call and highlighting an instance based on its picking color,
 * and correspondingly, supports picking and highlighting groups of
 * primitives with the same picking color in non-instanced draw-calls
 */
export declare const picking: {
    readonly props: PickingProps;
    readonly uniforms: PickingUniforms;
    readonly name: "picking";
    readonly uniformTypes: {
        readonly isActive: "f32";
        readonly isAttribute: "f32";
        readonly isHighlightActive: "f32";
        readonly useByteColors: "f32";
        readonly highlightedObjectColor: "vec3<f32>";
        readonly highlightColor: "vec4<f32>";
    };
    readonly defaultUniforms: {
        readonly isActive: false;
        readonly isAttribute: false;
        readonly isHighlightActive: false;
        readonly useByteColors: true;
        readonly highlightedObjectColor: [0, 0, 0];
        readonly highlightColor: NumberArray4;
    };
    readonly vs: "layout(std140) uniform pickingUniforms {\n  float isActive;\n  float isAttribute;\n  float isHighlightActive;\n  float useByteColors;\n  vec3 highlightedObjectColor;\n  vec4 highlightColor;\n} picking;\n\nout vec4 picking_vRGBcolor_Avalid;\n\n// Normalize unsigned byte color to 0-1 range\nvec3 picking_normalizeColor(vec3 color) {\n  return picking.useByteColors > 0.5 ? color / 255.0 : color;\n}\n\n// Normalize unsigned byte color to 0-1 range\nvec4 picking_normalizeColor(vec4 color) {\n  return picking.useByteColors > 0.5 ? color / 255.0 : color;\n}\n\nbool picking_isColorZero(vec3 color) {\n  return dot(color, vec3(1.0)) < 0.00001;\n}\n\nbool picking_isColorValid(vec3 color) {\n  return dot(color, vec3(1.0)) > 0.00001;\n}\n\n// Check if this vertex is highlighted \nbool isVertexHighlighted(vec3 vertexColor) {\n  vec3 highlightedObjectColor = picking_normalizeColor(picking.highlightedObjectColor);\n  return\n    bool(picking.isHighlightActive) && picking_isColorZero(abs(vertexColor - highlightedObjectColor));\n}\n\n// Set the current picking color\nvoid picking_setPickingColor(vec3 pickingColor) {\n  pickingColor = picking_normalizeColor(pickingColor);\n\n  if (bool(picking.isActive)) {\n    // Use alpha as the validity flag. If pickingColor is [0, 0, 0] fragment is non-pickable\n    picking_vRGBcolor_Avalid.a = float(picking_isColorValid(pickingColor));\n\n    if (!bool(picking.isAttribute)) {\n      // Stores the picking color so that the fragment shader can render it during picking\n      picking_vRGBcolor_Avalid.rgb = pickingColor;\n    }\n  } else {\n    // Do the comparison with selected item color in vertex shader as it should mean fewer compares\n    picking_vRGBcolor_Avalid.a = float(isVertexHighlighted(pickingColor));\n  }\n}\n\nvoid picking_setPickingAttribute(float value) {\n  if (bool(picking.isAttribute)) {\n    picking_vRGBcolor_Avalid.r = value;\n  }\n}\n\nvoid picking_setPickingAttribute(vec2 value) {\n  if (bool(picking.isAttribute)) {\n    picking_vRGBcolor_Avalid.rg = value;\n  }\n}\n\nvoid picking_setPickingAttribute(vec3 value) {\n  if (bool(picking.isAttribute)) {\n    picking_vRGBcolor_Avalid.rgb = value;\n  }\n}\n";
    readonly fs: "layout(std140) uniform pickingUniforms {\n  float isActive;\n  float isAttribute;\n  float isHighlightActive;\n  float useByteColors;\n  vec3 highlightedObjectColor;\n  vec4 highlightColor;\n} picking;\n\nin vec4 picking_vRGBcolor_Avalid;\n\n/*\n * Returns highlight color if this item is selected.\n */\nvec4 picking_filterHighlightColor(vec4 color) {\n  // If we are still picking, we don't highlight\n  if (picking.isActive > 0.5) {\n    return color;\n  }\n\n  bool selected = bool(picking_vRGBcolor_Avalid.a);\n\n  if (selected) {\n    // Blend in highlight color based on its alpha value\n    float highLightAlpha = picking.highlightColor.a;\n    float blendedAlpha = highLightAlpha + color.a * (1.0 - highLightAlpha);\n    float highLightRatio = highLightAlpha / blendedAlpha;\n\n    vec3 blendedRGB = mix(color.rgb, picking.highlightColor.rgb, highLightRatio);\n    return vec4(blendedRGB, blendedAlpha);\n  } else {\n    return color;\n  }\n}\n\n/*\n * Returns picking color if picking enabled else unmodified argument.\n */\nvec4 picking_filterPickingColor(vec4 color) {\n  if (bool(picking.isActive)) {\n    if (picking_vRGBcolor_Avalid.a == 0.0) {\n      discard;\n    }\n    return picking_vRGBcolor_Avalid;\n  }\n  return color;\n}\n\n/*\n * Returns picking color if picking is enabled if not\n * highlight color if this item is selected, otherwise unmodified argument.\n */\nvec4 picking_filterColor(vec4 color) {\n  vec4 highlightColor = picking_filterHighlightColor(color);\n  return picking_filterPickingColor(highlightColor);\n}\n";
    readonly getUniforms: typeof getUniforms;
};
declare function getUniforms(opts?: PickingProps, prevUniforms?: PickingUniforms): PickingUniforms;
export {};
//# sourceMappingURL=picking.d.ts.map