import type { PostProcessOptions } from "./postProcess";
import { PostProcess } from "./postProcess";
import type { Engine } from "../Engines/engine";
import type { Camera } from "../Cameras/camera";
import "../Shaders/colorCorrection.fragment";
import type { Nullable } from "../types";
declare type Scene = import("../scene").Scene;
/**
 *
 * This post-process allows the modification of rendered colors by using
 * a 'look-up table' (LUT). This effect is also called Color Grading.
 *
 * The object needs to be provided an url to a texture containing the color
 * look-up table: the texture must be 256 pixels wide and 16 pixels high.
 * Use an image editing software to tweak the LUT to match your needs.
 *
 * For an example of a color LUT, see here:
 * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
 * For explanations on color grading, see here:
 * @see http://udn.epicgames.com/Three/ColorGrading.html
 *
 */
export declare class ColorCorrectionPostProcess extends PostProcess {
    private _colorTableTexture;
    /**
     * Gets the color table url used to create the LUT texture
     */
    colorTableUrl: string;
    /**
     * Gets a string identifying the name of the class
     * @returns "ColorCorrectionPostProcess" string
     */
    getClassName(): string;
    constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
    /**
     * @internal
     */
    static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<ColorCorrectionPostProcess>;
}
export {};
