import type { NobjcObject } from "objc-js";
import type { _MDLTexture } from "./MDLTexture.js";
import type { _NSString } from "../Foundation/NSString.js";
import type { MDLTextureChannelEncoding } from "./MDLTextureChannelEncoding.js";
export declare class _MDLNoiseTexture extends _MDLTexture {
    static alloc(): _MDLNoiseTexture;
    static new(): _MDLNoiseTexture;
    init(): _MDLNoiseTexture;
    /**
     * Create a four channel texture containing directional noise. The RGBA values in this texture can be used as a normal map or as direction possibly with length. XYZ are a three dimensional direction, and A is a magnitude. @param smoothness how similar neighboring pixels are. A value of zero is like static, one is smooth.
     */
    initVectorNoiseWithSmoothness$name$textureDimensions$channelEncoding$(smoothness: number, name: _NSString | null, textureDimensions: NobjcObject, channelEncoding: MDLTextureChannelEncoding): _MDLNoiseTexture;
    /**
     * Create a texture containing colored noise. The noise texture is tileable with itself. @param smoothness how similar neighboring pixels are. A value of zero is like static, one is smooth. @param grayscale if YES, RGB and A will all be the same. If no, RGB and A will all be different. A is not pre-multiplied, because the intent is that if you read a texel in a shader, all four values will be exactly the same value if grayscale, or four different, uncorrelated values if not grayscale.
     */
    initScalarNoiseWithSmoothness$name$textureDimensions$channelCount$channelEncoding$grayscale$(smoothness: number, name: _NSString | null, textureDimensions: NobjcObject, channelCount: number, channelEncoding: MDLTextureChannelEncoding, grayscale: boolean): _MDLNoiseTexture;
    /**
     * Create a texture containing cellular noise. @param frequency How large the cells will be
     */
    initCellularNoiseWithFrequency$name$textureDimensions$channelEncoding$(frequency: number, name: _NSString | null, textureDimensions: NobjcObject, channelEncoding: MDLTextureChannelEncoding): _MDLNoiseTexture;
}
