export declare const STREAM_CONVERGENCE_VERTEX_SHADER = "\n  attribute vec2 position;\n  varying vec2 vUv;\n  void main() {\n    vUv = position * 0.5 + 0.5;\n    gl_Position = vec4(position, 0.0, 1.0);\n  }\n";
export declare const STREAM_CONVERGENCE_CANONICAL_VERTEX_SHADER = "\n                varying vec2 vUv;\n                void main() {\n                    vUv = uv;\n                    gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n                }\n            ";
export declare const STREAM_CONVERGENCE_FRAGMENT_SHADER = "\n                uniform float u_time;\n                uniform vec2 u_resolution;\n                uniform float u_interactive_fidelity;\n                varying vec2 vUv;\n\n                mat2 rotate2d(float _angle){\n                    return mat2(cos(_angle),-sin(_angle),\n                                sin(_angle),cos(_angle));\n                }\n\n                void main() {\n                    vec2 p = vUv * 2.0 - 1.0;\n                    p.x *= u_resolution.x / u_resolution.y;\n                    p = rotate2d(0.55) * p;\n\n                    vec3 color = vec3(0.0);\n                    float spread = 0.06 * (0.3 + u_interactive_fidelity * 0.7);\n\n                    for(int i = 0; i < 3; i++) {\n                        float offset = float(1 - i) * spread;\n                        float y = p.y + offset + (sin(p.x * 2.5 - u_time * 1.5) * 0.12);\n                        float wave = smoothstep(0.85, 0.99, sin(y * 6.0 + u_time * 2.0) * 0.5 + 0.5);\n                        \n                        // Modulating color mixing logic for the violet-indigo theme\n                        if(i == 0) color.r += wave * 1.2; \n                        if(i == 1) color.g += wave * 0.5; \n                        if(i == 2) color.b += wave * 1.8; \n                    }\n\n                    float vignette = exp(-length(vUv * 2.0 - 1.0) * 0.8);\n                    color *= vignette;\n\n                    gl_FragColor = vec4(color, 1.0);\n                }\n            ";
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