@interface MDLNoiseTexture : MDLTexture { BOOL _vectorNoise; float _smoothness; BOOL _grayScale; float _frequency; int _noiseMode; } - (id)_generateCellularNoiseAtLevel:(long long)a0 selector:(SEL)a1; - (id)generateDataAtLevel:(long long)a0 selector:(SEL)a1; - (id)initCellularNoiseWithFrequency:(SEL)a0 name:(float)a1 textureDimensions:(id)a2 channelEncoding:(long long)a3; - (id)initScalarNoiseWithSmoothness:(SEL)a0 name:(float)a1 textureDimensions:(id)a2 channelCount:(int)a3 channelEncoding:(long long)a4 grayscale:(BOOL)a5; - (id)initVectorNoiseWithSmoothness:(SEL)a0 name:(float)a1 textureDimensions:(id)a2 channelEncoding:(long long)a3; @end