/**
 * A numeric value that may be negative or positive.
 */
type SignedNumber = number;
/**
 * Four element array
 */
type vec4f = [number, number, number, number];
/**
 * Four element array
 */
type vec4<f32> = [number, number, number, number];
/**
 * Three element array
 */
type vec3f = [number, number, number];
/**
 * Two element array
 */
type vec2f = [number, number];
/**
 * Two element array
 */
type vec2u = [number, number];
/**
 * Two element array
 */
type vec2i = [number, number];
/**
 * Two element array
 */
type vec2<f32> = [number, number];
/**
 * Float 32
 */
type f32 = number;
/**
 * Unsigned Int 32
 */
type u32 = number;
/**
 * Signed Int 32
 */
type i32 = number;
/**
 * Texture Sampler
 */
type sampler = any;
/**
 * Boolean value
 */
type bool = Boolean;
/**
 * Texture video
 */
type texture_external = any;
/**
 * Texture image
 */
type texture_2d<f32> = any;

declare class RenderPass {
    constructor(vertexShader: string, fragmentShader: string, computeShader: string, workgroupCountX: any, workgroupCountY: any, workgroupCountZ: any);
}