1 |
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2 | export declare class Shader {
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3 | vertex: WebGLShader;
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4 | fragment: WebGLShader;
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5 | vertexSource: string;
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6 | fragmentSource: string;
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7 | attributes: {};
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8 | uniforms: {};
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9 | macros: {};
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10 | ctx: WebGL2RenderingContext;
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11 | program: WebGLProgram;
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12 | isDirty: boolean;
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13 | constructor(vertCode?: any, fragCode?: any, macros?: {});
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14 | static clone(shader: Shader): Shader;
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15 | static macros: string;
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16 | static buildProgram(shader: Shader, ctx: any): void;
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17 | static updateUniform(shader: Shader): void;
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18 | static pickupActiveAttributes(ctx: WebGL2RenderingContext, shader: WebGLProgram): {};
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19 | static pickupActiveUniforms(gl: WebGL2RenderingContext, shader: WebGLProgram): {};
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20 | static compileShader(gl: WebGL2RenderingContext, type: any, code: any): WebGLShader;
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21 | static createShaderProgram(gl: WebGL2RenderingContext, vertexShader: WebGLShader, fragmentShader: WebGLShader): WebGLProgram;
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22 | }
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23 | export declare class Uniform {
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24 | location: WebGLUniformLocation;
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25 | type: GLenum;
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26 | setter: string;
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27 | argLength: number;
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28 | constructor(location: WebGLUniformLocation, type: GLenum, setter: string, argLength: number);
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29 | value: any;
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30 | isDirty: boolean;
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31 | static getUnifSetter(type: GLenum): "uniform1f" | "uniform2f" | "uniform3fv" | "uniform4f" | "uniform1i" | "uniform2i" | "uniform3i" | "uniform4i" | "uniformMatrix2fv" | "uniformMatrix3fv" | "uniformMatrix4fv";
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32 | static getUnifArgLenght(type: GLenum): 3 | 2;
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33 | }
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