declare namespace pc {

    /**
     * @name pc.TransformFeedback
     * @class Transform feedback helper object
     * @description This object allows you to configure and use the transform feedback feature (WebGL2 only).
     *  How to use:<br>
     *  <ol>
     *  <li>First, check that you're on WebGL2, by looking at the <code>app.graphicsDevice.webgl2</code> value.</li>
     *  <li>Define the outputs in your vertex shader. The syntax is <code>out vec3 out_vertex_position</code>, note that there must be out_ in the name. You can then simply assign values to these outputs in VS. The order and size of shader outputs must match the output buffer layout.</li>
     *  <li>Create the shader using <code>pc.TransformFeedback.createShader(device, vsCode, yourShaderName)</code>.</li>
     *  <li>Create/acquire the input vertex buffer. Can be any pc.VertexBuffer, either manually created, or from a pc.Mesh.</li>
     *  <li>Create the pc.TransformFeedback object: <code>var tf = new pc.TransformFeedback(inputBuffer)</code>. This object will internally create an output buffer.</li>
     *  <li>Run the shader: <code>tf.process(shader)</code>. Shader will take the input buffer, process it and write to the output buffer, then the input/output buffers will be automatically swapped, so you'll immediately see the result.</li>
     *  </ol>
     * @example
     * // *** shader asset ***
     * attribute vec3 vertex_position;
     * attribute vec3 vertex_normal;
     * attribute vec2 vertex_texCoord0;
     * attribute vec4 vertex_tangent;
     * out vec3 out_vertex_position;
     * out vec3 out_vertex_normal;
     * out vec2 out_vertex_texCoord0;
     * out vec4 out_vertex_tangent;
     * void main(void) {
     *     // read position and normal, write new position (push away)
     *     out_vertex_position = vertex_position + vertex_normal * 0.01;
     *     // pass other attributes unchanged
     *     out_vertex_normal = vertex_normal;
     *     out_vertex_texCoord0 = vertex_texCoord0;
     *     out_vertex_tangent = vertex_tangent;
     * }
     * @example
     * // *** script asset ***
     * var TransformExample = pc.createScript('transformExample');
     *
     * // attribute that references shader asset and material
     * TransformExample.attributes.add('shaderCode', { type: 'asset', assetType: 'shader' });
     * TransformExample.attributes.add('material', { type: 'asset', assetType: 'material' });
     *
     * TransformExample.prototype.initialize = function() {
     *     var device = this.app.graphicsDevice;
     *     var mesh = pc.createTorus(device, { tubeRadius: 0.01, ringRadius: 3 });
     *     var node = new pc.GraphNode();
     *     var meshInstance = new pc.MeshInstance(node, mesh, this.material.resource);
     *     var model = new pc.Model();
     *     model.graph = node;
     *     model.meshInstances = [ meshInstance ];
     *     this.app.scene.addModel(model);
     *
     *     // if webgl2 is not supported, TF is not available
     *     if (!device.webgl2) return;
     *     var inputBuffer = mesh.vertexBuffer;
     *     this.tf = new pc.TransformFeedback(inputBuffer);
     *     this.shader = pc.TransformFeedback.createShader(device, this.shaderCode.resource, "tfMoveUp");
     * };
     *
     * TransformExample.prototype.update = function(dt) {
     *     if (!this.app.graphicsDevice.webgl2) return;
     *     this.tf.process(this.shader);
     * };
     * @param {pc.VertexBuffer} inputBuffer The input vertex buffer
     * @param {Number} [usage] The optional usage type of the output vertex buffer (see pc.BUFFER_*). pc.BUFFER_GPUDYNAMIC is recommended for continuous update, and is the default value.
     */
    class TransformFeedback {
        constructor(inputBuffer: pc.VertexBuffer, usage?: number)

        /**
         * @function
         * @name pc.TransformFeedback#createShader
         * @description Creates a transform feedback ready vertex shader from code.
         * @param {pc.GraphicsDevice} graphicsDevice The graphics device used by the renderer.
         * @param {String} vsCode Vertex shader code. Should contain output variables starting with "out_".
         * @param {String} name Unique name for caching the shader.
         * @returns {pc.Shader} A shader to use in the process() function.
         */
        static createShader(device: pc.GraphicsDevice, vsCode: string, name: string): pc.Shader;

        /**
         * @function
         * @name pc.TransformFeedback#destroy
         * @description Destroys the transform feedback helper object
         */
        destroy(): void;

        /**
         * @function
         * @name pc.TransformFeedback#process
         * @description Runs the specified shader on the input buffer, writes results into the new buffer, then optionally swaps input/output.
         * @param {pc.Shader} shader A vertex shader to run. Should be created with pc.TransformFeedback.createShader.
         * @param {Boolean} [swap] Swap input/output buffer data. Useful for continuous buffer processing. Default is true.
         */
        process(shader: pc.Shader, swap?: boolean): void;

        /**
         * @readonly
         * @name pc.TransformFeedback#inputBuffer
         * @type pc.VertexBuffer
         * @description The current input buffer
         */
        readonly inputBuffer: pc.VertexBuffer;

        /**
         * @readonly
         * @name pc.TransformFeedback#outputBuffer
         * @type pc.VertexBuffer
         * @description The current output buffer
         */
        readonly outputBuffer: pc.VertexBuffer;
    }
}
