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@awayjs/renderer

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import { ImageSampler, Image2D } from '@awayjs/stage'; import { Texture2D } from './Texture2D'; export declare class ImageTexture2D extends Texture2D { static assetType: string; /** * * @returns {string} */ get assetType(): string; /** * * @returns {ImageBase} */ get sampler(): ImageSampler; set sampler(value: ImageSampler); /** * * @returns {ImageBase} */ get image(): Image2D; set image(value: Image2D); constructor(image?: Image2D, mappingMode?: MappingMode); } import { ShaderRegisterCache, ShaderRegisterData, ShaderRegisterElement } from '@awayjs/stage'; import { _Shader_ImageTexture } from './ImageTextureCube'; import { MappingMode } from '../base/MappingMode'; import { _Render_RenderableBase } from '../base/_Render_RenderableBase'; /** * * @class away.pool.GL_SingleImageTexture */ export declare class _Shader_ImageTexture2D extends _Shader_ImageTexture { /** * * @param shader * @param regCache * @param targetReg The register in which to store the sampled colour. * @param uvReg The uv coordinate vector with which to sample the texture map. * @returns {string} * @private */ _getFragmentCode(targetReg: ShaderRegisterElement, regCache: ShaderRegisterCache, sharedReg: ShaderRegisterData, inputReg: ShaderRegisterElement): string; activate(): void; _setRenderState(renderState: _Render_RenderableBase): void; } //# sourceMappingURL=ImageTexture2D.d.ts.map