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@esotericsoftware/spine-webgl

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/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ import { Disposable, Restorable } from "@esotericsoftware/spine-core"; import { ManagedWebGLRenderingContext } from "./WebGL.js"; export declare class Shader implements Disposable, Restorable { private vertexShader; private fragmentShader; static MVP_MATRIX: string; static POSITION: string; static COLOR: string; static COLOR2: string; static TEXCOORDS: string; static SAMPLER: string; private context; private vs; private vsSource; private fs; private fsSource; private program; private tmp2x2; private tmp3x3; private tmp4x4; getProgram(): WebGLProgram | null; getVertexShader(): string; getFragmentShader(): string; getVertexShaderSource(): string; getFragmentSource(): string; constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, vertexShader: string, fragmentShader: string); private compile; private compileShader; private compileProgram; restore(): void; bind(): void; unbind(): void; setUniformi(uniform: string, value: number): void; setUniformf(uniform: string, value: number): void; setUniform2f(uniform: string, value: number, value2: number): void; setUniform3f(uniform: string, value: number, value2: number, value3: number): void; setUniform4f(uniform: string, value: number, value2: number, value3: number, value4: number): void; setUniform2x2f(uniform: string, value: ArrayLike<number>): void; setUniform3x3f(uniform: string, value: ArrayLike<number>): void; setUniform4x4f(uniform: string, value: ArrayLike<number>): void; getUniformLocation(uniform: string): WebGLUniformLocation | null; getAttributeLocation(attribute: string): number; dispose(): void; static newColoredTextured(context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader; static newTwoColoredTextured(context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader; static newColored(context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader; }