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@itwin/core-frontend

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"use strict"; /*--------------------------------------------------------------------------------------------- * Copyright (c) Bentley Systems, Incorporated. All rights reserved. * See LICENSE.md in the project root for license terms and full copyright notice. *--------------------------------------------------------------------------------------------*/ /** @packageDocumentation * @module Rendering */ Object.defineProperty(exports, "__esModule", { value: true }); exports.VaryingType = exports.UniformType = void 0; /** The underlying data types that can be used for uniform variables in screen-space effect shaders. * @see [[ScreenSpaceEffectBuilder.addUniform]] to define a uniform variable. * @see [[Uniform]] to set the value of a uniform variable. * @public * @extensions */ var UniformType; (function (UniformType) { /** GLSL `bool`. */ UniformType[UniformType["Bool"] = 0] = "Bool"; /** GLSL `int`. */ UniformType[UniformType["Int"] = 1] = "Int"; /** GLSL `float`. */ UniformType[UniformType["Float"] = 2] = "Float"; /** GLSL `vec2`. */ UniformType[UniformType["Vec2"] = 3] = "Vec2"; /** GLSL `vec3`. */ UniformType[UniformType["Vec3"] = 4] = "Vec3"; /** GLSL `vec4`. */ UniformType[UniformType["Vec4"] = 5] = "Vec4"; })(UniformType || (exports.UniformType = UniformType = {})); /** The underlying data types that can be used for varying variables in screen-space effect shaders. * @see [[ScreenSpaceEffectBuilder.addVarying]] to define a varying variable. * @public * @extensions */ var VaryingType; (function (VaryingType) { /** GLSL `float`. */ VaryingType[VaryingType["Float"] = 0] = "Float"; /** GLSL `vec2`. */ VaryingType[VaryingType["Vec2"] = 1] = "Vec2"; /** GLSL `vec3`. */ VaryingType[VaryingType["Vec3"] = 2] = "Vec3"; /** GLSL `vec4`. */ VaryingType[VaryingType["Vec4"] = 3] = "Vec4"; })(VaryingType || (exports.VaryingType = VaryingType = {})); //# sourceMappingURL=ScreenSpaceEffectBuilder.js.map