@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
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TypeScript
/**
* this node works alongside [gl/varyingRead](/docs/nodes/gl/varyingRead) and they allow a finer grained control over
* what is computed in the vertex or the fragment shader
*
*
*/
import { GlType } from './../../poly/registers/nodes/types/Gl';
import { TypedGlNode } from './_Base';
import { NodeParamsConfig } from '../utils/params/ParamsConfig';
import { GlConnectionPointType } from '../utils/io/connections/Gl';
import { ShadersCollectionController } from './code/utils/ShadersCollectionController';
declare class VaryingWriteGlParamsConfig extends NodeParamsConfig {
name: import("../utils/params/ParamsConfig").ParamTemplate<import("../../index_all").ParamType.STRING>;
type: import("../utils/params/ParamsConfig").ParamTemplate<import("../../index_all").ParamType.INTEGER>;
}
export declare class VaryingWriteGlNode extends TypedGlNode<VaryingWriteGlParamsConfig> {
paramsConfig: VaryingWriteGlParamsConfig;
static type(): Readonly<GlType.VARYING_WRITE>;
static readonly INPUT_NAME = "vertex";
initializeNode(): void;
inputName(): string;
setLines(shaders_collection_controller: ShadersCollectionController): void;
attributeName(): string;
glType(): GlConnectionPointType | undefined;
setGlType(type: GlConnectionPointType): void;
}
export {};