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@polygonjs/polygonjs

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node-based WebGL 3D engine https://polygonjs.com

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/** * 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 {};