@thi.ng/webgl
Version:
WebGL & GLSL abstraction layer
31 lines • 1.25 kB
TypeScript
import type { IObjectOf } from "@thi.ng/api";
import type { ReadonlyVec } from "@thi.ng/vectors";
import type { GLMat4 } from "./api/glsl.js";
import type { ShaderUniforms } from "./api/shader.js";
/**
* Computes the inverse transpose of given 4x4 matrix uniform, i.e.
* `transpose(invert(m))`.
*
* @param model -
*/
export declare const autoNormalMatrix1: (model?: string) => (shaderU: ShaderUniforms, specU: IObjectOf<number | ReadonlyVec>) => GLMat4;
/**
* Computes the inverse transpose of the matrix product of given 4x4
* matrix uniforms, i.e. `transpose(invert(view * model))`.
*
* @param model -
* @param view -
*/
export declare const autoNormalMatrix2: (model?: string, view?: string) => (shaderU: ShaderUniforms, specU: IObjectOf<number | ReadonlyVec>) => GLMat4;
/**
* Constructs a orthographic projection matrix for using 2D screen
* coords, with origin in the top-left corner of the viewport. If a
* WebGL context is given, the its `drawingBufferWidth` &
* `drawingBufferHeight` values are used.
*
* @param width -
* @param height -
*/
export declare function screen2d(width: number, height: number): GLMat4;
export declare function screen2d(gl: WebGLRenderingContext): GLMat4;
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