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@tolokoban/tgd

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ToloGameDev library for WebGL2

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import { WebglAttributeType, WebglUniformType } from ".."; import { TgdCodeBloc, TgdCodeFunctions, TgdCodeVariables } from "./code"; /** * Helper to create a Vertex Shader. * * Sometime you need to add some code to a shader depending on * what you want to display. This can be the case when you use * different materials. All the 3D transformations are common, * but you may need more or less varyings and uniforms. * @see https://registry.khronos.org/OpenGL/specs/es/3.0/GLSL_ES_Specification_3.00.pdf */ export declare class TgdShaderVertex { protected static counter: number; readonly name: string; precision: "lowp" | "mediump" | "highp"; uniforms: TgdCodeVariables<WebglUniformType>; attributes: TgdCodeVariables<WebglAttributeType>; varying: TgdCodeVariables<WebglAttributeType>; functions: TgdCodeFunctions; mainCode: TgdCodeBloc; mainCodeHeaders: TgdCodeBloc[]; private readonly header; constructor({ name, precision, uniforms, attributes, varying, functions, mainCode, mainCodeHeaders, header, }?: Partial<{ name: string; precision: "lowp" | "mediump" | "highp"; uniforms: TgdCodeVariables<WebglUniformType>; attributes: TgdCodeVariables<WebglAttributeType>; varying: TgdCodeVariables<WebglAttributeType>; functions: TgdCodeFunctions; mainCode: TgdCodeBloc; mainCodeHeaders: TgdCodeBloc[]; header: TgdCodeBloc; }>); clone(): TgdShaderVertex; get code(): string; createShader(gl: WebGL2RenderingContext): WebGLShader; debug(caption?: string): void; } //# sourceMappingURL=vertex.d.ts.map