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@woosh/meep-engine

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Pure JavaScript game engine. Fully featured and production ready.

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/** * * @param {WebGLRenderingContext|WebGL2RenderingContext} gl * @param shader * @param type * @return {string} */ export function getShaderErrors(gl: WebGLRenderingContext | WebGL2RenderingContext, shader: any, type: any): string; /** * Fragment shader is there to satisfy requirement of 2 shaders to compile shader program in WebGL, in actuality it is unused * @type {string} */ export const WRITE_WHITE_FRAGMENT_SHADER: string; export class GLSLSimulationShader { /** * @param {NodeGraph} graph * @param {ParticleAttributeSpecification[]} attributes * @param {ParticleAttributeSpecification[]} uniforms * @returns {GLSLSimulationShader} */ static from(graph: NodeGraph, attributes?: ParticleAttributeSpecification[], uniforms?: ParticleAttributeSpecification[]): GLSLSimulationShader; /** * * @type {NodeGraph} */ graph: NodeGraph; /** * * @type {FunctionModuleRegistry} * @private */ private __function_registry; __tf: TransformFeedback; /** * * @param {FunctionModuleRegistry} function_registry */ setFunctionRegistry(function_registry: FunctionModuleRegistry): void; /** * * @param {NodeGraph} graph */ setGraph(graph: NodeGraph): void; /** * * @param {ParticleAttributeSpecification[]} attributes */ setAttributes(attributes: ParticleAttributeSpecification[]): void; get attributes(): ParticleAttributeSpecification[]; /** * * @param {ParticleAttributeSpecification[]} attributes */ setUniforms(attributes: ParticleAttributeSpecification[]): void; get uniforms(): ParticleAttributeSpecification[]; /** * * @return {String} */ getSourceCode(): string; build(): void; /** * * @param {Array} uniform_values * @param {EmitterAttributeData} attributeSource */ execute(uniform_values: any[], attributeSource: EmitterAttributeData): void; /** * GL context uses it's own internal buffers that are not shared with JS context, because of this - it is necessary to copy data out * @param {EmitterAttributeData} target * @private */ private __copyFromOutput; dispose(): void; /** * * @param {WebGL2RenderingContext} gl */ compile(gl: WebGL2RenderingContext): void; } import { TransformFeedback } from "./TransformFeedback.js"; import { ParticleAttributeSpecification } from "../particle/ParticleAttributeSpecification.js"; //# sourceMappingURL=GLSLSimulationShader.d.ts.map