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nanogl-pbr

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import GLConfig from "nanogl-state/GLConfig"; import ChunkCollection from "./ChunkCollection"; import { ShaderSource } from "./interfaces/IProgramSource"; import Program from "nanogl/program"; import Node from "nanogl-node"; import Camera from "nanogl-camera"; export declare type MaterialPassId = 'color' | 'depth' | string; export default abstract class MaterialPass { name: string; mask: number; readonly glconfig: GLConfig; inputs: ChunkCollection; _shaderSource: ShaderSource; constructor(shaderSource: ShaderSource); abstract prepare(prg: Program, node: Node, camera: Camera): void; }