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/** @internal */ export declare const UNIFORM_TYPES_VALUES: readonly ["f32", "i32", "vec2<f32>", "vec3<f32>", "vec4<f32>", "mat2x2<f32>", "mat3x3<f32>", "mat4x4<f32>", "mat3x2<f32>", "mat4x2<f32>", "mat2x3<f32>", "mat4x3<f32>", "mat2x4<f32>", "mat3x4<f32>", "vec2<i32>", "vec3<i32>", "vec4<i32>"]; /** * useful for checking if a type is supported - a map of supported types with a true value. * @internal */ export declare const UNIFORM_TYPES_MAP: Record<UNIFORM_TYPES, boolean>; /** @internal */ export type UNIFORM_TYPES_SINGLE = typeof UNIFORM_TYPES_VALUES[number]; type OPTIONAL_SPACE = ' ' | ''; /** @internal */ export type UNIFORM_TYPES_ARRAY = `array<${UNIFORM_TYPES_SINGLE},${OPTIONAL_SPACE}${number}>`; /** @internal */ export type UNIFORM_TYPES = UNIFORM_TYPES_SINGLE | UNIFORM_TYPES_ARRAY; /** * This is the type of the uniform structures that are used in the UniformGroup. * @category rendering * @advanced */ export interface UniformData { /** the value of the uniform, this could be any object - a parser will figure out how to write it to the buffer */ value: unknown; type: UNIFORM_TYPES; /** the size of the variable (eg 2 for vec2, 3 for vec3, 4 for vec4) */ size?: number; name?: string; } /** @internal */ export interface UboElement { data: UniformData; offset: number; size: number; } /** @internal */ export interface UboLayout { uboElements: UboElement[]; /** float32 size // TODO change to bytes */ size: number; } /** @internal */ export type UniformsSyncCallback = (...args: any[]) => void; export {};