playcanvas
Version:
PlayCanvas WebGL game engine
56 lines (55 loc) • 2.82 kB
TypeScript
/**
* @import { GraphicsDevice } from '../../../platform/graphics/graphics-device.js'
*/
export const _matTex2D: any[];
export const standard: ShaderGeneratorStandard;
declare class ShaderGeneratorStandard extends ShaderGenerator {
optionsContext: StandardMaterialOptions;
optionsContextMin: StandardMaterialOptions;
generateKey(options: any): string;
propsMin: string[];
props: string[];
/**
* Get the code with which to to replace '*_TEXTURE_UV' in the map shader functions.
*
* @param {string} transformPropName - Name of the transform id in the options block. Usually "basenameTransform".
* @param {string} uVPropName - Name of the UV channel in the options block. Usually "basenameUv".
* @param {object} options - The options passed into createShaderDefinition.
* @returns {string} The code used to replace '*_TEXTURE_UV' in the shader code.
* @private
*/
private _getUvSourceExpression;
_validateMapChunk(propName: any, chunkName: any, chunks: any): void;
/**
* Add shader defines for a texture map.
*
* @param {Map<string, string>} fDefines - The fragment defines.
* @param {string} propName - The base name of the map: diffuse | emissive | opacity | light | height | metalness | specular | gloss | ao.
* @param {string} chunkName - The name of the chunk to use. Usually "basenamePS".
* @param {object} options - The options passed into to createShaderDefinition.
* @param {Map<string, string>} chunks - The set of shader chunks to choose from.
* @param {object} mapping - The mapping between chunk and sampler
* @param {string|null} encoding - The texture's encoding
* @private
*/
private _addMapDefines;
_correctChannel(p: any, chan: any, _matTex2D: any): any;
createVertexShader(litShader: any, options: any): void;
/**
* @param {StandardMaterialOptions} options - The create options.
* @param {Map<string, string>} fDefines - The fragment defines.
* @param {ShaderPass} shaderPassInfo - The shader pass info.
*/
prepareFragmentDefines(options: StandardMaterialOptions, fDefines: Map<string, string>, shaderPassInfo: ShaderPass): void;
/**
* @param {GraphicsDevice} device - The graphics device.
* @param {StandardMaterialOptions} options - The create options.
* @returns {object} Returns the created shader definition.
*/
createShaderDefinition(device: GraphicsDevice, options: StandardMaterialOptions): object;
}
import { ShaderGenerator } from './shader-generator.js';
import { StandardMaterialOptions } from '../../materials/standard-material-options.js';
import { ShaderPass } from '../../shader-pass.js';
import type { GraphicsDevice } from '../../../platform/graphics/graphics-device.js';
export {};