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wggl

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A friendly interface to shaders

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"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); var GlType; (function (GlType) { GlType["attribute"] = "attribute"; GlType["uniform"] = "uniform"; })(GlType = exports.GlType || (exports.GlType = {})); var PixelFormat; (function (PixelFormat) { PixelFormat["DEPTH_COMPONENT"] = "DEPTH_COMPONENT"; PixelFormat["ALPHA"] = "ALPHA"; PixelFormat["RGB"] = "RGB"; PixelFormat["RGBA"] = "RGBA"; PixelFormat["LUMINANCE"] = "LUMINANCE"; PixelFormat["LUMINANCE_ALPHA"] = "LUMINANCE_ALPHA"; })(PixelFormat = exports.PixelFormat || (exports.PixelFormat = {})); var PixelType; (function (PixelType) { PixelType["UNSIGNED_BYTE"] = "UNSIGNED_BYTE"; PixelType["UNSIGNED_SHORT_4_4_4_4"] = "UNSIGNED_SHORT_4_4_4_4"; PixelType["UNSIGNED_SHORT_5_5_5_1"] = "UNSIGNED_SHORT_5_5_5_1"; PixelType["UNSIGNED_SHORT_5_6_5"] = "UNSIGNED_SHORT_5_6_5"; })(PixelType = exports.PixelType || (exports.PixelType = {})); var TextureFilter; (function (TextureFilter) { TextureFilter["NEAREST"] = "NEAREST"; TextureFilter["LINEAR"] = "LINEAR"; // TODO: Break apart Min Filter and Mag Filter // https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/texParameter })(TextureFilter = exports.TextureFilter || (exports.TextureFilter = {})); var TextureWrap; (function (TextureWrap) { TextureWrap["REPEAT"] = "REPEAT"; TextureWrap["CLAMP_TO_EDGE"] = "CLAMP_TO_EDGE"; TextureWrap["MIRRORED_REPEAT"] = "MIRRORED_REPEAT"; })(TextureWrap = exports.TextureWrap || (exports.TextureWrap = {})); var DrawModes; (function (DrawModes) { DrawModes["POINTS"] = "POINTS"; DrawModes["LINES"] = "LINES"; DrawModes["LINE_LOOP"] = "LINE_LOOP"; DrawModes["LINE_STRIP"] = "LINE_STRIP"; DrawModes["TRIANGLES"] = "TRIANGLES"; DrawModes["TRIANGLE_STRIP"] = "TRIANGLE_STRIP"; DrawModes["TRIANGLE_FAN"] = "TRIANGLE_FAN"; })(DrawModes = exports.DrawModes || (exports.DrawModes = {}));