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External module "api"

Index

Type aliases

AttribBufferData

AttribBufferData: Int8Array | Uint8Array | Uint8ClampedArray | Int16Array | Uint16Array | Float32Array

AttribType

AttribType: "bool" | "float" | "int" | "vec2" | "vec3" | "vec4"

GLIntVec

GLIntVec: number[] | Int32Array

GLIntVec2

GLIntVec2: Tuple<number, 2> | Int32Array

GLIntVec3

GLIntVec3: Tuple<number, 3> | Int32Array

GLIntVec4

GLIntVec4: Tuple<number, 4> | Int32Array

GLMat2

GLMat2: Tuple<number, 4> | Float32Array

GLMat23

GLMat23: Tuple<number, 6> | Float32Array

GLMat24

GLMat24: Tuple<number, 8> | Float32Array

GLMat3

GLMat3: Tuple<number, 9> | Float32Array

GLMat34

GLMat34: Tuple<number, 12> | Float32Array

GLMat4

GLMat4: Tuple<number, 16> | Float32Array

GLSL

GLSL: Type

GLSLArrayType

GLSLArrayType: "bool[]" | "int[]" | "uint[]" | "float[]" | "bvec2[]" | "bvec3[]" | "bvec4[]" | "ivec2[]" | "ivec3[]" | "ivec4[]" | "uvec2[]" | "uvec3[]" | "uvec4[]" | "vec2[]" | "vec3[]" | "vec4[]" | "mat2[]" | "mat3[]" | "mat4[]" | "sampler2D[]" | "sampler3D[]" | "samplerCube[]"

GLSLExtensionBehavior

GLSLExtensionBehavior: "require" | "warn" | boolean

GLSLScalarType

GLSLScalarType: "bool" | "float" | "int" | "uint" | "sampler2D" | "samplerCube"

GLUintVec

GLUintVec: number[] | Uint32Array

GLVec

GLVec: number[] | Float32Array

GLVec2

GLVec2: Tuple<number, 2> | Float32Array

GLVec3

GLVec3: Tuple<number, 3> | Float32Array

GLVec4

GLVec4: Tuple<number, 4> | Float32Array

IndexBufferData

IndexBufferData: Uint16Array | Uint32Array

ModelAttributeSpecs

ModelAttributeSpecs: IObjectOf<ModelAttributeSpec>

ShaderAttribSpec

ShaderAttribSpec: AttribType | [AttribType, number]

ShaderAttribSpecs

ShaderAttribSpecs: IObjectOf<ShaderAttribSpec>

Object of attribute types w/ optional locations.

ShaderAttribs

ShaderAttribs: IObjectOf<ShaderAttrib>

Object of instantiated shader attributes.

ShaderFn

ShaderFn: Fn4<GLSLTarget, IObjectOf<Sym<any>>, IObjectOf<Sym<any>>, IObjectOf<Sym<any>>, (Sym<any> | Func<any>)[]>

ShaderOutputSpec

ShaderOutputSpec: GLSL | [GLSL, number]

ShaderOutputSpecs

ShaderOutputSpecs: IObjectOf<ShaderOutputSpec>

ShaderType

ShaderType: "vs" | "fs"

ShaderUniformSpecs

ShaderUniformSpecs: IObjectOf<UniformDecl>

ShaderUniforms

ShaderUniforms: IObjectOf<ShaderUniform>

ShaderVaryingSpec

ShaderVaryingSpec: GLSL | [GLSLArrayType, number]

ShaderVaryingSpecs

ShaderVaryingSpecs: IObjectOf<ShaderVaryingSpec>

UniformDecl

UniformDecl: GLSL | [GLSLScalarType, UniformDefault<number>] | ["bvec2", UniformDefault<GLIntVec2>] | ["bvec3", UniformDefault<GLIntVec3>] | ["bvec4", UniformDefault<GLIntVec4>] | ["ivec2", UniformDefault<GLIntVec2>] | ["ivec3", UniformDefault<GLIntVec3>] | ["ivec4", UniformDefault<GLIntVec4>] | ["vec2", UniformDefault<GLVec2>] | ["vec3", UniformDefault<GLVec3>] | ["vec4", UniformDefault<GLVec4>] | ["mat2", UniformDefault<GLMat2>] | ["mat3", UniformDefault<GLMat3>] | ["mat4", UniformDefault<GLMat4>] | ["bool[]", number, undefined | number[] | Int32Array | function] | ["int[]", number, undefined | number[] | Int32Array | function] | ["uint[]", number, undefined | number[] | Uint32Array | function] | ["float[]", number, undefined | number[] | Float32Array | function] | ["bvec2[]", number, undefined | number[] | Int32Array | function] | ["bvec3[]", number, undefined | number[] | Int32Array | function] | ["bvec4[]", number, undefined | number[] | Int32Array | function] | ["ivec2[]", number, undefined | number[] | Int32Array | function] | ["ivec3[]", number, undefined | number[] | Int32Array | function] | ["ivec4[]", number, undefined | number[] | Int32Array | function] | ["uvec2[]", number, undefined | number[] | Uint32Array | function] | ["uvec3[]", number, undefined | number[] | Uint32Array | function] | ["uvec4[]", number, undefined | number[] | Uint32Array | function] | ["vec2[]", number, undefined | number[] | Float32Array | function] | ["vec3[]", number, undefined | number[] | Float32Array | function] | ["vec4[]", number, undefined | number[] | Float32Array | function] | ["mat2[]", number, undefined | number[] | Float32Array | function] | ["mat3[]", number, undefined | number[] | Float32Array | function] | ["mat4[]", number, undefined | number[] | Float32Array | function] | ["sampler2D[]", number, undefined | number | function] | ["sampler3D[]", number, undefined | number | function] | ["samplerCube[]", number, undefined | number | function]

UniformDefault

UniformDefault: T | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, T>

UniformValue

UniformValue: number | number[] | TypedArray

UniformValues

UniformValues: IObjectOf<UniformValue | Fn2<ShaderUniforms, any, UniformValue> | IDeref<UniformValue>>

Variables

Const DEFAULT_BLEND

DEFAULT_BLEND: Tuple<GLenum, 2> = [0x302, 0x303]

Const GL_COLOR_ATTACHMENT0_WEBGL

GL_COLOR_ATTACHMENT0_WEBGL: 36064 = 36064

Const GL_MAX_COLOR_ATTACHMENTS_WEBGL

GL_MAX_COLOR_ATTACHMENTS_WEBGL: 36063 = 36063

Const GL_RGBA

GL_RGBA: 6408 = 6408

Const GL_RGBA32F

GL_RGBA32F: 34836 = 34836

Object literals

Const DEFAULT_OUTPUT

DEFAULT_OUTPUT: object

fragColor

fragColor: ["vec4", number] = ["vec4", 0]

Const GL_EXT_INFO

GL_EXT_INFO: object

OES_standard_derivatives

OES_standard_derivatives: object

alias

alias: string = "GL_OES_standard_derivatives"

gl

gl: boolean = true

WEBGL_draw_buffers

WEBGL_draw_buffers: object

alias

alias: string = "GL_EXT_draw_buffers"

gl

gl: boolean = true

Const TEX_FORMATS

TEX_FORMATS: object

__computed

__computed: object

filter

filter: true = true

format

format: RGB = TextureFormat.RGB

num

num: number = 3

render

render: true = true

types

types: object

__computed

__computed: number = 3

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