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
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
ShaderFn
ShaderFn: Fn4<GLSLTarget, IObjectOf<Sym<any>>, IObjectOf<Sym<any>>, IObjectOf<Sym<any>>, (Sym<any> | Func<any>)[]>
ShaderType
ShaderType: "vs" | "fs"
UniformDecl
Uniform
Decl: 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
Uniform
Default: T | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, T>
UniformValue
UniformValue: number | number[] | TypedArray
Object of attribute types w/ optional locations.