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@thi.ng/webgl
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Globals
"pipeline"
External module "pipeline"
Index
Functions
PASSTHROUGH_
FS
PASSTHROUGH_
VS
Object literals
FX_
SHADER_
SPEC
Functions
Const
PASSTHROUGH_
FS
PASSTHROUGH_
FS
(
_
:
GLSLTarget
, unis
:
IObjectOf
<
Sym
<
any
>
>
, ins
:
IObjectOf
<
Sym
<
any
>
>
, outs
:
IObjectOf
<
Sym
<
any
>
>
)
:
TaggedFn0
<
"void"
>
[]
Parameters
_:
GLSLTarget
unis:
IObjectOf
<
Sym
<
any
>
>
ins:
IObjectOf
<
Sym
<
any
>
>
outs:
IObjectOf
<
Sym
<
any
>
>
Returns
TaggedFn0
<
"void"
>
[]
Const
PASSTHROUGH_
VS
PASSTHROUGH_
VS
(
gl
:
GLSLTarget
, _
:
IObjectOf
<
Sym
<
any
>
>
, ins
:
IObjectOf
<
Sym
<
any
>
>
, outs
:
IObjectOf
<
Sym
<
any
>
>
)
:
TaggedFn0
<
"void"
>
[]
Parameters
gl:
GLSLTarget
_:
IObjectOf
<
Sym
<
any
>
>
ins:
IObjectOf
<
Sym
<
any
>
>
outs:
IObjectOf
<
Sym
<
any
>
>
Returns
TaggedFn0
<
"void"
>
[]
Object literals
Const
FX_
SHADER_
SPEC
FX_
SHADER_
SPEC
:
object
ext
ext
:
object
Type declaration
fs
fs
:
function
= PASSTHROUGH_FS
Type declaration
(
a
:
A
, b
:
B
, c
:
C
, d
:
D
)
:
E
Parameters
a:
A
b:
B
c:
C
d:
D
Returns
E
vs
vs
:
function
= PASSTHROUGH_VS
Type declaration
(
a
:
A
, b
:
B
, c
:
C
, d
:
D
)
:
E
Parameters
a:
A
b:
B
c:
C
d:
D
Returns
E
attribs
attribs
:
object
position
position
:
"vec2"
= "vec2"
uv
uv
:
"vec2"
= "vec2"
state
state
:
object
depth
depth
:
false
= false
uniforms
uniforms
:
object
tex
tex
:
"sampler2D"
= "sampler2D"
varying
varying
:
object
v_
uv
v_
uv
:
"vec2"
= "vec2"
Globals
"api"
"buffer"
"canvas"
"draw"
"error"
"fbo"
"geo/cube"
"geo/quad"
"gpgpu"
"index"
"material"
"matrices"
"pipeline"
"rbo"
"shader"
"shaders/lambert"
"shaders/phong"
"syntax"
"texture"
"textures/checkerboard"
"textures/stripes"
"uniforms"
"utils"
PASSTHROUGH_
FS
PASSTHROUGH_
VS
FX_
SHADER_
SPEC
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