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Interface GLSLSyntax

Hierarchy

  • GLSLSyntax

Index

Properties

attrib

attrib: Fn3<string, AttribType | [AttribType, number], GLSLDeclPrefixes, string>

number

number: number

output

output: Fn3<string, Type | [Type, number], GLSLDeclPrefixes, string>

uniform

uniform: Fn3<string, Type | [GLSLScalarType, UniformDefault<number>] | ["bvec2", GLIntVec2 | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, GLIntVec2>] | ["bvec3", GLIntVec3 | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, GLIntVec3>] | ["bvec4", GLIntVec4 | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, GLIntVec4>] | ["ivec2", GLIntVec2 | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, GLIntVec2>] | ["ivec3", GLIntVec3 | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, GLIntVec3>] | ["ivec4", GLIntVec4 | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, GLIntVec4>] | ["vec2", GLVec2 | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, GLVec2>] | ["vec3", GLVec3 | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, GLVec3>] | ["vec4", GLVec4 | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, GLVec4>] | ["mat2", GLMat2 | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, GLMat2>] | ["mat3", GLMat3 | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, GLMat3>] | ["mat4", GLMat4 | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, GLMat4>] | ["bool[]", number, GLIntVec | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, GLIntVec>?] | ["int[]", number, GLIntVec | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, GLIntVec>?] | ["uint[]", number, GLUintVec | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, GLUintVec>?] | ["float[]", number, GLVec | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, GLVec>?] | ["bvec2[]", number, GLIntVec | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, GLIntVec>?] | ["bvec3[]", number, GLIntVec | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, GLIntVec>?] | ["bvec4[]", number, GLIntVec | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, GLIntVec>?] | ["ivec2[]", number, GLIntVec | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, GLIntVec>?] | ["ivec3[]", number, GLIntVec | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, GLIntVec>?] | ["ivec4[]", number, GLIntVec | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, GLIntVec>?] | ["uvec2[]", number, GLUintVec | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, GLUintVec>?] | ["uvec3[]", number, GLUintVec | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, GLUintVec>?] | ["uvec4[]", number, GLUintVec | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, GLUintVec>?] | ["vec2[]", number, GLVec | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, GLVec>?] | ["vec3[]", number, GLVec | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, GLVec>?] | ["vec4[]", number, GLVec | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, GLVec>?] | ["mat2[]", number, GLVec | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, GLVec>?] | ["mat3[]", number, GLVec | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, GLVec>?] | ["mat4[]", number, GLVec | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, GLVec>?] | ["sampler2D[]", number, GLIntVec | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, GLIntVec>?] | ["sampler3D[]", number, GLIntVec | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, GLIntVec>?] | ["samplerCube[]", number, GLIntVec | Fn2<ShaderUniforms, IObjectOf<number | ReadonlyVec>, GLIntVec>?], GLSLDeclPrefixes, string>

varying

varying: Record<ShaderType, Fn3<string, Type | [GLSLArrayType, number], GLSLDeclPrefixes, string>>

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