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glsl

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Variables

Let CI

CI: number = 0

Const COLORS

COLORS: number[][] = [[1, 1, 1],[1, 0, 0],[0, 1, 0],[0, 0, 1],[1, 1, 0],[0, 1, 1],]

Const DefaultWebGL2BufferFragment

DefaultWebGL2BufferFragment: string = DefaultWebGL2FragmentAttributes_ + DefaultWebGLUniform_ + DefaultWebGL2BufferFragment_

Const DefaultWebGL2BufferFragment_

DefaultWebGL2BufferFragment_: "void main() {outColor = vec4(0.0, 0.0, 0.0, 1.0);}" = `void main() {outColor = vec4(0.0, 0.0, 0.0, 1.0);}`

Const DefaultWebGL2BufferVertex

DefaultWebGL2BufferVertex: string = DefaultWebGL2VertexAttributes_ + DefaultWebGLUniform_ + DefaultWebGLFlatVertex_

Const DefaultWebGL2FlatFragment

DefaultWebGL2FlatFragment: string = DefaultWebGL2FragmentAttributes_ + DefaultWebGLUniform_ + DefaultWebGL2FlatFragment_

Const DefaultWebGL2FlatFragment_

DefaultWebGL2FlatFragment_: "void main() {vec2 st = gl_FragCoord.xy / u_resolution.xy;st.x *= u_resolution.x / u_resolution.y;vec3 color = vec3(abs(cos(u_time * 0.1)) * st.y,abs(cos(u_time * 0.2)) * st.y,abs(sin(u_time)) * st.y);outColor = vec4(color, 1.0);}" = `void main() {vec2 st = gl_FragCoord.xy / u_resolution.xy;st.x *= u_resolution.x / u_resolution.y;vec3 color = vec3(abs(cos(u_time * 0.1)) * st.y,abs(cos(u_time * 0.2)) * st.y,abs(sin(u_time)) * st.y);outColor = vec4(color, 1.0);}`

Const DefaultWebGL2FragmentAttributes_

DefaultWebGL2FragmentAttributes_: "#version 300 esprecision mediump float;in vec4 v_position;in vec4 v_normal;in vec2 v_texcoord;in vec4 v_color;out vec4 outColor;" = `#version 300 esprecision mediump float;in vec4 v_position;in vec4 v_normal;in vec2 v_texcoord;in vec4 v_color;out vec4 outColor;`

Const DefaultWebGL2MeshFragment

DefaultWebGL2MeshFragment: string = DefaultWebGL2FragmentAttributes_ + DefaultWebGLUniform_ + DefaultWebGL2MeshFragment_

Const DefaultWebGL2MeshFragment_

DefaultWebGL2MeshFragment_: "void main() {vec2 uv = v_texcoord;vec3 color = vec3(abs(cos(u_time * 0.1)) * uv.y,abs(cos(u_time * 0.2)) * uv.y,abs(sin(u_time)) * uv.y);float incidence = max(dot(v_normal.xyz, vec3(0.0, 1.0, 0.0)), 0.0);vec3 light = vec3(0.2) + (vec3(1.0) * incidence);outColor = vec4(v_color.rgb * color * light, 1.0);}" = `void main() {vec2 uv = v_texcoord;vec3 color = vec3(abs(cos(u_time * 0.1)) * uv.y,abs(cos(u_time * 0.2)) * uv.y,abs(sin(u_time)) * uv.y);float incidence = max(dot(v_normal.xyz, vec3(0.0, 1.0, 0.0)), 0.0);vec3 light = vec3(0.2) + (vec3(1.0) * incidence);outColor = vec4(v_color.rgb * color * light, 1.0);}`

Const DefaultWebGL2MeshVertex

DefaultWebGL2MeshVertex: string = DefaultWebGL2VertexAttributes_ + DefaultWebGLUniform_ + DefaultWebGLMeshVertex_

Const DefaultWebGL2Uniform_

DefaultWebGL2Uniform_: "uniform mat4 u_projectionMatrix;uniform mat4 u_modelViewMatrix;uniform mat4 u_normalMatrix;uniform vec2 u_resolution;uniform float u_time;" = DefaultWebGLUniform_

Const DefaultWebGL2VertexAttributes_

DefaultWebGL2VertexAttributes_: "#version 300 esprecision mediump float;in vec4 a_position;in vec4 a_normal;in vec2 a_texcoord;in vec4 a_color;out vec4 v_position;out vec4 v_normal;out vec2 v_texcoord;out vec4 v_color;" = `#version 300 esprecision mediump float;in vec4 a_position;in vec4 a_normal;in vec2 a_texcoord;in vec4 a_color;out vec4 v_position;out vec4 v_normal;out vec2 v_texcoord;out vec4 v_color;`

Const DefaultWebGLBufferFragment

DefaultWebGLBufferFragment: string = DefaultWebGLFragmentAttributes_ + DefaultWebGLUniform_ + DefaultWebGLBufferFragment_

Const DefaultWebGLBufferFragment_

DefaultWebGLBufferFragment_: "void main(){gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);}" = `void main(){gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);}`

Const DefaultWebGLBufferVertex

DefaultWebGLBufferVertex: string = DefaultWebGLVertexAttributes_ + DefaultWebGLUniform_ + DefaultWebGLFlatVertex_

Const DefaultWebGLFlatFragment

DefaultWebGLFlatFragment: string = DefaultWebGLFragmentAttributes_ + DefaultWebGLUniform_ + DefaultWebGLFlatFragment_

Const DefaultWebGLFlatFragment_

DefaultWebGLFlatFragment_: "void main() {vec2 st = gl_FragCoord.xy / u_resolution.xy;st.x *= u_resolution.x / u_resolution.y;vec3 color = vec3(abs(cos(u_time * 0.1)) * st.y,abs(cos(u_time * 0.2)) * st.y,abs(sin(u_time)) * st.y);gl_FragColor = vec4(color, 1.0);}" = `void main() {vec2 st = gl_FragCoord.xy / u_resolution.xy;st.x *= u_resolution.x / u_resolution.y;vec3 color = vec3(abs(cos(u_time * 0.1)) * st.y,abs(cos(u_time * 0.2)) * st.y,abs(sin(u_time)) * st.y);gl_FragColor = vec4(color, 1.0);}`

Const DefaultWebGLFlatVertex_

DefaultWebGLFlatVertex_: "void main() {v_position = a_position;v_normal = a_normal;v_texcoord = a_texcoord;v_color = a_color;gl_Position = a_position;}" = `void main() {v_position = a_position;v_normal = a_normal;v_texcoord = a_texcoord;v_color = a_color;gl_Position = a_position;}`

Const DefaultWebGLFragmentAttributes_

DefaultWebGLFragmentAttributes_: "#ifdef GL_ESprecision mediump float;#endifvarying vec4 v_position;varying vec4 v_normal;varying vec2 v_texcoord;varying vec4 v_color;" = `#ifdef GL_ESprecision mediump float;#endifvarying vec4 v_position;varying vec4 v_normal;varying vec2 v_texcoord;varying vec4 v_color;`

Const DefaultWebGLMeshFragment

DefaultWebGLMeshFragment: string = DefaultWebGLFragmentAttributes_ + DefaultWebGLUniform_ + DefaultWebGLMeshFragment_

Const DefaultWebGLMeshFragment_

DefaultWebGLMeshFragment_: "void main() {vec2 uv = v_texcoord;vec3 color = vec3(abs(cos(u_time * 0.1)) * uv.y,abs(cos(u_time * 0.2)) * uv.y,abs(sin(u_time)) * uv.y);float incidence = max(dot(v_normal.xyz, vec3(0.0, 1.0, 0.0)), 0.0);vec3 light = vec3(0.2) + (vec3(1.0) * incidence);gl_FragColor = vec4(v_color.rgb * color * light, 1.0);}" = `void main() {vec2 uv = v_texcoord;vec3 color = vec3(abs(cos(u_time * 0.1)) * uv.y,abs(cos(u_time * 0.2)) * uv.y,abs(sin(u_time)) * uv.y);float incidence = max(dot(v_normal.xyz, vec3(0.0, 1.0, 0.0)), 0.0);vec3 light = vec3(0.2) + (vec3(1.0) * incidence);gl_FragColor = vec4(v_color.rgb * color * light, 1.0);}`

Const DefaultWebGLMeshVertex

DefaultWebGLMeshVertex: string = DefaultWebGLVertexAttributes_ + DefaultWebGLUniform_ + DefaultWebGLMeshVertex_

Const DefaultWebGLMeshVertex_

DefaultWebGLMeshVertex_: "void main(void) {v_position = u_projectionMatrix * u_modelViewMatrix * a_position;v_normal = u_normalMatrix * a_normal;v_texcoord = a_texcoord;v_color = a_color;gl_Position = v_position;}" = `void main(void) {v_position = u_projectionMatrix * u_modelViewMatrix * a_position;v_normal = u_normalMatrix * a_normal;v_texcoord = a_texcoord;v_color = a_color;gl_Position = v_position;}`

Const DefaultWebGLUniform_

DefaultWebGLUniform_: "uniform mat4 u_projectionMatrix;uniform mat4 u_modelViewMatrix;uniform mat4 u_normalMatrix;uniform vec2 u_resolution;uniform float u_time;" = `uniform mat4 u_projectionMatrix;uniform mat4 u_modelViewMatrix;uniform mat4 u_normalMatrix;uniform vec2 u_resolution;uniform float u_time;`

Const DefaultWebGLVertexAttributes_

DefaultWebGLVertexAttributes_: "#ifdef GL_ESprecision mediump float;#endifattribute vec4 a_position;attribute vec4 a_normal;attribute vec2 a_texcoord;attribute vec4 a_color;varying vec4 v_position;varying vec4 v_normal;varying vec2 v_texcoord;varying vec4 v_color;" = `#ifdef GL_ESprecision mediump float;#endifattribute vec4 a_position;attribute vec4 a_normal;attribute vec2 a_texcoord;attribute vec4 a_color;varying vec4 v_position;varying vec4 v_normal;varying vec2 v_texcoord;varying vec4 v_color;`

Const METHODS_FLOAT

METHODS_FLOAT: UniformMethod[] = [UniformMethod.Uniform1f, UniformMethod.Uniform2f, UniformMethod.Uniform3f, UniformMethod.Uniform4f]

Const METHODS_FLOATV

METHODS_FLOATV: UniformMethod[] = [UniformMethod.Uniform1fv, UniformMethod.Uniform2fv, UniformMethod.Uniform3fv, UniformMethod.Uniform4fv]

Const METHODS_INT

METHODS_INT: UniformMethod[] = [UniformMethod.Uniform1i, UniformMethod.Uniform2i, UniformMethod.Uniform3i, UniformMethod.Uniform4i]

Const METHODS_INTV

METHODS_INTV: UniformMethod[] = [UniformMethod.Uniform1iv, UniformMethod.Uniform2iv, UniformMethod.Uniform3iv, UniformMethod.Uniform4iv]

Const PI

PI: number = Math.PI

Const RAD

RAD: number = PI / 180

Const TextureExtensions

TextureExtensions: string[] = TextureImageExtensions.concat(TextureVideoExtensions)

Const TextureImageExtensions

TextureImageExtensions: string[] = ['jpg', 'jpeg', 'png']

Const TextureVideoExtensions

TextureVideoExtensions: string[] = ['ogv', 'webm', 'mp4']

Functions

isTextureData

  • isTextureData(object: any): object is ITextureData

loadAll

of

Object literals

Const ContextDefault

ContextDefault: object

webgl

webgl: object

flat

flat: object

fragment

fragment: string = DefaultWebGLFlatFragment

vertex

vertex: string = DefaultWebGLMeshVertex

mesh

mesh: object

fragment

fragment: string = DefaultWebGLMeshFragment

vertex

vertex: string = DefaultWebGLMeshVertex

webgl2

webgl2: object

flat

flat: object

fragment

fragment: string = DefaultWebGL2FlatFragment

vertex

vertex: string = DefaultWebGL2MeshVertex

mesh

mesh: object

fragment

fragment: string = DefaultWebGL2MeshFragment

vertex

vertex: string = DefaultWebGL2MeshVertex