@babylonjs/core 5.35.0 → 5.35.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Engines/Extensions/engine.renderTarget.js +15 -15
- package/Engines/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/Extensions/engine.renderTargetCube.d.ts +1 -1
- package/Engines/Extensions/engine.renderTargetCube.js.map +1 -1
- package/Engines/Native/nativeHardwareTexture.d.ts +14 -0
- package/Engines/Native/nativeHardwareTexture.js +24 -0
- package/Engines/Native/nativeHardwareTexture.js.map +1 -0
- package/Engines/Native/nativeInterfaces.d.ts +22 -15
- package/Engines/Native/nativeInterfaces.js.map +1 -1
- package/Engines/Native/nativePipelineContext.d.ts +252 -0
- package/Engines/Native/nativePipelineContext.js +502 -0
- package/Engines/Native/nativePipelineContext.js.map +1 -0
- package/Engines/Native/nativeRenderTargetWrapper.d.ts +16 -0
- package/Engines/Native/nativeRenderTargetWrapper.js +33 -0
- package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -0
- package/Engines/WebGPU/Extensions/engine.renderTarget.js +3 -3
- package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
- package/Engines/engine.d.ts +1 -0
- package/Engines/engine.js +24 -18
- package/Engines/engine.js.map +1 -1
- package/Engines/nativeEngine.d.ts +18 -17
- package/Engines/nativeEngine.js +100 -598
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.d.ts +1 -1
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/thinEngine.d.ts +1 -1
- package/Engines/thinEngine.js +41 -38
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.d.ts +53 -3
- package/Materials/Textures/renderTargetTexture.js +25 -25
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/textureCreationOptions.d.ts +4 -1
- package/Materials/Textures/textureCreationOptions.js.map +1 -1
- package/package.json +1 -1
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import type { Nullable } from "../../types";
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import type { Effect } from "../../Materials/effect";
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import type { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like, IQuaternionLike } from "../../Maths/math.like";
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import type { IPipelineContext } from "../IPipelineContext";
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import type { NativeEngine } from "../nativeEngine";
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export declare class NativePipelineContext implements IPipelineContext {
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isAsync: boolean;
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isReady: boolean;
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_getVertexShaderCode(): string | null;
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_getFragmentShaderCode(): string | null;
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_handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
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nativeProgram: any;
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private _engine;
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private _valueCache;
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private _uniforms;
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constructor(engine: NativeEngine);
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_fillEffectInformation(effect: Effect, uniformBuffersNames: {
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[key: string]: number;
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}, uniformsNames: string[], uniforms: {
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[key: string]: Nullable<WebGLUniformLocation>;
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}, samplerList: string[], samplers: {
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[key: string]: number;
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}, attributesNames: string[], attributes: number[]): void;
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/**
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* Release all associated resources.
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**/
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dispose(): void;
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/**
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* @internal
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*/
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_cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
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/**
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* @internal
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*/
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_cacheFloat2(uniformName: string, x: number, y: number): boolean;
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/**
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* @internal
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*/
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_cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
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/**
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* @internal
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*/
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_cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
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/**
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* Sets an integer value on a uniform variable.
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* @param uniformName Name of the variable.
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* @param value Value to be set.
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*/
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setInt(uniformName: string, value: number): void;
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/**
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* Sets a int2 on a uniform variable.
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* @param uniformName Name of the variable.
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* @param x First int in int2.
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* @param y Second int in int2.
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*/
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setInt2(uniformName: string, x: number, y: number): void;
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/**
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* Sets a int3 on a uniform variable.
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* @param uniformName Name of the variable.
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* @param x First int in int3.
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* @param y Second int in int3.
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* @param z Third int in int3.
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*/
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setInt3(uniformName: string, x: number, y: number, z: number): void;
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/**
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* Sets a int4 on a uniform variable.
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* @param uniformName Name of the variable.
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* @param x First int in int4.
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* @param y Second int in int4.
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* @param z Third int in int4.
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* @param w Fourth int in int4.
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*/
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setInt4(uniformName: string, x: number, y: number, z: number, w: number): void;
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/**
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* Sets an int array on a uniform variable.
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* @param uniformName Name of the variable.
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* @param array array to be set.
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*/
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setIntArray(uniformName: string, array: Int32Array): void;
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/**
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* Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
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* @param uniformName Name of the variable.
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* @param array array to be set.
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*/
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setIntArray2(uniformName: string, array: Int32Array): void;
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/**
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* Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
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* @param uniformName Name of the variable.
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* @param array array to be set.
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*/
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setIntArray3(uniformName: string, array: Int32Array): void;
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/**
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* Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
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* @param uniformName Name of the variable.
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* @param array array to be set.
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*/
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setIntArray4(uniformName: string, array: Int32Array): void;
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/**
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* Sets an float array on a uniform variable.
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* @param uniformName Name of the variable.
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* @param array array to be set.
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*/
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setFloatArray(uniformName: string, array: Float32Array): void;
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/**
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* Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
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* @param uniformName Name of the variable.
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* @param array array to be set.
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*/
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setFloatArray2(uniformName: string, array: Float32Array): void;
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/**
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* Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
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* @param uniformName Name of the variable.
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* @param array array to be set.
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*/
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setFloatArray3(uniformName: string, array: Float32Array): void;
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/**
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* Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
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* @param uniformName Name of the variable.
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* @param array array to be set.
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*/
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setFloatArray4(uniformName: string, array: Float32Array): void;
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/**
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* Sets an array on a uniform variable.
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* @param uniformName Name of the variable.
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* @param array array to be set.
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*/
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setArray(uniformName: string, array: number[]): void;
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/**
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* Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
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* @param uniformName Name of the variable.
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* @param array array to be set.
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*/
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setArray2(uniformName: string, array: number[]): void;
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/**
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* Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
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* @param uniformName Name of the variable.
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* @param array array to be set.
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* @returns this effect.
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*/
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setArray3(uniformName: string, array: number[]): void;
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/**
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* Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
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* @param uniformName Name of the variable.
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* @param array array to be set.
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*/
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setArray4(uniformName: string, array: number[]): void;
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/**
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* Sets matrices on a uniform variable.
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* @param uniformName Name of the variable.
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* @param matrices matrices to be set.
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*/
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setMatrices(uniformName: string, matrices: Float32Array): void;
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/**
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* Sets matrix on a uniform variable.
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* @param uniformName Name of the variable.
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* @param matrix matrix to be set.
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*/
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setMatrix(uniformName: string, matrix: IMatrixLike): void;
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/**
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* Sets a 3x3 matrix on a uniform variable. (Specified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
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* @param uniformName Name of the variable.
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* @param matrix matrix to be set.
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*/
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setMatrix3x3(uniformName: string, matrix: Float32Array): void;
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/**
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* Sets a 2x2 matrix on a uniform variable. (Specified as [1,2,3,4] will result in [1,2][3,4] matrix)
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* @param uniformName Name of the variable.
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* @param matrix matrix to be set.
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*/
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setMatrix2x2(uniformName: string, matrix: Float32Array): void;
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/**
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* Sets a float on a uniform variable.
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* @param uniformName Name of the variable.
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* @param value value to be set.
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* @returns this effect.
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*/
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setFloat(uniformName: string, value: number): void;
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/**
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* Sets a boolean on a uniform variable.
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* @param uniformName Name of the variable.
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* @param bool value to be set.
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*/
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setBool(uniformName: string, bool: boolean): void;
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/**
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* Sets a Vector2 on a uniform variable.
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* @param uniformName Name of the variable.
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* @param vector2 vector2 to be set.
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*/
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setVector2(uniformName: string, vector2: IVector2Like): void;
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/**
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* Sets a float2 on a uniform variable.
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* @param uniformName Name of the variable.
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* @param x First float in float2.
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* @param y Second float in float2.
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*/
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setFloat2(uniformName: string, x: number, y: number): void;
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/**
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* Sets a Vector3 on a uniform variable.
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* @param uniformName Name of the variable.
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* @param vector3 Value to be set.
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*/
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setVector3(uniformName: string, vector3: IVector3Like): void;
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/**
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* Sets a float3 on a uniform variable.
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* @param uniformName Name of the variable.
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* @param x First float in float3.
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* @param y Second float in float3.
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* @param z Third float in float3.
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*/
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setFloat3(uniformName: string, x: number, y: number, z: number): void;
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/**
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* Sets a Vector4 on a uniform variable.
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* @param uniformName Name of the variable.
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* @param vector4 Value to be set.
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*/
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setVector4(uniformName: string, vector4: IVector4Like): void;
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/**
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* Sets a Quaternion on a uniform variable.
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* @param uniformName Name of the variable.
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* @param quaternion Value to be set.
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*/
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setQuaternion(uniformName: string, quaternion: IQuaternionLike): void;
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/**
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* Sets a float4 on a uniform variable.
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* @param uniformName Name of the variable.
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* @param x First float in float4.
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* @param y Second float in float4.
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* @param z Third float in float4.
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* @param w Fourth float in float4.
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* @returns this effect.
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*/
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setFloat4(uniformName: string, x: number, y: number, z: number, w: number): void;
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/**
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* Sets a Color3 on a uniform variable.
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* @param uniformName Name of the variable.
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* @param color3 Value to be set.
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*/
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setColor3(uniformName: string, color3: IColor3Like): void;
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/**
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* Sets a Color4 on a uniform variable.
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* @param uniformName Name of the variable.
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* @param color3 Value to be set.
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* @param alpha Alpha value to be set.
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*/
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setColor4(uniformName: string, color3: IColor3Like, alpha: number): void;
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/**
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* Sets a Color4 on a uniform variable
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* @param uniformName defines the name of the variable
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* @param color4 defines the value to be set
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*/
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setDirectColor4(uniformName: string, color4: IColor4Like): void;
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}
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