@babylonjs/core 5.55.0 → 5.56.0
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/WebGL/webGLPipelineContext.d.ts +30 -35
- package/Engines/WebGL/webGLPipelineContext.js +399 -94
- package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Layers/highlightLayer.js +12 -7
- package/Layers/highlightLayer.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.d.ts +2 -2
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Materials/Textures/Filtering/hdrFiltering.js +4 -0
- package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
- package/Materials/effect.d.ts +35 -35
- package/Materials/effect.js +375 -24
- package/Materials/effect.js.map +1 -1
- package/Physics/v2/physicsBody.d.ts +2 -1
- package/Physics/v2/physicsBody.js.map +1 -1
- package/PostProcesses/postProcess.d.ts +5 -0
- package/PostProcesses/postProcess.js +9 -1
- package/PostProcesses/postProcess.js.map +1 -1
- package/Sprites/spriteManager.js +3 -0
- package/Sprites/spriteManager.js.map +1 -1
- package/package.json +1 -1
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@@ -19,7 +19,6 @@ export declare class WebGLPipelineContext implements IPipelineContext {
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fragmentCompilationError: Nullable<string>;
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programLinkError: Nullable<string>;
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programValidationError: Nullable<string>;
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constructor();
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get isAsync(): boolean;
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get isReady(): boolean;
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_handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
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@@ -38,10 +37,6 @@ export declare class WebGLPipelineContext implements IPipelineContext {
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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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_cacheFloatN(_uniformName: string, _x: number, _y?: number, _z?: number, _w?: number): boolean;
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/**
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* @internal
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*/
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@@ -59,14 +54,14 @@ export declare class WebGLPipelineContext implements IPipelineContext {
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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
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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
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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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@@ -74,7 +69,7 @@ export declare class WebGLPipelineContext implements IPipelineContext {
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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
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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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@@ -83,116 +78,116 @@ export declare class WebGLPipelineContext implements IPipelineContext {
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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
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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
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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
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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
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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
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setIntArray4(uniformName: string, array: Int32Array): void;
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/**
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* Sets an unsigned 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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setUInt
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setUInt(uniformName: string, value: number): void;
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/**
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* Sets
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* Sets an unsigned int2 value on a uniform variable.
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* @param uniformName Name of the variable.
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* @param x First unsigned int in uint2.
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* @param y Second unsigned int in uint2.
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*/
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setUInt2
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setUInt2(uniformName: string, x: number, y: number): void;
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/**
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* Sets
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* Sets an unsigned int3 value on a uniform variable.
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* @param uniformName Name of the variable.
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* @param x First unsigned int in uint3.
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* @param y Second unsigned int in uint3.
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* @param z Third unsigned int in uint3.
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*/
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setUInt3
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setUInt3(uniformName: string, x: number, y: number, z: number): void;
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/**
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* Sets
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* Sets an unsigned int4 value on a uniform variable.
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* @param uniformName Name of the variable.
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* @param x First unsigned int in uint4.
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* @param y Second unsigned int in uint4.
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* @param z Third unsigned int in uint4.
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* @param w Fourth unsigned int in uint4.
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*/
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setUInt4
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setUInt4(uniformName: string, x: number, y: number, z: number, w: number): void;
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/**
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* Sets an unsigned 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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setUIntArray
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setUIntArray(uniformName: string, array: Uint32Array): void;
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/**
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* Sets an unsigned 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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setUIntArray2
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setUIntArray2(uniformName: string, array: Uint32Array): void;
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/**
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* Sets an unsigned 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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setUIntArray3
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setUIntArray3(uniformName: string, array: Uint32Array): void;
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/**
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* Sets an unsigned 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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setUIntArray4
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setUIntArray4(uniformName: string, array: Uint32Array): 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
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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
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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
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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
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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
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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 uniformName Name of the variable.
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* @param matrix matrix to be set.
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*/
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setMatrix3x3
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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
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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
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setFloat(uniformName: string, value: number): 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 x First float in float2.
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* @param y Second float in float2.
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*/
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setFloat2
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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 y Second float in float3.
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* @param z Third float in float3.
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*/
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setFloat3
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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 w Fourth float in float4.
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* @returns this effect.
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*/
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setFloat4
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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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