@galacean/effects-core 2.0.0-alpha.33 → 2.0.0-alpha.35
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/dist/canvas-pool.d.ts +0 -1
- package/dist/components/effect-component.d.ts +2 -22
- package/dist/index.js +272 -220
- package/dist/index.js.map +1 -1
- package/dist/index.mjs +272 -214
- package/dist/index.mjs.map +1 -1
- package/dist/material/material.d.ts +1 -5
- package/dist/material/utils.d.ts +0 -10
- package/dist/math/utils.d.ts +0 -3
- package/dist/plugins/particle/burst.d.ts +10 -3
- package/dist/plugins/particle/particle-loader.d.ts +1 -1
- package/dist/plugins/particle/particle-system.d.ts +1 -1
- package/dist/plugins/particle/particle-vfx-item.d.ts +1 -0
- package/dist/render/create-copy-shader.d.ts +2 -2
- package/dist/render/mesh.d.ts +1 -1
- package/dist/shader/index.d.ts +1 -2
- package/dist/shader/shader-factory.d.ts +35 -0
- package/package.json +1 -1
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@@ -46,10 +46,6 @@ export interface MaterialProps {
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* uniform 数据
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*/
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uniformValues?: Record<string, UniformValue>;
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-
transformFeedbackOutput?: {
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mode: WebGL2RenderingContext['INTERLEAVED_ATTRIBS'] | WebGL2RenderingContext['SEPARATE_ATTRIBS'];
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varyings: string[];
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};
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}
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/**
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* Material 抽象类
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@@ -349,7 +345,7 @@ export declare abstract class Material extends EffectsObject implements Disposab
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* 销毁当前 Material
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* @param destroy - 包含纹理的销毁选项
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*/
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abstract dispose(destroy?: MaterialDestroyOptions): void;
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abstract dispose(destroy?: MaterialDestroyOptions | DestroyOptions): void;
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/**
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* 创建 Material
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*/
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package/dist/material/utils.d.ts
CHANGED
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@@ -1,17 +1,7 @@
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import * as spec from '@galacean/effects-specification';
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import type { ShaderMacros } from '../render';
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import type { Material } from './material';
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import { ShaderType } from './types';
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export declare function valIfUndefined<T>(val: any, def: T): T;
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export declare function getPreMultiAlpha(blending?: number): number;
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/**
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* 生成 shader,检测到 WebGL1 上下文会降级
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* @param macros - 宏定义数组
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* @param shader - 原始 shader 文本
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* @param shaderType - shader 类型
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* @return 去除版本号的 shader 文本
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*/
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export declare function createShaderWithMacros(macros: ShaderMacros, shader: string, shaderType: ShaderType, level: number): string;
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export declare function setBlendMode(material: Material, blendMode?: number): void;
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export declare function setSideMode(material: Material, side: spec.SideMode): void;
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export declare function setMaskMode(material: Material, maskMode: spec.MaskMode): void;
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package/dist/math/utils.d.ts
CHANGED
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@@ -6,8 +6,6 @@ import type { Camera } from '../camera';
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export type vec = number[];
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export declare function ensureVec3(num?: any): vec3;
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export declare function vecFill<T extends vec | vec3 | vec4 | vec2>(out: T | number[], number: number): T;
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export declare function vecAssign<T extends vec | vec3 | vec4 | vec2>(out: T | number[] | Float32Array, a: T, count: number, start?: number): T;
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export declare function vecNormalize<T extends vec | vec2 | vec3 | vec4>(out: T | number[], a?: T | number[]): T;
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export declare function vecMulCombine<T extends vec | vec3 | vec4 | vec2>(out: T | number[] | Float32Array, a?: T, b?: T): T;
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export declare const particleOriginTranslateMap: Record<number, vec2>;
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export declare function nearestPowerOfTwo(value: number): number;
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@@ -15,4 +13,3 @@ export declare function setRayFromCamera(x: number, y: number, camera: Camera):
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export declare function trianglesFromRect(position: Vector3, halfWidth: number, halfHeight: number): TriangleLike[];
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export declare function decimalEqual(a: number, b: number, epsilon?: number): boolean;
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export declare function numberToFix(a: number, fixed?: number): number;
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export declare function pointOnLine(x1: number, y1: number, x2: number, y2: number, x3: number, y3: number): boolean;
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@@ -1,6 +1,12 @@
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import { ValueGetter } from '../../math';
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interface BurstOptions {
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time: number;
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interval: number;
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count: number | ValueGetter<number>;
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cycles: number;
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probability: number;
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}
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export declare class Burst {
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once: boolean;
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disabled: boolean;
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private now;
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private index;
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private internalCycles;
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@@ -9,7 +15,7 @@ export declare class Burst {
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private readonly count;
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private readonly cycles;
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private readonly probability;
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constructor(
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constructor(options: BurstOptions);
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getGeneratorOptions(timePassed: number, lifetime: number): {
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index: number;
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total: number;
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@@ -19,3 +25,4 @@ export declare class Burst {
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reset(): void;
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clone(): Burst;
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}
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export {};
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@@ -1,7 +1,7 @@
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import type * as spec from '@galacean/effects-specification';
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import type { Engine } from '../../engine';
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import type { Renderer } from '../../render';
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import { AbstractPlugin } from '../
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import { AbstractPlugin } from '../plugin';
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import type { PrecompileOptions } from '../../plugin-system';
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export declare class ParticleLoader extends AbstractPlugin {
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engine: Engine;
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@@ -112,7 +112,7 @@ type ParticleInteraction = {
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multiple?: boolean;
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radius: number;
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};
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interface ParticleSystemOptions extends spec.ParticleOptions {
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export interface ParticleSystemOptions extends spec.ParticleOptions {
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meshSlots?: number[];
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}
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export interface ParticleSystemProps extends Omit<spec.ParticleContent, 'options' | 'renderer' | 'trails'> {
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@@ -6,6 +6,7 @@ import { ParticleSystem } from './particle-system';
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* @internal
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*/
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export declare class ParticleBehaviourPlayable extends Playable {
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lastTime: number;
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particleSystem: ParticleSystem;
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start(context: FrameContext): void;
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processFrame(context: FrameContext): void;
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@@ -1,6 +1,6 @@
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import type { SharedShaderWithSource } from './shader';
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export declare const EFFECTS_COPY_MESH_NAME = "effects-internal-copy";
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export declare const COPY_MESH_SHADER_ID = "effects-internal-copy-mesh";
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export declare const COPY_VERTEX_SHADER = "\
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export declare const COPY_FRAGMENT_SHADER = "precision mediump float;\
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export declare const COPY_VERTEX_SHADER = "\nprecision highp float;\nattribute vec2 aPos;\nvarying vec2 vTex;\nvoid main(){\n gl_Position = vec4(aPos,0.,1.0);\n vTex = (aPos + vec2(1.0))/2.;\n}";
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export declare const COPY_FRAGMENT_SHADER = "precision mediump float;\nvarying vec2 vTex;\n\n#ifdef DEPTH_TEXTURE\nuniform sampler2D uDepth;\n#extension GL_EXT_frag_depth : enable\n#endif\nvoid main(){\n #ifdef DEPTH_TEXTURE\n gl_FragDepthEXT = texture2D(uDepth,vTex).r;\n #endif\n}\n";
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export declare function createCopyShader(level: number, writeDepth?: boolean): SharedShaderWithSource;
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package/dist/render/mesh.d.ts
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@@ -16,7 +16,7 @@ export interface GeometryMeshProps extends MeshOptionsBase {
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}
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export interface MeshDestroyOptions {
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geometries?: DestroyOptions;
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material?: MaterialDestroyOptions | DestroyOptions
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material?: MaterialDestroyOptions | DestroyOptions;
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}
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/**
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* Mesh 抽象类
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package/dist/shader/index.d.ts
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export { default as blend } from './blend.glsl';
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export { default as compatibleFrag } from './compatible.frag.glsl';
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export { default as compatibleVert } from './compatible.vert.glsl';
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export { default as itemFrameFrag } from './item-frame.frag.glsl';
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export { default as integrate } from './integrate.glsl';
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export { default as itemVert } from './item.vert.glsl';
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@@ -17,3 +15,4 @@ export { default as gaussianDownHFrag } from './post-processing/gaussian-down-h.
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export { default as gaussianDownVFrag } from './post-processing/gaussian-down-v.frag.glsl';
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export { default as gaussianUpFrag } from './post-processing/gaussian-up.frag.glsl';
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export { default as thresholdFrag } from './post-processing/threshold.frag.glsl';
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export * from './shader-factory';
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@@ -0,0 +1,35 @@
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import type { ShaderMacros } from '../render';
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import { ShaderType } from '../material';
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export interface ShaderCodeOptions {
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level: number;
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shaderType: ShaderType;
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shader: string;
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macros?: ShaderMacros;
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removeVersion?: boolean;
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}
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export declare class ShaderFactory {
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static registerInclude(includeName: string, includeSource: string): void;
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static unRegisterInclude(includeName: string): void;
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static unRegisterAllIncludes(): void;
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/**
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* 生成 shader,检测到 WebGL1 上下文会降级
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* @param macros - 宏定义数组
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* @param shader - 原始 shader 文本
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* @param shaderType - shader 类型
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* @return 去除版本号的 shader 文本
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*/
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static genFinalShaderCode(options: ShaderCodeOptions): string;
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/**
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* Convert lower GLSL version to GLSL 300 es.
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* @param source - code
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* @param isFragment - Whether it is a fragment shader.
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* */
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private static convertTo300;
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private static parseIncludes;
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private static genMacroString;
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private static genShaderVersion;
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private static isVersion300;
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private static removeWebGLVersion;
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private static has300Output;
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private static replaceMRTShader;
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}
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