@thi.ng/webgl 6.2.21 → 6.3.2
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/CHANGELOG.md +11 -1
- package/README.md +1 -1
- package/api/buffers.d.ts +2 -1
- package/buffer.d.ts +12 -2
- package/buffer.js +26 -5
- package/package.json +23 -23
- package/shader.d.ts +8 -0
- package/shader.js +13 -0
package/CHANGELOG.md
CHANGED
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@@ -1,6 +1,6 @@
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# Change Log
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-
- **Last updated**: 2023-
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- **Last updated**: 2023-02-10T14:03:11Z
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- **Generator**: [thi.ng/monopub](https://thi.ng/monopub)
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All notable changes to this project will be documented in this file.
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@@ -9,6 +9,16 @@ See [Conventional Commits](https://conventionalcommits.org/) for commit guidelin
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**Note:** Unlisted _patch_ versions only involve non-code or otherwise excluded changes
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and/or version bumps of transitive dependencies.
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## [6.3.0](https://github.com/thi-ng/umbrella/tree/@thi.ng/webgl@6.3.0) (2023-02-05)
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#### 🚀 Features
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- add Shader.withState() ([8a7a427](https://github.com/thi-ng/umbrella/commit/8a7a427))
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- update WebGLArrayBuffer/IWebGLBuffer ([c1890ce](https://github.com/thi-ng/umbrella/commit/c1890ce))
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- add optional `retain` ctor arg to retain handle to
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- add .update() method
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- update IWebGLBuffer interface
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## [6.2.0](https://github.com/thi-ng/umbrella/tree/@thi.ng/webgl@6.2.0) (2022-08-08)
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#### 🚀 Features
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package/README.md
CHANGED
package/api/buffers.d.ts
CHANGED
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@@ -3,7 +3,8 @@ import type { ITexture } from "./texture.js";
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export type IndexBufferData = Uint16Array | Uint32Array;
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export interface IWebGLBuffer<T> extends IBind<void>, IRelease {
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set(data: T, mode?: GLenum): void;
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-
setChunk(data: T,
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setChunk(data: T, byteOffset: number): void;
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update(): void;
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}
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export interface IConfigure<T> {
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configure(opts: T): boolean;
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package/buffer.d.ts
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@@ -7,12 +7,22 @@ export declare class WebGLArrayBuffer<T extends TypedArray> implements IWebGLBuf
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buffer: WebGLBuffer;
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target: number;
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mode: number;
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-
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data?: T;
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constructor(gl: WebGLRenderingContext, data?: T, target?: number, mode?: number, retain?: boolean);
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bind(): boolean;
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unbind(): boolean;
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release(): boolean;
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/**
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* Re-applies retained data (from ctor arg) using
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* {@link WebGLArrayBuffer.set}. Presumably the underlying data has been
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* updated elsewhere, but needs to be reflected to WebGL.
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*
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* @remarks
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* If no data is retained, this method is a no-op.
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*/
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update(): void;
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set(data: T, mode?: number): void;
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setChunk(data: T,
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setChunk(data: T, byteOffset?: number): void;
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}
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export declare const defBuffer: (gl: WebGLRenderingContext, data?: TypedArray, target?: number, mode?: number) => WebGLArrayBuffer<Int8Array | Uint8Array | Uint8ClampedArray | Int16Array | Uint16Array | Int32Array | Uint32Array | Float32Array | Float64Array>;
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export declare const compileModel: (gl: WebGLRenderingContext, spec: ModelSpec, mode?: number) => ModelSpec;
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package/buffer.js
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@@ -1,14 +1,18 @@
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import { asGLType } from "@thi.ng/api/typedarray";
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import { asGLType, BIT_SHIFTS, typedArrayType, } from "@thi.ng/api/typedarray";
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import { DrawMode, } from "./api/model.js";
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import { isGL2Context } from "./checks.js";
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import { error } from "./error.js";
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export class WebGLArrayBuffer {
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constructor(gl, data, target = gl.ARRAY_BUFFER, mode = gl.STATIC_DRAW) {
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constructor(gl, data, target = gl.ARRAY_BUFFER, mode = gl.STATIC_DRAW, retain = false) {
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this.gl = gl;
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this.buffer = gl.createBuffer() || error("error creating WebGL buffer");
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this.target = target;
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this.mode = mode;
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if (data) {
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this.set(data);
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if (retain)
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this.data = data;
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}
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}
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bind() {
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this.gl.bindBuffer(this.target, this.buffer);
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}
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return true;
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}
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/**
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* Re-applies retained data (from ctor arg) using
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* {@link WebGLArrayBuffer.set}. Presumably the underlying data has been
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* updated elsewhere, but needs to be reflected to WebGL.
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*
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* @remarks
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* If no data is retained, this method is a no-op.
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*/
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update() {
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if (this.data)
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this.set(this.data);
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}
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set(data, mode = this.mode) {
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this.bind();
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this.gl.bufferData(this.target, data, mode);
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if (this.data)
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this.data = data;
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}
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setChunk(data,
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setChunk(data, byteOffset = 0) {
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this.bind();
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this.gl.bufferSubData(this.target,
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this.gl.bufferSubData(this.target, byteOffset, data);
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if (this.data) {
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this.data.set(data, byteOffset >>> BIT_SHIFTS[typedArrayType(data)]);
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}
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}
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}
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export const defBuffer = (gl, data, target = gl.ARRAY_BUFFER, mode = gl.STATIC_DRAW) => new WebGLArrayBuffer(gl, data, target, mode);
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package/package.json
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{
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"name": "@thi.ng/webgl",
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"version": "6.2
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"version": "6.3.2",
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"description": "WebGL & GLSL abstraction layer",
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"type": "module",
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"module": "./index.js",
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"test": "testament test"
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},
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"dependencies": {
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"@thi.ng/adapt-dpi": "^2.2.
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"@thi.ng/api": "^8.
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"@thi.ng/associative": "^6.2.
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"@thi.ng/checks": "^3.3.
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"@thi.ng/equiv": "^2.1.
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"@thi.ng/errors": "^2.2.
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"@thi.ng/logger": "^1.4.
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"@thi.ng/matrices": "^2.1.
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"@thi.ng/memoize": "^3.1.
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"@thi.ng/pixel": "^4.1.
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"@thi.ng/shader-ast": "^0.12.
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"@thi.ng/shader-ast-glsl": "^0.4.
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"@thi.ng/shader-ast-stdlib": "^0.13.
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"@thi.ng/transducers": "^8.3.
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"@thi.ng/vector-pools": "^3.1.
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"@thi.ng/vectors": "^7.
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"@thi.ng/adapt-dpi": "^2.2.8",
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"@thi.ng/api": "^8.7.2",
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"@thi.ng/associative": "^6.2.26",
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"@thi.ng/checks": "^3.3.9",
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"@thi.ng/equiv": "^2.1.19",
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"@thi.ng/errors": "^2.2.11",
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"@thi.ng/logger": "^1.4.9",
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"@thi.ng/matrices": "^2.1.43",
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"@thi.ng/memoize": "^3.1.25",
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"@thi.ng/pixel": "^4.1.3",
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"@thi.ng/shader-ast": "^0.12.40",
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"@thi.ng/shader-ast-glsl": "^0.4.40",
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"@thi.ng/shader-ast-stdlib": "^0.13.3",
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"@thi.ng/transducers": "^8.3.33",
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"@thi.ng/vector-pools": "^3.1.44",
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"@thi.ng/vectors": "^7.6.2"
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},
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"devDependencies": {
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"@microsoft/api-extractor": "^7.
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"@thi.ng/testament": "^0.3.
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"rimraf": "^
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"@microsoft/api-extractor": "^7.34.2",
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"@thi.ng/testament": "^0.3.11",
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"rimraf": "^4.1.2",
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"tools": "^0.0.1",
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"typedoc": "^0.23.
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"typescript": "^4.9.
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"typedoc": "^0.23.24",
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"typescript": "^4.9.5"
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},
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"keywords": [
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"2d",
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],
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"year": 2014
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},
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"gitHead": "
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"gitHead": "cafa4ecea90fb681949dc3885a5bd6ddefa38b51\n"
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}
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package/shader.d.ts
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protected warnAttrib: (x: string) => void;
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protected warnUni: (x: string) => void;
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constructor(gl: WebGLRenderingContext, program: WebGLProgram, attribs: IObjectOf<ShaderAttrib>, uniforms: ShaderUniforms, state?: Partial<ShaderState>);
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/**
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* Returns a shallow copy of this shader with its state config merged with
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* given options (priority). Useful for re-using a shader, but applying
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* different settings.
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*
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* @param state
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*/
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withState(state: Partial<ShaderState>): Shader;
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bind(spec: ModelSpec): boolean;
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unbind(): boolean;
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release(): boolean;
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package/shader.js
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this.uniforms = uniforms;
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this.state = state || {};
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}
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/**
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* Returns a shallow copy of this shader with its state config merged with
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* given options (priority). Useful for re-using a shader, but applying
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* different settings.
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*
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* @param state
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*/
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withState(state) {
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return new Shader(this.gl, this.program, this.attribs, this.uniforms, {
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...this.state,
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...state,
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});
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}
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bind(spec) {
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if (this.program) {
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this.gl.useProgram(this.program);
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