glre 0.18.0 → 0.20.0

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/dist/react.d.ts CHANGED
@@ -1,10 +1,8 @@
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- import * as reev_types from 'reev/types';
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  import * as refr from 'refr';
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  import { Fun } from 'refr';
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- import { G as GL, P as PrecisionMode, U as Uniform, A as Attribute, a as GLClearMode, b as GLDrawMode } from './types-20446758.js';
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- import 'refr/types';
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+ import { P as PrecisionMode, U as Uniform, A as Attribute, G as GLClearMode, a as GLDrawMode } from './types-2792569d.js';
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- declare const useGL: (props?: Partial<GL>, self?: GL) => reev_types.default<{
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+ declare const useGL: (props?: EventState<{
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  id: string;
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  width: number;
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  height: number;
@@ -28,9 +26,9 @@ declare const useGL: (props?: Partial<GL>, self?: GL) => reev_types.default<{
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  el: any;
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  frame: refr.Queue;
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  target: any;
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- stride: reev_types.Nested<number, any[]>;
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- location: reev_types.Nested<any, any[]>;
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- activeUnit: reev_types.Nested<number, any[]>;
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+ stride: Nested<number>;
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+ location: Nested<any>;
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+ activeUnit: Nested<number>;
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  default: any;
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  ref?: any;
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  init(varying?: string[]): void;
@@ -40,27 +38,443 @@ declare const useGL: (props?: Partial<GL>, self?: GL) => reev_types.default<{
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  mousemove(e: Event): void;
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  resize(e?: Event, width?: number, height?: number): void;
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  load(e?: Event, image?: HTMLImageElement): void;
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- uniform(key: string, value: Uniform): GL;
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+ uniform(key: string, value: Uniform): EventState<any>;
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  uniform(target: {
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  [key: string]: Uniform;
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- }): GL;
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- texture(key: string, value: string): GL;
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+ }): EventState<any>;
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+ texture(key: string, value: string): EventState<any>;
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  texture(target: {
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  [key: string]: string;
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- }): GL;
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- attribute(key: string, value: Attribute, iboValue?: Attribute): GL;
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+ }): EventState<any>;
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+ attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
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  attribute(target: {
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  [key: string]: Attribute;
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- }): GL;
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+ }): EventState<any>;
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  clear(key?: GLClearMode): void;
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  viewport(size?: [number, number]): void;
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  drawArrays(key?: GLDrawMode): void;
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  drawElements(key?: GLDrawMode): void;
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- }, any[] | unknown[]>;
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- declare const useTF: (props: Partial<GL>, self?: GL) => GL;
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- declare const useTexture: (props: any, self?: GL) => GL;
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- declare const useAttribute: (props: any, self?: GL) => GL;
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- declare const useUniform: (props: any, self?: GL) => GL;
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- declare const useFrame: (fun: Fun, self?: GL) => GL;
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+ }>, self?: EventState<{
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+ id: string;
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+ width: number;
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+ height: number;
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+ size: [number, number];
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+ mouse: [number, number];
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+ count: number;
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+ vs: string;
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+ fs: string;
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+ vert: string;
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+ frag: string;
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+ vertex: string;
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+ fragment: string;
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+ varying: string;
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+ int: PrecisionMode;
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+ float: PrecisionMode;
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+ sampler2D: PrecisionMode;
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+ samplerCube: PrecisionMode;
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+ lastActiveUnit: number;
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+ gl: any;
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+ pg: any;
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+ el: any;
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+ frame: refr.Queue;
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+ target: any;
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+ stride: Nested<number>;
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+ location: Nested<any>;
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+ activeUnit: Nested<number>;
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+ default: any;
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+ ref?: any;
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+ init(varying?: string[]): void;
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+ mount(): void;
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+ clean(): void;
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+ render(): void;
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+ mousemove(e: Event): void;
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+ resize(e?: Event, width?: number, height?: number): void;
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+ load(e?: Event, image?: HTMLImageElement): void;
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+ uniform(key: string, value: Uniform): EventState<any>;
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+ uniform(target: {
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+ [key: string]: Uniform;
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+ }): EventState<any>;
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+ texture(key: string, value: string): EventState<any>;
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+ texture(target: {
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+ [key: string]: string;
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+ }): EventState<any>;
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+ attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
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+ attribute(target: {
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+ [key: string]: Attribute;
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+ }): EventState<any>;
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+ clear(key?: GLClearMode): void;
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+ viewport(size?: [number, number]): void;
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+ drawArrays(key?: GLDrawMode): void;
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+ drawElements(key?: GLDrawMode): void;
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+ }>) => any;
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+ declare const useTF: (props: EventState<{
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+ id: string;
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+ width: number;
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+ height: number;
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+ size: [number, number];
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+ mouse: [number, number];
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+ count: number;
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+ vs: string;
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+ fs: string;
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+ vert: string;
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+ frag: string;
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+ vertex: string;
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+ fragment: string;
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+ varying: string;
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+ int: PrecisionMode;
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+ float: PrecisionMode;
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+ sampler2D: PrecisionMode;
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+ samplerCube: PrecisionMode;
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+ lastActiveUnit: number;
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+ gl: any;
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+ pg: any;
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+ el: any;
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+ frame: refr.Queue;
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+ target: any;
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+ stride: Nested<number>;
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+ location: Nested<any>;
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+ activeUnit: Nested<number>;
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+ default: any;
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+ ref?: any;
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+ init(varying?: string[]): void;
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+ mount(): void;
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+ clean(): void;
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+ render(): void;
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+ mousemove(e: Event): void;
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+ resize(e?: Event, width?: number, height?: number): void;
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+ load(e?: Event, image?: HTMLImageElement): void;
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+ uniform(key: string, value: Uniform): EventState<any>;
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+ uniform(target: {
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+ [key: string]: Uniform;
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+ }): EventState<any>;
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+ texture(key: string, value: string): EventState<any>;
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+ texture(target: {
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+ [key: string]: string;
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+ }): EventState<any>;
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+ attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
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+ attribute(target: {
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+ [key: string]: Attribute;
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+ }): EventState<any>;
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+ clear(key?: GLClearMode): void;
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+ viewport(size?: [number, number]): void;
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+ drawArrays(key?: GLDrawMode): void;
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+ drawElements(key?: GLDrawMode): void;
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+ }>, self?: EventState<{
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+ id: string;
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+ width: number;
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+ height: number;
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+ size: [number, number];
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+ mouse: [number, number];
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+ count: number;
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+ vs: string;
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+ fs: string;
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+ vert: string;
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+ frag: string;
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+ vertex: string;
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+ fragment: string;
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+ varying: string;
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+ int: PrecisionMode;
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+ float: PrecisionMode;
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+ sampler2D: PrecisionMode;
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+ samplerCube: PrecisionMode;
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+ lastActiveUnit: number;
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+ gl: any;
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+ pg: any;
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+ el: any;
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+ frame: refr.Queue;
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+ target: any;
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+ stride: Nested<number>;
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+ location: Nested<any>;
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+ activeUnit: Nested<number>;
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+ default: any;
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+ ref?: any;
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+ init(varying?: string[]): void;
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+ mount(): void;
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+ clean(): void;
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+ render(): void;
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+ mousemove(e: Event): void;
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+ resize(e?: Event, width?: number, height?: number): void;
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+ load(e?: Event, image?: HTMLImageElement): void;
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+ uniform(key: string, value: Uniform): EventState<any>;
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+ uniform(target: {
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+ [key: string]: Uniform;
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+ }): EventState<any>;
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+ texture(key: string, value: string): EventState<any>;
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+ texture(target: {
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+ [key: string]: string;
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+ }): EventState<any>;
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+ attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
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+ attribute(target: {
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+ [key: string]: Attribute;
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+ }): EventState<any>;
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+ clear(key?: GLClearMode): void;
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+ viewport(size?: [number, number]): void;
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+ drawArrays(key?: GLDrawMode): void;
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+ drawElements(key?: GLDrawMode): void;
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+ }>) => any;
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+ declare const useTexture: (props: any, self?: EventState<{
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+ id: string;
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+ width: number;
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+ height: number;
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+ size: [number, number];
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+ mouse: [number, number];
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+ count: number;
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+ vs: string;
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+ fs: string;
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+ vert: string;
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+ frag: string;
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+ vertex: string;
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+ fragment: string;
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+ varying: string;
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+ int: PrecisionMode;
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+ float: PrecisionMode;
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+ sampler2D: PrecisionMode;
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+ samplerCube: PrecisionMode;
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+ lastActiveUnit: number;
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+ gl: any;
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+ pg: any;
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+ el: any;
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+ frame: refr.Queue;
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+ target: any;
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+ stride: Nested<number>;
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+ location: Nested<any>;
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+ activeUnit: Nested<number>;
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+ default: any;
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+ ref?: any;
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+ init(varying?: string[]): void;
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+ mount(): void;
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+ clean(): void;
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+ render(): void;
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+ mousemove(e: Event): void;
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+ resize(e?: Event, width?: number, height?: number): void;
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+ load(e?: Event, image?: HTMLImageElement): void;
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+ uniform(key: string, value: Uniform): EventState<any>;
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+ uniform(target: {
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+ [key: string]: Uniform;
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+ }): EventState<any>;
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+ texture(key: string, value: string): EventState<any>;
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+ texture(target: {
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+ [key: string]: string;
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+ }): EventState<any>;
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+ attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
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+ attribute(target: {
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+ [key: string]: Attribute;
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+ }): EventState<any>;
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+ clear(key?: GLClearMode): void;
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+ viewport(size?: [number, number]): void;
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+ drawArrays(key?: GLDrawMode): void;
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+ drawElements(key?: GLDrawMode): void;
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+ }>) => any;
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+ declare const useAttribute: (props: any, self?: EventState<{
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+ id: string;
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+ width: number;
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+ height: number;
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+ size: [number, number];
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+ mouse: [number, number];
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+ count: number;
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+ vs: string;
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+ fs: string;
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+ vert: string;
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+ frag: string;
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+ vertex: string;
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+ fragment: string;
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+ varying: string;
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+ int: PrecisionMode;
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+ float: PrecisionMode;
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+ sampler2D: PrecisionMode;
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+ samplerCube: PrecisionMode;
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+ lastActiveUnit: number;
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+ gl: any;
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+ pg: any;
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+ el: any;
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+ frame: refr.Queue;
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+ target: any;
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+ stride: Nested<number>;
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+ location: Nested<any>;
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+ activeUnit: Nested<number>;
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+ default: any;
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+ ref?: any;
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+ init(varying?: string[]): void;
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+ mount(): void;
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+ clean(): void;
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+ render(): void;
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+ mousemove(e: Event): void;
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+ resize(e?: Event, width?: number, height?: number): void;
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+ load(e?: Event, image?: HTMLImageElement): void;
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+ uniform(key: string, value: Uniform): EventState<any>;
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+ uniform(target: {
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+ [key: string]: Uniform;
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+ }): EventState<any>;
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+ texture(key: string, value: string): EventState<any>;
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+ texture(target: {
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+ [key: string]: string;
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+ }): EventState<any>;
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+ attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
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+ attribute(target: {
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+ [key: string]: Attribute;
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+ }): EventState<any>;
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+ clear(key?: GLClearMode): void;
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+ viewport(size?: [number, number]): void;
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+ drawArrays(key?: GLDrawMode): void;
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+ drawElements(key?: GLDrawMode): void;
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+ }>) => any;
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+ declare const useUniform: (props: any, self?: EventState<{
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+ id: string;
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+ width: number;
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+ height: number;
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+ size: [number, number];
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+ mouse: [number, number];
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+ count: number;
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+ vs: string;
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+ fs: string;
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+ vert: string;
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+ frag: string;
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+ vertex: string;
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+ fragment: string;
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+ varying: string;
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+ int: PrecisionMode;
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+ float: PrecisionMode;
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+ sampler2D: PrecisionMode;
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+ samplerCube: PrecisionMode;
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+ lastActiveUnit: number;
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+ gl: any;
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+ pg: any;
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+ el: any;
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+ frame: refr.Queue;
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+ target: any;
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+ stride: Nested<number>;
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+ location: Nested<any>;
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+ activeUnit: Nested<number>;
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+ default: any;
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+ ref?: any;
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+ init(varying?: string[]): void;
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+ mount(): void;
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+ clean(): void;
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+ render(): void;
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+ mousemove(e: Event): void;
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+ resize(e?: Event, width?: number, height?: number): void;
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+ load(e?: Event, image?: HTMLImageElement): void;
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+ uniform(key: string, value: Uniform): EventState<any>;
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+ uniform(target: {
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+ [key: string]: Uniform;
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+ }): EventState<any>;
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+ texture(key: string, value: string): EventState<any>;
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+ texture(target: {
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+ [key: string]: string;
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+ }): EventState<any>;
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+ attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
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+ attribute(target: {
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+ [key: string]: Attribute;
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+ }): EventState<any>;
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+ clear(key?: GLClearMode): void;
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+ viewport(size?: [number, number]): void;
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+ drawArrays(key?: GLDrawMode): void;
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+ drawElements(key?: GLDrawMode): void;
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+ }>) => any;
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+ declare const useFrame: (fun: Fun, self?: EventState<{
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+ id: string;
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+ width: number;
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+ height: number;
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+ size: [number, number];
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+ mouse: [number, number];
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+ count: number;
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+ vs: string;
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+ fs: string;
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+ vert: string;
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+ frag: string;
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+ vertex: string;
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+ fragment: string;
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+ varying: string;
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+ int: PrecisionMode;
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+ float: PrecisionMode;
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+ sampler2D: PrecisionMode;
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+ samplerCube: PrecisionMode;
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+ lastActiveUnit: number;
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+ gl: any;
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+ pg: any;
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+ el: any;
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+ frame: refr.Queue;
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+ target: any;
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+ stride: Nested<number>;
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+ location: Nested<any>;
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+ activeUnit: Nested<number>;
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+ default: any;
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+ ref?: any;
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+ init(varying?: string[]): void;
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+ mount(): void;
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+ clean(): void;
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+ render(): void;
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+ mousemove(e: Event): void;
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+ resize(e?: Event, width?: number, height?: number): void;
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+ load(e?: Event, image?: HTMLImageElement): void;
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+ uniform(key: string, value: Uniform): EventState<any>;
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+ uniform(target: {
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+ [key: string]: Uniform;
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+ }): EventState<any>;
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+ texture(key: string, value: string): EventState<any>;
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+ texture(target: {
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+ [key: string]: string;
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+ }): EventState<any>;
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+ attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
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+ attribute(target: {
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+ [key: string]: Attribute;
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+ }): EventState<any>;
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+ clear(key?: GLClearMode): void;
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+ viewport(size?: [number, number]): void;
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+ drawArrays(key?: GLDrawMode): void;
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+ drawElements(key?: GLDrawMode): void;
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+ }>) => EventState<{
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+ id: string;
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+ width: number;
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+ height: number;
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+ size: [number, number];
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+ mouse: [number, number];
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+ count: number;
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+ vs: string;
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+ fs: string;
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+ vert: string;
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+ frag: string;
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+ vertex: string;
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+ fragment: string;
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+ varying: string;
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+ int: PrecisionMode;
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+ float: PrecisionMode;
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+ sampler2D: PrecisionMode;
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+ samplerCube: PrecisionMode;
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+ lastActiveUnit: number;
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+ gl: any;
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+ pg: any;
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+ el: any;
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+ frame: refr.Queue;
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+ target: any;
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+ stride: Nested<number>;
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+ location: Nested<any>;
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+ activeUnit: Nested<number>;
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+ default: any;
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+ ref?: any;
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+ init(varying?: string[]): void;
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+ mount(): void;
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+ clean(): void;
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+ render(): void;
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+ mousemove(e: Event): void;
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+ resize(e?: Event, width?: number, height?: number): void;
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+ load(e?: Event, image?: HTMLImageElement): void;
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+ uniform(key: string, value: Uniform): EventState<any>;
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+ uniform(target: {
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+ [key: string]: Uniform;
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+ }): EventState<any>;
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+ texture(key: string, value: string): EventState<any>;
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+ texture(target: {
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+ [key: string]: string;
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+ }): EventState<any>;
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+ attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
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+ attribute(target: {
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+ [key: string]: Attribute;
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+ }): EventState<any>;
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+ clear(key?: GLClearMode): void;
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+ viewport(size?: [number, number]): void;
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+ drawArrays(key?: GLDrawMode): void;
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+ drawElements(key?: GLDrawMode): void;
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+ }>;
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  export { useAttribute, useFrame, useGL, useTF, useTexture, useUniform };
package/dist/react.js CHANGED
@@ -1,4 +1,4 @@
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- var b=Object.defineProperty;var z=Object.getOwnPropertyDescriptor;var H=Object.getOwnPropertyNames;var Y=Object.prototype.hasOwnProperty;var W=(e,t)=>{for(var n in t)b(e,n,{get:t[n],enumerable:!0})},k=(e,t,n,o)=>{if(t&&typeof t=="object"||typeof t=="function")for(let a of H(t))!Y.call(e,a)&&a!==n&&b(e,a,{get:()=>t[a],enumerable:!(o=z(t,a))||o.enumerable});return e};var V=e=>k(b({},"__esModule",{value:!0}),e);var ee={};W(ee,{useAttribute:()=>Z,useFrame:()=>g,useGL:()=>j,useTF:()=>J,useTexture:()=>Q,useUniform:()=>l});module.exports=V(ee);var f=require("react");var c=require("reev"),d=require("refr");var P=(e,t=!1)=>{let n=typeof e=="number"?0:e?.length;return n?t?(n=Math.sqrt(n)<<0,`uniformMatrix${n}fv`):`uniform${n}fv`:"uniform1f"},L=(e,t,n)=>{n&&(e=Math.max(...n)+1);let o=t.length/e;return o!==o<<0&&console.warn(`Vertex Stride Error: count ${e} is mismatch`),o<<0},x=(e,t,n)=>{let o=e.createShader(n);if(e.shaderSource(o,t),e.compileShader(o),e.getShaderParameter(o,e.COMPILE_STATUS))return o;throw`Could not compile glsl
1
+ var b=Object.defineProperty;var z=Object.getOwnPropertyDescriptor;var H=Object.getOwnPropertyNames;var Y=Object.prototype.hasOwnProperty;var W=(e,t)=>{for(var n in t)b(e,n,{get:t[n],enumerable:!0})},k=(e,t,n,o)=>{if(t&&typeof t=="object"||typeof t=="function")for(let a of H(t))!Y.call(e,a)&&a!==n&&b(e,a,{get:()=>t[a],enumerable:!(o=z(t,a))||o.enumerable});return e};var V=e=>k(b({},"__esModule",{value:!0}),e);var ee={};W(ee,{useAttribute:()=>Z,useFrame:()=>g,useGL:()=>j,useTF:()=>J,useTexture:()=>Q,useUniform:()=>l});module.exports=V(ee);var F=require("react");var s=require("reev"),d=require("refr");var P=(e,t=!1)=>{let n=typeof e=="number"?0:e?.length;return n?t?(n=Math.sqrt(n)<<0,`uniformMatrix${n}fv`):`uniform${n}fv`:"uniform1f"},L=(e,t,n)=>{n&&(e=Math.max(...n)+1);let o=t.length/e;return o!==o<<0&&console.warn(`Vertex Stride Error: count ${e} is mismatch`),o<<0},x=(e,t,n)=>{let o=e.createShader(n);if(e.shaderSource(o,t),e.compileShader(o),e.getShaderParameter(o,e.COMPILE_STATUS))return o;throw`Could not compile glsl
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3
3
  `+e.getShaderInfoLog(o)},D=(e,t,n)=>{let o=e.createProgram();return e.attachShader(o,t),e.attachShader(o,n),e.linkProgram(o),e.getProgramParameter(o,e.LINK_STATUS)?(e.useProgram(o),o):(console.log(e.getProgramInfoLog(o)),null)},y=(e,t,n,o)=>{let a=e.createProgram();return e.attachShader(a,t),e.attachShader(a,n),e.transformFeedbackVaryings(a,o,e.SEPARATE_ATTRIBS),e.linkProgram(a),e.getProgramParameter(a,e.LINK_STATUS)?(e.useProgram(a),a):(console.warn(e.getProgramInfoLog(a)),null)},v=(e,t)=>{if(!t)return;let n=e.createBuffer();return e.bindBuffer(e.ARRAY_BUFFER,n),e.bufferData(e.ARRAY_BUFFER,new Float32Array(t),e.STATIC_DRAW),e.bindBuffer(e.ARRAY_BUFFER,null),n},B=(e,t)=>{if(!t)return;let n=e.createBuffer();return e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,n),e.bufferData(e.ELEMENT_ARRAY_BUFFER,new Int16Array(t),e.STATIC_DRAW),e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,null),n},X=(e,t,n,o,a)=>{e.bindBuffer(e.ARRAY_BUFFER,o),e.enableVertexAttribArray(n),e.vertexAttribPointer(n,t,e.FLOAT,!1,0,0),a&&e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,a)};var S=(e,t)=>{let n=e.createTexture();return e.bindTexture(e.TEXTURE_2D,n),e.texImage2D(e.TEXTURE_2D,0,e.RGBA,e.RGBA,e.UNSIGNED_BYTE,t),e.generateMipmap(e.TEXTURE_2D),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MIN_FILTER,e.LINEAR),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MAG_FILTER,e.LINEAR),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_S,e.CLAMP_TO_EDGE),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_T,e.CLAMP_TO_EDGE),e.bindTexture(e.TEXTURE_2D,null),n},I=(e,t,n,o)=>{e.uniform1i(t,n),e.activeTexture(e["TEXTURE"+n]),e.bindTexture(e.TEXTURE_2D,o)};var $=[-1,-1,1,-1,-1,1,-1,1,1,-1,1,1],q=`
4
4
  attribute vec4 a_position;
@@ -11,5 +11,5 @@ var b=Object.defineProperty;var z=Object.getOwnPropertyDescriptor;var H=Object.g
11
11
  void main() {
12
12
  gl_FragColor = vec4(fract(gl_FragCoord.xy / iResolution), 0, 1);
13
13
  }
14
- `,A=performance.now(),U=0,M=0,G=e=>{let r=(0,c.event)({vertex:q,fragment:K,size:[0,0],mouse:[0,0],count:6,counter:0,init:()=>{r(e);let i=r.gl,u=r.vs||r.vert||r.vertex,m=r.fs||r.frag||r.fragment,E=x(i,u,i.VERTEX_SHADER),T=x(i,m,i.FRAGMENT_SHADER);r.count===6&&r.attribute({a_position:$}),(0,d.frame)(()=>void r.render()||1),r.pg=r.varying?y(i,E,T,r.varying):D(i,E,T),r.lastActiveUnit=0,r.activeUnit=(0,c.nested)(()=>r.lastActiveUnit++),r.location=(0,c.nested)((s,_=!1)=>_?i?.getAttribLocation(r.pg,s):i?.getUniformLocation(r.pg,s))},render:()=>{r.gl.useProgram(r.pg),r.frame.flush(),U=A,A=performance.now()/1e3,M=A-U,r.uniform({iTime:A,iPrevTime:U,iDeltaTime:M})},resize:(i,u=r.width||window.innerWidth,m=r.height||window.innerHeight)=>{r.size[0]=r.el.width=u,r.size[1]=r.el.height=m,r.uniform("iResolution",r.size)},mousemove:(i,u=i.clientX,m=i.clientY)=>{let[E,T]=r.size,{top:s,left:_}=r.el.getBoundingClientRect();r.mouse[0]=(u-s-E/2)/(E/2),r.mouse[1]=-(m-_-T/2)/(T/2),r.uniform("iMouse",r.mouse)},load:(i,u)=>{r.frame(()=>{let m=r.location(u.alt),E=r.activeUnit(u.alt),T=S(r.gl,u);r.frame(()=>(I(r.gl,m,E,T),!0))})},clear:(i="COLOR_BUFFER_BIT")=>{r.gl.clear(r.gl[i])},viewport:(i=r.size)=>{r.gl.viewport(0,0,...i)},drawArrays:(i="TRIANGLES")=>{r.gl.drawArrays(r.gl[i],0,r.count)},drawElements:(i="TRIANGLES",u="UNSIGNED_SHORT")=>{i=r.gl[i],u=r.gl[u],r.gl.drawElements(i,r.count,u,0)}}),w=(i,u,m="anonymous")=>{if(typeof window>"u")return;let E=new Image,T=s=>r.load(s,E);E.addEventListener("load",T,!1),Object.assign(E,{src:u,alt:i,crossOrigin:m})},h=(i,u=0,m=!1)=>{let E=P(u,m);r.frame(()=>{let T=r.location(i);m?r.gl[E](T,!1,u):r.gl[E](T,u)})},C=(i,u,m)=>{r.frame(()=>{let E=r.location(i,!0),T=v(r.gl,u),s=B(r.gl,m),_=r.count,O=L(_,u,m);X(r.gl,O,E,T,s)})};return r.frame=(0,d.queue)(),r.texture=(0,c.durable)(w),r.uniform=(0,c.durable)(h),r.attribute=(0,c.durable)(C),r},R=G(),N=(e,t=R)=>{let n=()=>{a(e),a.el=t.el,a.gl=t.gl,a.frame=t.frame,a.init(),t({resize:a.resize,mousemove:a.mousemove})},o=()=>{a(e),t({resize:a.resize,mousemove:a.mousemove})},a=G();return a({mount:n,clean:o}),a};var p=require("refr"),F=require("reev/react"),j=(e={},t=R)=>{let n=(0,F.useMutable)(e),o=(0,F.useMutable)({ref(a){a?(t.target=a,t.mount()):t.clean()},mount(){t.el=t.target,t.gl=t.target.getContext("webgl2"),t.init(),t.resize(),p.frame.start(),window.addEventListener("resize",t.resize),t.el.addEventListener("mousemove",t.mousemove)},clean(){t(o)(n),p.frame.cancel(),window.removeEventListener("resize",t.resize)}});return(0,f.useMemo)(()=>t(o)(n),[t,n,o])},J=(e,t=R)=>{let n=(0,F.useMutable)(e),o=(0,f.useMemo)(()=>N(n,t),[n,t]);return(0,f.useEffect)(()=>void o.mount()||o.clean,[t]),o},Q=(e,t=R)=>t.texture(e),Z=(e,t=R)=>t.attribute(e),l=(e,t=R)=>t.uniform(e),g=(e,t=R)=>((0,f.useEffect)(()=>void t.frame(e),[]),(0,f.useEffect)(()=>()=>t.frame(e),[]),t);0&&(module.exports={useAttribute,useFrame,useGL,useTF,useTexture,useUniform});
14
+ `,A=performance.now(),U=0,G=0,M=e=>{let r=(0,s.event)({vertex:q,fragment:K,size:[0,0],mouse:[0,0],count:6,counter:0,init:()=>{r(e);let i=r.gl,u=r.vs||r.vert||r.vertex,m=r.fs||r.frag||r.fragment,E=x(i,u,i.VERTEX_SHADER),c=x(i,m,i.FRAGMENT_SHADER);r.count===6&&r.attribute({a_position:$}),(0,d.frame)(()=>void r.render()||1),r.pg=r.varying?y(i,E,c,r.varying):D(i,E,c),r.lastActiveUnit=0,r.activeUnit=(0,s.nested)(()=>r.lastActiveUnit++),r.location=(0,s.nested)((T,_=!1)=>_?i?.getAttribLocation(r.pg,T):i?.getUniformLocation(r.pg,T))},render:()=>{r.gl.useProgram(r.pg),r.frame.flush(),U=A,A=performance.now()/1e3,G=A-U,r.uniform({iTime:A,iPrevTime:U,iDeltaTime:G})},resize:(i,u=r.width||window.innerWidth,m=r.height||window.innerHeight)=>{r.size[0]=r.el.width=u,r.size[1]=r.el.height=m,r.uniform("iResolution",r.size)},mousemove:(i,u=i.clientX,m=i.clientY)=>{let[E,c]=r.size,{top:T,left:_}=r.el.getBoundingClientRect();r.mouse[0]=(u-T-E/2)/(E/2),r.mouse[1]=-(m-_-c/2)/(c/2),r.uniform("iMouse",r.mouse)},load:(i,u)=>{r.frame(()=>{let m=r.location(u.alt),E=r.activeUnit(u.alt),c=S(r.gl,u);r.frame(()=>(I(r.gl,m,E,c),!0))})},clear:(i="COLOR_BUFFER_BIT")=>{r.frame(()=>void r.gl.clear(r.gl[i]))},viewport:(i=r.size)=>{r.frame(()=>void r.gl.viewport(0,0,...i))},drawArrays:(i="TRIANGLES")=>{r.frame(()=>{r.gl.drawArrays(r.gl[i],0,r.count)})},drawElements:(i="TRIANGLES",u="UNSIGNED_SHORT")=>{r.frame(()=>{i=r.gl[i],u=r.gl[u],r.gl.drawElements(i,r.count,u,0)})}}),w=(i,u,m="anonymous")=>{if(typeof window>"u")return;let E=new Image,c=T=>r.load(T,E);E.addEventListener("load",c,!1),Object.assign(E,{src:u,alt:i,crossOrigin:m})},h=(i,u=0,m=!1)=>{let E=P(u,m);r.frame(()=>{let c=r.location(i);m?r.gl[E](c,!1,u):r.gl[E](c,u)})},O=(i,u,m)=>{r.frame(()=>{let E=r.location(i,!0),c=v(r.gl,u),T=B(r.gl,m),_=r.count,C=L(_,u,m);X(r.gl,C,E,c,T)})};return r.frame=(0,d.queue)(),r.texture=(0,s.durable)(w),r.uniform=(0,s.durable)(h),r.attribute=(0,s.durable)(O),r},f=M(),N=(e,t=f)=>{let n=()=>{a(e),a.el=t.el,a.gl=t.gl,a.frame=t.frame,a.init(),t({resize:a.resize,mousemove:a.mousemove})},o=()=>{a(e),t({resize:a.resize,mousemove:a.mousemove})},a=M();return a({mount:n,clean:o}),a};var p=require("refr"),R=require("reev/react"),j=(e={},t=f)=>{let n=(0,R.useMutable)(e),o=(0,R.useMutable)({ref(a){a?(t.target=a,t.mount()):t.clean()},mount(){t.el=t.target,t.gl=t.target.getContext("webgl2"),t.init(),t.resize(),p.frame.start(),window.addEventListener("resize",t.resize),t.el.addEventListener("mousemove",t.mousemove)},clean(){t(o)(n),p.frame.cancel(),window.removeEventListener("resize",t.resize)}});return(0,R.useOnce)(()=>t(o)(n))},J=(e,t=f)=>{let n=(0,R.useMutable)(e),o=(0,R.useOnce)(()=>N(n,t));return(0,F.useEffect)(()=>void o.mount()||o.clean,[t]),o},Q=(e,t=f)=>t.texture(e),Z=(e,t=f)=>t.attribute(e),l=(e,t=f)=>t.uniform(e),g=(e,t=f)=>((0,F.useEffect)(()=>void t.frame(e),[]),(0,F.useEffect)(()=>()=>t.frame(e),[]),t);0&&(module.exports={useAttribute,useFrame,useGL,useTF,useTexture,useUniform});
15
15
  //# sourceMappingURL=react.js.map
package/dist/react.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"sources":["../react.ts","../index.ts","../utils.ts"],"sourcesContent":["import { useEffect, useMemo } from 'react'\nimport { createTF, gl } from './index'\nimport { frame } from 'refr'\nimport { useMutable } from 'reev/react'\nimport type { GL } from './types'\nimport type { Fun } from 'refr'\n\nexport const useGL = (props: Partial<GL> = {}, self = gl) => {\n const memo1 = useMutable(props) as Partial<GL>\n const memo2 = useMutable({\n ref(target: unknown) {\n if (target) {\n self.target = target\n self.mount()\n } else self.clean()\n },\n mount() {\n self.el = self.target\n self.gl = self.target.getContext('webgl2')\n self.init()\n self.resize()\n frame.start()\n window.addEventListener('resize', self.resize)\n self.el.addEventListener('mousemove', self.mousemove)\n },\n clean() {\n self(memo2)(memo1)\n frame.cancel()\n window.removeEventListener('resize', self.resize)\n },\n }) as Partial<GL>\n\n return useMemo(() => self(memo2)(memo1), [self, memo1, memo2])\n}\n\nexport const useTF = (props: Partial<GL>, self = gl) => {\n const memo = useMutable(props) as Partial<GL>\n const tf = useMemo(() => createTF(memo, self), [memo, self])\n useEffect(() => void tf.mount() || tf.clean, [self])\n return tf\n}\n\nexport const useTexture = (props: any, self = gl) => {\n return self.texture(props)\n}\n\nexport const useAttribute = (props: any, self = gl) => {\n return self.attribute(props)\n}\n\nexport const useUniform = (props: any, self = gl) => {\n return self.uniform(props)\n}\n\nexport const useFrame = (fun: Fun, self = gl) => {\n useEffect(() => void self.frame(fun), [])\n useEffect(() => () => self.frame(fun), [])\n return self\n}\n","import { event, durable, nested } from 'reev'\nimport { queue, frame } from 'refr'\nimport {\n uniformType,\n vertexStride,\n createProgram,\n createTfProgram,\n createShader,\n createAttribute,\n createTexture,\n createVbo,\n createIbo,\n activeTexture,\n} from './utils'\nimport type { GL } from './types'\n\nconst a_position = [-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]\n\nconst _defaultVertex = `\n attribute vec4 a_position;\n void main() {\n gl_Position = a_position;\n }\n`\n\nconst _defaultFragment = `\n precision mediump float;\n uniform vec2 iResolution;\n void main() {\n gl_FragColor = vec4(fract(gl_FragCoord.xy / iResolution), 0, 1);\n }\n`\n\nlet iTime = performance.now(),\n iPrevTime = 0,\n iDeltaTime = 0\n\nexport const createGL = (props?: Partial<GL>) => {\n const init = () => {\n self(props)\n const gl = self.gl\n const _v = self.vs || self.vert || self.vertex\n const _f = self.fs || self.frag || self.fragment\n const vs = createShader(gl, _v, gl.VERTEX_SHADER)\n const fs = createShader(gl, _f, gl.FRAGMENT_SHADER)\n if (self.count === 6) self.attribute({ a_position })\n frame(() => void self.render() || 1)\n self.pg = self.varying\n ? createTfProgram(gl, vs, fs, self.varying)\n : createProgram(gl, vs, fs)\n self.lastActiveUnit = 0\n self.activeUnit = nested(() => self.lastActiveUnit++)\n self.location = nested((key, isAttribute = false) => {\n return isAttribute\n ? gl?.getAttribLocation(self.pg, key)\n : gl?.getUniformLocation(self.pg, key)\n })\n }\n\n const render = () => {\n self.gl.useProgram(self.pg)\n self.frame.flush()\n iPrevTime = iTime\n iTime = performance.now() / 1000\n iDeltaTime = iTime - iPrevTime\n self.uniform({ iTime, iPrevTime, iDeltaTime })\n }\n\n const resize = (\n _e: any,\n width = self.width || window.innerWidth,\n height = self.height || window.innerHeight\n ) => {\n self.size[0] = self.el.width = width\n self.size[1] = self.el.height = height\n self.uniform('iResolution', self.size)\n }\n\n const mousemove = (_e: any, x = _e.clientX, y = _e.clientY) => {\n const [w, h] = self.size\n const { top, left } = self.el.getBoundingClientRect()\n self.mouse[0] = (x - top - w / 2) / (w / 2)\n self.mouse[1] = -(y - left - h / 2) / (h / 2)\n self.uniform('iMouse', self.mouse)\n }\n\n const load = (_: any, image: any) => {\n self.frame(() => {\n const loc = self.location(image.alt)\n const unit = self.activeUnit(image.alt)\n const tex = createTexture(self.gl, image)\n self.frame(() => {\n activeTexture(self.gl, loc, unit, tex)\n return true\n })\n })\n }\n\n const clear = (key = 'COLOR_BUFFER_BIT') => {\n self.gl.clear(self.gl[key])\n }\n\n const viewport = (size: number[] = self.size) => {\n self.gl.viewport(0, 0, ...size)\n }\n\n const drawArrays = (mode = 'TRIANGLES') => {\n self.gl.drawArrays(self.gl[mode], 0, self.count)\n }\n\n const drawElements = (mode = 'TRIANGLES', type = 'UNSIGNED_SHORT') => {\n mode = self.gl[mode]\n type = self.gl[type]\n self.gl.drawElements(mode, self.count, type, 0)\n }\n\n const self = event<Partial<GL>>({\n vertex: _defaultVertex,\n fragment: _defaultFragment,\n size: [0, 0],\n mouse: [0, 0],\n count: 6,\n counter: 0,\n init,\n render,\n resize,\n mousemove,\n load,\n clear,\n viewport,\n drawArrays,\n drawElements,\n }) as GL\n\n const _texture = (\n alt: string,\n src: string,\n crossOrigin = 'anonymous'\n ) => {\n if (typeof window === 'undefined') return\n const image = new Image()\n const callback = (_: any) => self.load(_, image)\n image.addEventListener('load', callback, false)\n Object.assign(image, { src, alt, crossOrigin })\n }\n\n const _uniform = (key: string, value = 0, isMatrix = false) => {\n const type = uniformType(value, isMatrix)\n self.frame(() => {\n const loc = self.location(key)\n if (isMatrix) self.gl[type](loc, false, value)\n else self.gl[type](loc, value)\n })\n }\n\n const _attribute = (\n key: string,\n value: number[],\n iboValue?: number[]\n ) => {\n self.frame(() => {\n const loc = self.location(key, true)\n const vbo = createVbo(self.gl, value)\n const ibo = createIbo(self.gl, iboValue)\n const n = self.count\n const stride = vertexStride(n, value, iboValue)\n createAttribute(self.gl, stride, loc, vbo, ibo)\n })\n }\n\n self.frame = queue()\n self.texture = durable(_texture)\n self.uniform = durable(_uniform)\n self.attribute = durable(_attribute)\n\n return self\n}\n\nexport const gl = createGL()\n\nexport const createTF = (props?: Partial<GL>, self = gl) => {\n const mount = () => {\n tf(props)\n tf.el = self.el\n tf.gl = self.gl\n tf.frame = self.frame\n tf.init()\n self({ resize: tf.resize, mousemove: tf.mousemove })\n }\n\n const clean = () => {\n tf(props)\n self({ resize: tf.resize, mousemove: tf.mousemove })\n }\n\n const tf = createGL()\n\n tf({ mount, clean })\n return tf\n}\n\nexport default gl\n","/**\n * utils\n */\nexport const uniformType = (value: number | number[], isMatrix = false) => {\n let length = typeof value === 'number' ? 0 : value?.length\n if (!length) return `uniform1f`\n if (!isMatrix) return `uniform${length}fv`\n length = Math.sqrt(length) << 0\n return `uniformMatrix${length}fv`\n}\n\nexport const vertexStride = (\n count: number,\n value: number[],\n iboValue?: number[]\n) => {\n if (iboValue) count = Math.max(...iboValue) + 1\n const stride = value.length / count\n if (stride !== stride << 0)\n console.warn(`Vertex Stride Error: count ${count} is mismatch`)\n return stride << 0\n}\n\n/**\n * graphics\n */\nexport const createShader = (gl: any, source: string, type: unknown) => {\n const shader = gl.createShader(type)\n gl.shaderSource(shader, source)\n gl.compileShader(shader)\n if (gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n return shader\n } else throw 'Could not compile glsl\\n\\n' + gl.getShaderInfoLog(shader)\n}\n\nexport const createProgram = (gl: any, vs: any, fs: any) => {\n const program = gl.createProgram()\n gl.attachShader(program, vs)\n gl.attachShader(program, fs)\n gl.linkProgram(program)\n if (gl.getProgramParameter(program, gl.LINK_STATUS)) {\n gl.useProgram(program)\n return program\n } else {\n console.log(gl.getProgramInfoLog(program))\n return null\n }\n}\n\nexport const createTfProgram = (gl: any, vs: any, fs: any, varyings?: any) => {\n const pg = gl.createProgram()\n gl.attachShader(pg, vs)\n gl.attachShader(pg, fs)\n gl.transformFeedbackVaryings(pg, varyings, gl.SEPARATE_ATTRIBS)\n gl.linkProgram(pg)\n if (gl.getProgramParameter(pg, gl.LINK_STATUS)) {\n gl.useProgram(pg)\n return pg\n } else {\n console.warn(gl.getProgramInfoLog(pg))\n return null\n }\n}\n\nexport const createVbo = (gl: any, data: number[]) => {\n if (!data) return\n const vbo = gl.createBuffer()\n gl.bindBuffer(gl.ARRAY_BUFFER, vbo)\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW)\n gl.bindBuffer(gl.ARRAY_BUFFER, null)\n return vbo\n}\n\nexport const createIbo = (gl: any, data?: number[]) => {\n if (!data) return\n const ibo = gl.createBuffer()\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo)\n gl.bufferData(\n gl.ELEMENT_ARRAY_BUFFER,\n new Int16Array(data),\n gl.STATIC_DRAW\n )\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null)\n return ibo\n}\n\nexport const createAttribute = (\n gl: any,\n stride: number,\n location: any,\n vbo: any,\n ibo: any\n) => {\n gl.bindBuffer(gl.ARRAY_BUFFER, vbo)\n gl.enableVertexAttribArray(location)\n gl.vertexAttribPointer(location, stride, gl.FLOAT, false, 0, 0)\n if (ibo) gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo)\n}\n\nexport const createFramebuffer = (gl: any, width: number, height: number) => {\n const frameBuffer = gl.createFramebuffer()\n gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer)\n const renderBuffer = gl.createRenderbuffer()\n gl.bindRenderbuffer(gl.RENDERBUFFER, renderBuffer)\n gl.renderbufferStorage(\n gl.RENDERBUFFER,\n gl.DEPTH_COMPONENT16,\n width,\n height\n )\n gl.framebufferRenderbuffer(\n gl.FRAMEBUFFER,\n gl.DEPTH_ATTACHMENT,\n gl.RENDERBUFFER,\n renderBuffer\n )\n const texture = gl.createTexture()\n gl.bindTexture(gl.TEXTURE_2D, texture)\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n gl.RGBA,\n width,\n height,\n 0,\n gl.RGBA,\n gl.UNSIGNED_BYTE,\n null\n )\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)\n gl.framebufferTexture2D(\n gl.FRAMEBUFFER,\n gl.COLOR_ATTACHMENT0,\n gl.TEXTURE_2D,\n texture,\n 0\n )\n gl.bindTexture(gl.TEXTURE_2D, null)\n gl.bindRenderbuffer(gl.RENDERBUFFER, null)\n gl.bindFramebuffer(gl.FRAMEBUFFER, null)\n return { frameBuffer, renderBuffer, texture }\n}\n\nexport const createFramebufferFloat = (\n gl: any,\n ext: any,\n width: number,\n height: number\n) => {\n const flg =\n ext.textureFloat != null\n ? gl.FLOAT\n : ext.textureHalfFloat.HALF_FLOAT_OES\n const frameBuffer = gl.createFramebuffer()\n const texture = gl.createTexture()\n gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer)\n gl.bindTexture(gl.TEXTURE_2D, texture)\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n gl.RGBA,\n width,\n height,\n 0,\n gl.RGBA,\n flg,\n null\n )\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)\n gl.framebufferTexture2D(\n gl.FRAMEBUFFER,\n gl.COLOR_ATTACHMENT0,\n gl.TEXTURE_2D,\n texture,\n 0\n )\n gl.bindTexture(gl.TEXTURE_2D, null)\n gl.bindFramebuffer(gl.FRAMEBUFFER, null)\n return { frameBuffer, texture }\n}\n\nexport const createTexture = (gl: any, img: any) => {\n const texture = gl.createTexture()\n gl.bindTexture(gl.TEXTURE_2D, texture)\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img)\n gl.generateMipmap(gl.TEXTURE_2D)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)\n gl.bindTexture(gl.TEXTURE_2D, null)\n return texture\n}\n\nexport const activeTexture = (\n gl: any,\n location: any,\n activeUnit: any,\n texture: any\n) => {\n gl.uniform1i(location, activeUnit)\n gl.activeTexture(gl['TEXTURE' + activeUnit])\n gl.bindTexture(gl.TEXTURE_2D, 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1
+ {"version":3,"sources":["../react.ts","../index.ts","../utils.ts"],"sourcesContent":["import { useEffect } from 'react'\nimport { createTF, gl } from './index'\nimport { frame } from 'refr' // @ts-ignore\nimport { useOnce, useMutable } from 'reev/react'\nimport type { GL } from './types'\nimport type { Fun } from 'refr'\n\nexport const useGL = (props: Partial<GL> = {}, self = gl) => {\n const memo1 = useMutable(props) as Partial<GL>\n const memo2 = useMutable({\n ref(target: unknown) {\n if (target) {\n self.target = target\n self.mount()\n } else self.clean()\n },\n mount() {\n self.el = self.target\n self.gl = self.target.getContext('webgl2')\n self.init()\n self.resize()\n frame.start()\n window.addEventListener('resize', self.resize)\n self.el.addEventListener('mousemove', self.mousemove)\n },\n clean() {\n self(memo2)(memo1)\n frame.cancel()\n window.removeEventListener('resize', self.resize)\n },\n }) as Partial<GL>\n\n return useOnce(() => self(memo2)(memo1))\n}\n\nexport const useTF = (props: Partial<GL>, self = gl) => {\n const memo = useMutable(props) as Partial<GL>\n const tf = useOnce(() => createTF(memo, self))\n useEffect(() => void tf.mount() || tf.clean, [self])\n return tf\n}\n\nexport const useTexture = (props: any, self = gl) => {\n return self.texture(props)\n}\n\nexport const useAttribute = (props: any, self = gl) => {\n return self.attribute(props)\n}\n\nexport const useUniform = (props: any, self = gl) => {\n return self.uniform(props)\n}\n\nexport const useFrame = (fun: Fun, self = gl) => {\n useEffect(() => void self.frame(fun), [])\n useEffect(() => () => self.frame(fun), [])\n return self\n}\n","import { event, durable, nested } from 'reev'\nimport { queue, frame } from 'refr'\nimport {\n uniformType,\n vertexStride,\n createProgram,\n createTfProgram,\n createShader,\n createAttribute,\n createTexture,\n createVbo,\n createIbo,\n activeTexture,\n} from './utils'\nimport type { GL } from './types'\n\nconst a_position = [-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]\n\nconst _defaultVertex = `\n attribute vec4 a_position;\n void main() {\n gl_Position = a_position;\n }\n`\n\nconst _defaultFragment = `\n precision mediump float;\n uniform vec2 iResolution;\n void main() {\n gl_FragColor = vec4(fract(gl_FragCoord.xy / iResolution), 0, 1);\n }\n`\n\nlet iTime = performance.now(),\n iPrevTime = 0,\n iDeltaTime = 0\n\nexport const createGL = (props?: Partial<GL>) => {\n const init = () => {\n self(props)\n const gl = self.gl\n const _v = self.vs || self.vert || self.vertex\n const _f = self.fs || self.frag || self.fragment\n const vs = createShader(gl, _v, gl.VERTEX_SHADER)\n const fs = createShader(gl, _f, gl.FRAGMENT_SHADER)\n if (self.count === 6) self.attribute({ a_position })\n frame(() => void self.render() || 1)\n self.pg = self.varying\n ? createTfProgram(gl, vs, fs, self.varying)\n : createProgram(gl, vs, fs)\n self.lastActiveUnit = 0\n self.activeUnit = nested(() => self.lastActiveUnit++)\n self.location = nested((key, isAttribute = false) => {\n return isAttribute\n ? gl?.getAttribLocation(self.pg, key)\n : gl?.getUniformLocation(self.pg, key)\n })\n }\n\n const render = () => {\n self.gl.useProgram(self.pg)\n self.frame.flush()\n iPrevTime = iTime\n iTime = performance.now() / 1000\n iDeltaTime = iTime - iPrevTime\n self.uniform({ iTime, iPrevTime, iDeltaTime })\n }\n\n const resize = (\n _e: any,\n width = self.width || window.innerWidth,\n height = self.height || window.innerHeight\n ) => {\n self.size[0] = self.el.width = width\n self.size[1] = self.el.height = height\n self.uniform('iResolution', self.size)\n }\n\n const mousemove = (_e: any, x = _e.clientX, y = _e.clientY) => {\n const [w, h] = self.size\n const { top, left } = self.el.getBoundingClientRect()\n self.mouse[0] = (x - top - w / 2) / (w / 2)\n self.mouse[1] = -(y - left - h / 2) / (h / 2)\n self.uniform('iMouse', self.mouse)\n }\n\n const load = (_: any, image: any) => {\n self.frame(() => {\n const loc = self.location(image.alt)\n const unit = self.activeUnit(image.alt)\n const tex = createTexture(self.gl, image)\n self.frame(() => {\n activeTexture(self.gl, loc, unit, tex)\n return true\n })\n })\n }\n\n const clear = (key = 'COLOR_BUFFER_BIT') => {\n self.frame(() => void self.gl.clear(self.gl[key]))\n }\n\n const viewport = (size: number[] = self.size) => {\n self.frame(() => void self.gl.viewport(0, 0, ...size))\n }\n\n const drawArrays = (mode = 'TRIANGLES') => {\n // self.gl.drawArrays(self.gl[mode], 0, self.count)\n self.frame(() => {\n self.gl.drawArrays(self.gl[mode], 0, self.count)\n })\n }\n\n const drawElements = (mode = 'TRIANGLES', type = 'UNSIGNED_SHORT') => {\n self.frame(() => {\n mode = self.gl[mode]\n type = self.gl[type]\n self.gl.drawElements(mode, self.count, type, 0)\n })\n }\n\n const self = event<Partial<GL>>({\n vertex: _defaultVertex,\n fragment: _defaultFragment,\n size: [0, 0],\n mouse: [0, 0],\n count: 6,\n counter: 0,\n init,\n render,\n resize,\n mousemove,\n load,\n clear,\n viewport,\n drawArrays,\n drawElements,\n }) as GL\n\n const _texture = (\n alt: string,\n src: string,\n crossOrigin = 'anonymous'\n ) => {\n if (typeof window === 'undefined') return\n const image = new Image()\n const callback = (_: any) => self.load(_, image)\n image.addEventListener('load', callback, false)\n Object.assign(image, { src, alt, crossOrigin })\n }\n\n const _uniform = (key: string, value = 0, isMatrix = false) => {\n const type = uniformType(value, isMatrix)\n self.frame(() => {\n const loc = self.location(key)\n if (isMatrix) self.gl[type](loc, false, value)\n else self.gl[type](loc, value)\n })\n }\n\n const _attribute = (\n key: string,\n value: number[],\n iboValue?: number[]\n ) => {\n self.frame(() => {\n const loc = self.location(key, true)\n const vbo = createVbo(self.gl, value)\n const ibo = createIbo(self.gl, iboValue)\n const n = self.count\n const stride = vertexStride(n, value, iboValue)\n createAttribute(self.gl, stride, loc, vbo, ibo)\n })\n }\n\n self.frame = queue()\n self.texture = durable(_texture)\n self.uniform = durable(_uniform)\n self.attribute = durable(_attribute)\n\n return self\n}\n\nexport const gl = createGL()\n\nexport const createTF = (props?: Partial<GL>, self = gl) => {\n const mount = () => {\n tf(props)\n tf.el = self.el\n tf.gl = self.gl\n tf.frame = self.frame\n tf.init()\n self({ resize: tf.resize, mousemove: tf.mousemove })\n }\n\n const clean = () => {\n tf(props)\n self({ resize: tf.resize, mousemove: tf.mousemove })\n }\n\n const tf = createGL()\n\n tf({ mount, clean })\n return tf\n}\n\nexport default gl\n","/**\n * utils\n */\nexport const uniformType = (value: number | number[], isMatrix = false) => {\n let length = typeof value === 'number' ? 0 : value?.length\n if (!length) return `uniform1f`\n if (!isMatrix) return `uniform${length}fv`\n length = Math.sqrt(length) << 0\n return `uniformMatrix${length}fv`\n}\n\nexport const vertexStride = (\n count: number,\n value: number[],\n iboValue?: number[]\n) => {\n if (iboValue) count = Math.max(...iboValue) + 1\n const stride = value.length / count\n if (stride !== stride << 0)\n console.warn(`Vertex Stride Error: count ${count} is mismatch`)\n return stride << 0\n}\n\n/**\n * graphics\n */\nexport const createShader = (gl: any, source: string, type: unknown) => {\n const shader = gl.createShader(type)\n gl.shaderSource(shader, source)\n gl.compileShader(shader)\n if (gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n return shader\n } else throw 'Could not compile glsl\\n\\n' + gl.getShaderInfoLog(shader)\n}\n\nexport const createProgram = (gl: any, vs: any, fs: any) => {\n const program = gl.createProgram()\n gl.attachShader(program, vs)\n gl.attachShader(program, fs)\n gl.linkProgram(program)\n if (gl.getProgramParameter(program, gl.LINK_STATUS)) {\n gl.useProgram(program)\n return program\n } else {\n console.log(gl.getProgramInfoLog(program))\n return null\n }\n}\n\nexport const createTfProgram = (gl: any, vs: any, fs: any, varyings?: any) => {\n const pg = gl.createProgram()\n gl.attachShader(pg, vs)\n gl.attachShader(pg, fs)\n gl.transformFeedbackVaryings(pg, varyings, gl.SEPARATE_ATTRIBS)\n gl.linkProgram(pg)\n if (gl.getProgramParameter(pg, gl.LINK_STATUS)) {\n gl.useProgram(pg)\n return pg\n } else {\n console.warn(gl.getProgramInfoLog(pg))\n return null\n }\n}\n\nexport const createVbo = (gl: any, data: number[]) => {\n if (!data) return\n const vbo = gl.createBuffer()\n gl.bindBuffer(gl.ARRAY_BUFFER, vbo)\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW)\n gl.bindBuffer(gl.ARRAY_BUFFER, null)\n return vbo\n}\n\nexport const createIbo = (gl: any, data?: number[]) => {\n if (!data) return\n const ibo = gl.createBuffer()\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo)\n gl.bufferData(\n gl.ELEMENT_ARRAY_BUFFER,\n new Int16Array(data),\n gl.STATIC_DRAW\n )\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null)\n return ibo\n}\n\nexport const createAttribute = (\n gl: any,\n stride: number,\n location: any,\n vbo: any,\n ibo: any\n) => {\n gl.bindBuffer(gl.ARRAY_BUFFER, vbo)\n gl.enableVertexAttribArray(location)\n gl.vertexAttribPointer(location, stride, gl.FLOAT, false, 0, 0)\n if (ibo) gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo)\n}\n\nexport const createFramebuffer = (gl: any, width: number, height: number) => {\n const frameBuffer = gl.createFramebuffer()\n gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer)\n const renderBuffer = gl.createRenderbuffer()\n gl.bindRenderbuffer(gl.RENDERBUFFER, renderBuffer)\n gl.renderbufferStorage(\n gl.RENDERBUFFER,\n gl.DEPTH_COMPONENT16,\n width,\n height\n )\n gl.framebufferRenderbuffer(\n gl.FRAMEBUFFER,\n gl.DEPTH_ATTACHMENT,\n gl.RENDERBUFFER,\n renderBuffer\n )\n const texture = gl.createTexture()\n gl.bindTexture(gl.TEXTURE_2D, texture)\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n gl.RGBA,\n width,\n height,\n 0,\n gl.RGBA,\n gl.UNSIGNED_BYTE,\n null\n )\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)\n gl.framebufferTexture2D(\n gl.FRAMEBUFFER,\n gl.COLOR_ATTACHMENT0,\n gl.TEXTURE_2D,\n texture,\n 0\n )\n gl.bindTexture(gl.TEXTURE_2D, null)\n gl.bindRenderbuffer(gl.RENDERBUFFER, null)\n gl.bindFramebuffer(gl.FRAMEBUFFER, null)\n return { frameBuffer, renderBuffer, texture }\n}\n\nexport const createFramebufferFloat = (\n gl: any,\n ext: any,\n width: number,\n height: number\n) => {\n const flg =\n ext.textureFloat != null\n ? gl.FLOAT\n : ext.textureHalfFloat.HALF_FLOAT_OES\n const frameBuffer = gl.createFramebuffer()\n const texture = gl.createTexture()\n gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer)\n gl.bindTexture(gl.TEXTURE_2D, texture)\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n gl.RGBA,\n width,\n height,\n 0,\n gl.RGBA,\n flg,\n null\n )\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)\n gl.framebufferTexture2D(\n gl.FRAMEBUFFER,\n gl.COLOR_ATTACHMENT0,\n gl.TEXTURE_2D,\n texture,\n 0\n )\n gl.bindTexture(gl.TEXTURE_2D, null)\n gl.bindFramebuffer(gl.FRAMEBUFFER, null)\n return { frameBuffer, texture }\n}\n\nexport const createTexture = (gl: any, img: any) => {\n const texture = gl.createTexture()\n gl.bindTexture(gl.TEXTURE_2D, texture)\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img)\n gl.generateMipmap(gl.TEXTURE_2D)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)\n gl.texParameteri(gl.TEXTURE_2D, 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