glre 0.19.0 → 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/native.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 +38,495 @@ 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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+ }>) => 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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+ 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>;
418
+ attribute(target: {
419
+ [key: string]: Attribute;
420
+ }): EventState<any>;
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+ clear(key?: GLClearMode): void;
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+ viewport(size?: [number, number]): void;
423
+ drawArrays(key?: GLDrawMode): void;
424
+ drawElements(key?: GLDrawMode): void;
425
+ }>) => any;
426
+ declare const useFrame: (fun: Fun, self?: EventState<{
427
+ id: string;
428
+ width: number;
429
+ height: number;
430
+ size: [number, number];
431
+ mouse: [number, number];
432
+ count: number;
433
+ vs: string;
434
+ fs: string;
435
+ vert: string;
436
+ frag: string;
437
+ vertex: string;
438
+ fragment: string;
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+ varying: string;
440
+ int: PrecisionMode;
441
+ float: PrecisionMode;
442
+ sampler2D: PrecisionMode;
443
+ samplerCube: PrecisionMode;
444
+ lastActiveUnit: number;
445
+ gl: any;
446
+ pg: any;
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+ el: any;
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+ frame: refr.Queue;
449
+ target: any;
450
+ stride: Nested<number>;
451
+ location: Nested<any>;
452
+ activeUnit: Nested<number>;
453
+ default: any;
454
+ ref?: any;
455
+ init(varying?: string[]): void;
456
+ mount(): void;
457
+ clean(): void;
458
+ render(): void;
459
+ mousemove(e: Event): void;
460
+ resize(e?: Event, width?: number, height?: number): void;
461
+ load(e?: Event, image?: HTMLImageElement): void;
462
+ uniform(key: string, value: Uniform): EventState<any>;
463
+ uniform(target: {
464
+ [key: string]: Uniform;
465
+ }): EventState<any>;
466
+ texture(key: string, value: string): EventState<any>;
467
+ texture(target: {
468
+ [key: string]: string;
469
+ }): EventState<any>;
470
+ attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
471
+ attribute(target: {
472
+ [key: string]: Attribute;
473
+ }): EventState<any>;
474
+ clear(key?: GLClearMode): void;
475
+ viewport(size?: [number, number]): void;
476
+ drawArrays(key?: GLDrawMode): void;
477
+ drawElements(key?: GLDrawMode): void;
478
+ }>) => EventState<{
479
+ id: string;
480
+ width: number;
481
+ height: number;
482
+ size: [number, number];
483
+ mouse: [number, number];
484
+ count: number;
485
+ vs: string;
486
+ fs: string;
487
+ vert: string;
488
+ frag: string;
489
+ vertex: string;
490
+ fragment: string;
491
+ varying: string;
492
+ int: PrecisionMode;
493
+ float: PrecisionMode;
494
+ sampler2D: PrecisionMode;
495
+ samplerCube: PrecisionMode;
496
+ lastActiveUnit: number;
497
+ gl: any;
498
+ pg: any;
499
+ el: any;
500
+ frame: refr.Queue;
501
+ target: any;
502
+ stride: Nested<number>;
503
+ location: Nested<any>;
504
+ activeUnit: Nested<number>;
505
+ default: any;
506
+ ref?: any;
507
+ init(varying?: string[]): void;
508
+ mount(): void;
509
+ clean(): void;
510
+ render(): void;
511
+ mousemove(e: Event): void;
512
+ resize(e?: Event, width?: number, height?: number): void;
513
+ load(e?: Event, image?: HTMLImageElement): void;
514
+ uniform(key: string, value: Uniform): EventState<any>;
515
+ uniform(target: {
516
+ [key: string]: Uniform;
517
+ }): EventState<any>;
518
+ texture(key: string, value: string): EventState<any>;
519
+ texture(target: {
520
+ [key: string]: string;
521
+ }): EventState<any>;
522
+ attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
523
+ attribute(target: {
524
+ [key: string]: Attribute;
525
+ }): EventState<any>;
526
+ clear(key?: GLClearMode): void;
527
+ viewport(size?: [number, number]): void;
528
+ drawArrays(key?: GLDrawMode): void;
529
+ drawElements(key?: GLDrawMode): void;
530
+ }>;
65
531
 
66
532
  export { useAttribute, useFrame, useGL, useTF, useTexture, useUniform };
package/dist/native.js CHANGED
@@ -1,6 +1,6 @@
1
- var b=Object.defineProperty;var Y=Object.getOwnPropertyDescriptor;var W=Object.getOwnPropertyNames;var V=Object.prototype.hasOwnProperty;var k=(e,t)=>{for(var n in t)b(e,n,{get:t[n],enumerable:!0})},$=(e,t,n,o)=>{if(t&&typeof t=="object"||typeof t=="function")for(let a of W(t))!V.call(e,a)&&a!==n&&b(e,a,{get:()=>t[a],enumerable:!(o=Y(t,a))||o.enumerable});return e};var q=e=>$(b({},"__esModule",{value:!0}),e);var te={};k(te,{useAttribute:()=>g,useFrame:()=>re,useGL:()=>Q,useTF:()=>Z,useTexture:()=>l,useUniform:()=>ee});module.exports=q(te);var R=require("react"),w=require("react-native"),A=require("reev/react");var T=require("reev"),F=require("refr");var D=(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 ${e} is mismatch`),o<<0},x=(e,t,n)=>{let o=e.createShader(n);if(e.shaderSource(o,t),e.compileShader(o),e.getShaderParameter(o,e.COMPILE_STATUS))return o;throw`Could not compile glsl
1
+ var b=Object.defineProperty;var Y=Object.getOwnPropertyDescriptor;var W=Object.getOwnPropertyNames;var V=Object.prototype.hasOwnProperty;var k=(e,t)=>{for(var n in t)b(e,n,{get:t[n],enumerable:!0})},$=(e,t,n,a)=>{if(t&&typeof t=="object"||typeof t=="function")for(let o of W(t))!V.call(e,o)&&o!==n&&b(e,o,{get:()=>t[o],enumerable:!(a=Y(t,o))||a.enumerable});return e};var q=e=>$(b({},"__esModule",{value:!0}),e);var te={};k(te,{useAttribute:()=>g,useFrame:()=>re,useGL:()=>Q,useTF:()=>Z,useTexture:()=>l,useUniform:()=>ee});module.exports=q(te);var R=require("react"),w=require("react-native"),A=require("reev/react");var T=require("reev"),F=require("refr");var D=(e,t=!1)=>{let n=typeof e=="number"?0:e?.length;return n?t?(n=Math.sqrt(n)<<0,`uniformMatrix${n}fv`):`uniform${n}fv`:"uniform1f"},L=(e,t,n)=>{n&&(e=Math.max(...n)+1);let a=t.length/e;return a!==a<<0&&console.warn(`Vertex Stride Error: count ${e} is mismatch`),a<<0},x=(e,t,n)=>{let a=e.createShader(n);if(e.shaderSource(a,t),e.compileShader(a),e.getShaderParameter(a,e.COMPILE_STATUS))return a;throw`Could not compile glsl
2
2
 
3
- `+e.getShaderInfoLog(o)},y=(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)},B=(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)},X=(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},S=(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},v=(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 I=(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},M=(e,t,n,o)=>{e.uniform1i(t,n),e.activeTexture(e["TEXTURE"+n]),e.bindTexture(e.TEXTURE_2D,o)};var K=[-1,-1,1,-1,-1,1,-1,1,1,-1,1,1],j=`
3
+ `+e.getShaderInfoLog(a)},y=(e,t,n)=>{let a=e.createProgram();return e.attachShader(a,t),e.attachShader(a,n),e.linkProgram(a),e.getProgramParameter(a,e.LINK_STATUS)?(e.useProgram(a),a):(console.log(e.getProgramInfoLog(a)),null)},B=(e,t,n,a)=>{let o=e.createProgram();return e.attachShader(o,t),e.attachShader(o,n),e.transformFeedbackVaryings(o,a,e.SEPARATE_ATTRIBS),e.linkProgram(o),e.getProgramParameter(o,e.LINK_STATUS)?(e.useProgram(o),o):(console.warn(e.getProgramInfoLog(o)),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},X=(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},S=(e,t,n,a,o)=>{e.bindBuffer(e.ARRAY_BUFFER,a),e.enableVertexAttribArray(n),e.vertexAttribPointer(n,t,e.FLOAT,!1,0,0),o&&e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,o)};var I=(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},M=(e,t,n,a)=>{e.uniform1i(t,n),e.activeTexture(e["TEXTURE"+n]),e.bindTexture(e.TEXTURE_2D,a)};var K=[-1,-1,1,-1,-1,1,-1,1,1,-1,1,1],j=`
4
4
  attribute vec4 a_position;
5
5
  void main() {
6
6
  gl_Position = a_position;
@@ -11,5 +11,5 @@ var b=Object.defineProperty;var Y=Object.getOwnPropertyDescriptor;var W=Object.g
11
11
  void main() {
12
12
  gl_FragColor = vec4(fract(gl_FragCoord.xy / iResolution), 0, 1);
13
13
  }
14
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14
+ `,d=performance.now(),U=0,h=0,G=e=>{let r=(0,T.event)({vertex:j,fragment:J,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:K}),(0,F.frame)(()=>void r.render()||1),r.pg=r.varying?B(i,E,c,r.varying):y(i,E,c),r.lastActiveUnit=0,r.activeUnit=(0,T.nested)(()=>r.lastActiveUnit++),r.location=(0,T.nested)((s,_=!1)=>_?i?.getAttribLocation(r.pg,s):i?.getUniformLocation(r.pg,s))},render:()=>{r.gl.useProgram(r.pg),r.frame.flush(),U=d,d=performance.now()/1e3,h=d-U,r.uniform({iTime:d,iPrevTime:U,iDeltaTime:h})},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:s,left:_}=r.el.getBoundingClientRect();r.mouse[0]=(u-s-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=I(r.gl,u);r.frame(()=>(M(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)})}}),O=(i,u,m="anonymous")=>{if(typeof window>"u")return;let E=new Image,c=s=>r.load(s,E);E.addEventListener("load",c,!1),Object.assign(E,{src:u,alt:i,crossOrigin:m})},C=(i,u=0,m=!1)=>{let E=D(u,m);r.frame(()=>{let c=r.location(i);m?r.gl[E](c,!1,u):r.gl[E](c,u)})},z=(i,u,m)=>{r.frame(()=>{let E=r.location(i,!0),c=v(r.gl,u),s=X(r.gl,m),_=r.count,H=L(_,u,m);S(r.gl,H,E,c,s)})};return r.frame=(0,F.queue)(),r.texture=(0,T.durable)(O),r.uniform=(0,T.durable)(C),r.attribute=(0,T.durable)(z),r},f=G(),N=(e,t=f)=>{let n=()=>{o(e),o.el=t.el,o.gl=t.gl,o.frame=t.frame,o.init(),t({resize:o.resize,mousemove:o.mousemove})},a=()=>{o(e),t({resize:o.resize,mousemove:o.mousemove})},o=G();return o({mount:n,clean:a}),o};var p=require("refr"),Q=(e={},t=f)=>{let n=()=>{t.resize(void 0,t.gl.drawingBufferWidth,t.gl.drawingBufferHeight)},a=(0,A.useMutable)(e),o=(0,A.useMutable)({ref(P){t.el={},t.gl=P,t.mount()},mount(){t.init(),n(),p.frame.start(),w.Dimensions.addEventListener("change",n)},clean(){t(o)(a),p.frame.cancel()}});return(0,R.useEffect)(()=>t.clean,[t]),(0,R.useMemo)(()=>t(o)(a),[t,o,a])},Z=(e,t=f)=>{let n=(0,A.useMutable)(e),a=(0,R.useMemo)(()=>N(n,t),[n,t]);return(0,R.useEffect)(()=>void a.mount()||a.clean,[t]),a},l=(e,t=f)=>t.texture(e),g=(e,t=f)=>t.attribute(e),ee=(e,t=f)=>t.uniform(e),re=(e,t=f)=>{let n=(0,A.useMutable)(e);return(0,R.useEffect)(()=>t.frame(e),[]),(0,R.useEffect)(()=>()=>t.frame(n),[]),t};0&&(module.exports={useAttribute,useFrame,useGL,useTF,useTexture,useUniform});
15
15
  //# sourceMappingURL=native.js.map