glre 0.20.0 → 0.21.0

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
@@ -1,8 +1,10 @@
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- import * as refr from 'refr';
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+ import * as reev from 'reev';
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+ import * as refr_dist_types_687121c7 from 'refr/dist/types-687121c7';
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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-f429c8b1.js';
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  import { Fun } from 'refr';
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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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+ export { Fun } from 'refr';
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- declare const useGL: (props?: EventState<{
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+ declare const useGL: (props?: Partial<GL>, self?: GL) => reev.EventState<{
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  id: string;
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  width: number;
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  height: number;
@@ -24,11 +26,12 @@ declare const useGL: (props?: EventState<{
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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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+ queue: refr_dist_types_687121c7.Q<Fun<unknown[], unknown>>;
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+ frame: refr_dist_types_687121c7.a<Fun<unknown[], unknown>>;
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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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+ stride: reev.Nested<number, any[]>;
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+ location: reev.Nested<any, any[]>;
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+ activeUnit: reev.Nested<number, any[]>;
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  default: any;
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  ref?: any;
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  init(varying?: string[]): void;
@@ -38,495 +41,27 @@ declare const useGL: (props?: EventState<{
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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(key: string, value: Uniform): GL;
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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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+ }): GL;
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+ texture(key: string, value: string): GL;
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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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+ }): GL;
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+ attribute(key: string, value: Attribute, iboValue?: Attribute): GL;
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  attribute(target: {
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  [key: string]: Attribute;
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- }): EventState<any>;
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+ }): GL;
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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 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>;
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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;
426
- declare const useFrame: (fun: Fun, self?: EventState<{
427
- id: string;
428
- width: number;
429
- height: number;
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- size: [number, number];
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- 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;
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- int: PrecisionMode;
441
- float: PrecisionMode;
442
- sampler2D: PrecisionMode;
443
- samplerCube: PrecisionMode;
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- lastActiveUnit: number;
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- gl: any;
446
- pg: any;
447
- el: any;
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- frame: refr.Queue;
449
- target: any;
450
- stride: Nested<number>;
451
- location: Nested<any>;
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- activeUnit: Nested<number>;
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- default: any;
454
- ref?: any;
455
- init(varying?: string[]): void;
456
- mount(): void;
457
- clean(): void;
458
- render(): void;
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- 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
- }>;
60
+ }, any[] | unknown[]>;
61
+ declare const useTF: (props: Partial<GL>, self?: GL) => GL;
62
+ declare const useTexture: (props: any, self?: GL) => GL;
63
+ declare const useAttribute: (props: any, self?: GL) => GL;
64
+ declare const useUniform: (props: any, self?: GL) => GL;
65
+ declare const useFrame: (fun: Fun, self?: GL) => GL;
531
66
 
532
- export { useAttribute, useFrame, useGL, useTF, useTexture, useUniform };
67
+ export { GL, useAttribute, useFrame, useGL, useTF, useTexture, useUniform };
package/dist/native.js CHANGED
@@ -1,15 +1,15 @@
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 ${e} is mismatch`),a<<0},x=(e,t,n)=>{let a=e.createShader(n);if(e.shaderSource(a,t),e.compileShader(a),e.getShaderParameter(a,e.COMPILE_STATUS))return a;throw`Could not compile glsl
1
+ var b=Object.defineProperty;var H=Object.getOwnPropertyDescriptor;var Y=Object.getOwnPropertyNames;var W=Object.prototype.hasOwnProperty;var q=(e,t)=>{for(var n in t)b(e,n,{get:t[n],enumerable:!0})},V=(e,t,n,o)=>{if(t&&typeof t=="object"||typeof t=="function")for(let a of Y(t))!W.call(e,a)&&a!==n&&b(e,a,{get:()=>t[a],enumerable:!(o=H(t,a))||o.enumerable});return e};var k=e=>V(b({},"__esModule",{value:!0}),e);var re={};q(re,{useAttribute:()=>l,useFrame:()=>ee,useGL:()=>Q,useTF:()=>J,useTexture:()=>Z,useUniform:()=>g});module.exports=k(re);var f=require("react"),N=require("react-native"),A=require("reev/react");var s=require("reev"),d=require("refr");var P=(e,t=!1)=>{let n=typeof e=="number"?0:e?.length;return n?t?(n=Math.sqrt(n)<<0,`uniformMatrix${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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2
 
3
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4
4
  attribute vec4 a_position;
5
5
  void main() {
6
6
  gl_Position = a_position;
7
7
  }
8
- `,J=`
8
+ `,j=`
9
9
  precision mediump float;
10
10
  uniform vec2 iResolution;
11
11
  void main() {
12
12
  gl_FragColor = vec4(fract(gl_FragCoord.xy / iResolution), 0, 1);
13
13
  }
14
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14
+ `,F=performance.now(),U=0,I=0,M=e=>{let r=(0,s.event)({vertex:K,fragment:j,size:[0,0],mouse:[0,0],count:6,counter:0,init:()=>{r(e);let u=r.gl,i=r.vs||r.vert||r.vertex,c=r.fs||r.frag||r.fragment,E=x(u,i,u.VERTEX_SHADER),T=x(u,c,u.FRAGMENT_SHADER);r.count===6&&r.attribute({a_position:$}),r.frame(()=>void r.render()||!0),r.pg=r.varying?y(u,E,T,r.varying):D(u,E,T),r.lastActiveUnit=0,r.activeUnit=(0,s.nested)(()=>r.lastActiveUnit++),r.location=(0,s.nested)((m,_=!1)=>_?u?.getAttribLocation(r.pg,m):u?.getUniformLocation(r.pg,m))},render:()=>{r.gl.useProgram(r.pg),r.queue.flush(),U=F,F=performance.now()/1e3,I=F-U,r.uniform({iTime:F,iPrevTime:U,iDeltaTime:I})},resize:(u,i=r.width||window.innerWidth,c=r.height||window.innerHeight)=>{r.size[0]=r.el.width=i,r.size[1]=r.el.height=c,r.uniform("iResolution",r.size)},mousemove:(u,i=u.clientX,c=u.clientY)=>{let[E,T]=r.size,{top:m,left:_}=r.el.getBoundingClientRect();r.mouse[0]=(i-m-E/2)/(E/2),r.mouse[1]=-(c-_-T/2)/(T/2),r.uniform("iMouse",r.mouse)},load:(u,i)=>{r.queue(()=>{let c=r.location(i.alt),E=r.activeUnit(i.alt),T=v(r.gl,i);r.queue(()=>(G(r.gl,c,E,T),!0))})},clear:(u="COLOR_BUFFER_BIT")=>{r.gl.clear(r.gl[u])},viewport:(u=r.size)=>{r.gl.viewport(0,0,...u)},drawArrays:(u="TRIANGLES")=>{r.gl.drawArrays(r.gl[u],0,r.count)},drawElements:(u="TRIANGLES",i="UNSIGNED_SHORT")=>{u=r.gl[u],i=r.gl[i],r.gl.drawElements(u,r.count,i,0)}}),w=(u,i,c="anonymous")=>{if(typeof window>"u")return;let E=new Image,T=m=>r.load(m,E);E.addEventListener("load",T,!1),Object.assign(E,{src:i,alt:u,crossOrigin:c})},O=(u,i=0,c=!1)=>{let E=P(i,c);r.queue(()=>{let T=r.location(u);c?r.gl[E](T,!1,i):r.gl[E](T,i)})},C=(u,i,c)=>{r.queue(()=>{let E=r.location(u,!0),T=B(r.gl,i),m=X(r.gl,c),_=r.count,z=L(_,i,c);S(r.gl,z,E,T,m)})};return r.queue=(0,d.createQueue)(),r.frame=(0,d.createFrame)(),r.texture=(0,s.durable)(w),r.uniform=(0,s.durable)(O),r.attribute=(0,s.durable)(C),r},R=M(),h=(e,t=R)=>{let n=()=>{a(e),a.el=t.el,a.gl=t.gl,a.queue=t.queue,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 Q=(e={},t=R)=>{let n=()=>{t.resize(void 0,t.gl.drawingBufferWidth,t.gl.drawingBufferHeight)},o=(0,A.useMutable)(e),a=(0,A.useMutable)({ref(p){t.el={},t.gl=p,t.mount()},mount(){t.init(),n(),t.frame.start(),N.Dimensions.addEventListener("change",n)},clean(){t(a)(o),t.frame.stop()}});return(0,f.useEffect)(()=>t.clean,[t]),(0,f.useMemo)(()=>t(a)(o),[t,a,o])},J=(e,t=R)=>{let n=(0,A.useMutable)(e),o=(0,f.useMemo)(()=>h(n,t),[n,t]);return(0,f.useEffect)(()=>void o.mount()||o.clean,[t]),o},Z=(e,t=R)=>t.texture(e),l=(e,t=R)=>t.attribute(e),g=(e,t=R)=>t.uniform(e),ee=(e,t=R)=>{let n=(0,A.useMutable)(e);return(0,f.useEffect)(()=>t.frame(e),[]),(0,f.useEffect)(()=>()=>t.frame(n),[]),t};0&&(module.exports={useAttribute,useFrame,useGL,useTF,useTexture,useUniform});
15
15
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