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/index.d.ts +7 -318
- package/dist/index.js +4 -4
- package/dist/index.js.map +1 -1
- package/dist/index.mjs +3 -3
- package/dist/index.mjs.map +1 -1
- package/dist/native.d.ts +23 -488
- package/dist/native.js +4 -4
- package/dist/native.js.map +1 -1
- package/dist/native.mjs +4 -4
- package/dist/native.mjs.map +1 -1
- package/dist/react.d.ts +10 -477
- package/dist/react.js +4 -4
- package/dist/react.js.map +1 -1
- package/dist/react.mjs +4 -4
- package/dist/react.mjs.map +1 -1
- package/dist/solid.d.ts +23 -383
- package/dist/solid.js +4 -4
- package/dist/solid.js.map +1 -1
- package/dist/solid.mjs +4 -4
- package/dist/solid.mjs.map +1 -1
- package/dist/types-f429c8b1.d.ts +79 -0
- package/package.json +2 -2
- package/dist/types-2792569d.d.ts +0 -7
package/dist/react.d.ts
CHANGED
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@@ -1,480 +1,13 @@
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import
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import { G as GL } from './types-f429c8b1.js';
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import { Fun } from 'refr';
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export { Fun } from 'refr';
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import 'reev';
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declare const useGL: (props?:
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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 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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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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|
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sampler2D: PrecisionMode;
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samplerCube: PrecisionMode;
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|
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lastActiveUnit: number;
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|
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gl: any;
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pg: any;
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|
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el: any;
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frame: refr.Queue;
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target: any;
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|
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stride: Nested<number>;
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|
-
location: Nested<any>;
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347
|
-
activeUnit: Nested<number>;
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|
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default: any;
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ref?: any;
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|
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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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|
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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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|
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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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|
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attribute(target: {
|
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|
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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;
|
|
372
|
-
drawElements(key?: GLDrawMode): void;
|
|
373
|
-
}>) => any;
|
|
374
|
-
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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|
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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;
|
|
389
|
-
float: PrecisionMode;
|
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|
-
sampler2D: PrecisionMode;
|
|
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|
-
samplerCube: PrecisionMode;
|
|
392
|
-
lastActiveUnit: number;
|
|
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|
-
gl: any;
|
|
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|
-
pg: any;
|
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|
-
el: any;
|
|
396
|
-
frame: refr.Queue;
|
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|
-
target: any;
|
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398
|
-
stride: Nested<number>;
|
|
399
|
-
location: Nested<any>;
|
|
400
|
-
activeUnit: Nested<number>;
|
|
401
|
-
default: any;
|
|
402
|
-
ref?: any;
|
|
403
|
-
init(varying?: string[]): void;
|
|
404
|
-
mount(): void;
|
|
405
|
-
clean(): void;
|
|
406
|
-
render(): void;
|
|
407
|
-
mousemove(e: Event): void;
|
|
408
|
-
resize(e?: Event, width?: number, height?: number): void;
|
|
409
|
-
load(e?: Event, image?: HTMLImageElement): void;
|
|
410
|
-
uniform(key: string, value: Uniform): EventState<any>;
|
|
411
|
-
uniform(target: {
|
|
412
|
-
[key: string]: Uniform;
|
|
413
|
-
}): EventState<any>;
|
|
414
|
-
texture(key: string, value: string): EventState<any>;
|
|
415
|
-
texture(target: {
|
|
416
|
-
[key: string]: string;
|
|
417
|
-
}): EventState<any>;
|
|
418
|
-
attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
|
|
419
|
-
attribute(target: {
|
|
420
|
-
[key: string]: Attribute;
|
|
421
|
-
}): EventState<any>;
|
|
422
|
-
clear(key?: GLClearMode): void;
|
|
423
|
-
viewport(size?: [number, number]): void;
|
|
424
|
-
drawArrays(key?: GLDrawMode): void;
|
|
425
|
-
drawElements(key?: GLDrawMode): void;
|
|
426
|
-
}>) => 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;
|
|
439
|
-
varying: string;
|
|
440
|
-
int: PrecisionMode;
|
|
441
|
-
float: PrecisionMode;
|
|
442
|
-
sampler2D: PrecisionMode;
|
|
443
|
-
samplerCube: PrecisionMode;
|
|
444
|
-
lastActiveUnit: number;
|
|
445
|
-
gl: any;
|
|
446
|
-
pg: any;
|
|
447
|
-
el: any;
|
|
448
|
-
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
|
-
}>;
|
|
6
|
+
declare const useGL: (props?: Partial<GL>, self?: GL) => any;
|
|
7
|
+
declare const useTF: (props: Partial<GL>, self?: GL) => any;
|
|
8
|
+
declare const useTexture: (props: any, self?: GL) => GL;
|
|
9
|
+
declare const useAttribute: (props: any, self?: GL) => GL;
|
|
10
|
+
declare const useUniform: (props: any, self?: GL) => GL;
|
|
11
|
+
declare const useFrame: (fun: Fun, self?: GL) => GL;
|
|
479
12
|
|
|
480
|
-
export { useAttribute, useFrame, useGL, useTF, useTexture, useUniform };
|
|
13
|
+
export { GL, useAttribute, useFrame, useGL, useTF, useTexture, useUniform };
|
package/dist/react.js
CHANGED
|
@@ -1,15 +1,15 @@
|
|
|
1
|
-
var b=Object.defineProperty;var
|
|
1
|
+
var b=Object.defineProperty;var C=Object.getOwnPropertyDescriptor;var z=Object.getOwnPropertyNames;var q=Object.prototype.hasOwnProperty;var H=(e,t)=>{for(var n in t)b(e,n,{get:t[n],enumerable:!0})},Y=(e,t,n,o)=>{if(t&&typeof t=="object"||typeof t=="function")for(let a of z(t))!q.call(e,a)&&a!==n&&b(e,a,{get:()=>t[a],enumerable:!(o=C(t,a))||o.enumerable});return e};var W=e=>Y(b({},"__esModule",{value:!0}),e);var g={};H(g,{useAttribute:()=>J,useFrame:()=>l,useGL:()=>K,useTF:()=>j,useTexture:()=>Q,useUniform:()=>Z});module.exports=W(g);var d=require("react");var s=require("reev"),F=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"},P=(e,t,n)=>{n&&(e=Math.max(...n)+1);let o=t.length/e;return o!==o<<0&&console.warn(`Vertex Stride Error: count ${e} is mismatch`),o<<0},x=(e,t,n)=>{let o=e.createShader(n);if(e.shaderSource(o,t),e.compileShader(o),e.getShaderParameter(o,e.COMPILE_STATUS))return o;throw`Could not compile glsl
|
|
2
2
|
|
|
3
|
-
`+e.getShaderInfoLog(o)},
|
|
3
|
+
`+e.getShaderInfoLog(o)},L=(e,t,n)=>{let o=e.createProgram();return e.attachShader(o,t),e.attachShader(o,n),e.linkProgram(o),e.getProgramParameter(o,e.LINK_STATUS)?(e.useProgram(o),o):(console.log(e.getProgramInfoLog(o)),null)},D=(e,t,n,o)=>{let a=e.createProgram();return e.attachShader(a,t),e.attachShader(a,n),e.transformFeedbackVaryings(a,o,e.SEPARATE_ATTRIBS),e.linkProgram(a),e.getProgramParameter(a,e.LINK_STATUS)?(e.useProgram(a),a):(console.warn(e.getProgramInfoLog(a)),null)},y=(e,t)=>{if(!t)return;let n=e.createBuffer();return e.bindBuffer(e.ARRAY_BUFFER,n),e.bufferData(e.ARRAY_BUFFER,new Float32Array(t),e.STATIC_DRAW),e.bindBuffer(e.ARRAY_BUFFER,null),n},v=(e,t)=>{if(!t)return;let n=e.createBuffer();return e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,n),e.bufferData(e.ELEMENT_ARRAY_BUFFER,new Int16Array(t),e.STATIC_DRAW),e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,null),n},B=(e,t,n,o,a)=>{e.bindBuffer(e.ARRAY_BUFFER,o),e.enableVertexAttribArray(n),e.vertexAttribPointer(n,t,e.FLOAT,!1,0,0),a&&e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,a)};var X=(e,t)=>{let n=e.createTexture();return e.bindTexture(e.TEXTURE_2D,n),e.texImage2D(e.TEXTURE_2D,0,e.RGBA,e.RGBA,e.UNSIGNED_BYTE,t),e.generateMipmap(e.TEXTURE_2D),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MIN_FILTER,e.LINEAR),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MAG_FILTER,e.LINEAR),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_S,e.CLAMP_TO_EDGE),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_T,e.CLAMP_TO_EDGE),e.bindTexture(e.TEXTURE_2D,null),n},S=(e,t,n,o)=>{e.uniform1i(t,n),e.activeTexture(e["TEXTURE"+n]),e.bindTexture(e.TEXTURE_2D,o)};var k=[-1,-1,1,-1,-1,1,-1,1,1,-1,1,1],V=`
|
|
4
4
|
attribute vec4 a_position;
|
|
5
5
|
void main() {
|
|
6
6
|
gl_Position = a_position;
|
|
7
7
|
}
|
|
8
|
-
|
|
8
|
+
`,$=`
|
|
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
|
-
`,A=performance.now(),U=0,G=0,
|
|
14
|
+
`,A=performance.now(),U=0,G=0,I=e=>{let r=(0,s.event)({vertex:V,fragment:$,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:k}),r.frame(()=>void r.render()||!0),r.pg=r.varying?D(u,E,T,r.varying):L(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=A,A=performance.now()/1e3,G=A-U,r.uniform({iTime:A,iPrevTime:U,iDeltaTime:G})},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=X(r.gl,i);r.queue(()=>(S(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)}}),N=(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})},w=(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)})},h=(u,i,c)=>{r.queue(()=>{let E=r.location(u,!0),T=y(r.gl,i),m=v(r.gl,c),_=r.count,O=P(_,i,c);B(r.gl,O,E,T,m)})};return r.queue=(0,F.createQueue)(),r.frame=(0,F.createFrame)(),r.texture=(0,s.durable)(N),r.uniform=(0,s.durable)(w),r.attribute=(0,s.durable)(h),r},R=I(),M=(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=I();return a({mount:n,clean:o}),a};var f=require("reev/react"),K=(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(),t.frame.start(),window.addEventListener("resize",t.resize),t.el.addEventListener("mousemove",t.mousemove)},clean(){t(o)(n),t.frame.stop(),window.removeEventListener("resize",t.resize)}});return(0,f.useOnce)(()=>t(o)(n))},j=(e,t=R)=>{let n=(0,f.useMutable)(e),o=(0,f.useOnce)(()=>M(n,t));return(0,d.useEffect)(()=>void o.mount()||o.clean,[t]),o},Q=(e,t=R)=>t.texture(e),J=(e,t=R)=>t.attribute(e),Z=(e,t=R)=>t.uniform(e),l=(e,t=R)=>((0,d.useEffect)(()=>void t.queue(e),[]),(0,d.useEffect)(()=>()=>t.queue(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 } 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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{"version":3,"sources":["../react.ts","../index.ts","../utils.ts"],"sourcesContent":["import { useEffect } from 'react'\nimport { createTF, gl } from './index'\n// @ts-ignore\nimport { useOnce, useMutable } from 'reev/react'\nimport type { GL, Fun } from './types'\n\nexport type { GL, Fun }\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 self.frame.start()\n window.addEventListener('resize', self.resize)\n self.el.addEventListener('mousemove', self.mousemove)\n },\n clean() {\n self(memo2)(memo1)\n self.frame.stop()\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.queue(fun), [])\n useEffect(() => () => self.queue(fun), [])\n return self\n}\n","import { event, durable, nested } from 'reev'\nimport { createQueue, createFrame } 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, Fun } from './types'\n\nexport type { GL, Fun }\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 self.frame(() => void self.render() || true)\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.queue.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.queue(() => {\n const loc = self.location(image.alt)\n const unit = self.activeUnit(image.alt)\n const tex = createTexture(self.gl, image)\n self.queue(() => {\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.queue(() => {\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.queue(() => {\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.queue = createQueue()\n self.frame = createFrame()\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.queue = self.queue\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, 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