rapid-render 0.1.2-1.1 → 0.1.2-1.3

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@@ -1,44 +0,0 @@
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- export declare const spriteAttributes: ({
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- name: string;
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- size: number;
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- type: number;
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- stride: number;
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- offset?: undefined;
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- normalized?: undefined;
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- } | {
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- name: string;
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- size: number;
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- type: number;
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- stride: number;
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- offset: number;
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- normalized?: undefined;
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- } | {
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- name: string;
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- size: number;
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- type: number;
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- stride: number;
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- offset: number;
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- normalized: boolean;
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- })[];
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- export declare const graphicAttributes: ({
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- name: string;
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- size: number;
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- type: number;
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- stride: number;
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- offset?: undefined;
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- normalized?: undefined;
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- } | {
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- name: string;
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- size: number;
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- type: number;
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- stride: number;
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- offset: number;
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- normalized: boolean;
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- } | {
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- name: string;
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- size: number;
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- type: number;
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- stride: number;
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- offset: number;
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- normalized?: undefined;
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- })[];
@@ -1,15 +0,0 @@
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- import type Rapid from "../render";
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- import { Uniform } from "../webgl/uniform";
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- import RenderRegion from "./region";
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- import { Texture } from "../texture";
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- declare class GraphicRegion extends RenderRegion {
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- private vertex;
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- private texture?;
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- private offset;
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- drawType: number;
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- constructor(rapid: Rapid);
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- startRender(offsetX: number, offsetY: number, texture?: Texture, uniforms?: Uniform): void;
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- addVertex(x: number, y: number, u: number, v: number, color: number): void;
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- protected executeRender(): void;
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- }
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- export default GraphicRegion;
@@ -1,41 +0,0 @@
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- import { IAttribute, WebGLContext } from "../interface";
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- import { WebglBufferArray } from "../math";
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- import Rapid from "../render";
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- import GLShader from "../webgl/glshader";
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- import { Uniform } from "../webgl/uniform";
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- declare class RenderRegion {
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- currentShader?: GLShader;
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- protected webglArrayBuffer: WebglBufferArray;
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- protected rapid: Rapid;
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- protected gl: WebGLContext;
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- protected usedTextures: WebGLTexture[];
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- protected shaders: Map<string, GLShader>;
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- protected isCostumShader: boolean;
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- private costumUnifrom?;
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- private defaultShader?;
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- private maxTextureUnits;
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- protected freeTextureUnitNum: number;
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- constructor(rapid: Rapid);
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- getTextureUnitList(): number[];
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- protected addVertex(x: number, y: number, ..._: unknown[]): void;
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- /**
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- * 使用纹理,必须在渲染操作之前
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- * @param texture
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- * @returns
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- */
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- useTexture(texture: WebGLTexture): [number, boolean];
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- enterRegion(customShader?: GLShader): void;
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- updateProjection(): void;
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- isUnifromChanged(newCurrentUniform?: Uniform): boolean;
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- setCurrentUniform(newCurrentUniform: Uniform): void;
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- exitRegion(): void;
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- protected initDefaultShader(vs: string, fs: string, attributes?: IAttribute[]): void;
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- setShader(name: string, vs: string, fs: string, attributes?: IAttribute[]): void;
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- getShader(name: string): GLShader | undefined;
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- render(): void;
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- protected executeRender(): void;
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- protected initializeForNextRender(): void;
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- hasPendingContent(): boolean;
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- isShaderChanged(shader?: GLShader): boolean;
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- }
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- export default RenderRegion;
@@ -1,18 +0,0 @@
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- import RenderRegion from "./region";
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- import Rapid from "../render";
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- import GLShader from "../webgl/glshader";
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- import { Uniform } from "../webgl/uniform";
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- declare class SpriteRegion extends RenderRegion {
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- private batchSprite;
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- private indexBuffer;
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- private spriteTextureUnits;
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- private spriteTextureUnitIndexOffset;
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- constructor(rapid: Rapid);
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- protected addVertex(x: number, y: number, u: number, v: number, textureUnit: number, color: number): void;
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- renderSprite(texture: WebGLTexture, width: number, height: number, u0: number, v0: number, u1: number, v1: number, offsetX: number, offsetY: number, color: number, uniforms?: Uniform, flipX?: boolean, flipY?: boolean, additionalTexturenit?: number): void;
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- protected executeRender(): void;
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- enterRegion(customShader?: GLShader | undefined): void;
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- protected initializeForNextRender(): void;
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- hasPendingContent(): boolean;
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- }
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- export default SpriteRegion;
@@ -1,38 +0,0 @@
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- import { IAttribute, ShaderType } from "../interface";
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- import Rapid from "../render";
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- import { Uniform } from "./uniform";
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- import RenderRegion from "../regions/region";
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- declare class GLShader {
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- attributeLoc: Record<string, number>;
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- uniformLoc: Record<string, WebGLUniformLocation>;
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- program: WebGLProgram;
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- textureUnitNum: number;
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- private attributes;
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- private gl;
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- constructor(rapid: Rapid, vs: string, fs: string, attributes?: IAttribute[], textureUnitNum?: number);
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- /**
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- * Set the uniform of this shader
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- * @param uniforms
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- * @param usedTextureUnit How many texture units have been used
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- */
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- setUniforms(uniform: Uniform, region: RenderRegion): void;
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- private getUniform;
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- /**
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- * use this shader
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- */
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- use(): void;
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- private parseShader;
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- /**
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- * Set vertex attribute in glsl shader
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- * @param element
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- */
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- setAttribute(element: IAttribute): void;
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- /**
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- * Set vertex attributes in glsl shader
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- * @param elements
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- */
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- setAttributes(elements: IAttribute[]): void;
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- updateAttributes(): void;
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- static createCostumShader(rapid: Rapid, vs: string, fs: string, type: ShaderType, textureUnitNum?: number): GLShader;
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- }
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- export default GLShader;
@@ -1,14 +0,0 @@
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- import { UniformType, WebGLContext } from '../interface';
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- import RenderRegion from '../regions/region';
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- export declare class Uniform {
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- private data;
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- isDirty: boolean;
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- constructor(data: UniformType);
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- setUniform(key: string, data: UniformType[string]): void;
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- /**
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- * @ignore
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- */
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- clearDirty(): void;
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- getUnifromNames(): string[];
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- bind(gl: WebGLContext, uniformName: string, loc: WebGLUniformLocation, region: RenderRegion): void;
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- }
@@ -1,37 +0,0 @@
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- import { WebGLContext } from "../interface";
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- /**
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- * get webgl rendering context
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- * @param canvas
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- * @returns webgl1 or webgl2
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- */
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- export declare const getContext: (canvas: HTMLCanvasElement) => WebGLContext;
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- /**
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- * compile string to webgl shader
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- * @param gl
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- * @param source
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- * @param type
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- * @returns
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- */
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- export declare const compileShader: (gl: WebGLContext, source: string, type: number) => WebGLShader;
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- /**
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- * create webgl program by shader string
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- * @param gl
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- * @param vsSource
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- * @param fsSource
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- * @returns
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- */
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- export declare const createShaderProgram: (gl: WebGLContext, vsSource: string, fsSource: string) => WebGLProgram;
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- /**
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- * Creates a WebGL texture either from an image source or as a blank texture
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- * @param gl - The WebGL rendering context
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- * @param source - The image source or dimensions for a blank texture
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- * @param antialias - Whether to enable antialiasing
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- * @returns A WebGL texture
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- */
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- export declare function createTexture(gl: WebGLContext, source: TexImageSource | {
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- width: number;
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- height: number;
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- }, antialias: boolean, withSize?: boolean, flipY?: boolean, wrapMode?: 'repeat' | 'mirror' | 'clamp'): WebGLTexture;
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- export declare function generateFragShader(fs: string, max: number): string;
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- export declare const FLOAT = 5126;
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- export declare const UNSIGNED_BYTE = 5121;