import { ShaderUniform, ShaderUniformOptions } from '../../resources/ShaderUniform'; import { DeviceGL } from '../DeviceGL'; import { ShaderProgramGL } from '../resources'; /** * @public */ export declare class ShaderUniformGL extends ShaderUniform { /** * The graphics device */ readonly device: DeviceGL; /** * The rendering context */ /** * The shader program */ readonly program: ShaderProgramGL; readonly location: WebGLUniformLocation; private gl; /** * Instantiates the {@link ShaderUniform} */ constructor(program: ShaderProgramGL, options: ShaderUniformOptions); /** * Sets an int value. Commits it to the uniform variable of the program if it has changed. */ setInt(value: number): void; /** * Sets an int2 value. Commits it to the uniform variable of the program if it has changed. */ setInt2(v1: number, v2: number): void; /** * Sets an int3 value. Commits it to the uniform variable of the program if it has changed. */ setInt3(v1: number, v2: number, v3: number): void; /** * Sets an int4 value. Commits it to the uniform variable of the program if it has changed. */ setInt4(v1: number, v2: number, v3: number, v4: number): void; /** * Sets a boolean value. Commits it to the uniform variable of the program if it has changed. */ setBool(value: boolean): void; /** * Sets a boolean2 value. Commits it to the uniform variable of the program if it has changed. */ setBool2(v1: boolean, v2: boolean): void; /** * Sets a boolean3 value. Commits it to the uniform variable of the program if it has changed. */ setBool3(v1: boolean, v2: boolean, v3: boolean): void; /** * Sets a boolean4 value. Commits it to the uniform variable of the program if it has changed. */ setBool4(v1: boolean, v2: boolean, v3: boolean, v4: boolean): void; /** * Sets a float value. Commits it to the uniform variable of the program if it has changed. */ setFloat(value: number): void; /** * Sets a two component float value. Commits it to the uniform variable of the program if it has changed. */ setFloat2(v1: number, v2: number): void; /** * Sets a three component float value. Commits it to the uniform variable of the program if it has changed. */ setFloat3(v1: number, v2: number, v3: number): void; /** * Sets a four component float value. Commits it to the uniform variable of the program if it has changed. */ setFloat4(v1: number, v2: number, v3: number, v4: number): void; /** * Sets a two component float value. Commits it to the uniform variable of the program if it has changed. */ setVec2(value: { x: number; y: number; } | ArrayLike): void; /** * Sets a three component float value. Commits it to the uniform variable of the program if it has changed. */ setVec3(value: { x: number; y: number; z: number; } | ArrayLike): void; /** * Sets a four component float value. Commits it to the uniform variable of the program if it has changed. */ setVec4(value: { x: number; y: number; z: number; w: number; } | ArrayLike): void; /** * Sets a float array value. Commits it to the uniform. Skips (and clears) the cache. */ setFloatArray(value: Float32List): void; /** * Sets a float array value. Commits it to the uniform. Skips (and clears) the cache. */ setFloat2Array(value: Float32List): void; /** * Sets a float array value. Commits it to the uniform. Skips (and clears) the cache. */ setFloat3Array(value: Float32List): void; /** * Sets a float array value. Commits it to the uniform. Skips (and clears) the cache. */ setFloat4Array(value: Float32List): void; /** * Sets a integer array value. Commits it to the uniform. Skips (and clears) the cache. */ setIntArray(value: Int32List): void; /** * Sets a integer array value. Commits it to the uniform. Skips (and clears) the cache. */ setInt2Array(value: Int32List): void; /** * Sets a Int array value. Commits it to the uniform. Skips (and clears) the cache. */ setInt3Array(value: Int32List): void; /** * Sets a Int array value. Commits it to the uniform. Skips (and clears) the cache. */ setInt4Array(value: Int32List): void; /** * Sets a 2x2 matrix value on the uniform. Skips (and clears) the cache. */ setMat2(value: { m: Float32List; }, transpose: boolean): void; /** * Sets a 3x3 matrix value on the uniform. Skips (and clears) the cache. */ setMat3(value: { m: Float32List; }, transpose: boolean): void; /** * Sets a 4x4 matrix value on the uniform. Skips (and clears) the cache. */ setMat4(value: { m: Float32List; }, transpose: boolean): void; } //# sourceMappingURL=ShaderUniformGL.d.ts.map