/** * the vertex source code, an obj */ export declare type Vertex = { /** * stick uniforms and functions in here * all headers will be compiled at the top of the shader */ header?: string; /** * code will be added at the start of the shader */ start?: string; /** * code will be added during the local transform of the verts */ transform?: string; /** * code will be run here before lighting happens */ main?: string; /** * code based on calculating lighting goes here */ lighting?: string; /** * code here will to modify anything before it is passed to the fragment shader */ end?: string; }; export declare type Fragment = { /** * stick uniforms and functions in here * all headers will be compiled at the top of the shader */ header?: string; /** * code here is you want to manipulate the material textures */ material?: string; /** * code will be run here before the material properties have been calculated */ main?: string; /** * code here will to modify anything before a fragment is passed to be rendered */ end?: string; }; /** * HighFragment is a part of a shader. * it is used to compile HighShaders. * * Internally Odie materials are made up of many of these. * You can even write your own and compile them in. */ export interface HighFragment { /** * used to make the shader easier to understand! */ name?: string; /** * the snippets of vertex code */ vertex?: Vertex; vertex2?: Vertex; /** * the snippets of fragment code */ fragment?: Fragment; fragment2?: Fragment; /** * used internally to cache shaders */ cache?: number; } /** * source code to compile a shader. * this can be directly used by pixi and should be good to go! */ export interface ShaderSource { name?: string; fragment: string; vertex: string; } //# sourceMappingURL=HighFragment.d.ts.map