import type { GlContextWrapper } from '../../../platforms/GlContextWrapper.js'; export interface AttributeInfo { name: string; size: number; type: number; normalized: boolean; stride: number; offset: number; } export interface UniformInfo { name: string; uniform: keyof UniformMethodMap; } export type SingleValue = number | Float32Array | Int32Array; export type Vec2 = [number, number]; export type Vec3 = [number, number, number]; export type Vec4 = [number, number, number, number]; export type UniformValue = SingleValue | Vec2 | Vec3 | Vec4; export interface UniformCollection { single: Record>; vec2: Record>; vec3: Record>; vec4: Record>; } export interface Uniform { method: string; value: T; } export interface SupportedSetUniforms { uniform2fv: Float32Array; uniform2iv: Int32Array; uniform3fv: 'uniform2iv' | 'uniform3fv' | 'uniform3iv' | 'uniform4fv' | 'uniform4iv' | 'uniformMatrix2fv' | 'uniformMatrix3fv' | 'uniformMatrix4fv' | 'uniform1f' | 'uniform1fv' | 'uniform1i' | 'uniform1iv' | 'uniform3fv' | 'uniform2f' | 'uniform2i' | 'uniform3f' | 'uniform3i' | 'uniform4f' | 'uniform4i'; } export interface ShaderOptions { shaderSources?: ShaderProgramSources; supportsIndexedTextures?: boolean; webgl1Extensions?: string[]; webgl2Extensions?: string[]; } type IsUniformMethod = MethodName extends `uniform${string}` ? MethodType extends (location: WebGLUniformLocation | null, ...args: any[]) => void ? true : false : false; export type UniformMethodMap = { [Key in keyof WebGLRenderingContext as IsUniformMethod extends true ? Key : never]: WebGLRenderingContext[Key] extends (location: WebGLUniformLocation | null, ...args: infer T) => void ? T : never; }; export type UniformSet1Param = Omit; export type UniformSet2Params = Pick; export type UniformSet3Params = Pick; export type UniformSet4Params = Pick; type TupleToObject = Omit; export type UniformTupleToMap = { [Key in keyof TupleToObject as TupleToObject[Key] extends { name: infer K extends string; } ? K : never]: TupleToObject[Key] extends { uniform: infer T extends keyof UniformMethodMap; } ? UniformMethodMap[T] : never; }; export type ShaderSource = string | ((textureUnits: number) => string); export interface ShaderProgramSources { vertex: ShaderSource; fragment: ShaderSource; webGl2?: { vertex: ShaderSource; fragment: ShaderSource; }; } export declare function createShader(glw: GlContextWrapper, type: number, source: string): any; export declare function createProgram(glw: GlContextWrapper, vertexShader: WebGLShader, fragmentShader: WebGLShader): any; export declare const DefaultVertexSource = "\n # ifdef GL_FRAGMENT_PRECISION_HIGH\n precision highp float;\n # else\n precision mediump float;\n # endif\n\n attribute vec2 a_position;\n attribute vec2 a_textureCoords;\n attribute vec4 a_color;\n attribute vec2 a_nodeCoords;\n\n uniform vec2 u_resolution;\n uniform float u_pixelRatio;\n uniform vec2 u_dimensions;\n uniform vec4 u_shadow;\n\n varying vec4 v_color;\n varying vec2 v_textureCoords;\n\n void main() {\n vec2 normalized = a_position * u_pixelRatio;\n vec2 screenSpace = vec2(2.0 / u_resolution.x, -2.0 / u_resolution.y);\n\n vec2 outerEdge = clamp(a_textureCoords * 2.0 - vec2(1.0), -1.0, 1.0);\n vec2 shadowEdge = outerEdge;\n vec2 vertexPos = normalized + outerEdge + shadowEdge;\n v_color = a_color;\n v_textureCoords = a_textureCoords;\n\n gl_Position = vec4(vertexPos.x * screenSpace.x - 1.0, -sign(screenSpace.y) * (vertexPos.y * -abs(screenSpace.y)) + 1.0, 0.0, 1.0);\n }\n"; /** * generate fragment source for * @param stops * @returns */ export declare function genGradientColors(stops: number): string; export {};