import { VariableShaderType, VertexFormat, NormalizedDataType } from '@luma.gl/core'; import { GLUniformType, GLSamplerType, GLDataType } from '@luma.gl/webgl/constants'; export type TextureBindingInfo = { viewDimension: '1d' | '2d' | '2d-array' | 'cube' | 'cube-array' | '3d'; sampleType: 'float' | 'unfilterable-float' | 'depth' | 'sint' | 'uint'; }; /** Converts to a luma shadertype to a GL data type (GL.BYTE, GL.FLOAT32 etc) */ export declare function convertDataTypeToGLDataType(normalizedType: NormalizedDataType): GLDataType; /** Convert a WebGL "compisite type (e.g. GL.VEC3) into the corresponding luma shader uniform type */ export declare function convertGLUniformTypeToShaderVariableType(glUniformType: GLUniformType): VariableShaderType; /** Check if a WebGL "uniform:" is a texture binding */ export declare function isGLSamplerType(type: GLUniformType | GLSamplerType): type is GLSamplerType; export declare function getTextureBindingFromGLSamplerType(glSamplerType: GLSamplerType): TextureBindingInfo; /** Get vertex format from GL constants */ export declare function getVertexFormatFromGL(type: GLDataType, components: 1 | 2 | 3 | 4): VertexFormat; /** Get data type from GL constants */ export declare function getVertexTypeFromGL(glType: GLDataType, normalized?: boolean): NormalizedDataType; //# sourceMappingURL=webgl-shadertypes.d.ts.map