import { SharedWebGLContext, WebGLContextOwner } from '../app/SharedWebGLContext'; import { Scene } from './Scene'; /** * @internal */ export declare const UNIFORM_RESOLUTION = "resolution"; /** * @internal */ export declare const UNIFORM_DESTINATION_TEXTURE = "destinationTexture"; /** * @internal */ export declare const UNIFORM_SOURCE_TEXTURE = "sourceTexture"; /** * @internal */ export declare const UNIFORM_TIME = "time"; /** * @internal */ export declare const UNIFORM_DELTA_TIME = "deltaTime"; /** * @internal */ export declare const UNIFORM_FRAMERATE = "framerate"; /** * @internal */ export declare const UNIFORM_FRAME = "frame"; /** * @internal */ export declare const UNIFORM_SOURCE_MATRIX = "sourceMatrix"; /** * @internal */ export declare const UNIFORM_DESTINATION_MATRIX = "destinationMatrix"; /** * @internal */ export declare class Shaders implements WebGLContextOwner { private readonly scene; private readonly sharedContext; private gl; private positionBuffer; private sourceTexture; private destinationTexture; private positionLocation; private readonly quadPositions; constructor(scene: Scene, sharedContext: SharedWebGLContext); setup(gl: WebGL2RenderingContext): void; teardown(gl: WebGL2RenderingContext): void; private handleReload; private updateViewport; getGL(): WebGL2RenderingContext; getProgram(fragment: string): WebGLProgram | null; copyTextures(destination: TexImageSource, source: TexImageSource): void; clear(): void; render(): void; private copyTexture; } //# sourceMappingURL=Shaders.d.ts.map