import { ShaderProgram } from './shaderProgram.js'; import { VertexArray, VertexBuffer } from './resources.js'; export declare const LINE_VERTEX_SHADER = "#version 300 es\nprecision highp float;\n\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec4 a_color;\n\nuniform mat4 u_viewProjection;\n\nout vec4 v_color;\n\nvoid main() {\n v_color = a_color;\n gl_Position = u_viewProjection * vec4(a_position, 1.0);\n}"; export declare const LINE_FRAGMENT_SHADER = "#version 300 es\nprecision highp float;\n\nin vec4 v_color;\nout vec4 o_color;\n\nvoid main() {\n o_color = v_color;\n}"; export interface LineVertex { x: number; y: number; z: number; r: number; g: number; b: number; a: number; } export declare class CollisionVisRenderer { readonly gl: WebGL2RenderingContext; readonly program: ShaderProgram; readonly vao: VertexArray; readonly vbo: VertexBuffer; private vertices; private readonly uniformViewProjection; constructor(gl: WebGL2RenderingContext); get shaderSize(): number; addLine(start: { x: number; y: number; z: number; }, end: { x: number; y: number; z: number; }, color?: { r: number; g: number; b: number; a: number; }): void; addBBox(mins: { x: number; y: number; z: number; }, maxs: { x: number; y: number; z: number; }, color?: { r: number; g: number; b: number; a: number; }): void; clear(): void; render(viewProjection: Float32List): void; } //# sourceMappingURL=collisionVis.d.ts.map