/** * Random in GLSL */ export declare const randomFunction: { (functionName?: string): string; displayName: "rand" | undefined; }; /** * Random in GLSL */ export declare const rotateVec2Function: { (functionName?: string): string; displayName: "rotateVec2" | undefined; }; export declare const lightAttenuationMixin: { defines: {}; uniforms: { attenuationFactor: { type: "float"; value: number; semantic: import("../../Shader").UniformSemantic | import("../../Shader").MatrixSemantic | undefined; }; }; attributes: {}; varyings: {}; functions: ((functionName?: string) => string)[]; main: string; }; /** * Edge factor for wireframe implemented with barycentric coord */ export declare const edgeFactorFunction: { (functionName?: string): string; displayName: "edgeFactor" | undefined; }; export declare const wireframeMixin: { defines: {}; uniforms: {}; attributes: {}; varyings: {}; functions: ((functionName?: string) => string)[]; main: string; }; /** * Encode float value into rgba ubyte value. */ export declare const encodeFloatFunction: { (functionName?: string): string; displayName: "encodeFloat" | undefined; }; /** * Decode rgba ubyte value into float value. */ export declare const decodeFloatFunction: { (functionName?: string): string; displayName: "decodeFloat" | undefined; }; export declare const floatEncoderMixin: { defines: {}; uniforms: {}; attributes: {}; varyings: {}; functions: ((functionName?: string) => string)[]; main: string; }; /** * Decode RGBM to HDR * @see http://graphicrants.blogspot.com/2009/04/rgbm-color-encoding.html */ export declare const decodeRGBMFunction: { (functionName?: string): string; displayName: "decodeRGBM" | undefined; }; /** * Encode HDR to RGBM */ export declare const encodeRGBMFunction: { (functionName?: string): string; displayName: "encodeRGBM" | undefined; }; /** * ecode RGBM to HDR if enabled. */ export declare const decodeHDRFunction: { (functionName?: string): string; displayName: "decodeHDR" | undefined; }; /** * Decode HDR to RGBM if enabled. */ export declare const encodeHDRFunction: { (functionName?: string): string; displayName: "encodeHDR" | undefined; }; /** * Mixin for RGBM encode and decode. */ export declare const HDREncoderMixin: { defines: {}; uniforms: {}; attributes: {}; varyings: {}; functions: ((functionName?: string) => string)[]; main: string; }; /** * sRGB helpers. Convert sRGB to Linear and Linear to sRGB */ export declare const sRGBToLinearFunction: { (functionName?: string): string; displayName: "sRGBToLinear" | undefined; }; export declare const linearToSRGBFunction: { (functionName?: string): string; displayName: "linearTosRGB" | undefined; }; export declare const sRGBMixin: { defines: {}; uniforms: {}; attributes: {}; varyings: {}; functions: ((functionName?: string) => string)[]; main: string; }; /** * Skinning helpers. */ export declare const skinningMixin: { defines: {}; uniforms: { skinMatrix: { type: "mat4"; value: ArrayLike | undefined; len: string | number; array: true; }; }; attributes: { weight: { type: "vec3"; semantic: "WEIGHT" | undefined; }; joint: { type: "vec4"; semantic: "JOINT" | undefined; }; }; varyings: {}; functions: ((functionName?: string) => string)[]; main: string; }; export declare const instancingMixin: { defines: {}; uniforms: {}; attributes: { instanceMat1: { type: "vec4"; semantic: "POSITION" | "NORMAL" | "BINORMAL" | "TANGENT" | "TEXCOORD_0" | "TEXCOORD_1" | "COLOR" | "JOINT" | "WEIGHT" | undefined; }; instanceMat2: { type: "vec4"; semantic: "POSITION" | "NORMAL" | "BINORMAL" | "TANGENT" | "TEXCOORD_0" | "TEXCOORD_1" | "COLOR" | "JOINT" | "WEIGHT" | undefined; }; instanceMat3: { type: "vec4"; semantic: "POSITION" | "NORMAL" | "BINORMAL" | "TANGENT" | "TEXCOORD_0" | "TEXCOORD_1" | "COLOR" | "JOINT" | "WEIGHT" | undefined; }; }; varyings: {}; functions: ((functionName?: string) => string)[]; main: string; }; /** * Parallax corrected cubemap * @see https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/ */ export declare const parallaxCorrectFunction: { (functionName?: string): string; displayName: "parallaxCorrect" | undefined; }; /** * Clampped to edge when sampling. * In stereo rendering. It will clampped to each part of screen. */ export declare const clampSampleFunction: { (functionName?: string): string; displayName: "clampSample" | undefined; }; /** * ACES tonemapping */ export declare const ACESToneMappingFunction: { (functionName?: string): string; displayName: "ACESToneMapping" | undefined; }; /** * Log depth helper in vertex shader */ export declare const logDepthVertexMixin: { defines: {}; uniforms: { logDepthBufFC: { type: "float"; value: number; semantic: "LOG_DEPTH_BUFFER_FC" | undefined; }; }; attributes: {}; varyings: { v_FragDepth: { type: "float"; }; }; functions: ((functionName?: string) => string)[]; main: string; }; /** * Log depth helper in fragment shader */ export declare const logDepthFragmentMixin: { defines: {}; uniforms: { logDepthBufFC: { type: "float"; value: number; semantic: "LOG_DEPTH_BUFFER_FC" | undefined; }; }; attributes: {}; varyings: {}; functions: ((functionName?: string) => string)[]; main: string; };