import { BaseShaderTransform } from "../../../shaders/processing/base-shader-transform"; /** * This transform is a last pass to resolve odds and ends differences that can * slip in from the way a shader is written. This will attempt it's best to * resolve a shader into the proper shader version that is appropriate for the * current hardware. */ export declare class Shaders30CompatibilityTransform extends BaseShaderTransform { /** * For es 3.0 shaders: * - we make sure all varying is converted to outs. * - texture2D sampling is now texture * For es 2.0 shaders: * - we make sure the version header is removed * - Ensure out's are changed to varying */ vertex(shader: string): string; /** * For es 3.0 shaders: * - we make sure all varying is converted to in's. * - if gl_FragColor is present, we need to generate an out for it * For es 2.0 shaders: * - we make sure the version header is removed * - Ensure in's are changed to varying */ fragment(shader: string): string; }