import { Matrix4 } from 'three'; /** * @ module shaders/data */ export default class ShadersUniform { static uniforms(): { uTextureSize: { type: string; value: number; typeGLSL: string; }; uTextureContainer: { type: string; value: any[]; typeGLSL: string; length: number; }; uDataDimensions: { type: string; value: number[]; typeGLSL: string; }; uWorldToData: { type: string; value: Matrix4; typeGLSL: string; }; uWindowCenterWidth: { type: string; value: number[]; typeGLSL: string; length: number; }; uRescaleSlopeIntercept: { type: string; value: number[]; typeGLSL: string; length: number; }; uNumberOfChannels: { type: string; value: number; typeGLSL: string; }; uBitsAllocated: { type: string; value: number; typeGLSL: string; }; uInvert: { type: string; value: number; typeGLSL: string; }; uLut: { type: string; value: number; typeGLSL: string; }; uTextureLUT: { type: string; value: any[]; typeGLSL: string; }; uPixelType: { type: string; value: number; typeGLSL: string; }; uPackedPerPixel: { type: string; value: number; typeGLSL: string; }; uInterpolation: { type: string; value: number; typeGLSL: string; }; uWorldBBox: { type: string; value: number[]; typeGLSL: string; length: number; }; uSteps: { type: string; value: number; typeGLSL: string; }; uAlphaCorrection: { type: string; value: number; typeGLSL: string; }; uFrequence: { type: string; value: number; typeGLSL: string; }; uAmplitude: { type: string; value: number; typeGLSL: string; }; uTextureBack: { type: string; value: any[]; typeGLSL: string; }; }; }