export declare function createGLContext(canvas: HTMLCanvasElement, options: any): any; /** * Create a shader object * @param gl GL context * @param type the type of the shader object to be created * @param source shader program (string) * @return created shader object, or null if the creation has failed. * @private */ export declare function compileShader(gl: WebGL2RenderingContext, type: number, source: string): WebGLShader; /** * Create the linked program object * @param gl WebGL2RenderingContext * @param vert a vertex shader program (string) * @param frag a fragment shader program (string) * @return created program object, or null if the creation has failed * @private */ export declare function createProgram(gl: WebGL2RenderingContext | any, vert: string, frag: string): { program: any; vertexShader: WebGLShader; fragmentShader: WebGLShader; }; /** * Enable vertex attributes * @param gl WebGL2RenderingContext * @param attributes [[name, stride, type], [name, stride, type]...] * @example * rendererr.enableVertexAttrib([ * ['a_position', 3, 'FLOAT'], * ['a_normal', 3, 'FLOAT'] * ]); * @private */ export declare function enableVertexAttrib(gl: WebGL2RenderingContext | any, program: WebGLProgram, attributes: any[]): void; declare const DEPTH_FUNC_CONSTANTS: { never: number; '<': number; '=': number; '<=': number; '>': number; '!=': number; '>=': number; always: number; }; export declare function getDepthFunc(v: keyof typeof DEPTH_FUNC_CONSTANTS): number; export {}; //# sourceMappingURL=gl.d.ts.map