/** * Pick out every vertex attribute name from a shader source, regardless of * GLSL version. GLSL 1.00 marks attributes with the `attribute` storage * qualifier; GLSL ES 3.00 reuses `in` at file scope for the same purpose * (and `in` inside function parameter lists, which we exclude by requiring * the qualifier to start at the beginning of a line). Skipping the 3.00 * form leaves the shader with no bound vertex data and the rasterizer * silently degenerates every triangle. * @ignore */ export function extractAttributes(gl: any, shader: any): {}; //# sourceMappingURL=attributes.d.ts.map