/*! * Copyright (c) Microsoft Corporation. * Licensed under the MIT License. */ import { ShaderBase } from "./shader.js"; import { vec3 } from "gl-matrix"; export declare class Model extends ShaderBase { private _texture2D; private _positionAttribute; private _texCoordAttribute; private _normalAttribute; private _samplerUniform; protected _directionToLightUniform: WebGLUniformLocation; protected _halfAngleUniform: WebGLUniformLocation; protected _specularPowerUniform: WebGLUniformLocation; protected _specularIntensityUniform: WebGLUniformLocation; directionToLight: vec3; halfAngle: vec3; specularPower: number; specularIntensity: number; get texture2D(): WebGLTexture; set texture2D(value: WebGLTexture); initializeContext(gl: WebGLRenderingContext): void; private _initializeShader; apply(): void; applyView(): void; updateBuffers(): void; updateTextures(): void; }