/** * @author Richard Davey * @author Felipe Alfonso <@bitnenfer> * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ declare var Class: any; declare var Commands: any; declare var Earcut: any; declare var ModelViewProjection: any; declare var ShaderSourceFS: any; declare var ShaderSourceVS: any; declare var Utils: any; declare var WebGLPipeline: any; declare var Point: any; declare var Path: any; declare var currentMatrix: Float32Array; declare var matrixStack: Float32Array; declare var matrixStackLength: number; declare var pathArray: any[]; /** * @classdesc * The FlatTintPipeline is used for rendering flat colored shapes. * Mostly used by the Graphics game object. * The config properties are: * - game: Current game instance. * - renderer: Current WebGL renderer. * - topology: This indicates how the primitives are rendered. The default value is GL_TRIANGLES. * Here is the full list of rendering primitives (https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants). * - vertShader: Source for vertex shader as a string. * - fragShader: Source for fragment shader as a string. * - vertexCapacity: The amount of vertices that shall be allocated * - vertexSize: The size of a single vertex in bytes. * * @class FlatTintPipeline * @extends Phaser.Renderer.WebGL.WebGLPipeline * @memberOf Phaser.Renderer.WebGL.Pipelines * @constructor * @since 3.0.0 * * @param {object} config - Used for overriding shader an pipeline properties if extending this pipeline. */ declare var FlatTintPipeline: any;