import { GlslContext, GlslLib, GlslLibRoutine } from './glsl-definitions'; /** * This GLSL library handles routines converting * float32 to/from Unsigned byte or float 16 */ export declare class EncodingGlslLib extends GlslLib { constructor(context: GlslContext); getFunctions(): { [name: string]: GlslLibRoutine; }; getCustomTypes(): { [name: string]: string; }; protected encodeFloat32(): { [name: string]: GlslLibRoutine; }; protected decodeFloat32(): { [name: string]: GlslLibRoutine; }; /** * returns the routine to encode encode a 32bit float to a vec4 (of unsigned bytes) * @credit: https://stackoverflow.com/questions/7059962/how-do-i-convert-a-vec4-rgba-value-to-a-float */ protected encodeUint8(): { [name: string]: GlslLibRoutine; }; /** * returns the routine to encode a vec4 of unsigned bytes to float32 * @credit: https://stackoverflow.com/questions/7059962/how-do-i-convert-a-vec4-rgba-value-to-a-float */ protected decodeUint8(): { [name: string]: GlslLibRoutine; }; /** * Determines if the machine is little endian or not * @credit: https://gist.github.com/TooTallNate/4750953 */ static isLittleEndian(): boolean; }