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Constructors

Properties

FInput: { u_projMat: any; u_viewMat: any; v_color: any; v_normal: any; v_position: any; v_tbn: any; v_uv: any }

Type declaration

  • u_projMat: any
  • u_viewMat: any
  • v_color: any
  • v_normal: any
  • v_position: any
  • v_tbn: any
  • v_uv: any
FOutput: { gl_FragColor: any; gl_FragCoord: any }

Type declaration

  • gl_FragColor: any
  • gl_FragCoord: any
VInput: { a_color: any; a_jointNdx: any; a_jointWeight: any; a_normal: any; a_position: any; a_tangent: any; a_texcoord: any; u_VPMat: any; u_projMat: any; u_viewMat: any; u_worldMat: any }

Type declaration

  • a_color: any
  • a_jointNdx: any
  • a_jointWeight: any
  • a_normal: any
  • a_position: any
  • a_tangent: any
  • a_texcoord: any
  • u_VPMat: any
  • u_projMat: any
  • u_viewMat: any
  • u_worldMat: any
VOutput: { gl_FrontFacing: any; gl_PointSize: any; gl_Position: any; gl_VertexID: any; v_color: any; v_normal: any; v_position: any; v_tbn: any; v_uv: any }

Type declaration

  • gl_FrontFacing: any
  • gl_PointSize: any
  • gl_Position: any
  • gl_VertexID: any
  • v_color: any
  • v_normal: any
  • v_position: any
  • v_tbn: any
  • v_uv: any
programId: string | number

Methods

  • gls_fragment(): void
  • 片段着色器 编译用

    memberof

    Shader

    Returns void

  • gls_vertex(): void
  • 顶点着色器 编译用

    memberof

    Shader

    Returns void

  • getFragment(macros: string[]): string
  • 获取片段着色器代码 编译时替换

    memberof

    Shader

    Parameters

    • macros: string[]

    Returns string

    {string}

  • getVertex(macros: string[]): string
  • 获取顶点着色器代码 编译时替换

    memberof

    Shader

    Parameters

    • macros: string[]

    Returns string

    {string}

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