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Module: Default/Shaders/DVEShaders

Variables

DVEShaders

Const DVEShaders: Object

Type declaration

NameType
_defaultShaderURIShader
builder{ define: { _process: (data: ShaderDefinesData) => string ; build: (data: ShaderDefinesData | ShaderDefinesData[] | Map<string, ShaderDefinesData>) => string } ; functions: { _functionSets: Map<string, string[]> ; _functions: Map<string, ShaderFunctionData<any>> ; _processFunctinos: (id: string, data: ShaderFunctionData<any>, shader?: null | URIShader) => string ; build: (id: string, data?: null | ShaderFunctionData<any>, shader?: null | URIShader, predicate?: (id: string, type: ShaderFunctionData<any>) => boolean) => string ; create: (id: string, data: ShaderFunctionData<any>) => void } ; shaders: { _shaders: Map<string, URIShader> ; create: (id: string) => URIShader } ; snippets: { _snippets: Map<string, ShaderSnippetData<any>> ; _process: (text: string, shader?: URIShader) => { foundSnippet: boolean ; newBody: string } ; build: (text: string, shader?: URIShader) => string ; create: (data: ShaderSnippetData<any>) => void ; get: (id: string, args?: any) => string ; override: (id: string, data: ShaderSnippetData<any>) => boolean } ; uniforms: { _process: (data: ShaderUniformData) => string ; build: (data: ShaderUniformData[] | Map<string, ShaderUniformData>, predicate?: (id: string, type: ShaderUniformData) => boolean) => string } }
builder.define{ _process: (data: ShaderDefinesData) => string ; build: (data: ShaderDefinesData | ShaderDefinesData[] | Map<string, ShaderDefinesData>) => string }
builder.define._process[object Object]
builder.define.build[object Object]
builder.functions{ _functionSets: Map<string, string[]> ; _functions: Map<string, ShaderFunctionData<any>> ; _processFunctinos: (id: string, data: ShaderFunctionData<any>, shader?: null | URIShader) => string ; build: (id: string, data?: null | ShaderFunctionData<any>, shader?: null | URIShader, predicate?: (id: string, type: ShaderFunctionData<any>) => boolean) => string ; create: (id: string, data: ShaderFunctionData<any>) => void }
builder.functions._functionSetsMap<string, string[]>
builder.functions._functionsMap<string, ShaderFunctionData<any>>
builder.functions._processFunctinos[object Object]
builder.functions.build[object Object]
builder.functions.create[object Object]
builder.shaders{ _shaders: Map<string, URIShader> ; create: (id: string) => URIShader }
builder.shaders._shadersMap<string, URIShader>
builder.shaders.create[object Object]
builder.snippets{ _snippets: Map<string, ShaderSnippetData<any>> ; _process: (text: string, shader?: URIShader) => { foundSnippet: boolean ; newBody: string } ; build: (text: string, shader?: URIShader) => string ; create: (data: ShaderSnippetData<any>) => void ; get: (id: string, args?: any) => string ; override: (id: string, data: ShaderSnippetData<any>) => boolean }
builder.snippets._snippetsMap<string, ShaderSnippetData<any>>
builder.snippets._process[object Object]
builder.snippets.build[object Object]
builder.snippets.create[object Object]
builder.snippets.get[object Object]
builder.snippets.override[object Object]
builder.uniforms{ _process: (data: ShaderUniformData) => string ; build: (data: ShaderUniformData[] | Map<string, ShaderUniformData>, predicate?: (id: string, type: ShaderUniformData) => boolean) => string }
builder.uniforms._process[object Object]
builder.uniforms.build[object Object]
registerDVEShaderRegister
voxelAttributes[id: string, type: ShaderDataTypes][]
voxelFragFunctionsstring[]
voxelSharedUniforms[id: string, type: ShaderDataTypes][]
voxelVaryingShaderVaryingData<any>[]
voxelVertexFunctionsstring[]
voxelVertexUniforms[id: string, type: ShaderDataTypes][]
$INIT() => void
_addInstances(shader: URIShader) => void
createBasicTextureShader(id: string) => URIShader
createSkyBoxShader(id: string) => URIShader
createVoxelShader(id: string) => URIShader

Defined in

divinevoxel/foundation/src/Default/Shaders/DVEShaders.ts:16