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95 changes: 58 additions & 37 deletions types/three/src/renderers/shaders/ShaderChunk.d.ts
Original file line number Diff line number Diff line change
@@ -1,15 +1,15 @@
// Renderers / Shaders /////////////////////////////////////////////////////////////////////
export let ShaderChunk: {
[name: string]: string;

export const ShaderChunk: {
alphamap_fragment: string;
alphamap_pars_fragment: string;
alphatest_fragment: string;
alphatest_pars_fragment: string;
aomap_fragment: string;
aomap_pars_fragment: string;
begin_vertex: string;
beginnormal_vertex: string;
bsdfs: string;
iridescence_fragment: string;
bumpmap_pars_fragment: string;
clipping_planes_fragment: string;
clipping_planes_pars_fragment: string;
Expand All @@ -20,37 +20,32 @@ export let ShaderChunk: {
color_pars_vertex: string;
color_vertex: string;
common: string;
cube_frag: string;
cube_vert: string;
cube_uv_reflection_fragment: string;
defaultnormal_vertex: string;
depth_frag: string;
depth_vert: string;
distanceRGBA_frag: string;
distanceRGBA_vert: string;
displacementmap_vertex: string;
displacementmap_pars_vertex: string;
displacementmap_vertex: string;
emissivemap_fragment: string;
emissivemap_pars_fragment: string;
encodings_pars_fragment: string;
encodings_fragment: string;
encodings_pars_fragment: string;
envmap_fragment: string;
envmap_common_pars_fragment: string;
envmap_pars_fragment: string;
envmap_pars_vertex: string;
envmap_physical_pars_fragment: string;
envmap_vertex: string;
equirect_frag: string;
equirect_vert: string;
fog_vertex: string;
fog_pars_vertex: string;
fog_fragment: string;
fog_pars_fragment: string;
linedashed_frag: string;
linedashed_vert: string;
gradientmap_pars_fragment: string;
lightmap_fragment: string;
lightmap_pars_fragment: string;
lights_lambert_vertex: string;
lights_lambert_fragment: string;
lights_lambert_pars_fragment: string;
lights_pars_begin: string;
envmap_physical_pars_fragment: string;
lights_pars_map: string;
lights_toon_fragment: string;
lights_toon_pars_fragment: string;
lights_phong_fragment: string;
lights_phong_pars_fragment: string;
lights_physical_fragment: string;
Expand All @@ -66,36 +61,28 @@ export let ShaderChunk: {
map_pars_fragment: string;
map_particle_fragment: string;
map_particle_pars_fragment: string;
meshbasic_frag: string;
meshbasic_vert: string;
meshlambert_frag: string;
meshlambert_vert: string;
meshphong_frag: string;
meshphong_vert: string;
meshphysical_frag: string;
meshphysical_vert: string;
metalnessmap_fragment: string;
metalnessmap_pars_fragment: string;
morphcolor_vertex: string;
morphnormal_vertex: string;
morphtarget_pars_vertex: string;
morphtarget_vertex: string;
normal_flip: string;
normal_frag: string;
normal_fragment_begin: string;
normal_fragment_maps: string;
normal_vert: string;
normal_pars_fragment: string;
normal_pars_vertex: string;
normal_vertex: string;
normalmap_pars_fragment: string;
clearcoat_normal_fragment_begin: string;
clearcoat_normal_fragment_maps: string;
clearcoat_pars_fragment: string;
iridescence_pars_fragment: string;
output_fragment: string;
packing: string;
points_frag: string;
points_vert: string;
shadow_frag: string;
shadow_vert: string;

premultiplied_alpha_fragment: string;
project_vertex: string;
dithering_fragment: string;
dithering_pars_fragment: string;
roughnessmap_fragment: string;
roughnessmap_pars_fragment: string;
shadowmap_pars_fragment: string;
Expand All @@ -110,11 +97,45 @@ export let ShaderChunk: {
specularmap_pars_fragment: string;
tonemapping_fragment: string;
tonemapping_pars_fragment: string;
uv2_pars_fragment: string;
uv2_pars_vertex: string;
uv2_vertex: string;
transmission_fragment: string;
transmission_pars_fragment: string;
uv_pars_fragment: string;
uv_pars_vertex: string;
uv_vertex: string;
worldpos_vertex: string;

background_vert: string;
background_frag: string;
backgroundCube_vert: string;
backgroundCube_frag: string;
cube_vert: string;
cube_frag: string;
depth_vert: string;
depth_frag: string;
distanceRGBA_vert: string;
distanceRGBA_frag: string;
equirect_vert: string;
equirect_frag: string;
linedashed_vert: string;
linedashed_frag: string;
meshbasic_vert: string;
meshbasic_frag: string;
meshlambert_vert: string;
meshlambert_frag: string;
meshmatcap_vert: string;
meshmatcap_frag: string;
meshnormal_vert: string;
meshnormal_frag: string;
meshphong_vert: string;
meshphong_frag: string;
meshphysical_vert: string;
meshphysical_frag: string;
meshtoon_vert: string;
meshtoon_frag: string;
points_vert: string;
points_frag: string;
shadow_vert: string;
shadow_frag: string;
sprite_vert: string;
sprite_frag: string;
};
145 changes: 88 additions & 57 deletions types/three/src/renderers/shaders/UniformsLib.d.ts
Original file line number Diff line number Diff line change
@@ -1,89 +1,103 @@
import { Color } from '../../math/Color';
import { Vector2 } from '../../math/Vector2';
import { Matrix3 } from '../../math/Matrix3';

// tslint:disable-next-line:interface-name
export interface IUniform<TValue = any> {
value: TValue;
}

export let UniformsLib: {
export const UniformsLib: {
common: {
diffuse: IUniform;
opacity: IUniform;
map: IUniform;
uvTransform: IUniform;
uv2Transform: IUniform;
alphaMap: IUniform;
diffuse: IUniform<Color>;
opacity: IUniform<number>;
map: IUniform<unknown>;
mapTransform: IUniform<Matrix3>;
alphaMap: IUniform<unknown>;
alphaMapTransform: IUniform<Matrix3>;
alphaTest: IUniform<number>;
};
specularmap: {
specularMap: IUniform;
specularMap: IUniform<unknown>;
specularMapTransform: IUniform<Matrix3>;
};
envmap: {
envMap: IUniform;
flipEnvMap: IUniform;
reflectivity: IUniform;
ior: IUniform;
refractRatio: IUniform;
backgroundBlurriness: IUniform;
envMap: IUniform<unknown>;
flipEnvMap: IUniform<number>;
reflectivity: IUniform<number>;
ior: IUniform<number>;
refractRatio: IUniform<number>;
};
aomap: {
aoMap: IUniform;
aoMapIntensity: IUniform;
aoMap: IUniform<unknown>;
aoMapIntensity: IUniform<number>;
aoMapTransform: IUniform<Matrix3>;
};
lightmap: {
lightMap: IUniform;
lightMapIntensity: IUniform;
};
emissivemap: {
emissiveMap: IUniform;
lightMap: IUniform<number>;
lightMapIntensity: IUniform<number>;
lightMapTransform: IUniform<Matrix3>;
};
bumpmap: {
bumpMap: IUniform;
bumpScale: IUniform;
bumpMap: IUniform<unknown>;
bumpMapTransform: IUniform<Matrix3>;
bumpScale: IUniform<number>;
};
normalmap: {
normalMap: IUniform;
normalScale: IUniform;
normalMap: IUniform<unknown>;
normalMapTransform: IUniform<Matrix3>;
normalScale: IUniform<Vector2>;
};
displacementmap: {
displacementMap: IUniform;
displacementScale: IUniform;
displacementBias: IUniform;
displacementMap: IUniform<unknown>;
displacementMapTransform: IUniform<Matrix3>;
displacementScale: IUniform<number>;
displacementBias: IUniform<number>;
};
roughnessmap: {
roughnessMap: IUniform;
emissivemap: {
emissiveMap: IUniform<unknown>;
emissiveMapTransform: IUniform<Matrix3>;
};
metalnessmap: {
metalnessMap: IUniform;
metalnessMap: IUniform<unknown>;
metalnessMapTransform: IUniform<Matrix3>;
};
roughnessmap: {
roughnessMap: IUniform<unknown>;
roughnessMapTransform: IUniform<Matrix3>;
};
gradientmap: {
gradientMap: IUniform;
gradientMap: IUniform<unknown>;
};
fog: {
fogDensity: IUniform;
fogNear: IUniform;
fogFar: IUniform;
fogColor: IUniform;
fogDensity: IUniform<number>;
fogNear: IUniform<number>;
fogFar: IUniform<number>;
fogColor: IUniform<Color>;
};
lights: {
ambientLightColor: IUniform;
ambientLightColor: IUniform<unknown[]>;
lightProbe: IUniform<unknown[]>;
directionalLights: {
value: any[];
value: unknown[];
properties: {
direction: {};
color: {};
};
};
directionalLightShadows: {
value: any[];
value: unknown[];
properties: {
shadowBias: {};
shadowNormalBias: {};
shadowRadius: {};
shadowMapSize: {};
};
};
directionalShadowMap: IUniform;
directionalShadowMatrix: IUniform;
directionalShadowMap: IUniform<unknown[]>;
directionalShadowMatrix: IUniform<unknown[]>;
spotLights: {
value: any[];
value: unknown[];
properties: {
color: {};
position: {};
Expand All @@ -95,18 +109,19 @@ export let UniformsLib: {
};
};
spotLightShadows: {
value: any[];
value: unknown[];
properties: {
shadowBias: {};
shadowNormalBias: {};
shadowRadius: {};
shadowMapSize: {};
};
};
spotShadowMap: IUniform;
spotShadowMatrix: IUniform;
spotLightMap: IUniform<unknown[]>;
spotShadowMap: IUniform<unknown[]>;
spotLightMatrix: IUniform<unknown[]>;
pointLights: {
value: any[];
value: unknown[];
properties: {
color: {};
position: {};
Expand All @@ -115,40 +130,56 @@ export let UniformsLib: {
};
};
pointLightShadows: {
value: any[];
value: unknown[];
properties: {
shadowBias: {};
shadowNormalBias: {};
shadowRadius: {};
shadowMapSize: {};
shadowCameraNear: {};
shadowCameraFar: {};
};
};
pointShadowMap: IUniform;
pointShadowMatrix: IUniform;
pointShadowMap: IUniform<unknown[]>;
pointShadowMatrix: IUniform<unknown[]>;
hemisphereLights: {
value: any[];
value: unknown[];
properties: {
direction: {};
skycolor: {};
groundColor: {};
};
};
rectAreaLights: {
value: any[];
value: unknown[];
properties: {
color: {};
position: {};
width: {};
height: {};
};
};
ltc_1: IUniform<unknown>;
ltc_2: IUniform<unknown>;
};
points: {
diffuse: IUniform;
opacity: IUniform;
size: IUniform;
scale: IUniform;
map: IUniform;
uvTransform: IUniform;
diffuse: IUniform<Color>;
opacity: IUniform<number>;
size: IUniform<number>;
scale: IUniform<number>;
map: IUniform<unknown>;
alphaMap: IUniform<unknown>;
alphaTest: IUniform<number>;
uvTransform: IUniform<Matrix3>;
};
sprite: {
diffuse: IUniform<Color>;
opacity: IUniform<number>;
center: IUniform<Vector2>;
rotation: IUniform<number>;
map: IUniform<unknown>;
mapTransform: IUniform<Matrix3>;
alphaMap: IUniform<unknown>;
alphaTest: IUniform<number>;
};
};
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