微信小程序-省心预览工具
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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import { Disposable, Restorable } from "@esotericsoftware/spine-core";
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import { ManagedWebGLRenderingContext } from "./WebGL.js";
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export declare class Shader implements Disposable, Restorable {
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private vertexShader;
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private fragmentShader;
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static MVP_MATRIX: string;
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static POSITION: string;
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static COLOR: string;
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static COLOR2: string;
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static TEXCOORDS: string;
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static SAMPLER: string;
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private context;
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private vs;
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private vsSource;
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private fs;
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private fsSource;
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private program;
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private tmp2x2;
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private tmp3x3;
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private tmp4x4;
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getProgram(): WebGLProgram | null;
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getVertexShader(): string;
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getFragmentShader(): string;
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getVertexShaderSource(): string;
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getFragmentSource(): string;
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constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, vertexShader: string, fragmentShader: string);
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private compile;
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private compileShader;
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private compileProgram;
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restore(): void;
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bind(): void;
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unbind(): void;
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setUniformi(uniform: string, value: number): void;
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setUniformf(uniform: string, value: number): void;
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setUniform2f(uniform: string, value: number, value2: number): void;
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setUniform3f(uniform: string, value: number, value2: number, value3: number): void;
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setUniform4f(uniform: string, value: number, value2: number, value3: number, value4: number): void;
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setUniform2x2f(uniform: string, value: ArrayLike<number>): void;
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setUniform3x3f(uniform: string, value: ArrayLike<number>): void;
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setUniform4x4f(uniform: string, value: ArrayLike<number>): void;
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getUniformLocation(uniform: string): WebGLUniformLocation | null;
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getAttributeLocation(attribute: string): number;
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dispose(): void;
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static newColoredTextured(context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader;
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static newTwoColoredTextured(context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader;
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static newColored(context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader;
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}
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