Options to create a GL render pass function; with:
vert: Hook to get any GLSL vertex shader string.frag: Hook to get any GLSL fragment shader string.count: Any number of elements to render.attributes: Map of any GL attribute buffers.
See attributes, buffer, toStep.uniforms: Map of any GL uniform hooks.
See uniforms, toUniforms, and getUniform.depth: Any GL depth settings (e.g: options.depth.enable).framebuffer: Hook to get any framebuffer to render into.
See framebuffer.Optionalvert?: ((context: any, state: any) => string)Optionalfrag?: ((context: any, state: any) => string)Optionalcount?: numberOptionalattributes?: { Optionaluniforms?: { Optionaldepth?: { Optionalframebuffer?: ((context: any, state: any) => framebuffer)
A
functionto create aGLrender pass executionfunction, to be called later, given options, for a render pass; via aGLapi.See
Returns
A
functionto execute aGLrender pass, given options.