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| /**
| * An enum of the basic GLSL uniform types. These can be used with
| * {@link CustomShader} to declare user-defined uniforms.
| *
| * @enum {String}
| *
| * @experimental This feature is using part of the 3D Tiles spec that is not final and is subject to change without Cesium's standard deprecation policy.
| */
| var UniformType = {
| /**
| * A single floating point value.
| *
| * @type {String}
| * @constant
| */
| FLOAT: "float",
| /**
| * A vector of 2 floating point values.
| *
| * @type {String}
| * @constant
| */
| VEC2: "vec2",
| /**
| * A vector of 3 floating point values.
| *
| * @type {String}
| * @constant
| */
| VEC3: "vec3",
| /**
| * A vector of 4 floating point values.
| *
| * @type {String}
| * @constant
| */
| VEC4: "vec4",
| /**
| * A single integer value
| *
| * @type {String}
| * @constant
| */
| INT: "int",
| /**
| * A vector of 2 integer values.
| *
| * @type {String}
| * @constant
| */
| INT_VEC2: "ivec2",
| /**
| * A vector of 3 integer values.
| *
| * @type {String}
| * @constant
| */
| INT_VEC3: "ivec3",
| /**
| * A vector of 4 integer values.
| *
| * @type {String}
| * @constant
| */
| INT_VEC4: "ivec4",
| /**
| * A single boolean value.
| *
| * @type {String}
| * @constant
| */
| BOOL: "bool",
| /**
| * A vector of 2 boolean values.
| *
| * @type {String}
| * @constant
| */
| BOOL_VEC2: "bvec2",
| /**
| * A vector of 3 boolean values.
| *
| * @type {String}
| * @constant
| */
| BOOL_VEC3: "bvec3",
| /**
| * A vector of 4 boolean values.
| *
| * @type {String}
| * @constant
| */
| BOOL_VEC4: "bvec4",
| /**
| * A 2x2 matrix of floating point values.
| *
| * @type {String}
| * @constant
| */
| MAT2: "mat2",
| /**
| * A 3x3 matrix of floating point values.
| *
| * @type {String}
| * @constant
| */
| MAT3: "mat2",
| /**
| * A 3x3 matrix of floating point values.
| *
| * @type {String}
| * @constant
| */
| MAT4: "mat4",
| /**
| * A 2D sampled texture.
| * @type {String}
| * @constant
| */
| SAMPLER_2D: "sampler2D",
| SAMPLER_CUBE: "samplerCube",
| };
|
| export default Object.freeze(UniformType);
|
|