Variable UniformsLibConst
UniformsLib: { aomap: { aoMap: IUniform<unknown>; aoMapIntensity: IUniform<number>; aoMapTransform: IUniform<Matrix3>; }; bumpmap: { bumpMap: IUniform<unknown>; bumpMapTransform: IUniform<Matrix3>; bumpScale: IUniform<number>; }; common: { alphaMap: IUniform<unknown>; alphaMapTransform: IUniform<Matrix3>; alphaTest: IUniform<number>; diffuse: IUniform<Color>; map: IUniform<unknown>; mapTransform: IUniform<Matrix3>; opacity: IUniform<number>; }; displacementmap: { displacementBias: IUniform<number>; displacementMap: IUniform<unknown>; displacementMapTransform: IUniform<Matrix3>; displacementScale: IUniform<number>; }; emissivemap: { emissiveMap: IUniform<unknown>; emissiveMapTransform: IUniform<Matrix3>; }; envmap: { envMap: IUniform<unknown>; flipEnvMap: IUniform<number>; ior: IUniform<number>; reflectivity: IUniform<number>; refractRatio: IUniform<number>; }; fog: { fogColor: IUniform<Color>; fogDensity: IUniform<number>; fogFar: IUniform<number>; fogNear: IUniform<number>; }; gradientmap: { gradientMap: IUniform<unknown>; }; lightmap: { lightMap: IUniform<number>; lightMapIntensity: IUniform<number>; lightMapTransform: IUniform<Matrix3>; }; lights: { ambientLightColor: IUniform<unknown[]>; directionalLightShadows: { properties: { shadowBias: {}; shadowMapSize: {}; shadowNormalBias: {}; shadowRadius: {}; }; value: unknown[]; }; directionalLights: { properties: { color: {}; direction: {}; }; value: unknown[]; }; directionalShadowMap: IUniform<unknown[]>; directionalShadowMatrix: IUniform<unknown[]>; hemisphereLights: { properties: { direction: {}; groundColor: {}; skycolor: {}; }; value: unknown[]; }; lightProbe: IUniform<unknown[]>; ltc_1: IUniform<unknown>; ltc_2: IUniform<unknown>; pointLightShadows: { properties: { shadowBias: {}; shadowCameraFar: {}; shadowCameraNear: {}; shadowMapSize: {}; shadowNormalBias: {}; shadowRadius: {}; }; value: unknown[]; }; pointLights: { properties: { color: {}; decay: {}; distance: {}; position: {}; }; value: unknown[]; }; pointShadowMap: IUniform<unknown[]>; pointShadowMatrix: IUniform<unknown[]>; rectAreaLights: { properties: { color: {}; height: {}; position: {}; width: {}; }; value: unknown[]; }; spotLightMap: IUniform<unknown[]>; spotLightMatrix: IUniform<unknown[]>; spotLightShadows: { properties: { shadowBias: {}; shadowMapSize: {}; shadowNormalBias: {}; shadowRadius: {}; }; value: unknown[]; }; spotLights: { properties: { color: {}; coneCos: {}; decay: {}; direction: {}; distance: {}; penumbraCos: {}; position: {}; }; value: unknown[]; }; spotShadowMap: IUniform<unknown[]>; }; metalnessmap: { metalnessMap: IUniform<unknown>; metalnessMapTransform: IUniform<Matrix3>; }; normalmap: { normalMap: IUniform<unknown>; normalMapTransform: IUniform<Matrix3>; normalScale: IUniform<Vector2>; }; points: { alphaMap: IUniform<unknown>; alphaTest: IUniform<number>; diffuse: IUniform<Color>; map: IUniform<unknown>; opacity: IUniform<number>; scale: IUniform<number>; size: IUniform<number>; uvTransform: IUniform<Matrix3>; }; roughnessmap: { roughnessMap: IUniform<unknown>; roughnessMapTransform: IUniform<Matrix3>; }; specularmap: { specularMap: IUniform<unknown>; specularMapTransform: IUniform<Matrix3>; }; sprite: { alphaMap: IUniform<unknown>; alphaTest: IUniform<number>; center: IUniform<Vector2>; diffuse: IUniform<Color>; map: IUniform<unknown>; mapTransform: IUniform<Matrix3>; opacity: IUniform<number>; rotation: IUniform<number>; }; } Type declaration
aomap: {
aoMap: IUniform<unknown>;
aoMapIntensity: IUniform<number>;
aoMapTransform: IUniform<Matrix3>;
}
bumpmap: {
bumpMap: IUniform<unknown>;
bumpMapTransform: IUniform<Matrix3>;
bumpScale: IUniform<number>;
}
displacementmap: {
displacementBias: IUniform<number>;
displacementMap: IUniform<unknown>;
displacementMapTransform: IUniform<Matrix3>;
displacementScale: IUniform<number>;
}
emissivemap: {
emissiveMap: IUniform<unknown>;
emissiveMapTransform: IUniform<Matrix3>;
}
envmap: {
envMap: IUniform<unknown>;
flipEnvMap: IUniform<number>;
ior: IUniform<number>;
reflectivity: IUniform<number>;
refractRatio: IUniform<number>;
}
fog: {
fogColor: IUniform<Color>;
fogDensity: IUniform<number>;
fogFar: IUniform<number>;
fogNear: IUniform<number>;
}
gradientmap: {
gradientMap: IUniform<unknown>;
}
lightmap: {
lightMap: IUniform<number>;
lightMapIntensity: IUniform<number>;
lightMapTransform: IUniform<Matrix3>;
}
lights: {
ambientLightColor: IUniform<unknown[]>;
directionalLightShadows: {
properties: {
shadowBias: {};
shadowMapSize: {};
shadowNormalBias: {};
shadowRadius: {};
};
value: unknown[];
};
directionalLights: {
properties: {
color: {};
direction: {};
};
value: unknown[];
};
directionalShadowMap: IUniform<unknown[]>;
directionalShadowMatrix: IUniform<unknown[]>;
hemisphereLights: {
properties: {
direction: {};
groundColor: {};
skycolor: {};
};
value: unknown[];
};
lightProbe: IUniform<unknown[]>;
ltc_1: IUniform<unknown>;
ltc_2: IUniform<unknown>;
pointLightShadows: {
properties: {
shadowBias: {};
shadowCameraFar: {};
shadowCameraNear: {};
shadowMapSize: {};
shadowNormalBias: {};
shadowRadius: {};
};
value: unknown[];
};
pointLights: {
properties: {
color: {};
decay: {};
distance: {};
position: {};
};
value: unknown[];
};
pointShadowMap: IUniform<unknown[]>;
pointShadowMatrix: IUniform<unknown[]>;
rectAreaLights: {
properties: {
color: {};
height: {};
position: {};
width: {};
};
value: unknown[];
};
spotLightMap: IUniform<unknown[]>;
spotLightMatrix: IUniform<unknown[]>;
spotLightShadows: {
properties: {
shadowBias: {};
shadowMapSize: {};
shadowNormalBias: {};
shadowRadius: {};
};
value: unknown[];
};
spotLights: {
properties: {
color: {};
coneCos: {};
decay: {};
direction: {};
distance: {};
penumbraCos: {};
position: {};
};
value: unknown[];
};
spotShadowMap: IUniform<unknown[]>;
}
ambientLightColor: IUniform<unknown[]>
directionalLightShadows: {
properties: {
shadowBias: {};
shadowMapSize: {};
shadowNormalBias: {};
shadowRadius: {};
};
value: unknown[];
}
properties: {
shadowBias: {};
shadowMapSize: {};
shadowNormalBias: {};
shadowRadius: {};
}
shadowBias: {}
shadowMapSize: {}
shadowNormalBias: {}
shadowRadius: {}
value: unknown[]
directionalLights: {
properties: {
color: {};
direction: {};
};
value: unknown[];
}
properties: {
color: {};
direction: {};
}
value: unknown[]
directionalShadowMap: IUniform<unknown[]>
directionalShadowMatrix: IUniform<unknown[]>
hemisphereLights: {
properties: {
direction: {};
groundColor: {};
skycolor: {};
};
value: unknown[];
}
properties: {
direction: {};
groundColor: {};
skycolor: {};
}
direction: {}
groundColor: {}
skycolor: {}
value: unknown[]
lightProbe: IUniform<unknown[]>
pointLightShadows: {
properties: {
shadowBias: {};
shadowCameraFar: {};
shadowCameraNear: {};
shadowMapSize: {};
shadowNormalBias: {};
shadowRadius: {};
};
value: unknown[];
}
properties: {
shadowBias: {};
shadowCameraFar: {};
shadowCameraNear: {};
shadowMapSize: {};
shadowNormalBias: {};
shadowRadius: {};
}
shadowBias: {}
shadowCameraFar: {}
shadowCameraNear: {}
shadowMapSize: {}
shadowNormalBias: {}
shadowRadius: {}
value: unknown[]
pointLights: {
properties: {
color: {};
decay: {};
distance: {};
position: {};
};
value: unknown[];
}
properties: {
color: {};
decay: {};
distance: {};
position: {};
}
color: {}
decay: {}
distance: {}
position: {}
value: unknown[]
pointShadowMap: IUniform<unknown[]>
pointShadowMatrix: IUniform<unknown[]>
rectAreaLights: {
properties: {
color: {};
height: {};
position: {};
width: {};
};
value: unknown[];
}
properties: {
color: {};
height: {};
position: {};
width: {};
}
color: {}
height: {}
position: {}
width: {}
value: unknown[]
spotLightMap: IUniform<unknown[]>
spotLightMatrix: IUniform<unknown[]>
spotLightShadows: {
properties: {
shadowBias: {};
shadowMapSize: {};
shadowNormalBias: {};
shadowRadius: {};
};
value: unknown[];
}
properties: {
shadowBias: {};
shadowMapSize: {};
shadowNormalBias: {};
shadowRadius: {};
}
shadowBias: {}
shadowMapSize: {}
shadowNormalBias: {}
shadowRadius: {}
value: unknown[]
spotLights: {
properties: {
color: {};
coneCos: {};
decay: {};
direction: {};
distance: {};
penumbraCos: {};
position: {};
};
value: unknown[];
}
properties: {
color: {};
coneCos: {};
decay: {};
direction: {};
distance: {};
penumbraCos: {};
position: {};
}
color: {}
coneCos: {}
decay: {}
direction: {}
distance: {}
penumbraCos: {}
position: {}
value: unknown[]
spotShadowMap: IUniform<unknown[]>
metalnessmap: {
metalnessMap: IUniform<unknown>;
metalnessMapTransform: IUniform<Matrix3>;
}
roughnessmap: {
roughnessMap: IUniform<unknown>;
roughnessMapTransform: IUniform<Matrix3>;
}
specularmap: {
specularMap: IUniform<unknown>;
specularMapTransform: IUniform<Matrix3>;
}