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[]>; directionalLights: { properties: { color: {}; direction: {}; }; value: unknown[]; }; directionalLightShadows: { properties: { shadowBias: {}; shadowMapSize: {}; shadowNormalBias: {}; shadowRadius: {}; }; 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>; pointLights: { properties: { color: {}; decay: {}; distance: {}; position: {}; }; value: unknown[]; }; pointLightShadows: { properties: { shadowBias: {}; shadowCameraFar: {}; shadowCameraNear: {}; shadowMapSize: {}; shadowNormalBias: {}; shadowRadius: {}; }; value: unknown[]; }; pointShadowMap: IUniform<unknown[]>; pointShadowMatrix: IUniform<unknown[]>; rectAreaLights: { properties: { color: {}; height: {}; position: {}; width: {}; }; value: unknown[]; }; spotLightMap: IUniform<unknown[]>; spotLightMatrix: IUniform<unknown[]>; spotLights: { properties: { color: {}; coneCos: {}; decay: {}; direction: {}; distance: {}; penumbraCos: {}; position: {}; }; value: unknown[]; }; spotLightShadows: { properties: { shadowBias: {}; shadowMapSize: {}; shadowNormalBias: {}; shadowRadius: {}; }; 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>; }; }