"use strict";
/*---------------------------------------------------------------------------------------------
* Copyright (c) Bentley Systems, Incorporated. All rights reserved.
* See LICENSE.md in the project root for license terms and full copyright notice.
*--------------------------------------------------------------------------------------------*/
/** @packageDocumentation
 * @module Rendering
 */
Object.defineProperty(exports, "__esModule", { value: true });
exports.VaryingType = exports.UniformType = void 0;
/** The underlying data types that can be used for uniform variables in screen-space effect shaders.
 * @see [[ScreenSpaceEffectBuilder.addUniform]] to define a uniform variable.
 * @see [[Uniform]] to set the value of a uniform variable.
 * @public
 * @extensions
 */
var UniformType;
(function (UniformType) {
    /** GLSL `bool`. */
    UniformType[UniformType["Bool"] = 0] = "Bool";
    /** GLSL `int`. */
    UniformType[UniformType["Int"] = 1] = "Int";
    /** GLSL `float`. */
    UniformType[UniformType["Float"] = 2] = "Float";
    /** GLSL `vec2`. */
    UniformType[UniformType["Vec2"] = 3] = "Vec2";
    /** GLSL `vec3`. */
    UniformType[UniformType["Vec3"] = 4] = "Vec3";
    /** GLSL `vec4`. */
    UniformType[UniformType["Vec4"] = 5] = "Vec4";
})(UniformType || (exports.UniformType = UniformType = {}));
/** The underlying data types that can be used for varying variables in screen-space effect shaders.
 * @see [[ScreenSpaceEffectBuilder.addVarying]] to define a varying variable.
 * @public
 * @extensions
 */
var VaryingType;
(function (VaryingType) {
    /** GLSL `float`. */
    VaryingType[VaryingType["Float"] = 0] = "Float";
    /** GLSL `vec2`. */
    VaryingType[VaryingType["Vec2"] = 1] = "Vec2";
    /** GLSL `vec3`. */
    VaryingType[VaryingType["Vec3"] = 2] = "Vec3";
    /** GLSL `vec4`. */
    VaryingType[VaryingType["Vec4"] = 3] = "Vec4";
})(VaryingType || (exports.VaryingType = VaryingType = {}));
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