const CompositeVerticesTrait:
Trait<Defaulted<InputTypes<{ positions: (t: A | ShaderSource) => Float32Array | undefined, depth: (t?: number | Int8Array | Uint8Array | Int16Array | Uint16Array | Int32Array | Uint32Array | Uint8ClampedArray | Float32Array | Float64Array | number[] | TensorArray) => number | Float32Array | undefined, depths: (t: A | ShaderSource) => Float32Array | undefined, zBias: (t?: number | Int8Array | Uint8Array | Int16Array | Uint16Array | Int32Array | Uint32Array | Uint8ClampedArray | Float32Array | Float64Array | number[] | TensorArray) => number | Float32Array | undefined, zBiases: (t: A | ShaderSource) => Float32Array | undefined, id: (t?: number | Int8Array | Uint8Array | Int16Array | Uint16Array | Int32Array | Uint32Array | Uint8ClampedArray | Float32Array | Float64Array | number[] | TensorArray) => number | Float32Array | undefined, ids: (t: A | ShaderSource) => Float32Array | undefined, lookup: (t?: number | Int8Array | Uint8Array | Int16Array | Uint16Array | Int32Array | Uint32Array | Uint8ClampedArray | Float32Array | Float64Array | number[] | TensorArray) => number | Float32Array | undefined, lookups: (t: A | ShaderSource) => Float32Array | undefined }>, Partial<InputTypes<{ positions: (t: A | ShaderSource) => Float32Array | undefined, depth: (t?: number | Int8Array | Uint8Array | Int16Array | Uint16Array | Int32Array | Uint32Array | Uint8ClampedArray | Float32Array | Float64Array | number[] | TensorArray) => number | Float32Array | undefined, depths: (t: A | ShaderSource) => Float32Array | undefined, zBias: (t?: number | Int8Array | Uint8Array | Int16Array | Uint16Array | Int32Array | Uint32Array | Uint8ClampedArray | Float32Array | Float64Array | number[] | TensorArray) => number | Float32Array | undefined, zBiases: (t: A | ShaderSource) => Float32Array | undefined, id: (t?: number | Int8Array | Uint8Array | Int16Array | Uint16Array | Int32Array | Uint32Array | Uint8ClampedArray | Float32Array | Float64Array | number[] | TensorArray) => number | Float32Array | undefined, ids: (t: A | ShaderSource) => Float32Array | undefined, lookup: (t?: number | Int8Array | Uint8Array | Int16Array | Uint16Array | Int32Array | Uint32Array | Uint8ClampedArray | Float32Array | Float64Array | number[] | TensorArray) => number | Float32Array | undefined, lookups: (t: A | ShaderSource) => Float32Array | undefined }>>>,
OutputTypes<{ positions: (t: A | ShaderSource) => Float32Array | undefined, depth: (t?: number | Int8Array | Uint8Array | Int16Array | Uint16Array | Int32Array | Uint32Array | Uint8ClampedArray | Float32Array | Float64Array | number[] | TensorArray) => number | Float32Array | undefined, depths: (t: A | ShaderSource) => Float32Array | undefined, zBias: (t?: number | Int8Array | Uint8Array | Int16Array | Uint16Array | Int32Array | Uint32Array | Uint8ClampedArray | Float32Array | Float64Array | number[] | TensorArray) => number | Float32Array | undefined, zBiases: (t: A | ShaderSource) => Float32Array | undefined, id: (t?: number | Int8Array | Uint8Array | Int16Array | Uint16Array | Int32Array | Uint32Array | Uint8ClampedArray | Float32Array | Float64Array | number[] | TensorArray) => number | Float32Array | undefined, ids: (t: A | ShaderSource) => Float32Array | undefined, lookup: (t?: number | Int8Array | Uint8Array | Int16Array | Uint16Array | Int32Array | Uint32Array | Uint8ClampedArray | Float32Array | Float64Array | number[] | TensorArray) => number | Float32Array | undefined, lookups: (t: A | ShaderSource) => Float32Array | undefined }>>
= (
input: A,
output: B,
hooks: UseHooks,
) => void
packages / plot / src / traits.ts