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Lines changed: 274 additions & 272 deletions

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src/renderer/webgl/Utils.js

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@@ -12,15 +12,15 @@
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module.exports = {
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/**
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* [description]
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* [pending]
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*
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* @function Phaser.Renderer.WebGL.Utils.getTintFromFloats
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* @since 3.0.0
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*
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* @param {number} r - [description]
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* @param {number} r - [pending] - what's the range?
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* @param {number} g - [description]
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* @param {number} b - [description]
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* @param {number} a - [description]
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* @param {number} a - [pending] - what's the range?
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*
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* @return {number} [description]
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*/
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},
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/**
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* [description]
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* [pending]
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*
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* @function Phaser.Renderer.WebGL.Utils.getTintAppendFloatAlpha
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* @since 3.0.0
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*
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* @param {number} rgb - [description]
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* @param {number} a - [description]
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* @param {number} rgb - [pending] - what's the range?
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* @param {number} a - [pending] - what's the range?
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*
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* @return {number} [description]
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* @return {number} [pending]
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*/
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getTintAppendFloatAlpha: function (rgb, a)
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{
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},
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/**
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* [description]
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* [pending]
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*
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* @function Phaser.Renderer.WebGL.Utils.getTintAppendFloatAlphaAndSwap
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* @since 3.0.0
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*
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* @param {number} rgb - [description]
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* @param {number} a - [description]
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* @param {number} rgb - [pending] - what's the range?
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* @param {number} a - [pending] - what's the range?
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*
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* @return {number} [description]
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* @return {number} [pending]
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*/
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getTintAppendFloatAlphaAndSwap: function (rgb, a)
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{
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},
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/**
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* [description]
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* [pending]
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*
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* @function Phaser.Renderer.WebGL.Utils.getFloatsFromUintRGB
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* @since 3.0.0
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*
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* @param {number} rgb - [description]
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* @param {number} rgb - [pending]
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*
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* @return {number} [description]
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* @return {number} [pending]
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*/
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getFloatsFromUintRGB: function (rgb)
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{
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},
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/**
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* [description]
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* [pending]
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*
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* @function Phaser.Renderer.WebGL.Utils.getComponentCount
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* @since 3.0.0
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*
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* @param {number} attributes - [description]
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* @param {WebGLRenderingContext} glContext - [description]
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* @param {number} attributes - [pending]
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* @param {WebGLRenderingContext} glContext - [pending]
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*
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* @return {number} [description]
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* @return {number} [pending]
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*/
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getComponentCount: function (attributes, glContext)
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{

src/renderer/webgl/WebGLPipeline.js

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@@ -10,7 +10,7 @@ var Utils = require('./Utils');
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/**
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* @classdesc
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* [description]
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* [pending] explain the concept behind the pipelines, what they are and how they work.
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*
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* @class WebGLPipeline
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* @memberOf Phaser.Renderer.WebGL
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function WebGLPipeline (config)
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{
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/**
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* [description]
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* [pending]
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#name
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* @type {string}
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this.view = config.game.canvas;
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/**
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* [description]
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* [pending]
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#resolution
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* @type {number}
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this.resolution = config.game.config.resolution;
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/**
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* [description]
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* [pending]
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#width
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* @type {number}
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this.width = config.game.config.width * this.resolution;
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/**
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* [description]
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* [pending]
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#height
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* @type {number}
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this.gl = config.gl;
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/**
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* [description]
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* [pending]
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexCount
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* @type {number}
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this.vertexCount = 0;
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/**
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* [pending]
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexCapacity
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* @type {integer}
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this.renderer = config.renderer;
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/**
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* [pending]
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexData
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* @type {ArrayBuffer}
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this.vertexData = (config.vertices ? config.vertices : new ArrayBuffer(config.vertexCapacity * config.vertexSize));
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/**
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* [pending]
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*
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* @type {WebGLBuffer}
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this.vertexBuffer = this.renderer.createVertexBuffer((config.vertices ? config.vertices : this.vertexData.byteLength), this.gl.STREAM_DRAW);
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/**
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* [pending]
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#program
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* @type {WebGLProgram}
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this.program = this.renderer.createProgram(config.vertShader, config.fragShader);
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/**
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* [pending]
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#attributes
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this.attributes = config.attributes;
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/**
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* [pending]
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/**
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* [pending]
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/**
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* @name Phaser.Renderer.WebGL.WebGLPipeline#bytes
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/**
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* [pending]
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* @method Phaser.Renderer.WebGL.WebGLPipeline#addAttribute
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* @since 3.2.0
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*
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* @param {string} name - [description]
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* @param {integer} size - [description]
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* @param {integer} type - [description]
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* @param {boolean} normalized - [description]
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* @param {integer} offset - [description]
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* @param {string} name - [pending]
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* @param {integer} size - [pending]
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* @param {integer} type - [pending]
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* @param {boolean} normalized - [pending]
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* @param {integer} offset - [pending]
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*/
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/**
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* [pending]
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*
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/**
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/**
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* @method Phaser.Renderer.WebGL.WebGLPipeline#bind
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/**
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* [pending]
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/**
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* @method Phaser.Renderer.WebGL.WebGLPipeline#setFloat4
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* @param {string} name - [description]
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* @param {float} x - [description]
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* @param {float} y - [description]
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* @param {float} z - [description]
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* @param {float} w - [description]
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* @param {string} name - [pending]
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* @param {float} x - [pending]
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* @param {float} y - [pending]
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* @param {float} z - [pending]
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* @param {float} w - [pending]
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*/
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/**
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* [pending]
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* @method Phaser.Renderer.WebGL.WebGLPipeline#setInt4
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* @param {string} name - [description]
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* @param {integer} x - [description]
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* @param {integer} y - [description]
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* @param {integer} z - [description]
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* @param {integer} w - [description]
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* @param {string} name - [pending]
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* @param {integer} x - [pending]
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* @param {integer} y - [pending]
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* @param {integer} z - [pending]
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* @param {integer} w - [pending]
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*/
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* @method Phaser.Renderer.WebGL.WebGLPipeline#setMatrix4
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* @param {string} name - [description]
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* @param {boolean} transpose - [description]
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* @param {Float32Array} matrix - [description]
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* @param {string} name - [pending]
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* @param {boolean} transpose - [pending]
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* @param {Float32Array} matrix - [pending]
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* @return {Phaser.Renderer.WebGL.WebGLPipeline} [description]
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*/

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