Sets the material state for the pass that is independent of the rendered object. This needs to be called before calling pass. Before activating a pass, the previously used pass needs to be deactivated.
Clears the surface state for the pass. This needs to be called before activating another pass.
Indicates whether the shader uses any diffuse component.
Indicates whether the shader uses any shadows.
Indicates whether the shader uses any specular component.
Add an event listener
Dispatch an event
check if an object has an event listener assigned to it
Remove an event listener
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away.pool.Passes