---@class cc.Pass :cc.Ref local Pass={ } cc.Pass=Pass ---* ---@param d voi ---@param t unsigned in ---@return self function Pass:setUniformPointLightPosition (d,t) end ---* ---@param d voi ---@param t unsigned in ---@return self function Pass:setUniformDirLightDir (d,t) end ---* ---@param technique cc.Technique ---@return self function Pass:setTechnique (technique) end ---* Returns the vertex attribute binding for this pass.
---* return The vertex attribute binding for this pass. ---@return cc.VertexAttribBinding function Pass:getVertexAttributeBinding () end ---* ---@param d voi ---@param t unsigned in ---@return self function Pass:setUniformSpotLightOuterAngleCos (d,t) end ---* ---@param d voi ---@param t unsigned in ---@return self function Pass:setUniformSpotLightDir (d,t) end ---* ---@param d voi ---@param t unsigned in ---@return self function Pass:setUniformMatrixPalette (d,t) end ---* ---@param name string ---@return self function Pass:setName (name) end ---* ---@return string function Pass:getName () end ---* ---@param d voi ---@param t unsigned in ---@return self function Pass:setUniformSpotLightRangeInverse (d,t) end ---* Returns a clone (deep-copy) of this instance ---@return self function Pass:clone () end ---* ---@param meshCommand cc.MeshCommand ---@param globalZOrder float ---@param vertexBuffer cc.backend.Buffer ---@param indexBuffer cc.backend.Buffer ---@param primitive int ---@param indexFormat int ---@param indexCount unsigned_int ---@param modelView mat4_table ---@return self function Pass:draw (meshCommand,globalZOrder,vertexBuffer,indexBuffer,primitive,indexFormat,indexCount,modelView) end ---* ---@param d voi ---@param t unsigned in ---@return self function Pass:setUniformPointLightRangeInverse (d,t) end ---* ---@param slot unsigned_int ---@param d cc.backend.TextureBacken ---@return self function Pass:setUniformNormTexture (slot,d) end ---* ---@param modelView mat4_table ---@return self function Pass:updateMVPUniform (modelView) end ---* Returns the ProgramState ---@return cc.backend.ProgramState function Pass:getProgramState () end ---* ---@param d voi ---@param t unsigned in ---@return self function Pass:setUniformSpotLightColor (d,t) end ---* ---@param d voi ---@param t unsigned in ---@return self function Pass:setUniformAmbientLigthColor (d,t) end ---* ---@param d voi ---@param t unsigned in ---@return self function Pass:setUniformDirLightColor (d,t) end ---* ---@param d voi ---@param t unsigned in ---@return self function Pass:setUniformSpotLightPosition (d,t) end ---* Sets a vertex attribute binding for this pass.
---* When a mesh binding is set, the VertexAttribBinding will be automatically
---* bound when the bind() method is called for the pass.
---* param binding The VertexAttribBinding to set (or NULL to remove an existing binding). ---@param binding cc.VertexAttribBinding ---@return self function Pass:setVertexAttribBinding (binding) end ---* ---@param slot unsigned_int ---@param d cc.backend.TextureBacken ---@return self function Pass:setUniformTexture (slot,d) end ---* ---@param d voi ---@param t unsigned in ---@return self function Pass:setUniformSpotLightInnerAngleCos (d,t) end ---* ---@param d voi ---@param t unsigned in ---@return self function Pass:setUniformColor (d,t) end ---* ---@param d voi ---@param t unsigned in ---@return self function Pass:setUniformPointLightColor (d,t) end ---* Creates a Pass with a GLProgramState. ---@param parent cc.Technique ---@param programState cc.backend.ProgramState ---@return self function Pass:createWithProgramState (parent,programState) end ---* ---@param parent cc.Technique ---@return self function Pass:create (parent) end