@interface GLKEffectPropertyTransform : GLKEffectProperty @property (nonatomic) union _GLKMatrix4 { struct { float m00; float m01; float m02; float m03; float m10; float m11; float m12; float m13; float m20; float m21; float m22; float m23; float m30; float m31; float m32; float m33; } ; float m[16]; } mvpMatrix; @property (nonatomic) union _GLKMatrix4 { struct { float m00; float m01; float m02; float m03; float m10; float m11; float m12; float m13; float m20; float m21; float m22; float m23; float m30; float m31; float m32; float m33; } ; float m[16]; } invModelviewMatrix; @property (nonatomic) int projectionMatrixLoc; @property (nonatomic) int modelviewMatrixLoc; @property (nonatomic) int mvpMatrixLoc; @property (nonatomic) int normalMatrixLoc; @property (nonatomic) int invModelviewMatrixLoc; @property (nonatomic) union _GLKMatrix4 { struct { float m00; float m01; float m02; float m03; float m10; float m11; float m12; float m13; float m20; float m21; float m22; float m23; float m30; float m31; float m32; float m33; } ; float m[16]; } modelviewMatrix; @property (nonatomic) union _GLKMatrix4 { struct { float m00; float m01; float m02; float m03; float m10; float m11; float m12; float m13; float m20; float m21; float m22; float m23; float m30; float m31; float m32; float m33; } ; float m[16]; } projectionMatrix; @property (readonly, nonatomic) union _GLKMatrix3 { struct { float m00; float m01; float m02; float m10; float m11; float m12; float m20; float m21; float m22; } ; float m[9]; } normalMatrix; + (void)setStaticMasksWithVshRoot:(id)a0 fshRoot:(id)a1; - (id)init; - (void)dealloc; - (id)description; - (void)bind; - (void)dirtyAllUniforms; - (void)loadIdentity:(int)a0; - (void)loadMatrix:(int)a0 matrix:(union _GLKMatrix4 { struct { float x0; float x1; float x2; float x3; float x4; float x5; float x6; float x7; float x8; float x9; float x10; float x11; float x12; float x13; float x14; float x15; } x0; float x1[16]; })a1; - (void)setShaderBindings; @end