sdfsdfs
This commit is contained in:
14
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/colorBit.d.ts
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node_modules/pixi.js/lib/rendering/high-shader/shader-bits/colorBit.d.ts
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export declare const colorBit: {
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name: string;
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vertex: {
|
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header: string;
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main: string;
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};
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};
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export declare const colorBitGl: {
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name: string;
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vertex: {
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header: string;
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main: string;
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};
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};
|
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node_modules/pixi.js/lib/rendering/high-shader/shader-bits/colorBit.js
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node_modules/pixi.js/lib/rendering/high-shader/shader-bits/colorBit.js
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'use strict';
|
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"use strict";
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const colorBit = {
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name: "color-bit",
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vertex: {
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header: (
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/* wgsl */
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`
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@in aColor: vec4<f32>;
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`
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),
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main: (
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/* wgsl */
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`
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vColor *= vec4<f32>(aColor.rgb * aColor.a, aColor.a);
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`
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)
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}
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};
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const colorBitGl = {
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name: "color-bit",
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vertex: {
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header: (
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/* glsl */
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`
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in vec4 aColor;
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`
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),
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main: (
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/* glsl */
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`
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vColor *= vec4(aColor.rgb * aColor.a, aColor.a);
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`
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)
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}
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};
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exports.colorBit = colorBit;
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exports.colorBitGl = colorBitGl;
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//# sourceMappingURL=colorBit.js.map
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1
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/colorBit.js.map
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node_modules/pixi.js/lib/rendering/high-shader/shader-bits/colorBit.js.map
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{"version":3,"file":"colorBit.js","sources":["../../../../src/rendering/high-shader/shader-bits/colorBit.ts"],"sourcesContent":["export const colorBit = {\n name: 'color-bit',\n vertex: {\n header: /* wgsl */`\n @in aColor: vec4<f32>;\n `,\n main: /* wgsl */`\n vColor *= vec4<f32>(aColor.rgb * aColor.a, aColor.a);\n `\n }\n};\n\nexport const colorBitGl = {\n name: 'color-bit',\n vertex: {\n header: /* glsl */`\n in vec4 aColor;\n `,\n main: /* glsl */`\n vColor *= vec4(aColor.rgb * aColor.a, aColor.a);\n `\n }\n};\n"],"names":[],"mappings":";;;AAAO,MAAM,QAAW,GAAA;AAAA,EACpB,IAAM,EAAA,WAAA;AAAA,EACN,MAAQ,EAAA;AAAA,IACJ,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,IAGlB,IAAA;AAAA;AAAA,MAAgB,CAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAGpB;AACJ,EAAA;AAEO,MAAM,UAAa,GAAA;AAAA,EACtB,IAAM,EAAA,WAAA;AAAA,EACN,MAAQ,EAAA;AAAA,IACJ,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,IAGlB,IAAA;AAAA;AAAA,MAAgB,CAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAGpB;AACJ;;;;;"}
|
38
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/colorBit.mjs
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node_modules/pixi.js/lib/rendering/high-shader/shader-bits/colorBit.mjs
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"use strict";
|
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const colorBit = {
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name: "color-bit",
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vertex: {
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header: (
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/* wgsl */
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`
|
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@in aColor: vec4<f32>;
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`
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),
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main: (
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/* wgsl */
|
||||
`
|
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vColor *= vec4<f32>(aColor.rgb * aColor.a, aColor.a);
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`
|
||||
)
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}
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};
|
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const colorBitGl = {
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name: "color-bit",
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vertex: {
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header: (
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/* glsl */
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`
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in vec4 aColor;
|
||||
`
|
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),
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main: (
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||||
/* glsl */
|
||||
`
|
||||
vColor *= vec4(aColor.rgb * aColor.a, aColor.a);
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`
|
||||
)
|
||||
}
|
||||
};
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export { colorBit, colorBitGl };
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//# sourceMappingURL=colorBit.mjs.map
|
1
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/colorBit.mjs.map
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node_modules/pixi.js/lib/rendering/high-shader/shader-bits/colorBit.mjs.map
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||||
{"version":3,"file":"colorBit.mjs","sources":["../../../../src/rendering/high-shader/shader-bits/colorBit.ts"],"sourcesContent":["export const colorBit = {\n name: 'color-bit',\n vertex: {\n header: /* wgsl */`\n @in aColor: vec4<f32>;\n `,\n main: /* wgsl */`\n vColor *= vec4<f32>(aColor.rgb * aColor.a, aColor.a);\n `\n }\n};\n\nexport const colorBitGl = {\n name: 'color-bit',\n vertex: {\n header: /* glsl */`\n in vec4 aColor;\n `,\n main: /* glsl */`\n vColor *= vec4(aColor.rgb * aColor.a, aColor.a);\n `\n }\n};\n"],"names":[],"mappings":";AAAO,MAAM,QAAW,GAAA;AAAA,EACpB,IAAM,EAAA,WAAA;AAAA,EACN,MAAQ,EAAA;AAAA,IACJ,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,IAGlB,IAAA;AAAA;AAAA,MAAgB,CAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAGpB;AACJ,EAAA;AAEO,MAAM,UAAa,GAAA;AAAA,EACtB,IAAM,EAAA,WAAA;AAAA,EACN,MAAQ,EAAA;AAAA,IACJ,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,IAGlB,IAAA;AAAA;AAAA,MAAgB,CAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAGpB;AACJ;;;;"}
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3
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/generateTextureBatchBit.d.ts
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node_modules/pixi.js/lib/rendering/high-shader/shader-bits/generateTextureBatchBit.d.ts
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import type { HighShaderBit } from '../compiler/types';
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export declare function generateTextureBatchBit(maxTextures: number): HighShaderBit;
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export declare function generateTextureBatchBitGl(maxTextures: number): HighShaderBit;
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129
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/generateTextureBatchBit.js
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node_modules/pixi.js/lib/rendering/high-shader/shader-bits/generateTextureBatchBit.js
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'use strict';
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||||
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||||
"use strict";
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||||
const textureBatchBitGpuCache = {};
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||||
function generateBindingSrc(maxTextures) {
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||||
const src = [];
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||||
if (maxTextures === 1) {
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src.push("@group(1) @binding(0) var textureSource1: texture_2d<f32>;");
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src.push("@group(1) @binding(1) var textureSampler1: sampler;");
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||||
} else {
|
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let bindingIndex = 0;
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||||
for (let i = 0; i < maxTextures; i++) {
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||||
src.push(`@group(1) @binding(${bindingIndex++}) var textureSource${i + 1}: texture_2d<f32>;`);
|
||||
src.push(`@group(1) @binding(${bindingIndex++}) var textureSampler${i + 1}: sampler;`);
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||||
}
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||||
}
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||||
return src.join("\n");
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||||
}
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||||
function generateSampleSrc(maxTextures) {
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||||
const src = [];
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||||
if (maxTextures === 1) {
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||||
src.push("outColor = textureSampleGrad(textureSource1, textureSampler1, vUV, uvDx, uvDy);");
|
||||
} else {
|
||||
src.push("switch vTextureId {");
|
||||
for (let i = 0; i < maxTextures; i++) {
|
||||
if (i === maxTextures - 1) {
|
||||
src.push(` default:{`);
|
||||
} else {
|
||||
src.push(` case ${i}:{`);
|
||||
}
|
||||
src.push(` outColor = textureSampleGrad(textureSource${i + 1}, textureSampler${i + 1}, vUV, uvDx, uvDy);`);
|
||||
src.push(` break;}`);
|
||||
}
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||||
src.push(`}`);
|
||||
}
|
||||
return src.join("\n");
|
||||
}
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||||
function generateTextureBatchBit(maxTextures) {
|
||||
if (!textureBatchBitGpuCache[maxTextures]) {
|
||||
textureBatchBitGpuCache[maxTextures] = {
|
||||
name: "texture-batch-bit",
|
||||
vertex: {
|
||||
header: `
|
||||
@in aTextureIdAndRound: vec2<u32>;
|
||||
@out @interpolate(flat) vTextureId : u32;
|
||||
`,
|
||||
main: `
|
||||
vTextureId = aTextureIdAndRound.y;
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||||
`,
|
||||
end: `
|
||||
if(aTextureIdAndRound.x == 1)
|
||||
{
|
||||
vPosition = vec4<f32>(roundPixels(vPosition.xy, globalUniforms.uResolution), vPosition.zw);
|
||||
}
|
||||
`
|
||||
},
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||||
fragment: {
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||||
header: `
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||||
@in @interpolate(flat) vTextureId: u32;
|
||||
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||||
${generateBindingSrc(maxTextures)}
|
||||
`,
|
||||
main: `
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||||
var uvDx = dpdx(vUV);
|
||||
var uvDy = dpdy(vUV);
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||||
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||||
${generateSampleSrc(maxTextures)}
|
||||
`
|
||||
}
|
||||
};
|
||||
}
|
||||
return textureBatchBitGpuCache[maxTextures];
|
||||
}
|
||||
const textureBatchBitGlCache = {};
|
||||
function generateSampleGlSrc(maxTextures) {
|
||||
const src = [];
|
||||
for (let i = 0; i < maxTextures; i++) {
|
||||
if (i > 0) {
|
||||
src.push("else");
|
||||
}
|
||||
if (i < maxTextures - 1) {
|
||||
src.push(`if(vTextureId < ${i}.5)`);
|
||||
}
|
||||
src.push("{");
|
||||
src.push(` outColor = texture(uTextures[${i}], vUV);`);
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||||
src.push("}");
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||||
}
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||||
return src.join("\n");
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||||
}
|
||||
function generateTextureBatchBitGl(maxTextures) {
|
||||
if (!textureBatchBitGlCache[maxTextures]) {
|
||||
textureBatchBitGlCache[maxTextures] = {
|
||||
name: "texture-batch-bit",
|
||||
vertex: {
|
||||
header: `
|
||||
in vec2 aTextureIdAndRound;
|
||||
out float vTextureId;
|
||||
|
||||
`,
|
||||
main: `
|
||||
vTextureId = aTextureIdAndRound.y;
|
||||
`,
|
||||
end: `
|
||||
if(aTextureIdAndRound.x == 1.)
|
||||
{
|
||||
gl_Position.xy = roundPixels(gl_Position.xy, uResolution);
|
||||
}
|
||||
`
|
||||
},
|
||||
fragment: {
|
||||
header: `
|
||||
in float vTextureId;
|
||||
|
||||
uniform sampler2D uTextures[${maxTextures}];
|
||||
|
||||
`,
|
||||
main: `
|
||||
|
||||
${generateSampleGlSrc(maxTextures)}
|
||||
`
|
||||
}
|
||||
};
|
||||
}
|
||||
return textureBatchBitGlCache[maxTextures];
|
||||
}
|
||||
|
||||
exports.generateTextureBatchBit = generateTextureBatchBit;
|
||||
exports.generateTextureBatchBitGl = generateTextureBatchBitGl;
|
||||
//# sourceMappingURL=generateTextureBatchBit.js.map
|
1
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/generateTextureBatchBit.js.map
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node_modules/pixi.js/lib/rendering/high-shader/shader-bits/generateTextureBatchBit.js.map
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126
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/generateTextureBatchBit.mjs
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node_modules/pixi.js/lib/rendering/high-shader/shader-bits/generateTextureBatchBit.mjs
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|
||||
"use strict";
|
||||
const textureBatchBitGpuCache = {};
|
||||
function generateBindingSrc(maxTextures) {
|
||||
const src = [];
|
||||
if (maxTextures === 1) {
|
||||
src.push("@group(1) @binding(0) var textureSource1: texture_2d<f32>;");
|
||||
src.push("@group(1) @binding(1) var textureSampler1: sampler;");
|
||||
} else {
|
||||
let bindingIndex = 0;
|
||||
for (let i = 0; i < maxTextures; i++) {
|
||||
src.push(`@group(1) @binding(${bindingIndex++}) var textureSource${i + 1}: texture_2d<f32>;`);
|
||||
src.push(`@group(1) @binding(${bindingIndex++}) var textureSampler${i + 1}: sampler;`);
|
||||
}
|
||||
}
|
||||
return src.join("\n");
|
||||
}
|
||||
function generateSampleSrc(maxTextures) {
|
||||
const src = [];
|
||||
if (maxTextures === 1) {
|
||||
src.push("outColor = textureSampleGrad(textureSource1, textureSampler1, vUV, uvDx, uvDy);");
|
||||
} else {
|
||||
src.push("switch vTextureId {");
|
||||
for (let i = 0; i < maxTextures; i++) {
|
||||
if (i === maxTextures - 1) {
|
||||
src.push(` default:{`);
|
||||
} else {
|
||||
src.push(` case ${i}:{`);
|
||||
}
|
||||
src.push(` outColor = textureSampleGrad(textureSource${i + 1}, textureSampler${i + 1}, vUV, uvDx, uvDy);`);
|
||||
src.push(` break;}`);
|
||||
}
|
||||
src.push(`}`);
|
||||
}
|
||||
return src.join("\n");
|
||||
}
|
||||
function generateTextureBatchBit(maxTextures) {
|
||||
if (!textureBatchBitGpuCache[maxTextures]) {
|
||||
textureBatchBitGpuCache[maxTextures] = {
|
||||
name: "texture-batch-bit",
|
||||
vertex: {
|
||||
header: `
|
||||
@in aTextureIdAndRound: vec2<u32>;
|
||||
@out @interpolate(flat) vTextureId : u32;
|
||||
`,
|
||||
main: `
|
||||
vTextureId = aTextureIdAndRound.y;
|
||||
`,
|
||||
end: `
|
||||
if(aTextureIdAndRound.x == 1)
|
||||
{
|
||||
vPosition = vec4<f32>(roundPixels(vPosition.xy, globalUniforms.uResolution), vPosition.zw);
|
||||
}
|
||||
`
|
||||
},
|
||||
fragment: {
|
||||
header: `
|
||||
@in @interpolate(flat) vTextureId: u32;
|
||||
|
||||
${generateBindingSrc(maxTextures)}
|
||||
`,
|
||||
main: `
|
||||
var uvDx = dpdx(vUV);
|
||||
var uvDy = dpdy(vUV);
|
||||
|
||||
${generateSampleSrc(maxTextures)}
|
||||
`
|
||||
}
|
||||
};
|
||||
}
|
||||
return textureBatchBitGpuCache[maxTextures];
|
||||
}
|
||||
const textureBatchBitGlCache = {};
|
||||
function generateSampleGlSrc(maxTextures) {
|
||||
const src = [];
|
||||
for (let i = 0; i < maxTextures; i++) {
|
||||
if (i > 0) {
|
||||
src.push("else");
|
||||
}
|
||||
if (i < maxTextures - 1) {
|
||||
src.push(`if(vTextureId < ${i}.5)`);
|
||||
}
|
||||
src.push("{");
|
||||
src.push(` outColor = texture(uTextures[${i}], vUV);`);
|
||||
src.push("}");
|
||||
}
|
||||
return src.join("\n");
|
||||
}
|
||||
function generateTextureBatchBitGl(maxTextures) {
|
||||
if (!textureBatchBitGlCache[maxTextures]) {
|
||||
textureBatchBitGlCache[maxTextures] = {
|
||||
name: "texture-batch-bit",
|
||||
vertex: {
|
||||
header: `
|
||||
in vec2 aTextureIdAndRound;
|
||||
out float vTextureId;
|
||||
|
||||
`,
|
||||
main: `
|
||||
vTextureId = aTextureIdAndRound.y;
|
||||
`,
|
||||
end: `
|
||||
if(aTextureIdAndRound.x == 1.)
|
||||
{
|
||||
gl_Position.xy = roundPixels(gl_Position.xy, uResolution);
|
||||
}
|
||||
`
|
||||
},
|
||||
fragment: {
|
||||
header: `
|
||||
in float vTextureId;
|
||||
|
||||
uniform sampler2D uTextures[${maxTextures}];
|
||||
|
||||
`,
|
||||
main: `
|
||||
|
||||
${generateSampleGlSrc(maxTextures)}
|
||||
`
|
||||
}
|
||||
};
|
||||
}
|
||||
return textureBatchBitGlCache[maxTextures];
|
||||
}
|
||||
|
||||
export { generateTextureBatchBit, generateTextureBatchBitGl };
|
||||
//# sourceMappingURL=generateTextureBatchBit.mjs.map
|
1
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/generateTextureBatchBit.mjs.map
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node_modules/pixi.js/lib/rendering/high-shader/shader-bits/generateTextureBatchBit.mjs.map
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18
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/globalUniformsBit.d.ts
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node_modules/pixi.js/lib/rendering/high-shader/shader-bits/globalUniformsBit.d.ts
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|
||||
export declare const globalUniformsBit: {
|
||||
name: string;
|
||||
vertex: {
|
||||
header: string;
|
||||
};
|
||||
};
|
||||
export declare const globalUniformsUBOBitGl: {
|
||||
name: string;
|
||||
vertex: {
|
||||
header: string;
|
||||
};
|
||||
};
|
||||
export declare const globalUniformsBitGl: {
|
||||
name: string;
|
||||
vertex: {
|
||||
header: string;
|
||||
};
|
||||
};
|
56
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/globalUniformsBit.js
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node_modules/pixi.js/lib/rendering/high-shader/shader-bits/globalUniformsBit.js
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|
||||
'use strict';
|
||||
|
||||
"use strict";
|
||||
const globalUniformsBit = {
|
||||
name: "global-uniforms-bit",
|
||||
vertex: {
|
||||
header: (
|
||||
/* wgsl */
|
||||
`
|
||||
struct GlobalUniforms {
|
||||
uProjectionMatrix:mat3x3<f32>,
|
||||
uWorldTransformMatrix:mat3x3<f32>,
|
||||
uWorldColorAlpha: vec4<f32>,
|
||||
uResolution: vec2<f32>,
|
||||
}
|
||||
|
||||
@group(0) @binding(0) var<uniform> globalUniforms : GlobalUniforms;
|
||||
`
|
||||
)
|
||||
}
|
||||
};
|
||||
const globalUniformsUBOBitGl = {
|
||||
name: "global-uniforms-ubo-bit",
|
||||
vertex: {
|
||||
header: (
|
||||
/* glsl */
|
||||
`
|
||||
uniform globalUniforms {
|
||||
mat3 uProjectionMatrix;
|
||||
mat3 uWorldTransformMatrix;
|
||||
vec4 uWorldColorAlpha;
|
||||
vec2 uResolution;
|
||||
};
|
||||
`
|
||||
)
|
||||
}
|
||||
};
|
||||
const globalUniformsBitGl = {
|
||||
name: "global-uniforms-bit",
|
||||
vertex: {
|
||||
header: (
|
||||
/* glsl */
|
||||
`
|
||||
uniform mat3 uProjectionMatrix;
|
||||
uniform mat3 uWorldTransformMatrix;
|
||||
uniform vec4 uWorldColorAlpha;
|
||||
uniform vec2 uResolution;
|
||||
`
|
||||
)
|
||||
}
|
||||
};
|
||||
|
||||
exports.globalUniformsBit = globalUniformsBit;
|
||||
exports.globalUniformsBitGl = globalUniformsBitGl;
|
||||
exports.globalUniformsUBOBitGl = globalUniformsUBOBitGl;
|
||||
//# sourceMappingURL=globalUniformsBit.js.map
|
1
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/globalUniformsBit.js.map
generated
vendored
Normal file
1
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/globalUniformsBit.js.map
generated
vendored
Normal file
@@ -0,0 +1 @@
|
||||
{"version":3,"file":"globalUniformsBit.js","sources":["../../../../src/rendering/high-shader/shader-bits/globalUniformsBit.ts"],"sourcesContent":["export const globalUniformsBit = {\n name: 'global-uniforms-bit',\n vertex: {\n header: /* wgsl */`\n struct GlobalUniforms {\n uProjectionMatrix:mat3x3<f32>,\n uWorldTransformMatrix:mat3x3<f32>,\n uWorldColorAlpha: vec4<f32>,\n uResolution: vec2<f32>,\n }\n\n @group(0) @binding(0) var<uniform> globalUniforms : GlobalUniforms;\n `\n }\n};\n\nexport const globalUniformsUBOBitGl = {\n name: 'global-uniforms-ubo-bit',\n vertex: {\n header: /* glsl */`\n uniform globalUniforms {\n mat3 uProjectionMatrix;\n mat3 uWorldTransformMatrix;\n vec4 uWorldColorAlpha;\n vec2 uResolution;\n };\n `\n }\n};\n\nexport const globalUniformsBitGl = {\n name: 'global-uniforms-bit',\n vertex: {\n header: /* glsl */`\n uniform mat3 uProjectionMatrix;\n uniform mat3 uWorldTransformMatrix;\n uniform vec4 uWorldColorAlpha;\n uniform vec2 uResolution;\n `\n }\n\n};\n"],"names":[],"mappings":";;;AAAO,MAAM,iBAAoB,GAAA;AAAA,EAC7B,IAAM,EAAA,qBAAA;AAAA,EACN,MAAQ,EAAA;AAAA,IACJ,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAUtB;AACJ,EAAA;AAEO,MAAM,sBAAyB,GAAA;AAAA,EAClC,IAAM,EAAA,yBAAA;AAAA,EACN,MAAQ,EAAA;AAAA,IACJ,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAQtB;AACJ,EAAA;AAEO,MAAM,mBAAsB,GAAA;AAAA,EAC/B,IAAM,EAAA,qBAAA;AAAA,EACN,MAAQ,EAAA;AAAA,IACJ,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAMtB;AAEJ;;;;;;"}
|
52
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/globalUniformsBit.mjs
generated
vendored
Normal file
52
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/globalUniformsBit.mjs
generated
vendored
Normal file
@@ -0,0 +1,52 @@
|
||||
"use strict";
|
||||
const globalUniformsBit = {
|
||||
name: "global-uniforms-bit",
|
||||
vertex: {
|
||||
header: (
|
||||
/* wgsl */
|
||||
`
|
||||
struct GlobalUniforms {
|
||||
uProjectionMatrix:mat3x3<f32>,
|
||||
uWorldTransformMatrix:mat3x3<f32>,
|
||||
uWorldColorAlpha: vec4<f32>,
|
||||
uResolution: vec2<f32>,
|
||||
}
|
||||
|
||||
@group(0) @binding(0) var<uniform> globalUniforms : GlobalUniforms;
|
||||
`
|
||||
)
|
||||
}
|
||||
};
|
||||
const globalUniformsUBOBitGl = {
|
||||
name: "global-uniforms-ubo-bit",
|
||||
vertex: {
|
||||
header: (
|
||||
/* glsl */
|
||||
`
|
||||
uniform globalUniforms {
|
||||
mat3 uProjectionMatrix;
|
||||
mat3 uWorldTransformMatrix;
|
||||
vec4 uWorldColorAlpha;
|
||||
vec2 uResolution;
|
||||
};
|
||||
`
|
||||
)
|
||||
}
|
||||
};
|
||||
const globalUniformsBitGl = {
|
||||
name: "global-uniforms-bit",
|
||||
vertex: {
|
||||
header: (
|
||||
/* glsl */
|
||||
`
|
||||
uniform mat3 uProjectionMatrix;
|
||||
uniform mat3 uWorldTransformMatrix;
|
||||
uniform vec4 uWorldColorAlpha;
|
||||
uniform vec2 uResolution;
|
||||
`
|
||||
)
|
||||
}
|
||||
};
|
||||
|
||||
export { globalUniformsBit, globalUniformsBitGl, globalUniformsUBOBitGl };
|
||||
//# sourceMappingURL=globalUniformsBit.mjs.map
|
1
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/globalUniformsBit.mjs.map
generated
vendored
Normal file
1
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/globalUniformsBit.mjs.map
generated
vendored
Normal file
@@ -0,0 +1 @@
|
||||
{"version":3,"file":"globalUniformsBit.mjs","sources":["../../../../src/rendering/high-shader/shader-bits/globalUniformsBit.ts"],"sourcesContent":["export const globalUniformsBit = {\n name: 'global-uniforms-bit',\n vertex: {\n header: /* wgsl */`\n struct GlobalUniforms {\n uProjectionMatrix:mat3x3<f32>,\n uWorldTransformMatrix:mat3x3<f32>,\n uWorldColorAlpha: vec4<f32>,\n uResolution: vec2<f32>,\n }\n\n @group(0) @binding(0) var<uniform> globalUniforms : GlobalUniforms;\n `\n }\n};\n\nexport const globalUniformsUBOBitGl = {\n name: 'global-uniforms-ubo-bit',\n vertex: {\n header: /* glsl */`\n uniform globalUniforms {\n mat3 uProjectionMatrix;\n mat3 uWorldTransformMatrix;\n vec4 uWorldColorAlpha;\n vec2 uResolution;\n };\n `\n }\n};\n\nexport const globalUniformsBitGl = {\n name: 'global-uniforms-bit',\n vertex: {\n header: /* glsl */`\n uniform mat3 uProjectionMatrix;\n uniform mat3 uWorldTransformMatrix;\n uniform vec4 uWorldColorAlpha;\n uniform vec2 uResolution;\n `\n }\n\n};\n"],"names":[],"mappings":";AAAO,MAAM,iBAAoB,GAAA;AAAA,EAC7B,IAAM,EAAA,qBAAA;AAAA,EACN,MAAQ,EAAA;AAAA,IACJ,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAUtB;AACJ,EAAA;AAEO,MAAM,sBAAyB,GAAA;AAAA,EAClC,IAAM,EAAA,yBAAA;AAAA,EACN,MAAQ,EAAA;AAAA,IACJ,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAQtB;AACJ,EAAA;AAEO,MAAM,mBAAsB,GAAA;AAAA,EAC/B,IAAM,EAAA,qBAAA;AAAA,EACN,MAAQ,EAAA;AAAA,IACJ,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAMtB;AAEJ;;;;"}
|
24
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/localUniformBit.d.ts
generated
vendored
Normal file
24
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/localUniformBit.d.ts
generated
vendored
Normal file
@@ -0,0 +1,24 @@
|
||||
export declare const localUniformBit: {
|
||||
name: string;
|
||||
vertex: {
|
||||
header: string;
|
||||
main: string;
|
||||
end: string;
|
||||
};
|
||||
};
|
||||
export declare const localUniformBitGroup2: {
|
||||
vertex: {
|
||||
header: string;
|
||||
main: string;
|
||||
end: string;
|
||||
};
|
||||
name: string;
|
||||
};
|
||||
export declare const localUniformBitGl: {
|
||||
name: string;
|
||||
vertex: {
|
||||
header: string;
|
||||
main: string;
|
||||
end: string;
|
||||
};
|
||||
};
|
80
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/localUniformBit.js
generated
vendored
Normal file
80
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/localUniformBit.js
generated
vendored
Normal file
@@ -0,0 +1,80 @@
|
||||
'use strict';
|
||||
|
||||
"use strict";
|
||||
const localUniformBit = {
|
||||
name: "local-uniform-bit",
|
||||
vertex: {
|
||||
header: (
|
||||
/* wgsl */
|
||||
`
|
||||
|
||||
struct LocalUniforms {
|
||||
uTransformMatrix:mat3x3<f32>,
|
||||
uColor:vec4<f32>,
|
||||
uRound:f32,
|
||||
}
|
||||
|
||||
@group(1) @binding(0) var<uniform> localUniforms : LocalUniforms;
|
||||
`
|
||||
),
|
||||
main: (
|
||||
/* wgsl */
|
||||
`
|
||||
vColor *= localUniforms.uColor;
|
||||
modelMatrix *= localUniforms.uTransformMatrix;
|
||||
`
|
||||
),
|
||||
end: (
|
||||
/* wgsl */
|
||||
`
|
||||
if(localUniforms.uRound == 1)
|
||||
{
|
||||
vPosition = vec4(roundPixels(vPosition.xy, globalUniforms.uResolution), vPosition.zw);
|
||||
}
|
||||
`
|
||||
)
|
||||
}
|
||||
};
|
||||
const localUniformBitGroup2 = {
|
||||
...localUniformBit,
|
||||
vertex: {
|
||||
...localUniformBit.vertex,
|
||||
// replace the group!
|
||||
header: localUniformBit.vertex.header.replace("group(1)", "group(2)")
|
||||
}
|
||||
};
|
||||
const localUniformBitGl = {
|
||||
name: "local-uniform-bit",
|
||||
vertex: {
|
||||
header: (
|
||||
/* glsl */
|
||||
`
|
||||
|
||||
uniform mat3 uTransformMatrix;
|
||||
uniform vec4 uColor;
|
||||
uniform float uRound;
|
||||
`
|
||||
),
|
||||
main: (
|
||||
/* glsl */
|
||||
`
|
||||
vColor *= uColor;
|
||||
modelMatrix = uTransformMatrix;
|
||||
`
|
||||
),
|
||||
end: (
|
||||
/* glsl */
|
||||
`
|
||||
if(uRound == 1.)
|
||||
{
|
||||
gl_Position.xy = roundPixels(gl_Position.xy, uResolution);
|
||||
}
|
||||
`
|
||||
)
|
||||
}
|
||||
};
|
||||
|
||||
exports.localUniformBit = localUniformBit;
|
||||
exports.localUniformBitGl = localUniformBitGl;
|
||||
exports.localUniformBitGroup2 = localUniformBitGroup2;
|
||||
//# sourceMappingURL=localUniformBit.js.map
|
1
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/localUniformBit.js.map
generated
vendored
Normal file
1
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/localUniformBit.js.map
generated
vendored
Normal file
@@ -0,0 +1 @@
|
||||
{"version":3,"file":"localUniformBit.js","sources":["../../../../src/rendering/high-shader/shader-bits/localUniformBit.ts"],"sourcesContent":["export const localUniformBit = {\n name: 'local-uniform-bit',\n vertex: {\n header: /* wgsl */`\n\n struct LocalUniforms {\n uTransformMatrix:mat3x3<f32>,\n uColor:vec4<f32>,\n uRound:f32,\n }\n\n @group(1) @binding(0) var<uniform> localUniforms : LocalUniforms;\n `,\n main: /* wgsl */`\n vColor *= localUniforms.uColor;\n modelMatrix *= localUniforms.uTransformMatrix;\n `,\n end: /* wgsl */`\n if(localUniforms.uRound == 1)\n {\n vPosition = vec4(roundPixels(vPosition.xy, globalUniforms.uResolution), vPosition.zw);\n }\n `\n },\n};\n\n// TODO this works, but i think down the road it will be better to manage groups automatically if there are clashes\nexport const localUniformBitGroup2 = {\n ...localUniformBit,\n vertex: {\n ...localUniformBit.vertex,\n // replace the group!\n header: localUniformBit.vertex.header.replace('group(1)', 'group(2)'),\n }\n};\n\nexport const localUniformBitGl = {\n name: 'local-uniform-bit',\n vertex: {\n header: /* glsl */`\n\n uniform mat3 uTransformMatrix;\n uniform vec4 uColor;\n uniform float uRound;\n `,\n main: /* glsl */`\n vColor *= uColor;\n modelMatrix = uTransformMatrix;\n `,\n end: /* glsl */`\n if(uRound == 1.)\n {\n gl_Position.xy = roundPixels(gl_Position.xy, uResolution);\n }\n `\n },\n};\n"],"names":[],"mappings":";;;AAAO,MAAM,eAAkB,GAAA;AAAA,EAC3B,IAAM,EAAA,mBAAA;AAAA,EACN,MAAQ,EAAA;AAAA,IACJ,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,IAUlB,IAAA;AAAA;AAAA,MAAgB,CAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,IAIhB,GAAA;AAAA;AAAA,MAAe,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAMnB;AACJ,EAAA;AAGO,MAAM,qBAAwB,GAAA;AAAA,EACjC,GAAG,eAAA;AAAA,EACH,MAAQ,EAAA;AAAA,IACJ,GAAG,eAAgB,CAAA,MAAA;AAAA;AAAA,IAEnB,QAAQ,eAAgB,CAAA,MAAA,CAAO,MAAO,CAAA,OAAA,CAAQ,YAAY,UAAU,CAAA;AAAA,GACxE;AACJ,EAAA;AAEO,MAAM,iBAAoB,GAAA;AAAA,EAC7B,IAAM,EAAA,mBAAA;AAAA,EACN,MAAQ,EAAA;AAAA,IACJ,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,IAMlB,IAAA;AAAA;AAAA,MAAgB,CAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,IAIhB,GAAA;AAAA;AAAA,MAAe,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAMnB;AACJ;;;;;;"}
|
76
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/localUniformBit.mjs
generated
vendored
Normal file
76
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/localUniformBit.mjs
generated
vendored
Normal file
@@ -0,0 +1,76 @@
|
||||
"use strict";
|
||||
const localUniformBit = {
|
||||
name: "local-uniform-bit",
|
||||
vertex: {
|
||||
header: (
|
||||
/* wgsl */
|
||||
`
|
||||
|
||||
struct LocalUniforms {
|
||||
uTransformMatrix:mat3x3<f32>,
|
||||
uColor:vec4<f32>,
|
||||
uRound:f32,
|
||||
}
|
||||
|
||||
@group(1) @binding(0) var<uniform> localUniforms : LocalUniforms;
|
||||
`
|
||||
),
|
||||
main: (
|
||||
/* wgsl */
|
||||
`
|
||||
vColor *= localUniforms.uColor;
|
||||
modelMatrix *= localUniforms.uTransformMatrix;
|
||||
`
|
||||
),
|
||||
end: (
|
||||
/* wgsl */
|
||||
`
|
||||
if(localUniforms.uRound == 1)
|
||||
{
|
||||
vPosition = vec4(roundPixels(vPosition.xy, globalUniforms.uResolution), vPosition.zw);
|
||||
}
|
||||
`
|
||||
)
|
||||
}
|
||||
};
|
||||
const localUniformBitGroup2 = {
|
||||
...localUniformBit,
|
||||
vertex: {
|
||||
...localUniformBit.vertex,
|
||||
// replace the group!
|
||||
header: localUniformBit.vertex.header.replace("group(1)", "group(2)")
|
||||
}
|
||||
};
|
||||
const localUniformBitGl = {
|
||||
name: "local-uniform-bit",
|
||||
vertex: {
|
||||
header: (
|
||||
/* glsl */
|
||||
`
|
||||
|
||||
uniform mat3 uTransformMatrix;
|
||||
uniform vec4 uColor;
|
||||
uniform float uRound;
|
||||
`
|
||||
),
|
||||
main: (
|
||||
/* glsl */
|
||||
`
|
||||
vColor *= uColor;
|
||||
modelMatrix = uTransformMatrix;
|
||||
`
|
||||
),
|
||||
end: (
|
||||
/* glsl */
|
||||
`
|
||||
if(uRound == 1.)
|
||||
{
|
||||
gl_Position.xy = roundPixels(gl_Position.xy, uResolution);
|
||||
}
|
||||
`
|
||||
)
|
||||
}
|
||||
};
|
||||
|
||||
export { localUniformBit, localUniformBitGl, localUniformBitGroup2 };
|
||||
//# sourceMappingURL=localUniformBit.mjs.map
|
1
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/localUniformBit.mjs.map
generated
vendored
Normal file
1
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/localUniformBit.mjs.map
generated
vendored
Normal file
@@ -0,0 +1 @@
|
||||
{"version":3,"file":"localUniformBit.mjs","sources":["../../../../src/rendering/high-shader/shader-bits/localUniformBit.ts"],"sourcesContent":["export const localUniformBit = {\n name: 'local-uniform-bit',\n vertex: {\n header: /* wgsl */`\n\n struct LocalUniforms {\n uTransformMatrix:mat3x3<f32>,\n uColor:vec4<f32>,\n uRound:f32,\n }\n\n @group(1) @binding(0) var<uniform> localUniforms : LocalUniforms;\n `,\n main: /* wgsl */`\n vColor *= localUniforms.uColor;\n modelMatrix *= localUniforms.uTransformMatrix;\n `,\n end: /* wgsl */`\n if(localUniforms.uRound == 1)\n {\n vPosition = vec4(roundPixels(vPosition.xy, globalUniforms.uResolution), vPosition.zw);\n }\n `\n },\n};\n\n// TODO this works, but i think down the road it will be better to manage groups automatically if there are clashes\nexport const localUniformBitGroup2 = {\n ...localUniformBit,\n vertex: {\n ...localUniformBit.vertex,\n // replace the group!\n header: localUniformBit.vertex.header.replace('group(1)', 'group(2)'),\n }\n};\n\nexport const localUniformBitGl = {\n name: 'local-uniform-bit',\n vertex: {\n header: /* glsl */`\n\n uniform mat3 uTransformMatrix;\n uniform vec4 uColor;\n uniform float uRound;\n `,\n main: /* glsl */`\n vColor *= uColor;\n modelMatrix = uTransformMatrix;\n `,\n end: /* glsl */`\n if(uRound == 1.)\n {\n gl_Position.xy = roundPixels(gl_Position.xy, uResolution);\n }\n `\n },\n};\n"],"names":[],"mappings":";AAAO,MAAM,eAAkB,GAAA;AAAA,EAC3B,IAAM,EAAA,mBAAA;AAAA,EACN,MAAQ,EAAA;AAAA,IACJ,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,IAUlB,IAAA;AAAA;AAAA,MAAgB,CAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,IAIhB,GAAA;AAAA;AAAA,MAAe,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAMnB;AACJ,EAAA;AAGO,MAAM,qBAAwB,GAAA;AAAA,EACjC,GAAG,eAAA;AAAA,EACH,MAAQ,EAAA;AAAA,IACJ,GAAG,eAAgB,CAAA,MAAA;AAAA;AAAA,IAEnB,QAAQ,eAAgB,CAAA,MAAA,CAAO,MAAO,CAAA,OAAA,CAAQ,YAAY,UAAU,CAAA;AAAA,GACxE;AACJ,EAAA;AAEO,MAAM,iBAAoB,GAAA;AAAA,EAC7B,IAAM,EAAA,mBAAA;AAAA,EACN,MAAQ,EAAA;AAAA,IACJ,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,IAMlB,IAAA;AAAA;AAAA,MAAgB,CAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,IAIhB,GAAA;AAAA;AAAA,MAAe,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAMnB;AACJ;;;;"}
|
12
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/roundPixelsBit.d.ts
generated
vendored
Normal file
12
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/roundPixelsBit.d.ts
generated
vendored
Normal file
@@ -0,0 +1,12 @@
|
||||
export declare const roundPixelsBit: {
|
||||
name: string;
|
||||
vertex: {
|
||||
header: string;
|
||||
};
|
||||
};
|
||||
export declare const roundPixelsBitGl: {
|
||||
name: string;
|
||||
vertex: {
|
||||
header: string;
|
||||
};
|
||||
};
|
35
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/roundPixelsBit.js
generated
vendored
Normal file
35
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/roundPixelsBit.js
generated
vendored
Normal file
@@ -0,0 +1,35 @@
|
||||
'use strict';
|
||||
|
||||
"use strict";
|
||||
const roundPixelsBit = {
|
||||
name: "round-pixels-bit",
|
||||
vertex: {
|
||||
header: (
|
||||
/* wgsl */
|
||||
`
|
||||
fn roundPixels(position: vec2<f32>, targetSize: vec2<f32>) -> vec2<f32>
|
||||
{
|
||||
return (floor(((position * 0.5 + 0.5) * targetSize) + 0.5) / targetSize) * 2.0 - 1.0;
|
||||
}
|
||||
`
|
||||
)
|
||||
}
|
||||
};
|
||||
const roundPixelsBitGl = {
|
||||
name: "round-pixels-bit",
|
||||
vertex: {
|
||||
header: (
|
||||
/* glsl */
|
||||
`
|
||||
vec2 roundPixels(vec2 position, vec2 targetSize)
|
||||
{
|
||||
return (floor(((position * 0.5 + 0.5) * targetSize) + 0.5) / targetSize) * 2.0 - 1.0;
|
||||
}
|
||||
`
|
||||
)
|
||||
}
|
||||
};
|
||||
|
||||
exports.roundPixelsBit = roundPixelsBit;
|
||||
exports.roundPixelsBitGl = roundPixelsBitGl;
|
||||
//# sourceMappingURL=roundPixelsBit.js.map
|
1
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/roundPixelsBit.js.map
generated
vendored
Normal file
1
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/roundPixelsBit.js.map
generated
vendored
Normal file
@@ -0,0 +1 @@
|
||||
{"version":3,"file":"roundPixelsBit.js","sources":["../../../../src/rendering/high-shader/shader-bits/roundPixelsBit.ts"],"sourcesContent":["export const roundPixelsBit = {\n name: 'round-pixels-bit',\n vertex: {\n header: /* wgsl */`\n fn roundPixels(position: vec2<f32>, targetSize: vec2<f32>) -> vec2<f32> \n {\n return (floor(((position * 0.5 + 0.5) * targetSize) + 0.5) / targetSize) * 2.0 - 1.0;\n }\n `\n }\n};\n\nexport const roundPixelsBitGl = {\n name: 'round-pixels-bit',\n vertex: {\n header: /* glsl */` \n vec2 roundPixels(vec2 position, vec2 targetSize)\n { \n return (floor(((position * 0.5 + 0.5) * targetSize) + 0.5) / targetSize) * 2.0 - 1.0;\n }\n `\n }\n};\n\n"],"names":[],"mappings":";;;AAAO,MAAM,cAAiB,GAAA;AAAA,EAC1B,IAAM,EAAA,kBAAA;AAAA,EACN,MAAQ,EAAA;AAAA,IACJ,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAMtB;AACJ,EAAA;AAEO,MAAM,gBAAmB,GAAA;AAAA,EAC5B,IAAM,EAAA,kBAAA;AAAA,EACN,MAAQ,EAAA;AAAA,IACJ,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAMtB;AACJ;;;;;"}
|
32
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/roundPixelsBit.mjs
generated
vendored
Normal file
32
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/roundPixelsBit.mjs
generated
vendored
Normal file
@@ -0,0 +1,32 @@
|
||||
"use strict";
|
||||
const roundPixelsBit = {
|
||||
name: "round-pixels-bit",
|
||||
vertex: {
|
||||
header: (
|
||||
/* wgsl */
|
||||
`
|
||||
fn roundPixels(position: vec2<f32>, targetSize: vec2<f32>) -> vec2<f32>
|
||||
{
|
||||
return (floor(((position * 0.5 + 0.5) * targetSize) + 0.5) / targetSize) * 2.0 - 1.0;
|
||||
}
|
||||
`
|
||||
)
|
||||
}
|
||||
};
|
||||
const roundPixelsBitGl = {
|
||||
name: "round-pixels-bit",
|
||||
vertex: {
|
||||
header: (
|
||||
/* glsl */
|
||||
`
|
||||
vec2 roundPixels(vec2 position, vec2 targetSize)
|
||||
{
|
||||
return (floor(((position * 0.5 + 0.5) * targetSize) + 0.5) / targetSize) * 2.0 - 1.0;
|
||||
}
|
||||
`
|
||||
)
|
||||
}
|
||||
};
|
||||
|
||||
export { roundPixelsBit, roundPixelsBitGl };
|
||||
//# sourceMappingURL=roundPixelsBit.mjs.map
|
1
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/roundPixelsBit.mjs.map
generated
vendored
Normal file
1
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/roundPixelsBit.mjs.map
generated
vendored
Normal file
@@ -0,0 +1 @@
|
||||
{"version":3,"file":"roundPixelsBit.mjs","sources":["../../../../src/rendering/high-shader/shader-bits/roundPixelsBit.ts"],"sourcesContent":["export const roundPixelsBit = {\n name: 'round-pixels-bit',\n vertex: {\n header: /* wgsl */`\n fn roundPixels(position: vec2<f32>, targetSize: vec2<f32>) -> vec2<f32> \n {\n return (floor(((position * 0.5 + 0.5) * targetSize) + 0.5) / targetSize) * 2.0 - 1.0;\n }\n `\n }\n};\n\nexport const roundPixelsBitGl = {\n name: 'round-pixels-bit',\n vertex: {\n header: /* glsl */` \n vec2 roundPixels(vec2 position, vec2 targetSize)\n { \n return (floor(((position * 0.5 + 0.5) * targetSize) + 0.5) / targetSize) * 2.0 - 1.0;\n }\n `\n }\n};\n\n"],"names":[],"mappings":";AAAO,MAAM,cAAiB,GAAA;AAAA,EAC1B,IAAM,EAAA,kBAAA;AAAA,EACN,MAAQ,EAAA;AAAA,IACJ,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAMtB;AACJ,EAAA;AAEO,MAAM,gBAAmB,GAAA;AAAA,EAC5B,IAAM,EAAA,kBAAA;AAAA,EACN,MAAQ,EAAA;AAAA,IACJ,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAMtB;AACJ;;;;"}
|
22
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/textureBit.d.ts
generated
vendored
Normal file
22
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/textureBit.d.ts
generated
vendored
Normal file
@@ -0,0 +1,22 @@
|
||||
export declare const textureBit: {
|
||||
name: string;
|
||||
vertex: {
|
||||
header: string;
|
||||
main: string;
|
||||
};
|
||||
fragment: {
|
||||
header: string;
|
||||
main: string;
|
||||
};
|
||||
};
|
||||
export declare const textureBitGl: {
|
||||
name: string;
|
||||
vertex: {
|
||||
header: string;
|
||||
main: string;
|
||||
};
|
||||
fragment: {
|
||||
header: string;
|
||||
main: string;
|
||||
};
|
||||
};
|
79
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/textureBit.js
generated
vendored
Normal file
79
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/textureBit.js
generated
vendored
Normal file
@@ -0,0 +1,79 @@
|
||||
'use strict';
|
||||
|
||||
"use strict";
|
||||
const textureBit = {
|
||||
name: "texture-bit",
|
||||
vertex: {
|
||||
header: (
|
||||
/* wgsl */
|
||||
`
|
||||
|
||||
struct TextureUniforms {
|
||||
uTextureMatrix:mat3x3<f32>,
|
||||
}
|
||||
|
||||
@group(2) @binding(2) var<uniform> textureUniforms : TextureUniforms;
|
||||
`
|
||||
),
|
||||
main: (
|
||||
/* wgsl */
|
||||
`
|
||||
uv = (textureUniforms.uTextureMatrix * vec3(uv, 1.0)).xy;
|
||||
`
|
||||
)
|
||||
},
|
||||
fragment: {
|
||||
header: (
|
||||
/* wgsl */
|
||||
`
|
||||
@group(2) @binding(0) var uTexture: texture_2d<f32>;
|
||||
@group(2) @binding(1) var uSampler: sampler;
|
||||
|
||||
|
||||
`
|
||||
),
|
||||
main: (
|
||||
/* wgsl */
|
||||
`
|
||||
outColor = textureSample(uTexture, uSampler, vUV);
|
||||
`
|
||||
)
|
||||
}
|
||||
};
|
||||
const textureBitGl = {
|
||||
name: "texture-bit",
|
||||
vertex: {
|
||||
header: (
|
||||
/* glsl */
|
||||
`
|
||||
uniform mat3 uTextureMatrix;
|
||||
`
|
||||
),
|
||||
main: (
|
||||
/* glsl */
|
||||
`
|
||||
uv = (uTextureMatrix * vec3(uv, 1.0)).xy;
|
||||
`
|
||||
)
|
||||
},
|
||||
fragment: {
|
||||
header: (
|
||||
/* glsl */
|
||||
`
|
||||
uniform sampler2D uTexture;
|
||||
|
||||
|
||||
`
|
||||
),
|
||||
main: (
|
||||
/* glsl */
|
||||
`
|
||||
outColor = texture(uTexture, vUV);
|
||||
`
|
||||
)
|
||||
}
|
||||
};
|
||||
|
||||
exports.textureBit = textureBit;
|
||||
exports.textureBitGl = textureBitGl;
|
||||
//# sourceMappingURL=textureBit.js.map
|
1
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/textureBit.js.map
generated
vendored
Normal file
1
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/textureBit.js.map
generated
vendored
Normal file
@@ -0,0 +1 @@
|
||||
{"version":3,"file":"textureBit.js","sources":["../../../../src/rendering/high-shader/shader-bits/textureBit.ts"],"sourcesContent":["export const textureBit = {\n name: 'texture-bit',\n vertex: {\n header: /* wgsl */`\n\n struct TextureUniforms {\n uTextureMatrix:mat3x3<f32>,\n }\n\n @group(2) @binding(2) var<uniform> textureUniforms : TextureUniforms;\n `,\n main: /* wgsl */`\n uv = (textureUniforms.uTextureMatrix * vec3(uv, 1.0)).xy;\n `\n },\n fragment: {\n header: /* wgsl */`\n @group(2) @binding(0) var uTexture: texture_2d<f32>;\n @group(2) @binding(1) var uSampler: sampler;\n\n \n `,\n main: /* wgsl */`\n outColor = textureSample(uTexture, uSampler, vUV);\n `\n }\n};\n\nexport const textureBitGl = {\n name: 'texture-bit',\n vertex: {\n header: /* glsl */`\n uniform mat3 uTextureMatrix;\n `,\n main: /* glsl */`\n uv = (uTextureMatrix * vec3(uv, 1.0)).xy;\n `\n },\n fragment: {\n header: /* glsl */`\n uniform sampler2D uTexture;\n\n \n `,\n main: /* glsl */`\n outColor = texture(uTexture, vUV);\n `\n }\n};\n\n"],"names":[],"mappings":";;;AAAO,MAAM,UAAa,GAAA;AAAA,EACtB,IAAM,EAAA,aAAA;AAAA,EACN,MAAQ,EAAA;AAAA,IACJ,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,IAQlB,IAAA;AAAA;AAAA,MAAgB,CAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAGpB;AAAA,EACA,QAAU,EAAA;AAAA,IACN,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,IAMlB,IAAA;AAAA;AAAA,MAAgB,CAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAGpB;AACJ,EAAA;AAEO,MAAM,YAAe,GAAA;AAAA,EACxB,IAAM,EAAA,aAAA;AAAA,EACN,MAAQ,EAAA;AAAA,IACJ,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,IAGlB,IAAA;AAAA;AAAA,MAAgB,CAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAGpB;AAAA,EACA,QAAU,EAAA;AAAA,IACN,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,IAKlB,IAAA;AAAA;AAAA,MAAgB,CAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAGpB;AACJ;;;;;"}
|
76
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/textureBit.mjs
generated
vendored
Normal file
76
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/textureBit.mjs
generated
vendored
Normal file
@@ -0,0 +1,76 @@
|
||||
"use strict";
|
||||
const textureBit = {
|
||||
name: "texture-bit",
|
||||
vertex: {
|
||||
header: (
|
||||
/* wgsl */
|
||||
`
|
||||
|
||||
struct TextureUniforms {
|
||||
uTextureMatrix:mat3x3<f32>,
|
||||
}
|
||||
|
||||
@group(2) @binding(2) var<uniform> textureUniforms : TextureUniforms;
|
||||
`
|
||||
),
|
||||
main: (
|
||||
/* wgsl */
|
||||
`
|
||||
uv = (textureUniforms.uTextureMatrix * vec3(uv, 1.0)).xy;
|
||||
`
|
||||
)
|
||||
},
|
||||
fragment: {
|
||||
header: (
|
||||
/* wgsl */
|
||||
`
|
||||
@group(2) @binding(0) var uTexture: texture_2d<f32>;
|
||||
@group(2) @binding(1) var uSampler: sampler;
|
||||
|
||||
|
||||
`
|
||||
),
|
||||
main: (
|
||||
/* wgsl */
|
||||
`
|
||||
outColor = textureSample(uTexture, uSampler, vUV);
|
||||
`
|
||||
)
|
||||
}
|
||||
};
|
||||
const textureBitGl = {
|
||||
name: "texture-bit",
|
||||
vertex: {
|
||||
header: (
|
||||
/* glsl */
|
||||
`
|
||||
uniform mat3 uTextureMatrix;
|
||||
`
|
||||
),
|
||||
main: (
|
||||
/* glsl */
|
||||
`
|
||||
uv = (uTextureMatrix * vec3(uv, 1.0)).xy;
|
||||
`
|
||||
)
|
||||
},
|
||||
fragment: {
|
||||
header: (
|
||||
/* glsl */
|
||||
`
|
||||
uniform sampler2D uTexture;
|
||||
|
||||
|
||||
`
|
||||
),
|
||||
main: (
|
||||
/* glsl */
|
||||
`
|
||||
outColor = texture(uTexture, vUV);
|
||||
`
|
||||
)
|
||||
}
|
||||
};
|
||||
|
||||
export { textureBit, textureBitGl };
|
||||
//# sourceMappingURL=textureBit.mjs.map
|
1
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/textureBit.mjs.map
generated
vendored
Normal file
1
node_modules/pixi.js/lib/rendering/high-shader/shader-bits/textureBit.mjs.map
generated
vendored
Normal file
@@ -0,0 +1 @@
|
||||
{"version":3,"file":"textureBit.mjs","sources":["../../../../src/rendering/high-shader/shader-bits/textureBit.ts"],"sourcesContent":["export const textureBit = {\n name: 'texture-bit',\n vertex: {\n header: /* wgsl */`\n\n struct TextureUniforms {\n uTextureMatrix:mat3x3<f32>,\n }\n\n @group(2) @binding(2) var<uniform> textureUniforms : TextureUniforms;\n `,\n main: /* wgsl */`\n uv = (textureUniforms.uTextureMatrix * vec3(uv, 1.0)).xy;\n `\n },\n fragment: {\n header: /* wgsl */`\n @group(2) @binding(0) var uTexture: texture_2d<f32>;\n @group(2) @binding(1) var uSampler: sampler;\n\n \n `,\n main: /* wgsl */`\n outColor = textureSample(uTexture, uSampler, vUV);\n `\n }\n};\n\nexport const textureBitGl = {\n name: 'texture-bit',\n vertex: {\n header: /* glsl */`\n uniform mat3 uTextureMatrix;\n `,\n main: /* glsl */`\n uv = (uTextureMatrix * vec3(uv, 1.0)).xy;\n `\n },\n fragment: {\n header: /* glsl */`\n uniform sampler2D uTexture;\n\n \n `,\n main: /* glsl */`\n outColor = texture(uTexture, vUV);\n `\n }\n};\n\n"],"names":[],"mappings":";AAAO,MAAM,UAAa,GAAA;AAAA,EACtB,IAAM,EAAA,aAAA;AAAA,EACN,MAAQ,EAAA;AAAA,IACJ,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,IAQlB,IAAA;AAAA;AAAA,MAAgB,CAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAGpB;AAAA,EACA,QAAU,EAAA;AAAA,IACN,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,IAMlB,IAAA;AAAA;AAAA,MAAgB,CAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAGpB;AACJ,EAAA;AAEO,MAAM,YAAe,GAAA;AAAA,EACxB,IAAM,EAAA,aAAA;AAAA,EACN,MAAQ,EAAA;AAAA,IACJ,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,IAGlB,IAAA;AAAA;AAAA,MAAgB,CAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAGpB;AAAA,EACA,QAAU,EAAA;AAAA,IACN,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,IAKlB,IAAA;AAAA;AAAA,MAAgB,CAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAGpB;AACJ;;;;"}
|
Reference in New Issue
Block a user