This commit is contained in:
Akko
2025-08-04 18:57:35 +02:00
parent 8cf6e78a79
commit 9495868c2e
5030 changed files with 518594 additions and 17609 deletions

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import { Shader } from '../../../rendering/renderers/shared/shader/Shader';
export declare class SdfShader extends Shader {
constructor();
}

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'use strict';
var Matrix = require('../../../maths/matrix/Matrix.js');
var maxRecommendedTextures = require('../../../rendering/batcher/gl/utils/maxRecommendedTextures.js');
var compileHighShaderToProgram = require('../../../rendering/high-shader/compileHighShaderToProgram.js');
var colorBit = require('../../../rendering/high-shader/shader-bits/colorBit.js');
var generateTextureBatchBit = require('../../../rendering/high-shader/shader-bits/generateTextureBatchBit.js');
var roundPixelsBit = require('../../../rendering/high-shader/shader-bits/roundPixelsBit.js');
var getBatchSamplersUniformGroup = require('../../../rendering/renderers/gl/shader/getBatchSamplersUniformGroup.js');
var Shader = require('../../../rendering/renderers/shared/shader/Shader.js');
var UniformGroup = require('../../../rendering/renderers/shared/shader/UniformGroup.js');
var localUniformMSDFBit = require('./shader-bits/localUniformMSDFBit.js');
var mSDFBit = require('./shader-bits/mSDFBit.js');
"use strict";
let gpuProgram;
let glProgram;
class SdfShader extends Shader.Shader {
constructor() {
const uniforms = new UniformGroup.UniformGroup({
uColor: { value: new Float32Array([1, 1, 1, 1]), type: "vec4<f32>" },
uTransformMatrix: { value: new Matrix.Matrix(), type: "mat3x3<f32>" },
uDistance: { value: 4, type: "f32" },
uRound: { value: 0, type: "f32" }
});
const maxTextures = maxRecommendedTextures.getMaxTexturesPerBatch();
gpuProgram ?? (gpuProgram = compileHighShaderToProgram.compileHighShaderGpuProgram({
name: "sdf-shader",
bits: [
colorBit.colorBit,
generateTextureBatchBit.generateTextureBatchBit(maxTextures),
localUniformMSDFBit.localUniformMSDFBit,
mSDFBit.mSDFBit,
roundPixelsBit.roundPixelsBit
]
}));
glProgram ?? (glProgram = compileHighShaderToProgram.compileHighShaderGlProgram({
name: "sdf-shader",
bits: [
colorBit.colorBitGl,
generateTextureBatchBit.generateTextureBatchBitGl(maxTextures),
localUniformMSDFBit.localUniformMSDFBitGl,
mSDFBit.mSDFBitGl,
roundPixelsBit.roundPixelsBitGl
]
}));
super({
glProgram,
gpuProgram,
resources: {
localUniforms: uniforms,
batchSamplers: getBatchSamplersUniformGroup.getBatchSamplersUniformGroup(maxTextures)
}
});
}
}
exports.SdfShader = SdfShader;
//# sourceMappingURL=SdfShader.js.map

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{"version":3,"file":"SdfShader.js","sources":["../../../../src/scene/text/sdfShader/SdfShader.ts"],"sourcesContent":["import { Matrix } from '../../../maths/matrix/Matrix';\nimport { getMaxTexturesPerBatch } from '../../../rendering/batcher/gl/utils/maxRecommendedTextures';\nimport {\n compileHighShaderGlProgram,\n compileHighShaderGpuProgram\n} from '../../../rendering/high-shader/compileHighShaderToProgram';\nimport { colorBit, colorBitGl } from '../../../rendering/high-shader/shader-bits/colorBit';\nimport {\n generateTextureBatchBit,\n generateTextureBatchBitGl\n} from '../../../rendering/high-shader/shader-bits/generateTextureBatchBit';\nimport { roundPixelsBit, roundPixelsBitGl } from '../../../rendering/high-shader/shader-bits/roundPixelsBit';\nimport { getBatchSamplersUniformGroup } from '../../../rendering/renderers/gl/shader/getBatchSamplersUniformGroup';\nimport { Shader } from '../../../rendering/renderers/shared/shader/Shader';\nimport { UniformGroup } from '../../../rendering/renderers/shared/shader/UniformGroup';\nimport { localUniformMSDFBit, localUniformMSDFBitGl } from './shader-bits/localUniformMSDFBit';\nimport { mSDFBit, mSDFBitGl } from './shader-bits/mSDFBit';\n\nimport type { GlProgram } from '../../../rendering/renderers/gl/shader/GlProgram';\nimport type { GpuProgram } from '../../../rendering/renderers/gpu/shader/GpuProgram';\n\nlet gpuProgram: GpuProgram;\nlet glProgram: GlProgram;\n\nexport class SdfShader extends Shader\n{\n constructor()\n {\n const uniforms = new UniformGroup({\n uColor: { value: new Float32Array([1, 1, 1, 1]), type: 'vec4<f32>' },\n uTransformMatrix: { value: new Matrix(), type: 'mat3x3<f32>' },\n uDistance: { value: 4, type: 'f32' },\n uRound: { value: 0, type: 'f32' },\n });\n\n const maxTextures = getMaxTexturesPerBatch();\n\n gpuProgram ??= compileHighShaderGpuProgram({\n name: 'sdf-shader',\n bits: [\n colorBit,\n generateTextureBatchBit(maxTextures),\n localUniformMSDFBit,\n mSDFBit,\n roundPixelsBit\n ]\n });\n\n glProgram ??= compileHighShaderGlProgram({\n name: 'sdf-shader',\n bits: [\n colorBitGl,\n generateTextureBatchBitGl(maxTextures),\n localUniformMSDFBitGl,\n mSDFBitGl,\n roundPixelsBitGl,\n ]\n });\n\n super({\n glProgram,\n gpuProgram,\n resources: {\n localUniforms: uniforms,\n batchSamplers: getBatchSamplersUniformGroup(maxTextures),\n }\n });\n }\n}\n"],"names":["Shader","UniformGroup","Matrix","getMaxTexturesPerBatch","compileHighShaderGpuProgram","colorBit","generateTextureBatchBit","localUniformMSDFBit","mSDFBit","roundPixelsBit","compileHighShaderGlProgram","colorBitGl","generateTextureBatchBitGl","localUniformMSDFBitGl","mSDFBitGl","roundPixelsBitGl","getBatchSamplersUniformGroup"],"mappings":";;;;;;;;;;;;;;;AAqBA,IAAI,UAAA,CAAA;AACJ,IAAI,SAAA,CAAA;AAEG,MAAM,kBAAkBA,aAC/B,CAAA;AAAA,EACI,WACA,GAAA;AACI,IAAM,MAAA,QAAA,GAAW,IAAIC,yBAAa,CAAA;AAAA,MAC9B,MAAQ,EAAA,EAAE,KAAO,EAAA,IAAI,YAAa,CAAA,CAAC,CAAG,EAAA,CAAA,EAAG,CAAG,EAAA,CAAC,CAAC,CAAA,EAAG,MAAM,WAAY,EAAA;AAAA,MACnE,kBAAkB,EAAE,KAAA,EAAO,IAAIC,aAAO,EAAA,EAAG,MAAM,aAAc,EAAA;AAAA,MAC7D,SAAW,EAAA,EAAE,KAAO,EAAA,CAAA,EAAG,MAAM,KAAM,EAAA;AAAA,MACnC,MAAQ,EAAA,EAAE,KAAO,EAAA,CAAA,EAAG,MAAM,KAAM,EAAA;AAAA,KACnC,CAAA,CAAA;AAED,IAAA,MAAM,cAAcC,6CAAuB,EAAA,CAAA;AAE3C,IAAA,UAAA,KAAA,UAAA,GAAeC,sDAA4B,CAAA;AAAA,MACvC,IAAM,EAAA,YAAA;AAAA,MACN,IAAM,EAAA;AAAA,QACFC,iBAAA;AAAA,QACAC,gDAAwB,WAAW,CAAA;AAAA,QACnCC,uCAAA;AAAA,QACAC,eAAA;AAAA,QACAC,6BAAA;AAAA,OACJ;AAAA,KACH,CAAA,CAAA,CAAA;AAED,IAAA,SAAA,KAAA,SAAA,GAAcC,qDAA2B,CAAA;AAAA,MACrC,IAAM,EAAA,YAAA;AAAA,MACN,IAAM,EAAA;AAAA,QACFC,mBAAA;AAAA,QACAC,kDAA0B,WAAW,CAAA;AAAA,QACrCC,yCAAA;AAAA,QACAC,iBAAA;AAAA,QACAC,+BAAA;AAAA,OACJ;AAAA,KACH,CAAA,CAAA,CAAA;AAED,IAAM,KAAA,CAAA;AAAA,MACF,SAAA;AAAA,MACA,UAAA;AAAA,MACA,SAAW,EAAA;AAAA,QACP,aAAe,EAAA,QAAA;AAAA,QACf,aAAA,EAAeC,0DAA6B,WAAW,CAAA;AAAA,OAC3D;AAAA,KACH,CAAA,CAAA;AAAA,GACL;AACJ;;;;"}

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import { Matrix } from '../../../maths/matrix/Matrix.mjs';
import { getMaxTexturesPerBatch } from '../../../rendering/batcher/gl/utils/maxRecommendedTextures.mjs';
import { compileHighShaderGpuProgram, compileHighShaderGlProgram } from '../../../rendering/high-shader/compileHighShaderToProgram.mjs';
import { colorBit, colorBitGl } from '../../../rendering/high-shader/shader-bits/colorBit.mjs';
import { generateTextureBatchBit, generateTextureBatchBitGl } from '../../../rendering/high-shader/shader-bits/generateTextureBatchBit.mjs';
import { roundPixelsBit, roundPixelsBitGl } from '../../../rendering/high-shader/shader-bits/roundPixelsBit.mjs';
import { getBatchSamplersUniformGroup } from '../../../rendering/renderers/gl/shader/getBatchSamplersUniformGroup.mjs';
import { Shader } from '../../../rendering/renderers/shared/shader/Shader.mjs';
import { UniformGroup } from '../../../rendering/renderers/shared/shader/UniformGroup.mjs';
import { localUniformMSDFBit, localUniformMSDFBitGl } from './shader-bits/localUniformMSDFBit.mjs';
import { mSDFBit, mSDFBitGl } from './shader-bits/mSDFBit.mjs';
"use strict";
let gpuProgram;
let glProgram;
class SdfShader extends Shader {
constructor() {
const uniforms = new UniformGroup({
uColor: { value: new Float32Array([1, 1, 1, 1]), type: "vec4<f32>" },
uTransformMatrix: { value: new Matrix(), type: "mat3x3<f32>" },
uDistance: { value: 4, type: "f32" },
uRound: { value: 0, type: "f32" }
});
const maxTextures = getMaxTexturesPerBatch();
gpuProgram ?? (gpuProgram = compileHighShaderGpuProgram({
name: "sdf-shader",
bits: [
colorBit,
generateTextureBatchBit(maxTextures),
localUniformMSDFBit,
mSDFBit,
roundPixelsBit
]
}));
glProgram ?? (glProgram = compileHighShaderGlProgram({
name: "sdf-shader",
bits: [
colorBitGl,
generateTextureBatchBitGl(maxTextures),
localUniformMSDFBitGl,
mSDFBitGl,
roundPixelsBitGl
]
}));
super({
glProgram,
gpuProgram,
resources: {
localUniforms: uniforms,
batchSamplers: getBatchSamplersUniformGroup(maxTextures)
}
});
}
}
export { SdfShader };
//# sourceMappingURL=SdfShader.mjs.map

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{"version":3,"file":"SdfShader.mjs","sources":["../../../../src/scene/text/sdfShader/SdfShader.ts"],"sourcesContent":["import { Matrix } from '../../../maths/matrix/Matrix';\nimport { getMaxTexturesPerBatch } from '../../../rendering/batcher/gl/utils/maxRecommendedTextures';\nimport {\n compileHighShaderGlProgram,\n compileHighShaderGpuProgram\n} from '../../../rendering/high-shader/compileHighShaderToProgram';\nimport { colorBit, colorBitGl } from '../../../rendering/high-shader/shader-bits/colorBit';\nimport {\n generateTextureBatchBit,\n generateTextureBatchBitGl\n} from '../../../rendering/high-shader/shader-bits/generateTextureBatchBit';\nimport { roundPixelsBit, roundPixelsBitGl } from '../../../rendering/high-shader/shader-bits/roundPixelsBit';\nimport { getBatchSamplersUniformGroup } from '../../../rendering/renderers/gl/shader/getBatchSamplersUniformGroup';\nimport { Shader } from '../../../rendering/renderers/shared/shader/Shader';\nimport { UniformGroup } from '../../../rendering/renderers/shared/shader/UniformGroup';\nimport { localUniformMSDFBit, localUniformMSDFBitGl } from './shader-bits/localUniformMSDFBit';\nimport { mSDFBit, mSDFBitGl } from './shader-bits/mSDFBit';\n\nimport type { GlProgram } from '../../../rendering/renderers/gl/shader/GlProgram';\nimport type { GpuProgram } from '../../../rendering/renderers/gpu/shader/GpuProgram';\n\nlet gpuProgram: GpuProgram;\nlet glProgram: GlProgram;\n\nexport class SdfShader extends Shader\n{\n constructor()\n {\n const uniforms = new UniformGroup({\n uColor: { value: new Float32Array([1, 1, 1, 1]), type: 'vec4<f32>' },\n uTransformMatrix: { value: new Matrix(), type: 'mat3x3<f32>' },\n uDistance: { value: 4, type: 'f32' },\n uRound: { value: 0, type: 'f32' },\n });\n\n const maxTextures = getMaxTexturesPerBatch();\n\n gpuProgram ??= compileHighShaderGpuProgram({\n name: 'sdf-shader',\n bits: [\n colorBit,\n generateTextureBatchBit(maxTextures),\n localUniformMSDFBit,\n mSDFBit,\n roundPixelsBit\n ]\n });\n\n glProgram ??= compileHighShaderGlProgram({\n name: 'sdf-shader',\n bits: [\n colorBitGl,\n generateTextureBatchBitGl(maxTextures),\n localUniformMSDFBitGl,\n mSDFBitGl,\n roundPixelsBitGl,\n ]\n });\n\n super({\n glProgram,\n gpuProgram,\n resources: {\n localUniforms: uniforms,\n batchSamplers: getBatchSamplersUniformGroup(maxTextures),\n }\n });\n }\n}\n"],"names":[],"mappings":";;;;;;;;;;;;;AAqBA,IAAI,UAAA,CAAA;AACJ,IAAI,SAAA,CAAA;AAEG,MAAM,kBAAkB,MAC/B,CAAA;AAAA,EACI,WACA,GAAA;AACI,IAAM,MAAA,QAAA,GAAW,IAAI,YAAa,CAAA;AAAA,MAC9B,MAAQ,EAAA,EAAE,KAAO,EAAA,IAAI,YAAa,CAAA,CAAC,CAAG,EAAA,CAAA,EAAG,CAAG,EAAA,CAAC,CAAC,CAAA,EAAG,MAAM,WAAY,EAAA;AAAA,MACnE,kBAAkB,EAAE,KAAA,EAAO,IAAI,MAAO,EAAA,EAAG,MAAM,aAAc,EAAA;AAAA,MAC7D,SAAW,EAAA,EAAE,KAAO,EAAA,CAAA,EAAG,MAAM,KAAM,EAAA;AAAA,MACnC,MAAQ,EAAA,EAAE,KAAO,EAAA,CAAA,EAAG,MAAM,KAAM,EAAA;AAAA,KACnC,CAAA,CAAA;AAED,IAAA,MAAM,cAAc,sBAAuB,EAAA,CAAA;AAE3C,IAAA,UAAA,KAAA,UAAA,GAAe,2BAA4B,CAAA;AAAA,MACvC,IAAM,EAAA,YAAA;AAAA,MACN,IAAM,EAAA;AAAA,QACF,QAAA;AAAA,QACA,wBAAwB,WAAW,CAAA;AAAA,QACnC,mBAAA;AAAA,QACA,OAAA;AAAA,QACA,cAAA;AAAA,OACJ;AAAA,KACH,CAAA,CAAA,CAAA;AAED,IAAA,SAAA,KAAA,SAAA,GAAc,0BAA2B,CAAA;AAAA,MACrC,IAAM,EAAA,YAAA;AAAA,MACN,IAAM,EAAA;AAAA,QACF,UAAA;AAAA,QACA,0BAA0B,WAAW,CAAA;AAAA,QACrC,qBAAA;AAAA,QACA,SAAA;AAAA,QACA,gBAAA;AAAA,OACJ;AAAA,KACH,CAAA,CAAA,CAAA;AAED,IAAM,KAAA,CAAA;AAAA,MACF,SAAA;AAAA,MACA,UAAA;AAAA,MACA,SAAW,EAAA;AAAA,QACP,aAAe,EAAA,QAAA;AAAA,QACf,aAAA,EAAe,6BAA6B,WAAW,CAAA;AAAA,OAC3D;AAAA,KACH,CAAA,CAAA;AAAA,GACL;AACJ;;;;"}

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export declare const localUniformMSDFBit: {
name: string;
vertex: {
header: string;
main: string;
end: string;
};
fragment: {
header: string;
main: string;
};
};
export declare const localUniformMSDFBitGl: {
name: string;
vertex: {
header: string;
main: string;
end: string;
};
fragment: {
header: string;
main: string;
};
};

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'use strict';
"use strict";
const localUniformMSDFBit = {
name: "local-uniform-msdf-bit",
vertex: {
header: (
/* wgsl */
`
struct LocalUniforms {
uColor:vec4<f32>,
uTransformMatrix:mat3x3<f32>,
uDistance: f32,
uRound:f32,
}
@group(2) @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);
}
`
)
},
fragment: {
header: (
/* wgsl */
`
struct LocalUniforms {
uColor:vec4<f32>,
uTransformMatrix:mat3x3<f32>,
uDistance: f32
}
@group(2) @binding(0) var<uniform> localUniforms : LocalUniforms;
`
),
main: (
/* wgsl */
`
outColor = vec4<f32>(calculateMSDFAlpha(outColor, localUniforms.uColor, localUniforms.uDistance));
`
)
}
};
const localUniformMSDFBitGl = {
name: "local-uniform-msdf-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);
}
`
)
},
fragment: {
header: (
/* glsl */
`
uniform float uDistance;
`
),
main: (
/* glsl */
`
outColor = vec4(calculateMSDFAlpha(outColor, vColor, uDistance));
`
)
}
};
exports.localUniformMSDFBit = localUniformMSDFBit;
exports.localUniformMSDFBitGl = localUniformMSDFBitGl;
//# sourceMappingURL=localUniformMSDFBit.js.map

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{"version":3,"file":"localUniformMSDFBit.js","sources":["../../../../../src/scene/text/sdfShader/shader-bits/localUniformMSDFBit.ts"],"sourcesContent":["// TODO eventually we should not use this bit, but instead use the localUniformBit\n// have the MSDF bit be merged in with the localUniformBit\n\nexport const localUniformMSDFBit = {\n name: 'local-uniform-msdf-bit',\n vertex: {\n header: /* wgsl */`\n struct LocalUniforms {\n uColor:vec4<f32>,\n uTransformMatrix:mat3x3<f32>,\n uDistance: f32,\n uRound:f32,\n }\n\n @group(2) @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 fragment: {\n header: /* wgsl */`\n struct LocalUniforms {\n uColor:vec4<f32>,\n uTransformMatrix:mat3x3<f32>,\n uDistance: f32\n }\n\n @group(2) @binding(0) var<uniform> localUniforms : LocalUniforms;\n `,\n main: /* wgsl */` \n outColor = vec4<f32>(calculateMSDFAlpha(outColor, localUniforms.uColor, localUniforms.uDistance));\n `\n\n }\n};\n\nexport const localUniformMSDFBitGl = {\n name: 'local-uniform-msdf-bit',\n vertex: {\n header: /* glsl */`\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 fragment: {\n header: /* glsl */`\n uniform float uDistance;\n `,\n main: /* glsl */` \n outColor = vec4(calculateMSDFAlpha(outColor, vColor, uDistance));\n `\n\n }\n};\n"],"names":[],"mappings":";;;AAGO,MAAM,mBAAsB,GAAA;AAAA,EAC/B,IAAM,EAAA,wBAAA;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;AAAA,EACA,QAAU,EAAA;AAAA,IACN,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,SAAA,CAAA;AAAA,KAAA;AAAA,IASlB,IAAA;AAAA;AAAA,MAAgB,CAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAIpB;AACJ,EAAA;AAEO,MAAM,qBAAwB,GAAA;AAAA,EACjC,IAAM,EAAA,wBAAA;AAAA,EACN,MAAQ,EAAA;AAAA,IACJ,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,IAKlB,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;AAAA,EACA,QAAU,EAAA;AAAA,IACN,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA,SAAA,CAAA;AAAA,KAAA;AAAA,IAGlB,IAAA;AAAA;AAAA,MAAgB,CAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAIpB;AACJ;;;;;"}

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"use strict";
const localUniformMSDFBit = {
name: "local-uniform-msdf-bit",
vertex: {
header: (
/* wgsl */
`
struct LocalUniforms {
uColor:vec4<f32>,
uTransformMatrix:mat3x3<f32>,
uDistance: f32,
uRound:f32,
}
@group(2) @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);
}
`
)
},
fragment: {
header: (
/* wgsl */
`
struct LocalUniforms {
uColor:vec4<f32>,
uTransformMatrix:mat3x3<f32>,
uDistance: f32
}
@group(2) @binding(0) var<uniform> localUniforms : LocalUniforms;
`
),
main: (
/* wgsl */
`
outColor = vec4<f32>(calculateMSDFAlpha(outColor, localUniforms.uColor, localUniforms.uDistance));
`
)
}
};
const localUniformMSDFBitGl = {
name: "local-uniform-msdf-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);
}
`
)
},
fragment: {
header: (
/* glsl */
`
uniform float uDistance;
`
),
main: (
/* glsl */
`
outColor = vec4(calculateMSDFAlpha(outColor, vColor, uDistance));
`
)
}
};
export { localUniformMSDFBit, localUniformMSDFBitGl };
//# sourceMappingURL=localUniformMSDFBit.mjs.map

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{"version":3,"file":"localUniformMSDFBit.mjs","sources":["../../../../../src/scene/text/sdfShader/shader-bits/localUniformMSDFBit.ts"],"sourcesContent":["// TODO eventually we should not use this bit, but instead use the localUniformBit\n// have the MSDF bit be merged in with the localUniformBit\n\nexport const localUniformMSDFBit = {\n name: 'local-uniform-msdf-bit',\n vertex: {\n header: /* wgsl */`\n struct LocalUniforms {\n uColor:vec4<f32>,\n uTransformMatrix:mat3x3<f32>,\n uDistance: f32,\n uRound:f32,\n }\n\n @group(2) @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 fragment: {\n header: /* wgsl */`\n struct LocalUniforms {\n uColor:vec4<f32>,\n uTransformMatrix:mat3x3<f32>,\n uDistance: f32\n }\n\n @group(2) @binding(0) var<uniform> localUniforms : LocalUniforms;\n `,\n main: /* wgsl */` \n outColor = vec4<f32>(calculateMSDFAlpha(outColor, localUniforms.uColor, localUniforms.uDistance));\n `\n\n }\n};\n\nexport const localUniformMSDFBitGl = {\n name: 'local-uniform-msdf-bit',\n vertex: {\n header: /* glsl */`\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 fragment: {\n header: /* glsl */`\n uniform float uDistance;\n `,\n main: /* glsl */` \n outColor = vec4(calculateMSDFAlpha(outColor, vColor, uDistance));\n `\n\n }\n};\n"],"names":[],"mappings":";AAGO,MAAM,mBAAsB,GAAA;AAAA,EAC/B,IAAM,EAAA,wBAAA;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;AAAA,EACA,QAAU,EAAA;AAAA,IACN,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,SAAA,CAAA;AAAA,KAAA;AAAA,IASlB,IAAA;AAAA;AAAA,MAAgB,CAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAIpB;AACJ,EAAA;AAEO,MAAM,qBAAwB,GAAA;AAAA,EACjC,IAAM,EAAA,wBAAA;AAAA,EACN,MAAQ,EAAA;AAAA,IACJ,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,IAKlB,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;AAAA,EACA,QAAU,EAAA;AAAA,IACN,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA,SAAA,CAAA;AAAA,KAAA;AAAA,IAGlB,IAAA;AAAA;AAAA,MAAgB,CAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAIpB;AACJ;;;;"}

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export declare const mSDFBit: {
name: string;
fragment: {
header: string;
};
};
export declare const mSDFBitGl: {
name: string;
fragment: {
header: string;
};
};

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'use strict';
"use strict";
const mSDFBit = {
name: "msdf-bit",
fragment: {
header: (
/* wgsl */
`
fn calculateMSDFAlpha(msdfColor:vec4<f32>, shapeColor:vec4<f32>, distance:f32) -> f32 {
// MSDF
var median = msdfColor.r + msdfColor.g + msdfColor.b -
min(msdfColor.r, min(msdfColor.g, msdfColor.b)) -
max(msdfColor.r, max(msdfColor.g, msdfColor.b));
// SDF
median = min(median, msdfColor.a);
var screenPxDistance = distance * (median - 0.5);
var alpha = clamp(screenPxDistance + 0.5, 0.0, 1.0);
if (median < 0.01) {
alpha = 0.0;
} else if (median > 0.99) {
alpha = 1.0;
}
// Gamma correction for coverage-like alpha
var luma: f32 = dot(shapeColor.rgb, vec3<f32>(0.299, 0.587, 0.114));
var gamma: f32 = mix(1.0, 1.0 / 2.2, luma);
var coverage: f32 = pow(shapeColor.a * alpha, gamma);
return coverage;
}
`
)
}
};
const mSDFBitGl = {
name: "msdf-bit",
fragment: {
header: (
/* glsl */
`
float calculateMSDFAlpha(vec4 msdfColor, vec4 shapeColor, float distance) {
// MSDF
float median = msdfColor.r + msdfColor.g + msdfColor.b -
min(msdfColor.r, min(msdfColor.g, msdfColor.b)) -
max(msdfColor.r, max(msdfColor.g, msdfColor.b));
// SDF
median = min(median, msdfColor.a);
float screenPxDistance = distance * (median - 0.5);
float alpha = clamp(screenPxDistance + 0.5, 0.0, 1.0);
if (median < 0.01) {
alpha = 0.0;
} else if (median > 0.99) {
alpha = 1.0;
}
// Gamma correction for coverage-like alpha
float luma = dot(shapeColor.rgb, vec3(0.299, 0.587, 0.114));
float gamma = mix(1.0, 1.0 / 2.2, luma);
float coverage = pow(shapeColor.a * alpha, gamma);
return coverage;
}
`
)
}
};
exports.mSDFBit = mSDFBit;
exports.mSDFBitGl = mSDFBitGl;
//# sourceMappingURL=mSDFBit.js.map

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{"version":3,"file":"mSDFBit.js","sources":["../../../../../src/scene/text/sdfShader/shader-bits/mSDFBit.ts"],"sourcesContent":["export const mSDFBit = {\n name: 'msdf-bit',\n fragment: {\n header: /* wgsl */`\n fn calculateMSDFAlpha(msdfColor:vec4<f32>, shapeColor:vec4<f32>, distance:f32) -> f32 {\n \n // MSDF\n var median = msdfColor.r + msdfColor.g + msdfColor.b -\n min(msdfColor.r, min(msdfColor.g, msdfColor.b)) -\n max(msdfColor.r, max(msdfColor.g, msdfColor.b));\n \n // SDF\n median = min(median, msdfColor.a);\n\n var screenPxDistance = distance * (median - 0.5);\n var alpha = clamp(screenPxDistance + 0.5, 0.0, 1.0);\n if (median < 0.01) {\n alpha = 0.0;\n } else if (median > 0.99) {\n alpha = 1.0;\n }\n\n // Gamma correction for coverage-like alpha\n var luma: f32 = dot(shapeColor.rgb, vec3<f32>(0.299, 0.587, 0.114));\n var gamma: f32 = mix(1.0, 1.0 / 2.2, luma);\n var coverage: f32 = pow(shapeColor.a * alpha, gamma);\n\n return coverage;\n \n }\n `,\n }\n\n};\n\nexport const mSDFBitGl = {\n name: 'msdf-bit',\n fragment: {\n header: /* glsl */`\n float calculateMSDFAlpha(vec4 msdfColor, vec4 shapeColor, float distance) {\n \n // MSDF\n float median = msdfColor.r + msdfColor.g + msdfColor.b -\n min(msdfColor.r, min(msdfColor.g, msdfColor.b)) -\n max(msdfColor.r, max(msdfColor.g, msdfColor.b));\n \n // SDF\n median = min(median, msdfColor.a);\n \n float screenPxDistance = distance * (median - 0.5);\n float alpha = clamp(screenPxDistance + 0.5, 0.0, 1.0);\n \n if (median < 0.01) {\n alpha = 0.0;\n } else if (median > 0.99) {\n alpha = 1.0;\n }\n\n // Gamma correction for coverage-like alpha\n float luma = dot(shapeColor.rgb, vec3(0.299, 0.587, 0.114));\n float gamma = mix(1.0, 1.0 / 2.2, luma);\n float coverage = pow(shapeColor.a * alpha, gamma); \n \n return coverage;\n }\n `,\n }\n\n};\n"],"names":[],"mappings":";;;AAAO,MAAM,OAAU,GAAA;AAAA,EACnB,IAAM,EAAA,UAAA;AAAA,EACN,QAAU,EAAA;AAAA,IACN,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GA4BtB;AAEJ,EAAA;AAEO,MAAM,SAAY,GAAA;AAAA,EACrB,IAAM,EAAA,UAAA;AAAA,EACN,QAAU,EAAA;AAAA,IACN,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GA4BtB;AAEJ;;;;;"}

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"use strict";
const mSDFBit = {
name: "msdf-bit",
fragment: {
header: (
/* wgsl */
`
fn calculateMSDFAlpha(msdfColor:vec4<f32>, shapeColor:vec4<f32>, distance:f32) -> f32 {
// MSDF
var median = msdfColor.r + msdfColor.g + msdfColor.b -
min(msdfColor.r, min(msdfColor.g, msdfColor.b)) -
max(msdfColor.r, max(msdfColor.g, msdfColor.b));
// SDF
median = min(median, msdfColor.a);
var screenPxDistance = distance * (median - 0.5);
var alpha = clamp(screenPxDistance + 0.5, 0.0, 1.0);
if (median < 0.01) {
alpha = 0.0;
} else if (median > 0.99) {
alpha = 1.0;
}
// Gamma correction for coverage-like alpha
var luma: f32 = dot(shapeColor.rgb, vec3<f32>(0.299, 0.587, 0.114));
var gamma: f32 = mix(1.0, 1.0 / 2.2, luma);
var coverage: f32 = pow(shapeColor.a * alpha, gamma);
return coverage;
}
`
)
}
};
const mSDFBitGl = {
name: "msdf-bit",
fragment: {
header: (
/* glsl */
`
float calculateMSDFAlpha(vec4 msdfColor, vec4 shapeColor, float distance) {
// MSDF
float median = msdfColor.r + msdfColor.g + msdfColor.b -
min(msdfColor.r, min(msdfColor.g, msdfColor.b)) -
max(msdfColor.r, max(msdfColor.g, msdfColor.b));
// SDF
median = min(median, msdfColor.a);
float screenPxDistance = distance * (median - 0.5);
float alpha = clamp(screenPxDistance + 0.5, 0.0, 1.0);
if (median < 0.01) {
alpha = 0.0;
} else if (median > 0.99) {
alpha = 1.0;
}
// Gamma correction for coverage-like alpha
float luma = dot(shapeColor.rgb, vec3(0.299, 0.587, 0.114));
float gamma = mix(1.0, 1.0 / 2.2, luma);
float coverage = pow(shapeColor.a * alpha, gamma);
return coverage;
}
`
)
}
};
export { mSDFBit, mSDFBitGl };
//# sourceMappingURL=mSDFBit.mjs.map

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{"version":3,"file":"mSDFBit.mjs","sources":["../../../../../src/scene/text/sdfShader/shader-bits/mSDFBit.ts"],"sourcesContent":["export const mSDFBit = {\n name: 'msdf-bit',\n fragment: {\n header: /* wgsl */`\n fn calculateMSDFAlpha(msdfColor:vec4<f32>, shapeColor:vec4<f32>, distance:f32) -> f32 {\n \n // MSDF\n var median = msdfColor.r + msdfColor.g + msdfColor.b -\n min(msdfColor.r, min(msdfColor.g, msdfColor.b)) -\n max(msdfColor.r, max(msdfColor.g, msdfColor.b));\n \n // SDF\n median = min(median, msdfColor.a);\n\n var screenPxDistance = distance * (median - 0.5);\n var alpha = clamp(screenPxDistance + 0.5, 0.0, 1.0);\n if (median < 0.01) {\n alpha = 0.0;\n } else if (median > 0.99) {\n alpha = 1.0;\n }\n\n // Gamma correction for coverage-like alpha\n var luma: f32 = dot(shapeColor.rgb, vec3<f32>(0.299, 0.587, 0.114));\n var gamma: f32 = mix(1.0, 1.0 / 2.2, luma);\n var coverage: f32 = pow(shapeColor.a * alpha, gamma);\n\n return coverage;\n \n }\n `,\n }\n\n};\n\nexport const mSDFBitGl = {\n name: 'msdf-bit',\n fragment: {\n header: /* glsl */`\n float calculateMSDFAlpha(vec4 msdfColor, vec4 shapeColor, float distance) {\n \n // MSDF\n float median = msdfColor.r + msdfColor.g + msdfColor.b -\n min(msdfColor.r, min(msdfColor.g, msdfColor.b)) -\n max(msdfColor.r, max(msdfColor.g, msdfColor.b));\n \n // SDF\n median = min(median, msdfColor.a);\n \n float screenPxDistance = distance * (median - 0.5);\n float alpha = clamp(screenPxDistance + 0.5, 0.0, 1.0);\n \n if (median < 0.01) {\n alpha = 0.0;\n } else if (median > 0.99) {\n alpha = 1.0;\n }\n\n // Gamma correction for coverage-like alpha\n float luma = dot(shapeColor.rgb, vec3(0.299, 0.587, 0.114));\n float gamma = mix(1.0, 1.0 / 2.2, luma);\n float coverage = pow(shapeColor.a * alpha, gamma); \n \n return coverage;\n }\n `,\n }\n\n};\n"],"names":[],"mappings":";AAAO,MAAM,OAAU,GAAA;AAAA,EACnB,IAAM,EAAA,UAAA;AAAA,EACN,QAAU,EAAA;AAAA,IACN,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GA4BtB;AAEJ,EAAA;AAEO,MAAM,SAAY,GAAA;AAAA,EACrB,IAAM,EAAA,UAAA;AAAA,EACN,QAAU,EAAA;AAAA,IACN,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GA4BtB;AAEJ;;;;"}