sdfsdfs
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57
node_modules/pixi.js/lib/scene/text/sdfShader/SdfShader.mjs
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57
node_modules/pixi.js/lib/scene/text/sdfShader/SdfShader.mjs
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import { Matrix } from '../../../maths/matrix/Matrix.mjs';
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import { getMaxTexturesPerBatch } from '../../../rendering/batcher/gl/utils/maxRecommendedTextures.mjs';
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import { compileHighShaderGpuProgram, compileHighShaderGlProgram } from '../../../rendering/high-shader/compileHighShaderToProgram.mjs';
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import { colorBit, colorBitGl } from '../../../rendering/high-shader/shader-bits/colorBit.mjs';
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import { generateTextureBatchBit, generateTextureBatchBitGl } from '../../../rendering/high-shader/shader-bits/generateTextureBatchBit.mjs';
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import { roundPixelsBit, roundPixelsBitGl } from '../../../rendering/high-shader/shader-bits/roundPixelsBit.mjs';
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import { getBatchSamplersUniformGroup } from '../../../rendering/renderers/gl/shader/getBatchSamplersUniformGroup.mjs';
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import { Shader } from '../../../rendering/renderers/shared/shader/Shader.mjs';
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import { UniformGroup } from '../../../rendering/renderers/shared/shader/UniformGroup.mjs';
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import { localUniformMSDFBit, localUniformMSDFBitGl } from './shader-bits/localUniformMSDFBit.mjs';
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import { mSDFBit, mSDFBitGl } from './shader-bits/mSDFBit.mjs';
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"use strict";
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let gpuProgram;
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let glProgram;
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class SdfShader extends Shader {
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constructor() {
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const uniforms = new UniformGroup({
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uColor: { value: new Float32Array([1, 1, 1, 1]), type: "vec4<f32>" },
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uTransformMatrix: { value: new Matrix(), type: "mat3x3<f32>" },
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uDistance: { value: 4, type: "f32" },
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uRound: { value: 0, type: "f32" }
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});
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const maxTextures = getMaxTexturesPerBatch();
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gpuProgram ?? (gpuProgram = compileHighShaderGpuProgram({
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name: "sdf-shader",
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bits: [
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colorBit,
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generateTextureBatchBit(maxTextures),
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localUniformMSDFBit,
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mSDFBit,
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roundPixelsBit
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]
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}));
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glProgram ?? (glProgram = compileHighShaderGlProgram({
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name: "sdf-shader",
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bits: [
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colorBitGl,
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generateTextureBatchBitGl(maxTextures),
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localUniformMSDFBitGl,
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mSDFBitGl,
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roundPixelsBitGl
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]
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}));
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super({
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glProgram,
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gpuProgram,
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resources: {
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localUniforms: uniforms,
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batchSamplers: getBatchSamplersUniformGroup(maxTextures)
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}
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});
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}
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}
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export { SdfShader };
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//# sourceMappingURL=SdfShader.mjs.map
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