"use strict"; const vertexGPUTemplate = ( /* wgsl */ ` @in aPosition: vec2; @in aUV: vec2; @out @builtin(position) vPosition: vec4; @out vUV : vec2; @out vColor : vec4; {{header}} struct VSOutput { {{struct}} }; @vertex fn main( {{in}} ) -> VSOutput { var worldTransformMatrix = globalUniforms.uWorldTransformMatrix; var modelMatrix = mat3x3( 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0 ); var position = aPosition; var uv = aUV; {{start}} vColor = vec4(1., 1., 1., 1.); {{main}} vUV = uv; var modelViewProjectionMatrix = globalUniforms.uProjectionMatrix * worldTransformMatrix * modelMatrix; vPosition = vec4((modelViewProjectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0); vColor *= globalUniforms.uWorldColorAlpha; {{end}} {{return}} }; ` ); const fragmentGPUTemplate = ( /* wgsl */ ` @in vUV : vec2; @in vColor : vec4; {{header}} @fragment fn main( {{in}} ) -> @location(0) vec4 { {{start}} var outColor:vec4; {{main}} var finalColor:vec4 = outColor * vColor; {{end}} return finalColor; }; ` ); const vertexGlTemplate = ( /* glsl */ ` in vec2 aPosition; in vec2 aUV; out vec4 vColor; out vec2 vUV; {{header}} void main(void){ mat3 worldTransformMatrix = uWorldTransformMatrix; mat3 modelMatrix = mat3( 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0 ); vec2 position = aPosition; vec2 uv = aUV; {{start}} vColor = vec4(1.); {{main}} vUV = uv; mat3 modelViewProjectionMatrix = uProjectionMatrix * worldTransformMatrix * modelMatrix; gl_Position = vec4((modelViewProjectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0); vColor *= uWorldColorAlpha; {{end}} } ` ); const fragmentGlTemplate = ( /* glsl */ ` in vec4 vColor; in vec2 vUV; out vec4 finalColor; {{header}} void main(void) { {{start}} vec4 outColor; {{main}} finalColor = outColor * vColor; {{end}} } ` ); export { fragmentGPUTemplate, fragmentGlTemplate, vertexGPUTemplate, vertexGlTemplate }; //# sourceMappingURL=defaultProgramTemplate.mjs.map