Files
nothoughts/node_modules/pixi.js/lib/scene/text/sdfShader/SdfShader.js
2025-08-04 18:57:35 +02:00

60 lines
2.4 KiB
JavaScript

'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