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nothoughts/node_modules/pixi.js/lib/scene/text/sdfShader/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;;;;"}