shadow$provide.module$node_modules$pixi_DOT_js$lib$scene$text$sdfShader$shader_bits$localUniformMSDFBit = function(global, require, module, exports) {
  exports.localUniformMSDFBit = {name:"local-uniform-msdf-bit", vertex:{header:"\n            struct LocalUniforms {\n                uColor:vec4\x3cf32\x3e,\n                uTransformMatrix:mat3x3\x3cf32\x3e,\n                uDistance: f32,\n                uRound:f32,\n            }\n\n            @group(2) @binding(0) var\x3cuniform\x3e localUniforms : LocalUniforms;\n        ", main:"\n            vColor *\x3d localUniforms.uColor;\n            modelMatrix *\x3d localUniforms.uTransformMatrix;\n        ", 
  end:"\n            if(localUniforms.uRound \x3d\x3d 1)\n            {\n                vPosition \x3d vec4(roundPixels(vPosition.xy, globalUniforms.uResolution), vPosition.zw);\n            }\n        "}, fragment:{header:"\n            struct LocalUniforms {\n                uColor:vec4\x3cf32\x3e,\n                uTransformMatrix:mat3x3\x3cf32\x3e,\n                uDistance: f32\n            }\n\n            @group(2) @binding(0) var\x3cuniform\x3e localUniforms : LocalUniforms;\n         ", 
  main:"\n            outColor \x3d vec4\x3cf32\x3e(calculateMSDFAlpha(outColor, vColor, localUniforms.uDistance));\n        "}};
  exports.localUniformMSDFBitGl = {name:"local-uniform-msdf-bit", vertex:{header:"\n            uniform mat3 uTransformMatrix;\n            uniform vec4 uColor;\n            uniform float uRound;\n        ", main:"\n            vColor *\x3d uColor;\n            modelMatrix *\x3d uTransformMatrix;\n        ", end:"\n            if(uRound \x3d\x3d 1.)\n            {\n                gl_Position.xy \x3d roundPixels(gl_Position.xy, uResolution);\n            }\n        "}, fragment:{header:"\n            uniform float uDistance;\n         ", 
  main:"\n            outColor \x3d vec4(calculateMSDFAlpha(outColor, vColor, uDistance));\n        "}};
};

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