shadow$provide.module$node_modules$pixi_DOT_js$lib$rendering$high_shader$defaultProgramTemplate = function(global, require, module, exports) { exports.fragmentGPUTemplate = "\n @in vUV : vec2\x3cf32\x3e;\n @in vColor : vec4\x3cf32\x3e;\n\n {{header}}\n\n @fragment\n fn main(\n {{in}}\n ) -\x3e @location(0) vec4\x3cf32\x3e {\n\n {{start}}\n\n var outColor:vec4\x3cf32\x3e;\n\n {{main}}\n\n var finalColor:vec4\x3cf32\x3e \x3d outColor * vColor;\n\n {{end}}\n\n return finalColor;\n };\n"; exports.fragmentGlTemplate = "\n\n in vec4 vColor;\n in vec2 vUV;\n\n out vec4 finalColor;\n\n {{header}}\n\n void main(void) {\n\n {{start}}\n\n vec4 outColor;\n\n {{main}}\n\n finalColor \x3d outColor * vColor;\n\n {{end}}\n }\n"; exports.vertexGPUTemplate = "\n @in aPosition: vec2\x3cf32\x3e;\n @in aUV: vec2\x3cf32\x3e;\n\n @out @builtin(position) vPosition: vec4\x3cf32\x3e;\n @out vUV : vec2\x3cf32\x3e;\n @out vColor : vec4\x3cf32\x3e;\n\n {{header}}\n\n struct VSOutput {\n {{struct}}\n };\n\n @vertex\n fn main( {{in}} ) -\x3e VSOutput {\n\n var worldTransformMatrix \x3d globalUniforms.uWorldTransformMatrix;\n var modelMatrix \x3d mat3x3\x3cf32\x3e(\n 1.0, 0.0, 0.0,\n 0.0, 1.0, 0.0,\n 0.0, 0.0, 1.0\n );\n var position \x3d aPosition;\n var uv \x3d aUV;\n\n {{start}}\n\n vColor \x3d vec4\x3cf32\x3e(1., 1., 1., 1.);\n\n {{main}}\n\n vUV \x3d uv;\n\n var modelViewProjectionMatrix \x3d globalUniforms.uProjectionMatrix * worldTransformMatrix * modelMatrix;\n\n vPosition \x3d vec4\x3cf32\x3e((modelViewProjectionMatrix * vec3\x3cf32\x3e(position, 1.0)).xy, 0.0, 1.0);\n\n vColor *\x3d globalUniforms.uWorldColorAlpha;\n\n {{end}}\n\n {{return}}\n };\n"; exports.vertexGlTemplate = "\n in vec2 aPosition;\n in vec2 aUV;\n\n out vec4 vColor;\n out vec2 vUV;\n\n {{header}}\n\n void main(void){\n\n mat3 worldTransformMatrix \x3d uWorldTransformMatrix;\n mat3 modelMatrix \x3d mat3(\n 1.0, 0.0, 0.0,\n 0.0, 1.0, 0.0,\n 0.0, 0.0, 1.0\n );\n vec2 position \x3d aPosition;\n vec2 uv \x3d aUV;\n\n {{start}}\n\n vColor \x3d vec4(1.);\n\n {{main}}\n\n vUV \x3d uv;\n\n mat3 modelViewProjectionMatrix \x3d uProjectionMatrix * worldTransformMatrix * modelMatrix;\n\n gl_Position \x3d vec4((modelViewProjectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n\n vColor *\x3d uWorldColorAlpha;\n\n {{end}}\n }\n"; }; //# sourceMappingURL=module$node_modules$pixi_DOT_js$lib$rendering$high_shader$defaultProgramTemplate.js.map