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il/resources/public/js/cljs-runtime/module$node_modules$pixi_DOT_js$lib$rendering$renderers$gl$shader$GenerateShaderSyncCode.js
2026-07-01 22:38:29 -06:00

40 lines
2.7 KiB
JavaScript

shadow$provide.module$node_modules$pixi_DOT_js$lib$rendering$renderers$gl$shader$GenerateShaderSyncCode = function(global, require, module, exports) {
var BufferResource = require("module$node_modules$pixi_DOT_js$lib$rendering$renderers$shared$buffer$BufferResource"), UniformGroup = require("module$node_modules$pixi_DOT_js$lib$rendering$renderers$shared$shader$UniformGroup"), TextureSource = require("module$node_modules$pixi_DOT_js$lib$rendering$renderers$shared$texture$sources$TextureSource");
"use strict";
exports.generateShaderSyncCode = function(shader, shaderSystem) {
const funcFragments = [], headerFragments = ["\n var g \x3d s.groups;\n var sS \x3d r.shader;\n var p \x3d s.glProgram;\n var ugS \x3d r.uniformGroup;\n var resources;\n "];
let addedTextreSystem = !1, textureCount = 0;
const programData = shaderSystem._getProgramData(shader.glProgram);
for (const i in shader.groups) {
const group = shader.groups[i];
funcFragments.push(`
resources = g[${i}].resources;
`);
for (const j in group.resources) {
var resource = group.resources[j];
resource instanceof UniformGroup.UniformGroup ? resource.ubo ? (resource = shader._uniformBindMap[i][Number(j)], funcFragments.push(`
sS.bindUniformBlock(
resources[${j}],
'${resource}',
${shader.glProgram._uniformBlockData[resource].index}
);
`)) : funcFragments.push(`
ugS.updateUniformGroup(resources[${j}], p, sD);
`) : resource instanceof BufferResource.BufferResource ? (resource = shader._uniformBindMap[i][Number(j)], funcFragments.push(`
sS.bindUniformBlock(
resources[${j}],
'${resource}',
${shader.glProgram._uniformBlockData[resource].index}
);
`)) : resource instanceof TextureSource.TextureSource && (resource = programData.uniformData[shader._uniformBindMap[i][j]]) && (addedTextreSystem || (addedTextreSystem = !0, headerFragments.push("\n var tS \x3d r.texture;\n ")), shaderSystem._gl.uniform1i(resource.location, textureCount), funcFragments.push(`
tS.bind(resources[${j}], ${textureCount});
`), textureCount++);
}
}
shader = [...headerFragments, ...funcFragments].join("\n");
return new Function("r", "s", "sD", shader);
};
};
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