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il/resources/public/js/cljs-runtime/module$node_modules$pixi_DOT_js$lib$scene$sprite_tiling$shader$tilingBit.js
2026-07-01 22:38:29 -06:00

10 lines
2.9 KiB
JavaScript

shadow$provide.module$node_modules$pixi_DOT_js$lib$scene$sprite_tiling$shader$tilingBit = function(global, require, module, exports) {
exports.tilingBit = {name:"tiling-bit", vertex:{header:"\n struct TilingUniforms {\n uMapCoord:mat3x3\x3cf32\x3e,\n uClampFrame:vec4\x3cf32\x3e,\n uClampOffset:vec2\x3cf32\x3e,\n uTextureTransform:mat3x3\x3cf32\x3e,\n uSizeAnchor:vec4\x3cf32\x3e\n };\n\n @group(2) @binding(0) var\x3cuniform\x3e tilingUniforms: TilingUniforms;\n @group(2) @binding(1) var uTexture: texture_2d\x3cf32\x3e;\n @group(2) @binding(2) var uSampler: sampler;\n ",
main:"\n uv \x3d (tilingUniforms.uTextureTransform * vec3(uv, 1.0)).xy;\n\n position \x3d (position - tilingUniforms.uSizeAnchor.zw) * tilingUniforms.uSizeAnchor.xy;\n "}, fragment:{header:"\n struct TilingUniforms {\n uMapCoord:mat3x3\x3cf32\x3e,\n uClampFrame:vec4\x3cf32\x3e,\n uClampOffset:vec2\x3cf32\x3e,\n uTextureTransform:mat3x3\x3cf32\x3e,\n uSizeAnchor:vec4\x3cf32\x3e\n };\n\n @group(2) @binding(0) var\x3cuniform\x3e tilingUniforms: TilingUniforms;\n @group(2) @binding(1) var uTexture: texture_2d\x3cf32\x3e;\n @group(2) @binding(2) var uSampler: sampler;\n ",
main:"\n\n var coord \x3d vUV + ceil(tilingUniforms.uClampOffset - vUV);\n coord \x3d (tilingUniforms.uMapCoord * vec3(coord, 1.0)).xy;\n var unclamped \x3d coord;\n coord \x3d clamp(coord, tilingUniforms.uClampFrame.xy, tilingUniforms.uClampFrame.zw);\n\n var bias \x3d 0.;\n\n if(unclamped.x \x3d\x3d coord.x \x26\x26 unclamped.y \x3d\x3d coord.y)\n {\n bias \x3d -32.;\n }\n\n outColor \x3d textureSampleBias(uTexture, uSampler, coord, bias);\n "}};
exports.tilingBitGl = {name:"tiling-bit", vertex:{header:"\n uniform mat3 uTextureTransform;\n uniform vec4 uSizeAnchor;\n\n ", main:"\n uv \x3d (uTextureTransform * vec3(aUV, 1.0)).xy;\n\n position \x3d (position - uSizeAnchor.zw) * uSizeAnchor.xy;\n "}, fragment:{header:"\n uniform sampler2D uTexture;\n uniform mat3 uMapCoord;\n uniform vec4 uClampFrame;\n uniform vec2 uClampOffset;\n ",
main:"\n\n vec2 coord \x3d vUV + ceil(uClampOffset - vUV);\n coord \x3d (uMapCoord * vec3(coord, 1.0)).xy;\n vec2 unclamped \x3d coord;\n coord \x3d clamp(coord, uClampFrame.xy, uClampFrame.zw);\n\n outColor \x3d texture(uTexture, coord, unclamped \x3d\x3d coord ? 0.0 : -32.0);// lod-bias very negative to force lod 0\n\n "}};
};
//# sourceMappingURL=module$node_modules$pixi_DOT_js$lib$scene$sprite_tiling$shader$tilingBit.js.map