@blakron/core 0.4.0 → 0.4.1

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@@ -1,14 +1,14 @@
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  export declare const ShaderLib: {
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- readonly default_vert: "\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\nuniform vec2 projectionVector;\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\nconst vec2 center = vec2(-1.0, 1.0);\nvoid main(void) {\n gl_Position = vec4((aVertexPosition / projectionVector) + center, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n vColor = aColor;\n}";
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- readonly multi_vert: "\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\nattribute float aTextureId;\nuniform vec2 projectionVector;\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\nvarying float vTextureId;\nconst vec2 center = vec2(-1.0, 1.0);\nvoid main(void) {\n gl_Position = vec4((aVertexPosition / projectionVector) + center, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n vColor = aColor;\n vTextureId = aTextureId;\n}";
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- readonly multi_frag: "\nprecision lowp float;\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\nvarying float vTextureId;\nuniform sampler2D uSamplers[8];\nvoid main(void) {\n vec4 color;\n int id = int(vTextureId + 0.5);\n if (id == 0) color = texture2D(uSamplers[0], vTextureCoord);\n else if (id == 1) color = texture2D(uSamplers[1], vTextureCoord);\n else if (id == 2) color = texture2D(uSamplers[2], vTextureCoord);\n else if (id == 3) color = texture2D(uSamplers[3], vTextureCoord);\n else if (id == 4) color = texture2D(uSamplers[4], vTextureCoord);\n else if (id == 5) color = texture2D(uSamplers[5], vTextureCoord);\n else if (id == 6) color = texture2D(uSamplers[6], vTextureCoord);\n else color = texture2D(uSamplers[7], vTextureCoord);\n gl_FragColor = color * vColor;\n}";
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- readonly texture_frag: "\nprecision lowp float;\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\nuniform sampler2D uSampler;\nvoid main(void) {\n gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor;\n}";
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- readonly primitive_frag: "\nprecision lowp float;\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\nvoid main(void) {\n gl_FragColor = vColor;\n}";
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- readonly blur_frag: "\nprecision mediump float;\nuniform vec2 blur;\nuniform sampler2D uSampler;\nvarying vec2 vTextureCoord;\nuniform vec2 uTextureSize;\nvoid main() {\n const int sampleRadius = 5;\n const int samples = sampleRadius * 2 + 1;\n vec2 blurUv = blur / uTextureSize;\n vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n vec2 uv = vec2(0.0, 0.0);\n blurUv /= float(sampleRadius);\n for (int i = -sampleRadius; i <= sampleRadius; i++) {\n uv.x = vTextureCoord.x + float(i) * blurUv.x;\n uv.y = vTextureCoord.y + float(i) * blurUv.y;\n color += texture2D(uSampler, uv);\n }\n color /= float(samples);\n gl_FragColor = color;\n}";
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- readonly blur_h_frag: "\nprecision mediump float;\nuniform float blurX;\nuniform sampler2D uSampler;\nvarying vec2 vTextureCoord;\nuniform vec2 uTextureSize;\nvoid main() {\n float step = 1.0 / uTextureSize.x;\n vec4 color = vec4(0.0);\n float total = 0.0;\n for (int i = -8; i <= 8; i++) {\n if (abs(float(i)) > blurX) continue;\n float weight = 1.0 - abs(float(i)) / (blurX + 1.0);\n color += texture2D(uSampler, vTextureCoord + vec2(float(i) * step, 0.0)) * weight;\n total += weight;\n }\n gl_FragColor = color / total;\n}";
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- readonly blur_v_frag: "\nprecision mediump float;\nuniform float blurY;\nuniform sampler2D uSampler;\nvarying vec2 vTextureCoord;\nuniform vec2 uTextureSize;\nvoid main() {\n float step = 1.0 / uTextureSize.y;\n vec4 color = vec4(0.0);\n float total = 0.0;\n for (int i = -8; i <= 8; i++) {\n if (abs(float(i)) > blurY) continue;\n float weight = 1.0 - abs(float(i)) / (blurY + 1.0);\n color += texture2D(uSampler, vTextureCoord + vec2(0.0, float(i) * step)) * weight;\n total += weight;\n }\n gl_FragColor = color / total;\n}";
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- readonly glow_frag: "\nprecision highp float;\nvarying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform float dist;\nuniform float angle;\nuniform vec4 color;\nuniform float alpha;\nuniform float blurX;\nuniform float blurY;\nuniform float strength;\nuniform float inner;\nuniform float knockout;\nuniform float hideObject;\nuniform vec2 uTextureSize;\nfloat random(vec2 scale) {\n return fract(sin(dot(gl_FragCoord.xy, scale)) * 43758.5453);\n}\nvoid main(void) {\n vec2 px = vec2(1.0 / uTextureSize.x, 1.0 / uTextureSize.y);\n const float linearSamplingTimes = 7.0;\n const float circleSamplingTimes = 12.0;\n vec4 ownColor = texture2D(uSampler, vTextureCoord);\n vec4 curColor;\n float totalAlpha = 0.0;\n float maxTotalAlpha = 0.0;\n float offsetX = dist * cos(angle) * px.x;\n float offsetY = dist * sin(angle) * px.y;\n const float PI = 3.14159265358979323846264;\n float offset = PI * 2.0 / circleSamplingTimes * random(vec2(12.9898, 78.233));\n float stepX = blurX * px.x / linearSamplingTimes;\n float stepY = blurY * px.y / linearSamplingTimes;\n for (float a = 0.0; a <= PI * 2.0; a += PI * 2.0 / circleSamplingTimes) {\n float cosAngle = cos(a + offset);\n float sinAngle = sin(a + offset);\n for (float i = 1.0; i <= linearSamplingTimes; i++) {\n float curDistanceX = i * stepX * cosAngle;\n float curDistanceY = i * stepY * sinAngle;\n if (vTextureCoord.x + curDistanceX - offsetX >= 0.0 && vTextureCoord.y + curDistanceY + offsetY <= 1.0) {\n curColor = texture2D(uSampler, vec2(vTextureCoord.x + curDistanceX - offsetX, vTextureCoord.y + curDistanceY + offsetY));\n totalAlpha += (linearSamplingTimes - i) * curColor.a;\n }\n maxTotalAlpha += (linearSamplingTimes - i);\n }\n }\n ownColor.a = max(ownColor.a, 0.0001);\n ownColor.rgb = ownColor.rgb / ownColor.a;\n float outerGlowAlpha = (totalAlpha / maxTotalAlpha) * strength * alpha * (1.0 - inner) * max(min(hideObject, knockout), 1.0 - ownColor.a);\n float innerGlowAlpha = ((maxTotalAlpha - totalAlpha) / maxTotalAlpha) * strength * alpha * inner * ownColor.a;\n ownColor.a = max(ownColor.a * knockout * (1.0 - hideObject), 0.0001);\n vec3 mix1 = mix(ownColor.rgb, color.rgb, innerGlowAlpha / (innerGlowAlpha + ownColor.a));\n vec3 mix2 = mix(mix1, color.rgb, outerGlowAlpha / (innerGlowAlpha + ownColor.a + outerGlowAlpha));\n float resultAlpha = min(ownColor.a + outerGlowAlpha + innerGlowAlpha, 1.0);\n gl_FragColor = vec4(mix2 * resultAlpha, resultAlpha);\n}";
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- readonly colorTransform_frag: "\nprecision mediump float;\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\nuniform mat4 matrix;\nuniform vec4 colorAdd;\nuniform sampler2D uSampler;\nvoid main(void) {\n vec4 texColor = texture2D(uSampler, vTextureCoord);\n if (texColor.a > 0.0) {\n texColor = vec4(texColor.rgb / texColor.a, texColor.a);\n }\n vec4 locColor = clamp(texColor * matrix + colorAdd, 0.0, 1.0);\n gl_FragColor = vColor * vec4(locColor.rgb * locColor.a, locColor.a);\n}";
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+ readonly default_vert: "#version 100\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\nuniform vec2 projectionVector;\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\nconst vec2 center = vec2(-1.0, 1.0);\nvoid main(void) {\n gl_Position = vec4((aVertexPosition / projectionVector) + center, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n vColor = aColor;\n}";
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+ readonly multi_vert: "#version 100\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\nattribute float aTextureId;\nuniform vec2 projectionVector;\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\nvarying float vTextureId;\nconst vec2 center = vec2(-1.0, 1.0);\nvoid main(void) {\n gl_Position = vec4((aVertexPosition / projectionVector) + center, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n vColor = aColor;\n vTextureId = aTextureId;\n}";
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+ readonly multi_frag: "#version 100\nprecision lowp float;\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\nvarying float vTextureId;\nuniform sampler2D uSamplers[8];\nvoid main(void) {\n vec4 color;\n int id = int(vTextureId + 0.5);\n if (id == 0) color = texture2D(uSamplers[0], vTextureCoord);\n else if (id == 1) color = texture2D(uSamplers[1], vTextureCoord);\n else if (id == 2) color = texture2D(uSamplers[2], vTextureCoord);\n else if (id == 3) color = texture2D(uSamplers[3], vTextureCoord);\n else if (id == 4) color = texture2D(uSamplers[4], vTextureCoord);\n else if (id == 5) color = texture2D(uSamplers[5], vTextureCoord);\n else if (id == 6) color = texture2D(uSamplers[6], vTextureCoord);\n else color = texture2D(uSamplers[7], vTextureCoord);\n gl_FragColor = color * vColor;\n}";
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+ readonly texture_frag: "#version 100\nprecision lowp float;\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\nuniform sampler2D uSampler;\nvoid main(void) {\n gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor;\n}";
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+ readonly primitive_frag: "#version 100\nprecision lowp float;\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\nvoid main(void) {\n gl_FragColor = vColor;\n}";
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+ readonly blur_frag: "#version 100\nprecision mediump float;\nuniform vec2 blur;\nuniform sampler2D uSampler;\nvarying vec2 vTextureCoord;\nuniform vec2 uTextureSize;\nvoid main() {\n const int sampleRadius = 5;\n const int samples = sampleRadius * 2 + 1;\n vec2 blurUv = blur / uTextureSize;\n vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n vec2 uv = vec2(0.0, 0.0);\n blurUv /= float(sampleRadius);\n for (int i = -sampleRadius; i <= sampleRadius; i++) {\n uv.x = vTextureCoord.x + float(i) * blurUv.x;\n uv.y = vTextureCoord.y + float(i) * blurUv.y;\n color += texture2D(uSampler, uv);\n }\n color /= float(samples);\n gl_FragColor = color;\n}";
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+ readonly blur_h_frag: "#version 100\nprecision mediump float;\nuniform float blurX;\nuniform sampler2D uSampler;\nvarying vec2 vTextureCoord;\nuniform vec2 uTextureSize;\nvoid main() {\n float step = 1.0 / uTextureSize.x;\n vec4 color = vec4(0.0);\n float total = 0.0;\n for (int i = -8; i <= 8; i++) {\n if (abs(float(i)) > blurX) continue;\n float weight = 1.0 - abs(float(i)) / (blurX + 1.0);\n color += texture2D(uSampler, vTextureCoord + vec2(float(i) * step, 0.0)) * weight;\n total += weight;\n }\n gl_FragColor = color / total;\n}";
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+ readonly blur_v_frag: "#version 100\nprecision mediump float;\nuniform float blurY;\nuniform sampler2D uSampler;\nvarying vec2 vTextureCoord;\nuniform vec2 uTextureSize;\nvoid main() {\n float step = 1.0 / uTextureSize.y;\n vec4 color = vec4(0.0);\n float total = 0.0;\n for (int i = -8; i <= 8; i++) {\n if (abs(float(i)) > blurY) continue;\n float weight = 1.0 - abs(float(i)) / (blurY + 1.0);\n color += texture2D(uSampler, vTextureCoord + vec2(0.0, float(i) * step)) * weight;\n total += weight;\n }\n gl_FragColor = color / total;\n}";
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+ readonly glow_frag: "#version 100\nprecision highp float;\nvarying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform float dist;\nuniform float angle;\nuniform vec4 color;\nuniform float alpha;\nuniform float blurX;\nuniform float blurY;\nuniform float strength;\nuniform float inner;\nuniform float knockout;\nuniform float hideObject;\nuniform vec2 uTextureSize;\nfloat random(vec2 scale) {\n return fract(sin(dot(gl_FragCoord.xy, scale)) * 43758.5453);\n}\nvoid main(void) {\n vec2 px = vec2(1.0 / uTextureSize.x, 1.0 / uTextureSize.y);\n const float linearSamplingTimes = 7.0;\n const float circleSamplingTimes = 12.0;\n vec4 ownColor = texture2D(uSampler, vTextureCoord);\n vec4 curColor;\n float totalAlpha = 0.0;\n float maxTotalAlpha = 0.0;\n float offsetX = dist * cos(angle) * px.x;\n float offsetY = dist * sin(angle) * px.y;\n const float PI = 3.14159265358979323846264;\n float offset = PI * 2.0 / circleSamplingTimes * random(vec2(12.9898, 78.233));\n float stepX = blurX * px.x / linearSamplingTimes;\n float stepY = blurY * px.y / linearSamplingTimes;\n for (float a = 0.0; a <= PI * 2.0; a += PI * 2.0 / circleSamplingTimes) {\n float cosAngle = cos(a + offset);\n float sinAngle = sin(a + offset);\n for (float i = 1.0; i <= linearSamplingTimes; i++) {\n float curDistanceX = i * stepX * cosAngle;\n float curDistanceY = i * stepY * sinAngle;\n if (vTextureCoord.x + curDistanceX - offsetX >= 0.0 && vTextureCoord.y + curDistanceY + offsetY <= 1.0) {\n curColor = texture2D(uSampler, vec2(vTextureCoord.x + curDistanceX - offsetX, vTextureCoord.y + curDistanceY + offsetY));\n totalAlpha += (linearSamplingTimes - i) * curColor.a;\n }\n maxTotalAlpha += (linearSamplingTimes - i);\n }\n }\n ownColor.a = max(ownColor.a, 0.0001);\n ownColor.rgb = ownColor.rgb / ownColor.a;\n float outerGlowAlpha = (totalAlpha / maxTotalAlpha) * strength * alpha * (1.0 - inner) * max(min(hideObject, knockout), 1.0 - ownColor.a);\n float innerGlowAlpha = ((maxTotalAlpha - totalAlpha) / maxTotalAlpha) * strength * alpha * inner * ownColor.a;\n ownColor.a = max(ownColor.a * knockout * (1.0 - hideObject), 0.0001);\n vec3 mix1 = mix(ownColor.rgb, color.rgb, innerGlowAlpha / (innerGlowAlpha + ownColor.a));\n vec3 mix2 = mix(mix1, color.rgb, outerGlowAlpha / (innerGlowAlpha + ownColor.a + outerGlowAlpha));\n float resultAlpha = min(ownColor.a + outerGlowAlpha + innerGlowAlpha, 1.0);\n gl_FragColor = vec4(mix2 * resultAlpha, resultAlpha);\n}";
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+ readonly colorTransform_frag: "#version 100\nprecision mediump float;\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\nuniform mat4 matrix;\nuniform vec4 colorAdd;\nuniform sampler2D uSampler;\nvoid main(void) {\n vec4 texColor = texture2D(uSampler, vTextureCoord);\n if (texColor.a > 0.0) {\n texColor = vec4(texColor.rgb / texColor.a, texColor.a);\n }\n vec4 locColor = clamp(texColor * matrix + colorAdd, 0.0, 1.0);\n gl_FragColor = vColor * vec4(locColor.rgb * locColor.a, locColor.a);\n}";
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  };
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  /**
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  * Blur radius tiers. Each tier generates a dedicated shader variant with a
@@ -1 +1 @@
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- {"version":3,"file":"ShaderLib.d.ts","sourceRoot":"","sources":["../../../../src/blakron/player/webgl/ShaderLib.ts"],"names":[],"mappings":"AAAA,eAAO,MAAM,SAAS;;;;;;;;;;;CAkNZ,CAAC;AAIX;;;;;;;GAOG;AACH,eAAO,MAAM,UAAU,yBAA0B,CAAC;AAClD,MAAM,MAAM,QAAQ,GAAG,CAAC,OAAO,UAAU,CAAC,CAAC,MAAM,CAAC,CAAC;AAEnD,4EAA4E;AAC5E,wBAAgB,WAAW,CAAC,MAAM,EAAE,MAAM,GAAG,QAAQ,CAKpD;AAED;;;GAGG;AACH,wBAAgB,aAAa,CAAC,IAAI,EAAE,QAAQ,GAAG,MAAM,CAmBpD;AAED;;GAEG;AACH,wBAAgB,aAAa,CAAC,IAAI,EAAE,QAAQ,GAAG,MAAM,CAmBpD"}
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+ {"version":3,"file":"ShaderLib.d.ts","sourceRoot":"","sources":["../../../../src/blakron/player/webgl/ShaderLib.ts"],"names":[],"mappings":"AAAA,eAAO,MAAM,SAAS;;;;;;;;;;;CA8MZ,CAAC;AAIX;;;;;;;GAOG;AACH,eAAO,MAAM,UAAU,yBAA0B,CAAC;AAClD,MAAM,MAAM,QAAQ,GAAG,CAAC,OAAO,UAAU,CAAC,CAAC,MAAM,CAAC,CAAC;AAEnD,4EAA4E;AAC5E,wBAAgB,WAAW,CAAC,MAAM,EAAE,MAAM,GAAG,QAAQ,CAKpD;AAED;;;GAGG;AACH,wBAAgB,aAAa,CAAC,IAAI,EAAE,QAAQ,GAAG,MAAM,CAmBpD;AAED;;GAEG;AACH,wBAAgB,aAAa,CAAC,IAAI,EAAE,QAAQ,GAAG,MAAM,CAmBpD"}
@@ -1,5 +1,5 @@
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  export const ShaderLib = {
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- default_vert: /* glsl */ `
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+ default_vert: /* glsl */ `#version 100
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  attribute vec2 aVertexPosition;
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  attribute vec2 aTextureCoord;
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  attribute vec4 aColor;
@@ -13,7 +13,7 @@ void main(void) {
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  vColor = aColor;
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  }`,
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  // Multi-texture vertex shader: carries textureId as a float attribute.
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- multi_vert: /* glsl */ `
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+ multi_vert: /* glsl */ `#version 100
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  attribute vec2 aVertexPosition;
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  attribute vec2 aTextureCoord;
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  attribute vec4 aColor;
@@ -32,7 +32,7 @@ void main(void) {
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  // Multi-texture fragment shader: samples from one of up to 8 texture units.
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  // WebGL 1 does not support dynamic indexing into sampler arrays, so we use
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  // an if/else chain — the same technique used by Pixi.js for WebGL1.
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- multi_frag: /* glsl */ `
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+ multi_frag: /* glsl */ `#version 100
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  precision lowp float;
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  varying vec2 vTextureCoord;
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  varying vec4 vColor;
@@ -51,7 +51,7 @@ void main(void) {
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  else color = texture2D(uSamplers[7], vTextureCoord);
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  gl_FragColor = color * vColor;
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  }`,
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- texture_frag: /* glsl */ `
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+ texture_frag: /* glsl */ `#version 100
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  precision lowp float;
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  varying vec2 vTextureCoord;
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  varying vec4 vColor;
@@ -59,14 +59,14 @@ uniform sampler2D uSampler;
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  void main(void) {
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  gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor;
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  }`,
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- primitive_frag: /* glsl */ `
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+ primitive_frag: /* glsl */ `#version 100
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  precision lowp float;
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  varying vec2 vTextureCoord;
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  varying vec4 vColor;
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  void main(void) {
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  gl_FragColor = vColor;
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  }`,
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- blur_frag: /* glsl */ `
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+ blur_frag: /* glsl */ `#version 100
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  precision mediump float;
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  uniform vec2 blur;
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  uniform sampler2D uSampler;
@@ -88,9 +88,7 @@ void main() {
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  gl_FragColor = color;
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  }`,
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  // Horizontal blur pass for ping-pong two-pass Gaussian blur.
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- // Samples along the X axis only; blurX is the radius in pixels.
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- // Radius is hardcoded to 8 (legacy fallback, kept for reference).
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- blur_h_frag: /* glsl */ `
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+ blur_h_frag: /* glsl */ `#version 100
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  precision mediump float;
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  uniform float blurX;
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  uniform sampler2D uSampler;
@@ -109,9 +107,7 @@ void main() {
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  gl_FragColor = color / total;
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  }`,
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  // Vertical blur pass for ping-pong two-pass Gaussian blur.
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- // Samples along the Y axis only; blurY is the radius in pixels.
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- // Radius is hardcoded to 8 (legacy fallback, kept for reference).
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- blur_v_frag: /* glsl */ `
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+ blur_v_frag: /* glsl */ `#version 100
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  precision mediump float;
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  uniform float blurY;
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  uniform sampler2D uSampler;
@@ -129,7 +125,7 @@ void main() {
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  }
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  gl_FragColor = color / total;
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  }`,
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- glow_frag: /* glsl */ `
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+ glow_frag: /* glsl */ `#version 100
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  precision highp float;
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  varying vec2 vTextureCoord;
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  uniform sampler2D uSampler;
@@ -184,7 +180,7 @@ void main(void) {
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  float resultAlpha = min(ownColor.a + outerGlowAlpha + innerGlowAlpha, 1.0);
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  gl_FragColor = vec4(mix2 * resultAlpha, resultAlpha);
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  }`,
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- colorTransform_frag: /* glsl */ `
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+ colorTransform_frag: /* glsl */ `#version 100
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  precision mediump float;
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  varying vec2 vTextureCoord;
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  varying vec4 vColor;
@@ -223,7 +219,7 @@ export function getBlurTier(radius) {
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  * The loop bound is a compile-time constant so it is valid in WebGL1 GLSL.
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  */
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  export function makeBlurHFrag(tier) {
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- return /* glsl */ `
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+ return /* glsl */ `#version 100
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  precision mediump float;
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  uniform float blurX;
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  uniform sampler2D uSampler;
@@ -246,7 +242,7 @@ void main() {
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  * Generates a vertical blur fragment shader for the given radius tier.
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  */
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  export function makeBlurVFrag(tier) {
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- return /* glsl */ `
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+ return /* glsl */ `#version 100
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  precision mediump float;
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  uniform float blurY;
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  uniform sampler2D uSampler;
@@ -1 +1 @@
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- {"version":3,"file":"ShaderLib.js","sourceRoot":"","sources":["../../../../src/blakron/player/webgl/ShaderLib.ts"],"names":[],"mappings":"AAAA,MAAM,CAAC,MAAM,SAAS,GAAG;IACxB,YAAY,EAAE,UAAU,CAAC;;;;;;;;;;;;EAYxB;IAED,uEAAuE;IACvE,UAAU,EAAE,UAAU,CAAC;;;;;;;;;;;;;;;EAetB;IAED,4EAA4E;IAC5E,2EAA2E;IAC3E,oEAAoE;IACpE,UAAU,EAAE,UAAU,CAAC;;;;;;;;;;;;;;;;;;EAkBtB;IAED,YAAY,EAAE,UAAU,CAAC;;;;;;;EAOxB;IAED,cAAc,EAAE,UAAU,CAAC;;;;;;EAM1B;IAED,SAAS,EAAE,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;EAoBrB;IAED,6DAA6D;IAC7D,gEAAgE;IAChE,kEAAkE;IAClE,WAAW,EAAE,UAAU,CAAC;;;;;;;;;;;;;;;;;EAiBvB;IAED,2DAA2D;IAC3D,gEAAgE;IAChE,kEAAkE;IAClE,WAAW,EAAE,UAAU,CAAC;;;;;;;;;;;;;;;;;EAiBvB;IAED,SAAS,EAAE,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAsDrB;IAED,mBAAmB,EAAE,UAAU,CAAC;;;;;;;;;;;;;;EAc/B;CACQ,CAAC;AAEX,gFAAgF;AAEhF;;;;;;;GAOG;AACH,MAAM,CAAC,MAAM,UAAU,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAU,CAAC;AAGlD,4EAA4E;AAC5E,MAAM,UAAU,WAAW,CAAC,MAAc;IACzC,KAAK,MAAM,IAAI,IAAI,UAAU,EAAE,CAAC;QAC/B,IAAI,MAAM,IAAI,IAAI;YAAE,OAAO,IAAI,CAAC;IACjC,CAAC;IACD,OAAO,EAAE,CAAC;AACX,CAAC;AAED;;;GAGG;AACH,MAAM,UAAU,aAAa,CAAC,IAAc;IAC3C,OAAO,UAAU,CAAC;;;;;;;;;;oBAUC,IAAI,UAAU,IAAI;;;;;;;EAOpC,CAAC;AACH,CAAC;AAED;;GAEG;AACH,MAAM,UAAU,aAAa,CAAC,IAAc;IAC3C,OAAO,UAAU,CAAC;;;;;;;;;;oBAUC,IAAI,UAAU,IAAI;;;;;;;EAOpC,CAAC;AACH,CAAC"}
1
+ {"version":3,"file":"ShaderLib.js","sourceRoot":"","sources":["../../../../src/blakron/player/webgl/ShaderLib.ts"],"names":[],"mappings":"AAAA,MAAM,CAAC,MAAM,SAAS,GAAG;IACxB,YAAY,EAAE,UAAU,CAAC;;;;;;;;;;;;EAYxB;IAED,uEAAuE;IACvE,UAAU,EAAE,UAAU,CAAC;;;;;;;;;;;;;;;EAetB;IAED,4EAA4E;IAC5E,2EAA2E;IAC3E,oEAAoE;IACpE,UAAU,EAAE,UAAU,CAAC;;;;;;;;;;;;;;;;;;EAkBtB;IAED,YAAY,EAAE,UAAU,CAAC;;;;;;;EAOxB;IAED,cAAc,EAAE,UAAU,CAAC;;;;;;EAM1B;IAED,SAAS,EAAE,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;EAoBrB;IAED,6DAA6D;IAC7D,WAAW,EAAE,UAAU,CAAC;;;;;;;;;;;;;;;;;EAiBvB;IAED,2DAA2D;IAC3D,WAAW,EAAE,UAAU,CAAC;;;;;;;;;;;;;;;;;EAiBvB;IAED,SAAS,EAAE,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAsDrB;IAED,mBAAmB,EAAE,UAAU,CAAC;;;;;;;;;;;;;;EAc/B;CACQ,CAAC;AAEX,gFAAgF;AAEhF;;;;;;;GAOG;AACH,MAAM,CAAC,MAAM,UAAU,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAU,CAAC;AAGlD,4EAA4E;AAC5E,MAAM,UAAU,WAAW,CAAC,MAAc;IACzC,KAAK,MAAM,IAAI,IAAI,UAAU,EAAE,CAAC;QAC/B,IAAI,MAAM,IAAI,IAAI;YAAE,OAAO,IAAI,CAAC;IACjC,CAAC;IACD,OAAO,EAAE,CAAC;AACX,CAAC;AAED;;;GAGG;AACH,MAAM,UAAU,aAAa,CAAC,IAAc;IAC3C,OAAO,UAAU,CAAC;;;;;;;;;;oBAUC,IAAI,UAAU,IAAI;;;;;;;EAOpC,CAAC;AACH,CAAC;AAED;;GAEG;AACH,MAAM,UAAU,aAAa,CAAC,IAAc;IAC3C,OAAO,UAAU,CAAC;;;;;;;;;;oBAUC,IAAI,UAAU,IAAI;;;;;;;EAOpC,CAAC;AACH,CAAC"}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@blakron/core",
3
- "version": "0.4.0",
3
+ "version": "0.4.1",
4
4
  "description": "Modern rewrite of the Egret game engine — WebGL multi-texture batching, instruction-driven render pipeline, strict TypeScript, Egret-compatible API",
5
5
  "author": "",
6
6
  "license": "MIT",