@blakron/core 0.4.0 → 0.4.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/blakron/display/DisplayObject.d.ts +1 -1
- package/dist/blakron/display/DisplayObject.d.ts.map +1 -1
- package/dist/blakron/display/DisplayObject.js +1 -1
- package/dist/blakron/display/DisplayObject.js.map +1 -1
- package/dist/blakron/player/Player.d.ts.map +1 -1
- package/dist/blakron/player/Player.js +1 -2
- package/dist/blakron/player/Player.js.map +1 -1
- package/dist/blakron/player/RenderPipe.d.ts +1 -1
- package/dist/blakron/player/RenderPipe.d.ts.map +1 -1
- package/dist/blakron/player/canvas/CanvasRenderer.d.ts +49 -0
- package/dist/blakron/player/canvas/CanvasRenderer.d.ts.map +1 -0
- package/dist/blakron/player/canvas/CanvasRenderer.js +792 -0
- package/dist/blakron/player/canvas/CanvasRenderer.js.map +1 -0
- package/dist/blakron/player/canvas/DisplayList.d.ts +32 -0
- package/dist/blakron/player/canvas/DisplayList.d.ts.map +1 -0
- package/dist/blakron/player/canvas/DisplayList.js +78 -0
- package/dist/blakron/player/canvas/DisplayList.js.map +1 -0
- package/dist/blakron/player/canvas/RenderBuffer.d.ts +35 -0
- package/dist/blakron/player/canvas/RenderBuffer.d.ts.map +1 -0
- package/dist/blakron/player/canvas/RenderBuffer.js +83 -0
- package/dist/blakron/player/canvas/RenderBuffer.js.map +1 -0
- package/dist/blakron/player/canvas/index.d.ts +4 -0
- package/dist/blakron/player/canvas/index.d.ts.map +1 -0
- package/dist/blakron/player/canvas/index.js +4 -0
- package/dist/blakron/player/canvas/index.js.map +1 -0
- package/dist/blakron/player/createPlayer.d.ts.map +1 -1
- package/dist/blakron/player/createPlayer.js +1 -2
- package/dist/blakron/player/createPlayer.js.map +1 -1
- package/dist/blakron/player/index.d.ts +2 -4
- package/dist/blakron/player/index.d.ts.map +1 -1
- package/dist/blakron/player/index.js +2 -4
- package/dist/blakron/player/index.js.map +1 -1
- package/dist/blakron/player/webgl/InstructionSet.d.ts +49 -0
- package/dist/blakron/player/webgl/InstructionSet.d.ts.map +1 -0
- package/dist/blakron/player/webgl/InstructionSet.js +45 -0
- package/dist/blakron/player/webgl/InstructionSet.js.map +1 -0
- package/dist/blakron/player/webgl/ShaderLib.d.ts +4 -16
- package/dist/blakron/player/webgl/ShaderLib.d.ts.map +1 -1
- package/dist/blakron/player/webgl/ShaderLib.js +5 -27
- package/dist/blakron/player/webgl/ShaderLib.js.map +1 -1
- package/dist/blakron/player/webgl/WebGLRenderContext.d.ts +6 -0
- package/dist/blakron/player/webgl/WebGLRenderContext.d.ts.map +1 -1
- package/dist/blakron/player/webgl/WebGLRenderContext.js +28 -10
- package/dist/blakron/player/webgl/WebGLRenderContext.js.map +1 -1
- package/dist/blakron/player/webgl/WebGLRenderer.d.ts.map +1 -1
- package/dist/blakron/player/webgl/WebGLRenderer.js +3 -8
- package/dist/blakron/player/webgl/WebGLRenderer.js.map +1 -1
- package/dist/blakron/player/webgl/index.d.ts +1 -1
- package/dist/blakron/player/webgl/index.d.ts.map +1 -1
- package/dist/blakron/player/webgl/index.js +1 -1
- package/dist/blakron/player/webgl/index.js.map +1 -1
- package/dist/blakron/player/webgl/pipes/BitmapPipe.d.ts +35 -0
- package/dist/blakron/player/webgl/pipes/BitmapPipe.d.ts.map +1 -0
- package/dist/blakron/player/webgl/pipes/BitmapPipe.js +130 -0
- package/dist/blakron/player/webgl/pipes/BitmapPipe.js.map +1 -0
- package/dist/blakron/player/webgl/pipes/FilterPipe.d.ts +68 -0
- package/dist/blakron/player/webgl/pipes/FilterPipe.d.ts.map +1 -0
- package/dist/blakron/player/webgl/pipes/FilterPipe.js +169 -0
- package/dist/blakron/player/webgl/pipes/FilterPipe.js.map +1 -0
- package/dist/blakron/player/webgl/pipes/GraphicsPipe.d.ts +36 -0
- package/dist/blakron/player/webgl/pipes/GraphicsPipe.d.ts.map +1 -0
- package/dist/blakron/player/webgl/pipes/GraphicsPipe.js +126 -0
- package/dist/blakron/player/webgl/pipes/GraphicsPipe.js.map +1 -0
- package/dist/blakron/player/webgl/pipes/MaskPipe.d.ts +58 -0
- package/dist/blakron/player/webgl/pipes/MaskPipe.d.ts.map +1 -0
- package/dist/blakron/player/webgl/pipes/MaskPipe.js +190 -0
- package/dist/blakron/player/webgl/pipes/MaskPipe.js.map +1 -0
- package/dist/blakron/player/webgl/pipes/MeshPipe.d.ts +22 -0
- package/dist/blakron/player/webgl/pipes/MeshPipe.d.ts.map +1 -0
- package/dist/blakron/player/webgl/pipes/MeshPipe.js +50 -0
- package/dist/blakron/player/webgl/pipes/MeshPipe.js.map +1 -0
- package/dist/blakron/player/webgl/pipes/TextPipe.d.ts +52 -0
- package/dist/blakron/player/webgl/pipes/TextPipe.d.ts.map +1 -0
- package/dist/blakron/player/webgl/pipes/TextPipe.js +163 -0
- package/dist/blakron/player/webgl/pipes/TextPipe.js.map +1 -0
- package/dist/blakron/player/webgl/pipes/index.d.ts +7 -0
- package/dist/blakron/player/webgl/pipes/index.d.ts.map +1 -0
- package/dist/blakron/player/webgl/pipes/index.js +7 -0
- package/dist/blakron/player/webgl/pipes/index.js.map +1 -0
- package/dist/blakron/player/webgl/shaders/ShaderLib.d.ts +22 -0
- package/dist/blakron/player/webgl/shaders/ShaderLib.d.ts.map +1 -0
- package/dist/blakron/player/webgl/shaders/ShaderLib.js +246 -0
- package/dist/blakron/player/webgl/shaders/ShaderLib.js.map +1 -0
- package/dist/blakron/player/webgl/shaders/ShaderLib2.d.ts +22 -0
- package/dist/blakron/player/webgl/shaders/ShaderLib2.d.ts.map +1 -0
- package/dist/blakron/player/webgl/shaders/ShaderLib2.js +261 -0
- package/dist/blakron/player/webgl/shaders/ShaderLib2.js.map +1 -0
- package/dist/blakron/player/webgl/shaders/index.d.ts +5 -0
- package/dist/blakron/player/webgl/shaders/index.d.ts.map +1 -0
- package/dist/blakron/player/webgl/shaders/index.js +5 -0
- package/dist/blakron/player/webgl/shaders/index.js.map +1 -0
- package/dist/blakron/player/webgl2/ShaderLib2.d.ts +22 -0
- package/dist/blakron/player/webgl2/ShaderLib2.d.ts.map +1 -0
- package/dist/blakron/player/webgl2/ShaderLib2.js +261 -0
- package/dist/blakron/player/webgl2/ShaderLib2.js.map +1 -0
- package/package.json +51 -52
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/**
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* GLSL ES 3.00 shaders — used with WebGL2 context.
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* For WebGL1 (GLSL ES 1.00) shaders see ../webgl/ShaderLib.ts
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*/
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export const ShaderLib2 = {
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default_vert: /* glsl */ `#version 300 es
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in vec2 aVertexPosition;
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in vec2 aTextureCoord;
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in vec4 aColor;
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uniform vec2 projectionVector;
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out vec2 vTextureCoord;
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out vec4 vColor;
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const vec2 center = vec2(-1.0, 1.0);
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void main(void) {
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gl_Position = vec4((aVertexPosition / projectionVector) + center, 0.0, 1.0);
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vTextureCoord = aTextureCoord;
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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 */ `#version 300 es
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in vec2 aVertexPosition;
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in vec2 aTextureCoord;
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in vec4 aColor;
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in float aTextureId;
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uniform vec2 projectionVector;
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out vec2 vTextureCoord;
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out vec4 vColor;
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out float vTextureId;
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const vec2 center = vec2(-1.0, 1.0);
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void main(void) {
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gl_Position = vec4((aVertexPosition / projectionVector) + center, 0.0, 1.0);
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vTextureCoord = aTextureCoord;
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vColor = aColor;
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vTextureId = aTextureId;
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}`,
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// Multi-texture fragment shader.
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// WebGL2 / GLSL ES 3.00 supports dynamic indexing into sampler arrays natively.
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multi_frag: /* glsl */ `#version 300 es
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precision lowp float;
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in vec2 vTextureCoord;
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in vec4 vColor;
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in float vTextureId;
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uniform sampler2D uSamplers[8];
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out vec4 fragColor;
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void main(void) {
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vec4 color;
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int id = int(vTextureId + 0.5);
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if (id == 0) color = texture(uSamplers[0], vTextureCoord);
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else if (id == 1) color = texture(uSamplers[1], vTextureCoord);
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else if (id == 2) color = texture(uSamplers[2], vTextureCoord);
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else if (id == 3) color = texture(uSamplers[3], vTextureCoord);
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else if (id == 4) color = texture(uSamplers[4], vTextureCoord);
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else if (id == 5) color = texture(uSamplers[5], vTextureCoord);
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else if (id == 6) color = texture(uSamplers[6], vTextureCoord);
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else color = texture(uSamplers[7], vTextureCoord);
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fragColor = color * vColor;
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}`,
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texture_frag: /* glsl */ `#version 300 es
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precision lowp float;
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in vec2 vTextureCoord;
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in vec4 vColor;
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uniform sampler2D uSampler;
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out vec4 fragColor;
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void main(void) {
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fragColor = texture(uSampler, vTextureCoord) * vColor;
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}`,
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primitive_frag: /* glsl */ `#version 300 es
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precision lowp float;
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in vec2 vTextureCoord;
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in vec4 vColor;
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out vec4 fragColor;
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void main(void) {
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fragColor = vColor;
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}`,
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blur_frag: /* glsl */ `#version 300 es
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precision mediump float;
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uniform vec2 blur;
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uniform sampler2D uSampler;
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in vec2 vTextureCoord;
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uniform vec2 uTextureSize;
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out vec4 fragColor;
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void main() {
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const int sampleRadius = 5;
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const int samples = sampleRadius * 2 + 1;
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vec2 blurUv = blur / uTextureSize;
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vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
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vec2 uv = vec2(0.0, 0.0);
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blurUv /= float(sampleRadius);
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for (int i = -sampleRadius; i <= sampleRadius; i++) {
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uv.x = vTextureCoord.x + float(i) * blurUv.x;
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uv.y = vTextureCoord.y + float(i) * blurUv.y;
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color += texture(uSampler, uv);
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}
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color /= float(samples);
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fragColor = color;
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}`,
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// Horizontal blur pass for ping-pong two-pass Gaussian blur.
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blur_h_frag: /* glsl */ `#version 300 es
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precision mediump float;
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uniform float blurX;
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uniform sampler2D uSampler;
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in vec2 vTextureCoord;
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uniform vec2 uTextureSize;
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out vec4 fragColor;
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void main() {
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float step = 1.0 / uTextureSize.x;
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vec4 color = vec4(0.0);
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float total = 0.0;
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for (int i = -8; i <= 8; i++) {
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if (abs(float(i)) > blurX) continue;
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float weight = 1.0 - abs(float(i)) / (blurX + 1.0);
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color += texture(uSampler, vTextureCoord + vec2(float(i) * step, 0.0)) * weight;
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total += weight;
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}
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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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blur_v_frag: /* glsl */ `#version 300 es
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precision mediump float;
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uniform float blurY;
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uniform sampler2D uSampler;
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in vec2 vTextureCoord;
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uniform vec2 uTextureSize;
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out vec4 fragColor;
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void main() {
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float step = 1.0 / uTextureSize.y;
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vec4 color = vec4(0.0);
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float total = 0.0;
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for (int i = -8; i <= 8; i++) {
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if (abs(float(i)) > blurY) continue;
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float weight = 1.0 - abs(float(i)) / (blurY + 1.0);
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color += texture(uSampler, vTextureCoord + vec2(0.0, float(i) * step)) * weight;
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total += weight;
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}
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fragColor = color / total;
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}`,
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glow_frag: /* glsl */ `#version 300 es
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precision highp float;
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in vec2 vTextureCoord;
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uniform sampler2D uSampler;
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uniform float dist;
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uniform float angle;
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uniform vec4 color;
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uniform float alpha;
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uniform float blurX;
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uniform float blurY;
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uniform float strength;
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uniform float inner;
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uniform float knockout;
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uniform float hideObject;
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uniform vec2 uTextureSize;
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out vec4 fragColor;
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float random(vec2 scale) {
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return fract(sin(dot(gl_FragCoord.xy, scale)) * 43758.5453);
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}
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void main(void) {
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vec2 px = vec2(1.0 / uTextureSize.x, 1.0 / uTextureSize.y);
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const float linearSamplingTimes = 7.0;
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const float circleSamplingTimes = 12.0;
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vec4 ownColor = texture(uSampler, vTextureCoord);
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vec4 curColor;
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float totalAlpha = 0.0;
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float maxTotalAlpha = 0.0;
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float offsetX = dist * cos(angle) * px.x;
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float offsetY = dist * sin(angle) * px.y;
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const float PI = 3.14159265358979323846264;
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float offset = PI * 2.0 / circleSamplingTimes * random(vec2(12.9898, 78.233));
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float stepX = blurX * px.x / linearSamplingTimes;
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float stepY = blurY * px.y / linearSamplingTimes;
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for (float a = 0.0; a <= PI * 2.0; a += PI * 2.0 / circleSamplingTimes) {
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float cosAngle = cos(a + offset);
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float sinAngle = sin(a + offset);
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for (float i = 1.0; i <= linearSamplingTimes; i++) {
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float curDistanceX = i * stepX * cosAngle;
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float curDistanceY = i * stepY * sinAngle;
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if (vTextureCoord.x + curDistanceX - offsetX >= 0.0 && vTextureCoord.y + curDistanceY + offsetY <= 1.0) {
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curColor = texture(uSampler, vec2(vTextureCoord.x + curDistanceX - offsetX, vTextureCoord.y + curDistanceY + offsetY));
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totalAlpha += (linearSamplingTimes - i) * curColor.a;
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}
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maxTotalAlpha += (linearSamplingTimes - i);
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}
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}
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ownColor.a = max(ownColor.a, 0.0001);
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ownColor.rgb = ownColor.rgb / ownColor.a;
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float outerGlowAlpha = (totalAlpha / maxTotalAlpha) * strength * alpha * (1.0 - inner) * max(min(hideObject, knockout), 1.0 - ownColor.a);
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float innerGlowAlpha = ((maxTotalAlpha - totalAlpha) / maxTotalAlpha) * strength * alpha * inner * ownColor.a;
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ownColor.a = max(ownColor.a * knockout * (1.0 - hideObject), 0.0001);
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vec3 mix1 = mix(ownColor.rgb, color.rgb, innerGlowAlpha / (innerGlowAlpha + ownColor.a));
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vec3 mix2 = mix(mix1, color.rgb, outerGlowAlpha / (innerGlowAlpha + ownColor.a + outerGlowAlpha));
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float resultAlpha = min(ownColor.a + outerGlowAlpha + innerGlowAlpha, 1.0);
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fragColor = vec4(mix2 * resultAlpha, resultAlpha);
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}`,
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colorTransform_frag: /* glsl */ `#version 300 es
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precision mediump float;
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in vec2 vTextureCoord;
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in vec4 vColor;
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uniform mat4 matrix;
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uniform vec4 colorAdd;
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|
+
uniform sampler2D uSampler;
|
|
200
|
+
out vec4 fragColor;
|
|
201
|
+
void main(void) {
|
|
202
|
+
vec4 texColor = texture(uSampler, vTextureCoord);
|
|
203
|
+
if (texColor.a > 0.0) {
|
|
204
|
+
texColor = vec4(texColor.rgb / texColor.a, texColor.a);
|
|
205
|
+
}
|
|
206
|
+
vec4 locColor = clamp(texColor * matrix + colorAdd, 0.0, 1.0);
|
|
207
|
+
fragColor = vColor * vec4(locColor.rgb * locColor.a, locColor.a);
|
|
208
|
+
}`,
|
|
209
|
+
};
|
|
210
|
+
// ── Dynamic blur shader generation (GLSL ES 3.00) ─────────────────────────────
|
|
211
|
+
export const BLUR_TIERS2 = [4, 8, 16, 32];
|
|
212
|
+
export function getBlurTier2(radius) {
|
|
213
|
+
for (const tier of BLUR_TIERS2) {
|
|
214
|
+
if (radius <= tier)
|
|
215
|
+
return tier;
|
|
216
|
+
}
|
|
217
|
+
return 32;
|
|
218
|
+
}
|
|
219
|
+
export function makeBlurHFrag2(tier) {
|
|
220
|
+
return /* glsl */ `#version 300 es
|
|
221
|
+
precision mediump float;
|
|
222
|
+
uniform float blurX;
|
|
223
|
+
uniform sampler2D uSampler;
|
|
224
|
+
in vec2 vTextureCoord;
|
|
225
|
+
uniform vec2 uTextureSize;
|
|
226
|
+
out vec4 fragColor;
|
|
227
|
+
void main() {
|
|
228
|
+
float step = 1.0 / uTextureSize.x;
|
|
229
|
+
vec4 color = vec4(0.0);
|
|
230
|
+
float total = 0.0;
|
|
231
|
+
for (int i = -${tier}; i <= ${tier}; i++) {
|
|
232
|
+
if (abs(float(i)) > blurX) continue;
|
|
233
|
+
float weight = 1.0 - abs(float(i)) / (blurX + 1.0);
|
|
234
|
+
color += texture(uSampler, vTextureCoord + vec2(float(i) * step, 0.0)) * weight;
|
|
235
|
+
total += weight;
|
|
236
|
+
}
|
|
237
|
+
fragColor = color / total;
|
|
238
|
+
}`;
|
|
239
|
+
}
|
|
240
|
+
export function makeBlurVFrag2(tier) {
|
|
241
|
+
return /* glsl */ `#version 300 es
|
|
242
|
+
precision mediump float;
|
|
243
|
+
uniform float blurY;
|
|
244
|
+
uniform sampler2D uSampler;
|
|
245
|
+
in vec2 vTextureCoord;
|
|
246
|
+
uniform vec2 uTextureSize;
|
|
247
|
+
out vec4 fragColor;
|
|
248
|
+
void main() {
|
|
249
|
+
float step = 1.0 / uTextureSize.y;
|
|
250
|
+
vec4 color = vec4(0.0);
|
|
251
|
+
float total = 0.0;
|
|
252
|
+
for (int i = -${tier}; i <= ${tier}; i++) {
|
|
253
|
+
if (abs(float(i)) > blurY) continue;
|
|
254
|
+
float weight = 1.0 - abs(float(i)) / (blurY + 1.0);
|
|
255
|
+
color += texture(uSampler, vTextureCoord + vec2(0.0, float(i) * step)) * weight;
|
|
256
|
+
total += weight;
|
|
257
|
+
}
|
|
258
|
+
fragColor = color / total;
|
|
259
|
+
}`;
|
|
260
|
+
}
|
|
261
|
+
//# sourceMappingURL=ShaderLib2.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"ShaderLib2.js","sourceRoot":"","sources":["../../../../src/blakron/player/webgl2/ShaderLib2.ts"],"names":[],"mappings":"AAAA;;;GAGG;AACH,MAAM,CAAC,MAAM,UAAU,GAAG;IACzB,YAAY,EAAE,UAAU,CAAC;;;;;;;;;;;;EAYxB;IAED,uEAAuE;IACvE,UAAU,EAAE,UAAU,CAAC;;;;;;;;;;;;;;;EAetB;IAED,iCAAiC;IACjC,gFAAgF;IAChF,UAAU,EAAE,UAAU,CAAC;;;;;;;;;;;;;;;;;;;EAmBtB;IAED,YAAY,EAAE,UAAU,CAAC;;;;;;;;EAQxB;IAED,cAAc,EAAE,UAAU,CAAC;;;;;;;EAO1B;IAED,SAAS,EAAE,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;EAqBrB;IAED,6DAA6D;IAC7D,WAAW,EAAE,UAAU,CAAC;;;;;;;;;;;;;;;;;;EAkBvB;IAED,2DAA2D;IAC3D,WAAW,EAAE,UAAU,CAAC;;;;;;;;;;;;;;;;;;EAkBvB;IAED,SAAS,EAAE,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAuDrB;IAED,mBAAmB,EAAE,UAAU,CAAC;;;;;;;;;;;;;;;EAe/B;CACQ,CAAC;AAEX,iFAAiF;AAEjF,MAAM,CAAC,MAAM,WAAW,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAU,CAAC;AAGnD,MAAM,UAAU,YAAY,CAAC,MAAc;IAC1C,KAAK,MAAM,IAAI,IAAI,WAAW,EAAE,CAAC;QAChC,IAAI,MAAM,IAAI,IAAI;YAAE,OAAO,IAAI,CAAC;IACjC,CAAC;IACD,OAAO,EAAE,CAAC;AACX,CAAC;AAED,MAAM,UAAU,cAAc,CAAC,IAAe;IAC7C,OAAO,UAAU,CAAC;;;;;;;;;;;oBAWC,IAAI,UAAU,IAAI;;;;;;;EAOpC,CAAC;AACH,CAAC;AAED,MAAM,UAAU,cAAc,CAAC,IAAe;IAC7C,OAAO,UAAU,CAAC;;;;;;;;;;;oBAWC,IAAI,UAAU,IAAI;;;;;;;EAOpC,CAAC;AACH,CAAC"}
|
package/package.json
CHANGED
|
@@ -1,53 +1,52 @@
|
|
|
1
1
|
{
|
|
2
|
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|
|
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|
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|
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|
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|
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|
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|
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|
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|
|
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|
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|
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|
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|
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|
|
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|
-
|
|
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|
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|
|
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|
-
|
|
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|
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|
|
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|
-
|
|
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|
-
|
|
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|
-
|
|
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|
-
|
|
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|
-
|
|
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|
-
|
|
30
|
-
|
|
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|
-
|
|
32
|
-
|
|
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|
-
|
|
34
|
-
|
|
35
|
-
|
|
36
|
-
|
|
37
|
-
|
|
38
|
-
|
|
39
|
-
|
|
40
|
-
|
|
41
|
-
|
|
42
|
-
|
|
43
|
-
|
|
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|
-
|
|
45
|
-
|
|
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|
-
|
|
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|
-
|
|
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|
-
|
|
49
|
-
|
|
50
|
-
|
|
51
|
-
|
|
52
|
-
|
|
53
|
-
}
|
|
2
|
+
"name": "@blakron/core",
|
|
3
|
+
"version": "0.4.2",
|
|
4
|
+
"description": "Modern rewrite of the Egret game engine — WebGL multi-texture batching, instruction-driven render pipeline, strict TypeScript, Egret-compatible API",
|
|
5
|
+
"author": "",
|
|
6
|
+
"license": "MIT",
|
|
7
|
+
"type": "module",
|
|
8
|
+
"main": "./dist/index.js",
|
|
9
|
+
"module": "./dist/index.js",
|
|
10
|
+
"types": "./dist/index.d.ts",
|
|
11
|
+
"exports": {
|
|
12
|
+
".": {
|
|
13
|
+
"types": "./dist/index.d.ts",
|
|
14
|
+
"import": "./dist/index.js",
|
|
15
|
+
"require": "./dist/index.js"
|
|
16
|
+
}
|
|
17
|
+
},
|
|
18
|
+
"files": [
|
|
19
|
+
"dist/**/*",
|
|
20
|
+
"types/**/*"
|
|
21
|
+
],
|
|
22
|
+
"devDependencies": {
|
|
23
|
+
"@types/node": "^22.0.0",
|
|
24
|
+
"fast-check": "^4.6.0",
|
|
25
|
+
"happy-dom": "^20.8.9",
|
|
26
|
+
"typescript": "^5.6.0",
|
|
27
|
+
"vite": "^8.0.8",
|
|
28
|
+
"vitest": "^4.1.4"
|
|
29
|
+
},
|
|
30
|
+
"keywords": [
|
|
31
|
+
"blakron",
|
|
32
|
+
"h5-game",
|
|
33
|
+
"webgl",
|
|
34
|
+
"webgpu",
|
|
35
|
+
"typescript"
|
|
36
|
+
],
|
|
37
|
+
"repository": {
|
|
38
|
+
"type": "git",
|
|
39
|
+
"url": "https://github.com/irwinmc/blakron-core.git"
|
|
40
|
+
},
|
|
41
|
+
"scripts": {
|
|
42
|
+
"build": "tsc --build && npm run build:types",
|
|
43
|
+
"build:types": "tsc --emitDeclarationOnly --declaration --declarationMap",
|
|
44
|
+
"dev": "tsc --watch",
|
|
45
|
+
"clean": "rm -rf dist",
|
|
46
|
+
"test": "vitest run",
|
|
47
|
+
"test:watch": "vitest",
|
|
48
|
+
"benchmark": "vite --config vite.config.ts --open /index.html",
|
|
49
|
+
"build:benchmark": "vite --config vite.config.ts build && cp examples/egret.min.js examples/egret.web.min.js benchmark-dist/",
|
|
50
|
+
"preview:benchmark": "vite preview --config vite.config.ts --host 0.0.0.0 --port 4173"
|
|
51
|
+
}
|
|
52
|
+
}
|