@bloopjs/toodle 0.1.2 → 0.1.4

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Files changed (55) hide show
  1. package/dist/Toodle.d.ts +1 -1
  2. package/dist/Toodle.d.ts.map +1 -1
  3. package/dist/backends/ITextShader.d.ts +15 -0
  4. package/dist/backends/ITextShader.d.ts.map +1 -0
  5. package/dist/backends/mod.d.ts +1 -0
  6. package/dist/backends/mod.d.ts.map +1 -1
  7. package/dist/backends/webgl2/WebGLFontPipeline.d.ts +26 -0
  8. package/dist/backends/webgl2/WebGLFontPipeline.d.ts.map +1 -0
  9. package/dist/backends/webgl2/WebGLTextShader.d.ts +24 -0
  10. package/dist/backends/webgl2/WebGLTextShader.d.ts.map +1 -0
  11. package/dist/backends/webgl2/glsl/text.glsl.d.ts +12 -0
  12. package/dist/backends/webgl2/glsl/text.glsl.d.ts.map +1 -0
  13. package/dist/backends/webgl2/mod.d.ts +2 -0
  14. package/dist/backends/webgl2/mod.d.ts.map +1 -1
  15. package/dist/{text → backends/webgpu}/FontPipeline.d.ts +1 -1
  16. package/dist/backends/webgpu/FontPipeline.d.ts.map +1 -0
  17. package/dist/{text/TextShader.d.ts → backends/webgpu/WebGPUTextShader.d.ts} +7 -7
  18. package/dist/backends/webgpu/WebGPUTextShader.d.ts.map +1 -0
  19. package/dist/backends/webgpu/mod.d.ts +2 -0
  20. package/dist/backends/webgpu/mod.d.ts.map +1 -1
  21. package/dist/backends/webgpu/wgsl/text.wgsl.d.ts.map +1 -0
  22. package/dist/mod.d.ts +1 -1
  23. package/dist/mod.d.ts.map +1 -1
  24. package/dist/mod.js +1832 -1460
  25. package/dist/mod.js.map +17 -14
  26. package/dist/{text → scene}/TextNode.d.ts +5 -5
  27. package/dist/scene/TextNode.d.ts.map +1 -0
  28. package/dist/scene/mod.d.ts +1 -0
  29. package/dist/scene/mod.d.ts.map +1 -1
  30. package/dist/text/mod.d.ts +1 -3
  31. package/dist/text/mod.d.ts.map +1 -1
  32. package/dist/textures/AssetManager.d.ts +9 -6
  33. package/dist/textures/AssetManager.d.ts.map +1 -1
  34. package/package.json +1 -1
  35. package/src/Toodle.ts +1 -1
  36. package/src/backends/ITextShader.ts +15 -0
  37. package/src/backends/mod.ts +1 -0
  38. package/src/backends/webgl2/WebGLFontPipeline.ts +173 -0
  39. package/src/backends/webgl2/WebGLTextShader.ts +275 -0
  40. package/src/backends/webgl2/glsl/text.glsl.ts +132 -0
  41. package/src/backends/webgl2/mod.ts +2 -0
  42. package/src/{text → backends/webgpu}/FontPipeline.ts +2 -2
  43. package/src/{text/TextShader.ts → backends/webgpu/WebGPUTextShader.ts} +14 -10
  44. package/src/backends/webgpu/mod.ts +2 -0
  45. package/src/mod.ts +1 -1
  46. package/src/{text → scene}/TextNode.ts +6 -6
  47. package/src/scene/mod.ts +1 -0
  48. package/src/text/mod.ts +1 -4
  49. package/src/textures/AssetManager.ts +46 -31
  50. package/dist/text/FontPipeline.d.ts.map +0 -1
  51. package/dist/text/TextNode.d.ts.map +0 -1
  52. package/dist/text/TextShader.d.ts.map +0 -1
  53. package/dist/text/text.wgsl.d.ts.map +0 -1
  54. /package/dist/{text → backends/webgpu/wgsl}/text.wgsl.d.ts +0 -0
  55. /package/src/{text → backends/webgpu/wgsl}/text.wgsl.ts +0 -0
@@ -0,0 +1,132 @@
1
+ /**
2
+ * GLSL ES 3.0 port of the WGSL text shader for MSDF font rendering.
3
+ *
4
+ * Key differences from WebGPU version:
5
+ * - Uses texelFetch() to read from data textures instead of storage buffers
6
+ * - Character metrics stored in RGBA32F texture (8 floats per char = 2 texels)
7
+ * - Per-glyph positions stored in RGBA32F texture (vec4: xy = pos, z = charIndex)
8
+ * - Each TextNode is rendered separately with uniforms (no firstInstance)
9
+ */
10
+
11
+ export const vertexShader = /*glsl*/ `#version 300 es
12
+ precision highp float;
13
+
14
+ // Engine uniforms
15
+ uniform mat3 u_viewProjection;
16
+
17
+ // Per-text-block uniforms
18
+ uniform mat3 u_textTransform;
19
+ uniform vec4 u_textColor;
20
+ uniform float u_fontSize;
21
+ uniform float u_blockWidth;
22
+ uniform float u_blockHeight;
23
+ uniform float u_lineHeight;
24
+
25
+ // Character data texture (RGBA32F, 2 texels per character)
26
+ // Texel 0: texOffset.xy, texExtent.xy
27
+ // Texel 1: size.xy, offset.xy
28
+ uniform sampler2D u_charData;
29
+
30
+ // Text buffer texture (RGBA32F, 1 texel per glyph)
31
+ // Each texel: xy = glyph position, z = char index
32
+ uniform sampler2D u_textBuffer;
33
+
34
+ // Outputs to fragment shader
35
+ out vec2 v_texcoord;
36
+
37
+ // Quad vertex positions for a character (matches WGSL)
38
+ const vec2 pos[4] = vec2[4](
39
+ vec2(0.0, -1.0),
40
+ vec2(1.0, -1.0),
41
+ vec2(0.0, 0.0),
42
+ vec2(1.0, 0.0)
43
+ );
44
+
45
+ void main() {
46
+ // gl_VertexID gives us 0-3 for the quad vertices
47
+ // gl_InstanceID gives us which glyph we're rendering
48
+ int vertexIndex = gl_VertexID;
49
+ int glyphIndex = gl_InstanceID;
50
+
51
+ // Fetch glyph data from text buffer texture
52
+ vec4 glyphData = texelFetch(u_textBuffer, ivec2(glyphIndex, 0), 0);
53
+ vec2 glyphPos = glyphData.xy;
54
+ int charIndex = int(glyphData.z);
55
+
56
+ // Fetch character metrics (2 texels per char)
57
+ // Texel 0: texOffset.x, texOffset.y, texExtent.x, texExtent.y
58
+ // Texel 1: size.x, size.y, offset.x, offset.y
59
+ vec4 charData0 = texelFetch(u_charData, ivec2(charIndex * 2, 0), 0);
60
+ vec4 charData1 = texelFetch(u_charData, ivec2(charIndex * 2 + 1, 0), 0);
61
+
62
+ vec2 texOffset = charData0.xy;
63
+ vec2 texExtent = charData0.zw;
64
+ vec2 charSize = charData1.xy;
65
+ vec2 charOffset = charData1.zw;
66
+
67
+ // Center text vertically; origin is mid-height
68
+ vec2 offset = vec2(0.0, -u_blockHeight / 2.0);
69
+
70
+ // Glyph position in ems (quad pos * size + per-char offset)
71
+ vec2 emPos = pos[vertexIndex] * charSize + charOffset + glyphPos - offset;
72
+ vec2 charPos = emPos * (u_fontSize / u_lineHeight);
73
+
74
+ // Transform position through model and view-projection matrices
75
+ vec3 worldPos = u_textTransform * vec3(charPos, 1.0);
76
+ vec3 clipPos = u_viewProjection * worldPos;
77
+
78
+ gl_Position = vec4(clipPos.xy, 0.0, 1.0);
79
+
80
+ // Calculate texture coordinates
81
+ v_texcoord = pos[vertexIndex] * vec2(1.0, -1.0);
82
+ v_texcoord *= texExtent;
83
+ v_texcoord += texOffset;
84
+ }
85
+ `;
86
+
87
+ export const fragmentShader = /*glsl*/ `#version 300 es
88
+ precision highp float;
89
+
90
+ // Font texture (MSDF atlas)
91
+ uniform sampler2D u_fontTexture;
92
+
93
+ // Text color
94
+ uniform vec4 u_textColor;
95
+
96
+ // Input from vertex shader
97
+ in vec2 v_texcoord;
98
+
99
+ // Output color
100
+ out vec4 fragColor;
101
+
102
+ // Signed distance function sampling for MSDF font rendering
103
+ // Median of three: max(min(r,g), min(max(r,g), b))
104
+ float sampleMsdf(vec2 texcoord) {
105
+ vec4 c = texture(u_fontTexture, texcoord);
106
+ return max(min(c.r, c.g), min(max(c.r, c.g), c.b));
107
+ }
108
+
109
+ void main() {
110
+ // pxRange (AKA distanceRange) comes from the msdfgen tool
111
+ float pxRange = 4.0;
112
+ vec2 texSize = vec2(textureSize(u_fontTexture, 0));
113
+
114
+ // Anti-aliasing technique by Paul Houx
115
+ // https://github.com/Chlumsky/msdfgen/issues/22#issuecomment-234958005
116
+ float dx = texSize.x * length(vec2(dFdx(v_texcoord.x), dFdy(v_texcoord.x)));
117
+ float dy = texSize.y * length(vec2(dFdx(v_texcoord.y), dFdy(v_texcoord.y)));
118
+
119
+ float toPixels = pxRange * inversesqrt(dx * dx + dy * dy);
120
+ float sigDist = sampleMsdf(v_texcoord) - 0.5;
121
+ float pxDist = sigDist * toPixels;
122
+
123
+ float edgeWidth = 0.5;
124
+ float alpha = smoothstep(-edgeWidth, edgeWidth, pxDist);
125
+
126
+ if (alpha < 0.001) {
127
+ discard;
128
+ }
129
+
130
+ fragColor = vec4(u_textColor.rgb, u_textColor.a * alpha);
131
+ }
132
+ `;
@@ -1,2 +1,4 @@
1
1
  export { WebGLBackend, type WebGLBackendOptions } from "./WebGLBackend";
2
+ export { WebGLFontPipeline } from "./WebGLFontPipeline";
2
3
  export { WebGLQuadShader } from "./WebGLQuadShader";
4
+ export { WebGLTextShader } from "./WebGLTextShader";
@@ -1,5 +1,5 @@
1
- import type { MsdfFont } from "./MsdfFont";
2
- import msdfShader from "./text.wgsl";
1
+ import type { MsdfFont } from "../../text/MsdfFont";
2
+ import msdfShader from "./wgsl/text.wgsl";
3
3
 
4
4
  /**
5
5
  * A webgpu pipeline for rendering blocks of text with a given font.
@@ -1,13 +1,17 @@
1
1
  import { WgslReflect } from "wgsl_reflect";
2
- import type { IBackendShader } from "../backends/IBackendShader";
3
- import type { WebGPUBackend } from "../backends/webgpu/WebGPUBackend";
4
- import type { EngineUniform } from "../coreTypes/EngineUniform";
5
- import type { SceneNode } from "../scene/SceneNode";
2
+ import type { EngineUniform } from "../../coreTypes/EngineUniform";
3
+ import type { SceneNode } from "../../scene/SceneNode";
4
+ import { DEFAULT_FONT_SIZE, TextNode } from "../../scene/TextNode";
5
+ import type { MsdfFont } from "../../text/MsdfFont";
6
+ import {
7
+ findLargestFontSize,
8
+ measureText,
9
+ shapeText,
10
+ } from "../../text/shaping";
11
+ import type { ITextShader } from "../ITextShader";
6
12
  import type { FontPipeline } from "./FontPipeline";
7
- import type { MsdfFont } from "./MsdfFont";
8
- import { findLargestFontSize, measureText, shapeText } from "./shaping";
9
- import { DEFAULT_FONT_SIZE, TextNode } from "./TextNode";
10
- import msdfShader from "./text.wgsl";
13
+ import type { WebGPUBackend } from "./WebGPUBackend";
14
+ import msdfShader from "./wgsl/text.wgsl";
11
15
 
12
16
  const deets = new WgslReflect(msdfShader);
13
17
  const struct = deets.structs.find((s) => s.name === "TextBlockDescriptor");
@@ -16,7 +20,7 @@ if (!struct) {
16
20
  }
17
21
  const textDescriptorInstanceSize = struct.size;
18
22
 
19
- export class TextShader implements IBackendShader {
23
+ export class WebGPUTextShader implements ITextShader {
20
24
  readonly label = "text";
21
25
 
22
26
  #backend: WebGPUBackend;
@@ -130,7 +134,7 @@ export class TextShader implements IBackendShader {
130
134
  if (!(node instanceof TextNode)) {
131
135
  console.error(node);
132
136
  throw new Error(
133
- `Tried to use TextShader on something that isn't a TextNode: ${node}`,
137
+ `Tried to use WebGPUTextShader on something that isn't a TextNode: ${node}`,
134
138
  );
135
139
  }
136
140
  const text = node.text;
@@ -1,2 +1,4 @@
1
+ export { FontPipeline } from "./FontPipeline";
1
2
  export { WebGPUBackend, type WebGPUBackendOptions } from "./WebGPUBackend";
2
3
  export { WebGPUQuadShader } from "./WebGPUQuadShader";
4
+ export { WebGPUTextShader } from "./WebGPUTextShader";
package/src/mod.ts CHANGED
@@ -4,7 +4,7 @@ export type * from "./coreTypes/mod";
4
4
 
5
5
  export type * from "./scene/QuadNode";
6
6
  export type * from "./scene/SceneNode";
7
- export type * from "./text/TextNode";
7
+ export type * from "./scene/TextNode";
8
8
  export type * from "./backends/IBackendShader";
9
9
  export type * from "./backends/IRenderBackend";
10
10
 
@@ -1,9 +1,9 @@
1
+ import type { ITextShader } from "../backends/ITextShader";
1
2
  import type { Color } from "../coreTypes/Color";
2
- import { type NodeOptions, SceneNode } from "../scene/SceneNode";
3
- import type { MsdfFont } from "./MsdfFont";
4
- import { measureText } from "./shaping";
5
- import type { TextFormatting } from "./TextFormatting";
6
- import type { TextShader } from "./TextShader";
3
+ import type { MsdfFont } from "../text/MsdfFont";
4
+ import { measureText } from "../text/shaping";
5
+ import type { TextFormatting } from "../text/TextFormatting";
6
+ import { type NodeOptions, SceneNode } from "./SceneNode";
7
7
 
8
8
  export const DEFAULT_FONT_SIZE = 14;
9
9
 
@@ -12,7 +12,7 @@ export class TextNode extends SceneNode {
12
12
  #formatting: TextFormatting;
13
13
  #font: MsdfFont;
14
14
 
15
- constructor(shader: TextShader, text: string, opts: TextOptions = {}) {
15
+ constructor(shader: ITextShader, text: string, opts: TextOptions = {}) {
16
16
  const { width, height } = measureText(shader.font, text, opts.wordWrap);
17
17
 
18
18
  if (text.length > shader.maxCharCount) {
package/src/scene/mod.ts CHANGED
@@ -2,3 +2,4 @@ export * from "./Camera";
2
2
  export * from "./QuadNode";
3
3
  export * from "./RenderComponent";
4
4
  export * from "./SceneNode";
5
+ export * from "./TextNode";
package/src/text/mod.ts CHANGED
@@ -2,7 +2,4 @@
2
2
  // https://tchayen.com/drawing-text-in-webgpu-using-just-the-font-file
3
3
  // https://github.com/Chlumsky/msdfgen/issues/22#issuecomment-234958005
4
4
  // https://github.com/pixijs/pixijs/blob/dev/src/scene/text-bitmap/utils/getBitmapTextLayout.ts#L20
5
-
6
- export type { TextOptions } from "./TextNode";
7
- export { TextNode } from "./TextNode";
8
- export { TextShader } from "./TextShader";
5
+ export { WebGPUTextShader as TextShader } from "../backends/webgpu/WebGPUTextShader";
@@ -1,14 +1,18 @@
1
1
  import type { IRenderBackend } from "../backends/IRenderBackend";
2
+ import type { ITextShader } from "../backends/ITextShader";
3
+ import type { WebGLBackend } from "../backends/webgl2/WebGLBackend";
4
+ import { WebGLFontPipeline } from "../backends/webgl2/WebGLFontPipeline";
5
+ import { WebGLTextShader } from "../backends/webgl2/WebGLTextShader";
6
+ import { FontPipeline } from "../backends/webgpu/FontPipeline";
2
7
  import { TextureComputeShader } from "../backends/webgpu/TextureComputeShader";
3
8
  import type { WebGPUBackend } from "../backends/webgpu/WebGPUBackend";
9
+ import { WebGPUTextShader } from "../backends/webgpu/WebGPUTextShader";
4
10
  import type { Size } from "../coreTypes/Size";
5
11
  import type { Vec2 } from "../coreTypes/Vec2";
6
12
  import { JumboQuadNode } from "../scene/JumboQuadNode";
7
13
  import { QuadNode } from "../scene/QuadNode";
8
14
  import type { SceneNode } from "../scene/SceneNode";
9
- import { FontPipeline } from "../text/FontPipeline";
10
15
  import { MsdfFont } from "../text/MsdfFont";
11
- import { TextShader } from "../text/TextShader";
12
16
  import { Bundles } from "./Bundles";
13
17
  import type {
14
18
  AtlasBundleOpts,
@@ -34,7 +38,7 @@ export class AssetManager {
34
38
  readonly bundles: Bundles;
35
39
  #backend: IRenderBackend;
36
40
  #atlasId: string;
37
- #fonts: Map<string, TextShader> = new Map();
41
+ #fonts: Map<string, ITextShader> = new Map();
38
42
  #cropComputeShader: TextureComputeShader | null = null;
39
43
  #availableIndices: Set<number> = new Set();
40
44
 
@@ -310,43 +314,54 @@ export class AssetManager {
310
314
  }
311
315
 
312
316
  /**
313
- * Load a font to the gpu
317
+ * Load a font for text rendering (WebGPU) or measurement only (WebGL).
314
318
  *
315
319
  * @param id - The id of the font to load
316
- * @param url - The url of the font to load
317
- * @param fallbackCharacter - The character to use as a fallback if the font does not contain a character to be rendererd
320
+ * @param url - The url of the font JSON to load
321
+ * @param fallbackCharacter - The character to use as a fallback if the font does not contain a character to be rendered
318
322
  *
319
- * @throws Error if using WebGL backend (fonts not supported in WebGL mode)
323
+ * @remarks
324
+ * On WebGPU backend, loads the full font for rendering.
325
+ * On WebGL backend, loads the font for text measurement only. Attempting to
326
+ * render text on WebGL will throw an error.
320
327
  */
321
328
  async loadFont(id: string, url: URL, fallbackCharacter = "_") {
322
- if (this.#backend.type !== "webgpu") {
323
- throw new Error(
324
- "loadFont is only supported with WebGPU backend. Text rendering is not available in WebGL mode.",
325
- );
326
- }
327
-
328
- const webgpuBackend = this.#backend as WebGPUBackend;
329
- const device = webgpuBackend.device;
330
- const presentationFormat = webgpuBackend.presentationFormat;
331
329
  const limits = this.#backend.limits;
332
-
333
330
  const font = await MsdfFont.create(id, url);
334
331
  font.fallbackCharacter = fallbackCharacter;
335
- const fontPipeline = await FontPipeline.create(
336
- device,
337
- font,
338
- presentationFormat,
339
- limits.maxTextLength,
340
- );
341
332
 
342
- const textShader = new TextShader(
343
- this.#backend as WebGPUBackend,
344
- fontPipeline,
345
- font,
346
- presentationFormat,
347
- limits.instanceCount,
348
- );
349
- this.#fonts.set(id, textShader);
333
+ if (this.#backend.type === "webgpu") {
334
+ const webgpuBackend = this.#backend as WebGPUBackend;
335
+ const device = webgpuBackend.device;
336
+ const presentationFormat = webgpuBackend.presentationFormat;
337
+
338
+ const fontPipeline = await FontPipeline.create(
339
+ device,
340
+ font,
341
+ presentationFormat,
342
+ limits.maxTextLength,
343
+ );
344
+
345
+ const textShader = new WebGPUTextShader(
346
+ webgpuBackend,
347
+ fontPipeline,
348
+ font,
349
+ presentationFormat,
350
+ limits.instanceCount,
351
+ );
352
+ this.#fonts.set(id, textShader);
353
+ } else {
354
+ // WebGL: create font pipeline and text shader for rendering
355
+ const webglBackend = this.#backend as WebGLBackend;
356
+ const fontPipeline = WebGLFontPipeline.create(
357
+ webglBackend.gl,
358
+ font,
359
+ limits.maxTextLength,
360
+ );
361
+ const textShader = new WebGLTextShader(webglBackend, fontPipeline);
362
+ this.#fonts.set(id, textShader);
363
+ }
364
+
350
365
  return id;
351
366
  }
352
367
 
@@ -1 +0,0 @@
1
- {"version":3,"file":"FontPipeline.d.ts","sourceRoot":"","sources":["../../src/text/FontPipeline.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AAG3C;;GAEG;AACH,qBAAa,YAAY;IAEd,QAAQ,EAAE,iBAAiB;IAC3B,IAAI,EAAE,QAAQ;IACd,aAAa,EAAE,YAAY;IAC3B,YAAY,EAAE,MAAM;gBAHpB,QAAQ,EAAE,iBAAiB,EAC3B,IAAI,EAAE,QAAQ,EACd,aAAa,EAAE,YAAY,EAC3B,YAAY,EAAE,MAAM;WAGhB,MAAM,CACjB,MAAM,EAAE,SAAS,EACjB,IAAI,EAAE,QAAQ,EACd,WAAW,EAAE,gBAAgB,EAC7B,YAAY,EAAE,MAAM,GACnB,OAAO,CAAC,YAAY,CAAC;CAuEzB;AAED,wBAAgB,eAAe,CAC7B,MAAM,EAAE,SAAS,EACjB,WAAW,EAAE,gBAAgB,EAC7B,KAAK,EAAE,MAAM,8BA4Cd"}
@@ -1 +0,0 @@
1
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@@ -1 +0,0 @@
1
- {"version":3,"file":"TextShader.d.ts","sourceRoot":"","sources":["../../src/text/TextShader.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,4BAA4B,CAAC;AACjE,OAAO,KAAK,EAAE,aAAa,EAAE,MAAM,kCAAkC,CAAC;AACtE,OAAO,KAAK,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAChE,OAAO,KAAK,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AACpD,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AACnD,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AAY3C,qBAAa,UAAW,YAAW,cAAc;;IAC/C,QAAQ,CAAC,KAAK,UAAU;gBAgBtB,OAAO,EAAE,aAAa,EACtB,QAAQ,EAAE,YAAY,EACtB,IAAI,EAAE,QAAQ,EACd,YAAY,EAAE,gBAAgB,EAC9B,aAAa,EAAE,MAAM;IAqEvB,UAAU,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAWxC,YAAY,CAAC,KAAK,EAAE,SAAS,EAAE,GAAG,MAAM;IAkGxC,QAAQ,IAAI,IAAI;IAIhB,IAAI,IAAI,aAEP;IAED,IAAI,YAAY,WAEf;CACF"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"text.wgsl.d.ts","sourceRoot":"","sources":["../../src/text/text.wgsl.ts"],"names":[],"mappings":";AAAA,wBAoJE"}
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