@frapx/shader 0.1.0 → 0.1.1

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@@ -32,4 +32,4 @@ export {
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  glsl,
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  glslUtils
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  };
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- //# sourceMappingURL=chunk-PD6KUFXI.js.map
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+ //# sourceMappingURL=chunk-KYY42TO7.js.map
@@ -1 +1 @@
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- {"version":3,"sources":["../src/glsl.ts"],"sourcesContent":["export const glsl = (\n strings: TemplateStringsArray,\n ...values: unknown[]\n): string => String.raw({ raw: strings }, ...values);\n\nexport const glslUtils = {\n coverUv: glsl`\nvec2 coverUv(vec2 uv, vec2 viewportSize, vec2 textureSize) {\n vec2 ratio = vec2(\n min((viewportSize.x / viewportSize.y) / (textureSize.x / textureSize.y), 1.0),\n min((viewportSize.y / viewportSize.x) / (textureSize.y / textureSize.x), 1.0)\n );\n return uv * ratio + (1.0 - ratio) * 0.5;\n}\n`,\n containUv: glsl`\nvec2 containUv(vec2 uv, vec2 viewportSize, vec2 textureSize) {\n vec2 ratio = vec2(\n max((viewportSize.x / viewportSize.y) / (textureSize.x / textureSize.y), 1.0),\n max((viewportSize.y / viewportSize.x) / (textureSize.y / textureSize.x), 1.0)\n );\n return uv * ratio + (1.0 - ratio) * 0.5;\n}\n`,\n rotate2d: glsl`\nmat2 rotate2d(float angle) {\n float s = sin(angle);\n float c = cos(angle);\n return mat2(c, -s, s, c);\n}\n`\n} as const;\n"],"mappings":";AAAO,IAAM,OAAO,CAClB,YACG,WACQ,OAAO,IAAI,EAAE,KAAK,QAAQ,GAAG,GAAG,MAAM;AAE5C,IAAM,YAAY;AAAA,EACvB,SAAS;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAST,WAAW;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EASX,UAAU;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAOZ;","names":[]}
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+ {"version":3,"sources":["../src/glsl.ts"],"sourcesContent":["export const glsl = (\n strings: TemplateStringsArray,\n ...values: unknown[]\n): string => String.raw({ raw: strings }, ...values);\n\nexport const glslUtils = {\n coverUv: glsl`\nvec2 coverUv(vec2 uv, vec2 viewportSize, vec2 textureSize) {\n vec2 ratio = vec2(\n min((viewportSize.x / viewportSize.y) / (textureSize.x / textureSize.y), 1.0),\n min((viewportSize.y / viewportSize.x) / (textureSize.y / textureSize.x), 1.0)\n );\n return uv * ratio + (1.0 - ratio) * 0.5;\n}\n`,\n containUv: glsl`\nvec2 containUv(vec2 uv, vec2 viewportSize, vec2 textureSize) {\n vec2 ratio = vec2(\n max((viewportSize.x / viewportSize.y) / (textureSize.x / textureSize.y), 1.0),\n max((viewportSize.y / viewportSize.x) / (textureSize.y / textureSize.x), 1.0)\n );\n return uv * ratio + (1.0 - ratio) * 0.5;\n}\n`,\n rotate2d: glsl`\nmat2 rotate2d(float angle) {\n float s = sin(angle);\n float c = cos(angle);\n return mat2(c, -s, s, c);\n}\n`,\n} as const;\n"],"mappings":";AAAO,IAAM,OAAO,CAClB,YACG,WACQ,OAAO,IAAI,EAAE,KAAK,QAAQ,GAAG,GAAG,MAAM;AAE5C,IAAM,YAAY;AAAA,EACvB,SAAS;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAST,WAAW;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EASX,UAAU;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAOZ;","names":[]}
package/dist/glsl.js CHANGED
@@ -1,7 +1,7 @@
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  import {
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  glsl,
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  glslUtils
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- } from "./chunk-PD6KUFXI.js";
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+ } from "./chunk-KYY42TO7.js";
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  export {
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  glsl,
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  glslUtils
package/dist/index.js CHANGED
@@ -1,7 +1,7 @@
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  import {
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  glsl,
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  glslUtils
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- } from "./chunk-PD6KUFXI.js";
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+ } from "./chunk-KYY42TO7.js";
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  // src/internal/errors.ts
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  var ShaderError = class extends Error {
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@frapx/shader",
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- "version": "0.1.0",
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+ "version": "0.1.1",
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  "description": "Lightweight WebGL shader background runtime for websites.",
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  "keywords": [
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  "webgl",