@galacean/engine-core 0.0.0-experimental-2.0-game.9 → 0.0.0-experimental-2.0-game.11
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/main.js +25 -15
- package/dist/main.js.map +1 -1
- package/dist/module.js +25 -15
- package/dist/module.js.map +1 -1
- package/package.json +3 -3
- package/types/input/pointer/Pointer.d.ts +2 -0
- package/types/input/pointer/PointerEventData.d.ts +5 -0
- package/types/input/pointer/emitter/PointerEventEmitter.d.ts +1 -1
package/dist/main.js
CHANGED
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@@ -11544,7 +11544,6 @@ __decorate([
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if (charLength > 0) {
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this._buildChunk(curTextChunk, charLength);
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}
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-
this._setDirtyFlagTrue(4);
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charRenderInfos.length = 0;
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};
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_proto._onTransformChanged = function _onTransformChanged(bit) {
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@@ -18314,14 +18313,16 @@ var ComponentCloner = /*#__PURE__*/ function() {
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}
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};
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_proto._getComponentsInChildren = function _getComponentsInChildren(type, results) {
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-
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-
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+
var components = this._components;
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for(var i = 0, n = components.length; i < n; i++){
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var component = components[i];
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if (_instanceof(component, type)) {
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results.push(component);
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}
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}
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-
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-
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+
var children = this._children;
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for(var i1 = 0, n1 = children.length; i1 < n1; i1++){
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children[i1]._getComponentsInChildren(type, results);
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}
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};
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_proto._setActiveInHierarchy = function _setActiveInHierarchy(activeChangeFlag) {
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@@ -20457,6 +20458,7 @@ var rePropName = RegExp(// Match anything that isn't a dot or bracket.
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function Pointer(id) {
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/** The phase of pointer. */ this.phase = PointerPhase.Leave;
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/** The position of the pointer in screen space pixel coordinates. */ this.position = new engineMath.Vector2();
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+
/** The position of the pointer when it was last pressed down (in screen space pixel coordinates). */ this.pressedPosition = new engineMath.Vector2();
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/** The change of the pointer. */ this.deltaPosition = new engineMath.Vector2();
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/** @internal */ this._events = [];
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/** @internal */ this._upMap = [];
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@@ -20505,12 +20507,16 @@ var PointerEventType = /*#__PURE__*/ function(PointerEventType) {
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*/ var PointerEventData = /*#__PURE__*/ function() {
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function PointerEventData() {
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/** The position of the event trigger (in world space). */ this.worldPosition = new engineMath.Vector3();
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/** The hit-tested target entity (deepest entity on the bubble path). */ this.target = null;
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/** The entity currently handling the event (same as target on non-bubbling fire, varies on bubble). */ this.currentTarget = null;
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}
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var _proto = PointerEventData.prototype;
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/**
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* @internal
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*/ _proto.dispose = function dispose() {
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this.pointer = null;
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this.target = null;
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this.currentTarget = null;
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};
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return PointerEventData;
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}();
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@@ -23372,10 +23378,13 @@ var PointerEventEmitter = /*#__PURE__*/ function() {
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this._init();
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}
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var _proto = PointerEventEmitter.prototype;
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-
_proto._createEventData = function _createEventData(pointer) {
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+
_proto._createEventData = function _createEventData(pointer, target, currentTarget) {
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if (currentTarget === void 0) currentTarget = target;
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var data = this._pool.get();
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data.pointer = pointer;
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data.worldPosition.copyFrom(this._hitResult.point);
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data.target = target;
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data.currentTarget = currentTarget;
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return data;
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};
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_proto._fireDown = function _fireDown(entity, eventData) {
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@@ -23505,12 +23514,12 @@ PointerEventEmitter._tempRay = new engineMath.Ray();
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};
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_proto.processDrag = function processDrag(pointer) {
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var entity = this._draggedEntity;
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-
entity && this._fireDrag(entity, this._createEventData(pointer));
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entity && this._fireDrag(entity, this._createEventData(pointer, entity, entity));
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};
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_proto.processDown = function processDown(pointer) {
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var entity = this._pressedEntity = this._draggedEntity = this._enteredEntity;
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if (entity) {
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-
var eventData = this._createEventData(pointer);
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var eventData = this._createEventData(pointer, entity, entity);
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this._fireDown(entity, eventData);
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this._fireBeginDrag(entity, eventData);
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}
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@@ -23519,26 +23528,26 @@ PointerEventEmitter._tempRay = new engineMath.Ray();
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var _this = this, enteredEntity = _this._enteredEntity, draggedEntity = _this._draggedEntity;
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if (enteredEntity) {
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var sameTarget = this._pressedEntity === enteredEntity;
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-
var eventData = this._createEventData(pointer);
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+
var eventData = this._createEventData(pointer, enteredEntity, enteredEntity);
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this._fireUp(enteredEntity, eventData);
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sameTarget && this._fireClick(enteredEntity, eventData);
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this._fireDrop(enteredEntity, eventData);
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}
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this._pressedEntity = null;
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if (draggedEntity) {
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-
this._fireEndDrag(draggedEntity, this._createEventData(pointer));
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+
this._fireEndDrag(draggedEntity, this._createEventData(pointer, draggedEntity, draggedEntity));
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this._draggedEntity = null;
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}
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};
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_proto.processLeave = function processLeave(pointer) {
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var enteredEntity = this._enteredEntity;
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if (enteredEntity) {
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-
this._fireExit(enteredEntity, this._createEventData(pointer));
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this._fireExit(enteredEntity, this._createEventData(pointer, enteredEntity, enteredEntity));
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this._enteredEntity = null;
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}
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var draggedEntity = this._draggedEntity;
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if (draggedEntity) {
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this._fireEndDrag(draggedEntity, this._createEventData(pointer));
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this._fireEndDrag(draggedEntity, this._createEventData(pointer, draggedEntity, draggedEntity));
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this._draggedEntity = null;
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}
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this._pressedEntity = null;
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@@ -23553,10 +23562,10 @@ PointerEventEmitter._tempRay = new engineMath.Ray();
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var enteredEntity = this._enteredEntity;
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if (entity !== enteredEntity) {
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if (enteredEntity) {
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this._fireExit(enteredEntity, this._createEventData(pointer));
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this._fireExit(enteredEntity, this._createEventData(pointer, enteredEntity, enteredEntity));
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}
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if (entity) {
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this._fireEnter(entity, this._createEventData(pointer));
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this._fireEnter(entity, this._createEventData(pointer, entity, entity));
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}
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this._enteredEntity = entity;
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}
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@@ -23751,6 +23760,7 @@ PointerEventEmitter._tempRay = new engineMath.Ray();
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pointer._downMap[button] = frameCount;
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pointer._frameEvents |= PointerEventType.Down;
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pointer.phase = PointerPhase.Down;
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pointer.pressedPosition.copyFrom(pointer.position);
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break;
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}
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case "pointerup":
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@@ -24949,7 +24959,7 @@ var spriteFs = "#include <common>\nuniform sampler2D renderer_SpriteTexture;\n\n
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var spriteVs = "uniform mat4 renderer_MVPMat;\n\nattribute vec3 POSITION;\nattribute vec2 TEXCOORD_0;\nattribute vec4 COLOR_0;\n\nvarying vec2 v_uv;\nvarying vec4 v_color;\n\nvoid main()\n{\n gl_Position = renderer_MVPMat * vec4(POSITION, 1.0);\n\n v_uv = TEXCOORD_0;\n v_color = COLOR_0;\n}\n"; // eslint-disable-line
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-
var textFs = "uniform sampler2D renderElement_TextTexture;\nuniform vec2 renderElement_TextTextureSize;\nuniform vec4 renderer_OutlineColor;\nuniform float renderer_OutlineWidth;\n\nuniform vec4 renderer_UIRectClipRect;\nuniform float renderer_UIRectClipEnabled;\nuniform vec4 renderer_UIRectClipSoftness;\nuniform float renderer_UIRectClipHardClip;\n\nvarying vec2 v_uv;\nvarying vec4 v_color;\nvarying vec2 v_worldPosition;\n\nfloat getUIRectClipAlpha()\n{\n vec4 edgeDistance = vec4(\n v_worldPosition.x - renderer_UIRectClipRect.x,\n v_worldPosition.y - renderer_UIRectClipRect.y,\n renderer_UIRectClipRect.z - v_worldPosition.x,\n renderer_UIRectClipRect.w - v_worldPosition.y\n );\n vec4 hardClipFactor = step(vec4(0.0), edgeDistance);\n vec4 softness = max(renderer_UIRectClipSoftness, vec4(1e-5));\n vec4 softClipFactor = clamp(edgeDistance / softness, 0.0, 1.0);\n vec4 useSoftness = step(vec4(1e-5), renderer_UIRectClipSoftness);\n vec4 clipFactor = mix(hardClipFactor, softClipFactor, useSoftness);\n return clipFactor.x * clipFactor.y * clipFactor.z * clipFactor.w;\n}\n\nfloat sampleCoverage(vec2 uv)\n{\n vec4 c = texture2D(renderElement_TextTexture, uv);\n #ifdef GRAPHICS_API_WEBGL2\n return c.r;\n #else\n return c.a;\n #endif\n}\n\nvoid main()\n{\n float rectClipAlpha = 1.0;\n if (renderer_UIRectClipEnabled > 0.5) {\n rectClipAlpha = getUIRectClipAlpha();\n }\n\n float coverage = sampleCoverage(v_uv);\n vec4 finalColor;\n\n if (renderer_OutlineWidth > 0.0) {\n vec2 texelSize = 1.0 / renderElement_TextTextureSize;\n vec2 step = texelSize * renderer_OutlineWidth;\n float outlineCoverage = coverage;\n outlineCoverage = max(outlineCoverage, sampleCoverage(v_uv + vec2( step.x, 0.0)));\n outlineCoverage = max(outlineCoverage, sampleCoverage(v_uv + vec2(-step.x, 0.0)));\n outlineCoverage = max(outlineCoverage, sampleCoverage(v_uv + vec2( 0.0, step.y)));\n outlineCoverage = max(outlineCoverage, sampleCoverage(v_uv + vec2( 0.0, -step.y)));\n outlineCoverage = max(outlineCoverage, sampleCoverage(v_uv + vec2( step.x * 0.7071, step.y * 0.7071)));\n outlineCoverage = max(outlineCoverage, sampleCoverage(v_uv + vec2(-step.x * 0.7071, step.y * 0.7071)));\n outlineCoverage = max(outlineCoverage, sampleCoverage(v_uv + vec2( step.x * 0.7071, -step.y * 0.7071)));\n outlineCoverage = max(outlineCoverage, sampleCoverage(v_uv + vec2(-step.x * 0.7071, -step.y * 0.7071)));\n\n vec3 rgb = mix(renderer_OutlineColor.rgb, v_color.rgb, coverage);\n float alpha = max(coverage *
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+
var textFs = "uniform sampler2D renderElement_TextTexture;\nuniform vec2 renderElement_TextTextureSize;\nuniform vec4 renderer_OutlineColor;\nuniform float renderer_OutlineWidth;\n\nuniform vec4 renderer_UIRectClipRect;\nuniform float renderer_UIRectClipEnabled;\nuniform vec4 renderer_UIRectClipSoftness;\nuniform float renderer_UIRectClipHardClip;\n\nvarying vec2 v_uv;\nvarying vec4 v_color;\nvarying vec2 v_worldPosition;\n\nfloat getUIRectClipAlpha()\n{\n vec4 edgeDistance = vec4(\n v_worldPosition.x - renderer_UIRectClipRect.x,\n v_worldPosition.y - renderer_UIRectClipRect.y,\n renderer_UIRectClipRect.z - v_worldPosition.x,\n renderer_UIRectClipRect.w - v_worldPosition.y\n );\n vec4 hardClipFactor = step(vec4(0.0), edgeDistance);\n vec4 softness = max(renderer_UIRectClipSoftness, vec4(1e-5));\n vec4 softClipFactor = clamp(edgeDistance / softness, 0.0, 1.0);\n vec4 useSoftness = step(vec4(1e-5), renderer_UIRectClipSoftness);\n vec4 clipFactor = mix(hardClipFactor, softClipFactor, useSoftness);\n return clipFactor.x * clipFactor.y * clipFactor.z * clipFactor.w;\n}\n\nfloat sampleCoverage(vec2 uv)\n{\n vec4 c = texture2D(renderElement_TextTexture, uv);\n #ifdef GRAPHICS_API_WEBGL2\n return c.r;\n #else\n return c.a;\n #endif\n}\n\nvoid main()\n{\n float rectClipAlpha = 1.0;\n if (renderer_UIRectClipEnabled > 0.5) {\n rectClipAlpha = getUIRectClipAlpha();\n }\n\n float coverage = sampleCoverage(v_uv);\n vec4 finalColor;\n\n if (renderer_OutlineWidth > 0.0) {\n vec2 texelSize = 1.0 / renderElement_TextTextureSize;\n vec2 step = texelSize * renderer_OutlineWidth;\n float outlineCoverage = coverage;\n outlineCoverage = max(outlineCoverage, sampleCoverage(v_uv + vec2( step.x, 0.0)));\n outlineCoverage = max(outlineCoverage, sampleCoverage(v_uv + vec2(-step.x, 0.0)));\n outlineCoverage = max(outlineCoverage, sampleCoverage(v_uv + vec2( 0.0, step.y)));\n outlineCoverage = max(outlineCoverage, sampleCoverage(v_uv + vec2( 0.0, -step.y)));\n outlineCoverage = max(outlineCoverage, sampleCoverage(v_uv + vec2( step.x * 0.7071, step.y * 0.7071)));\n outlineCoverage = max(outlineCoverage, sampleCoverage(v_uv + vec2(-step.x * 0.7071, step.y * 0.7071)));\n outlineCoverage = max(outlineCoverage, sampleCoverage(v_uv + vec2( step.x * 0.7071, -step.y * 0.7071)));\n outlineCoverage = max(outlineCoverage, sampleCoverage(v_uv + vec2(-step.x * 0.7071, -step.y * 0.7071)));\n\n vec3 rgb = mix(renderer_OutlineColor.rgb, v_color.rgb, coverage);\n float alpha = max(coverage, outlineCoverage * renderer_OutlineColor.a) * v_color.a;\n finalColor = vec4(rgb, alpha);\n } else {\n finalColor = vec4(v_color.rgb, v_color.a * coverage);\n }\n\n finalColor.a *= rectClipAlpha;\n if (renderer_UIRectClipEnabled > 0.5 && renderer_UIRectClipHardClip > 0.5 && finalColor.a < 0.001) {\n discard;\n }\n gl_FragColor = finalColor;\n}\n"; // eslint-disable-line
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var textVs = "uniform mat4 renderer_MVPMat;\nuniform mat4 renderer_ModelMat;\n\nattribute vec3 POSITION;\nattribute vec2 TEXCOORD_0;\nattribute vec4 COLOR_0;\n\nvarying vec2 v_uv;\nvarying vec4 v_color;\nvarying vec2 v_worldPosition;\n\nvoid main()\n{\n gl_Position = renderer_MVPMat * vec4(POSITION, 1.0);\n\n v_uv = TEXCOORD_0;\n v_color = COLOR_0;\n v_worldPosition = POSITION.xy;\n}\n"; // eslint-disable-line
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