@galacean/engine-spine 0.0.0-experimental-engine-spine-20250613 → 0.0.0-experimental-engine-spine-20250613-2

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.
@@ -10994,7 +10994,7 @@ var SpineMaterial = /*#__PURE__*/ function(Material) {
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  return SpineMaterial;
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  }(miniprogram.Material);
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  SpineMaterial._spineVS = "\n uniform mat4 renderer_MVPMat;\n\n attribute vec3 POSITION;\n attribute vec2 TEXCOORD_0;\n attribute vec4 COLOR_0;\n \n varying vec2 v_uv;\n varying vec4 v_color;\n \n void main()\n {\n gl_Position = renderer_MVPMat * vec4(POSITION, 1.0);\n \n v_uv = TEXCOORD_0;\n v_color = COLOR_0;\n }\n ";
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- SpineMaterial._spineFS = "\n #include <common>\n uniform sampler2D material_SpineTexture;\n\n varying vec2 v_uv;\n varying vec4 v_color;\n \n void main()\n {\n vec4 baseColor = texture2DSRGB(material_SpineTexture, v_uv);\n gl_FragColor = baseColor * sRGBToLinear(v_color);\n }\n ";
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+ SpineMaterial._spineFS = "\n uniform sampler2D material_SpineTexture;\n\n varying vec2 v_uv;\n varying vec4 v_color;\n \n void main()\n {\n vec4 baseColor = texture2D(material_SpineTexture, v_uv);\n gl_FragColor = baseColor * v_color;\n }\n ";
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  /**
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  * Spine animation renderer, capable of rendering spine animations and providing functions for animation and skeleton manipulation.
@@ -11636,7 +11636,7 @@ for(var key in RendererObject){
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  for(var key1 in LoaderObject){
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  miniprogram.Loader.registerClass(key1, LoaderObject[key1]);
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  }
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- var version = "0.0.0-experimental-engine-spine-20250613";
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+ var version = "0.0.0-experimental-engine-spine-20250613-2";
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  console.log("Galacean spine version: " + version);
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  exports.AlphaTimeline = AlphaTimeline;
package/dist/module.js CHANGED
@@ -10989,7 +10989,7 @@ var SpineMaterial = /*#__PURE__*/ function(Material) {
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  return SpineMaterial;
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  }(Material);
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  SpineMaterial._spineVS = "\n uniform mat4 renderer_MVPMat;\n\n attribute vec3 POSITION;\n attribute vec2 TEXCOORD_0;\n attribute vec4 COLOR_0;\n \n varying vec2 v_uv;\n varying vec4 v_color;\n \n void main()\n {\n gl_Position = renderer_MVPMat * vec4(POSITION, 1.0);\n \n v_uv = TEXCOORD_0;\n v_color = COLOR_0;\n }\n ";
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- SpineMaterial._spineFS = "\n #include <common>\n uniform sampler2D material_SpineTexture;\n\n varying vec2 v_uv;\n varying vec4 v_color;\n \n void main()\n {\n vec4 baseColor = texture2DSRGB(material_SpineTexture, v_uv);\n gl_FragColor = baseColor * sRGBToLinear(v_color);\n }\n ";
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+ SpineMaterial._spineFS = "\n uniform sampler2D material_SpineTexture;\n\n varying vec2 v_uv;\n varying vec4 v_color;\n \n void main()\n {\n vec4 baseColor = texture2D(material_SpineTexture, v_uv);\n gl_FragColor = baseColor * v_color;\n }\n ";
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  /**
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  * Spine animation renderer, capable of rendering spine animations and providing functions for animation and skeleton manipulation.
@@ -11631,7 +11631,7 @@ for(var key in RendererObject){
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  for(var key1 in LoaderObject){
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  Loader.registerClass(key1, LoaderObject[key1]);
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  }
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- var version = "0.0.0-experimental-engine-spine-20250613";
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+ var version = "0.0.0-experimental-engine-spine-20250613-2";
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  console.log("Galacean spine version: " + version);
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  export { AlphaTimeline, Animation, AnimationState, AnimationStateAdapter, AnimationStateData, AssetManagerBase, AtlasAttachmentLoader, Attachment, AttachmentTimeline, BinaryInput, BlendMode, Bone, BoneData, BoundingBoxAttachment, CURRENT, ClippingAttachment, Color, ConstraintData, CurveTimeline, CurveTimeline1, CurveTimeline2, DebugUtils, DeformTimeline, Downloader, DrawOrderTimeline, Event, EventData, EventQueue, EventTimeline, EventType, FIRST, FakeTexture, HOLD_FIRST, HOLD_MIX, HOLD_SUBSEQUENT, IkConstraint, IkConstraintData, IkConstraintTimeline, Inherit, InheritTimeline, IntSet, Interpolation, LoaderUtils, MathUtils, MeshAttachment, MixBlend, MixDirection, PathAttachment, PathConstraint, PathConstraintData, PathConstraintMixTimeline, PathConstraintPositionTimeline, PathConstraintSpacingTimeline, Physics, PhysicsConstraintDampingTimeline, PhysicsConstraintGravityTimeline, PhysicsConstraintInertiaTimeline, PhysicsConstraintMassTimeline, PhysicsConstraintMixTimeline, PhysicsConstraintResetTimeline, PhysicsConstraintStrengthTimeline, PhysicsConstraintTimeline, PhysicsConstraintWindTimeline, PointAttachment, Pool, PositionMode, Pow, PowOut, RGB2Timeline, RGBA2Timeline, RGBATimeline, RGBTimeline, RegionAttachment, RotateMode, RotateTimeline, SETUP, SUBSEQUENT, ScaleTimeline, ScaleXTimeline, ScaleYTimeline, SequenceTimeline, ShearTimeline, ShearXTimeline, ShearYTimeline, Skeleton, SkeletonBinary, SkeletonBounds, SkeletonClipping, SkeletonData, SkeletonJson, Skin, SkinEntry, Slot, SlotData, SpacingMode, SpineAnimationRenderer, SpineMaterial, SpineResource, StringSet, Texture, TextureAtlas, TextureAtlasPage, TextureAtlasRegion, TextureFilter, TextureRegion, TextureWrap, TimeKeeper, Timeline, TrackEntry, TransformConstraint, TransformConstraintData, TransformConstraintTimeline, TranslateTimeline, TranslateXTimeline, TranslateYTimeline, Triangulator, Utils, Vector2, VertexAttachment, WindowedMean, version };