@haiyue/extensions 0.1.0 → 0.2.0

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Files changed (269) hide show
  1. package/README.md +25 -0
  2. package/dist/animation/Animation2DComponent.d.ts +18 -0
  3. package/dist/animation/Animation2DExtensionRegistry.d.ts +7 -0
  4. package/dist/animation/Animation2DRenderSystem.d.ts +6 -0
  5. package/dist/animation/Animation2DRuntime.d.ts +6 -2
  6. package/dist/animation/AnimationTextRasterizer.d.ts +4 -0
  7. package/dist/animation/AnimationVisual2D.d.ts +58 -2
  8. package/dist/animation/interaction/InteractionRuntime.d.ts +83 -0
  9. package/dist/animation/interaction/runtime-types.d.ts +257 -0
  10. package/dist/animation.d.ts +3 -1
  11. package/dist/animation.js +551 -59
  12. package/dist/animation3d.js +1 -1
  13. package/dist/canvas-text.js +1 -1
  14. package/dist/chunks/2d-ui-animation-2d.generated-FpziAeGJ.js +4 -0
  15. package/dist/chunks/2d-ui-indexed-sprite.generated-DmKR0CC3.js +4 -0
  16. package/dist/chunks/Animation2DStateMachine-BHcA6Cu3.js +18212 -0
  17. package/dist/chunks/{AnimationStateMachineController-BIcAh-sT.js → AnimationStateMachineController-4sKaqh9E.js} +2 -2
  18. package/dist/chunks/AnimationVisual2D-8y3qp0_U.js +230 -0
  19. package/dist/chunks/{RenderSystem2DBase-DDT61dAu.js → RenderSystem2DBase-CF2s00vg.js} +2 -2
  20. package/dist/controls/VirtualJoystickControls.d.ts +46 -0
  21. package/dist/controls/contracts.d.ts +91 -0
  22. package/dist/controls.d.ts +2 -0
  23. package/dist/controls.js +358 -0
  24. package/dist/deformable-animation/runtime/DeformableMesh2DRuntimeExtension.d.ts +11 -0
  25. package/dist/deformable-animation/runtime/DeformableMesh2DSampler.d.ts +11 -0
  26. package/dist/deformable-animation.d.ts +5 -0
  27. package/dist/deformable-animation.js +316 -0
  28. package/dist/experimental-indexed-sprite.d.ts +5 -0
  29. package/dist/experimental-indexed-sprite.js +482 -0
  30. package/dist/gltf-worker-runtime.js +9 -9
  31. package/dist/hya-state-machine.js +3 -2
  32. package/dist/index.js +1 -1
  33. package/dist/indexed-sprite/AtlasLayout.d.ts +2 -0
  34. package/dist/indexed-sprite/IndexedSpriteRenderer.d.ts +23 -0
  35. package/dist/indexed-sprite/contracts.d.ts +89 -0
  36. package/dist/internal/2d-ui-shader-artifact.js +232 -23
  37. package/dist/ray-tracing/acceleration/bvh.d.ts +37 -0
  38. package/dist/ray-tracing/acceleration/index.d.ts +6 -0
  39. package/dist/ray-tracing/acceleration/pack.d.ts +152 -0
  40. package/dist/ray-tracing/acceleration/query.d.ts +4 -0
  41. package/dist/ray-tracing/acceleration/runtime.d.ts +30 -0
  42. package/dist/ray-tracing/acceleration/tlas.d.ts +4 -0
  43. package/dist/ray-tracing/acceleration/types.d.ts +165 -0
  44. package/dist/ray-tracing/denoise/index.d.ts +3 -0
  45. package/dist/ray-tracing/denoise/layout.d.ts +9 -0
  46. package/dist/ray-tracing/denoise/runtime.d.ts +23 -0
  47. package/dist/ray-tracing/denoise/types.d.ts +28 -0
  48. package/dist/ray-tracing/hybrid/contract.d.ts +2 -0
  49. package/dist/ray-tracing/hybrid/index.d.ts +5 -0
  50. package/dist/ray-tracing/hybrid/layout.d.ts +17 -0
  51. package/dist/ray-tracing/hybrid/plan.d.ts +2 -0
  52. package/dist/ray-tracing/hybrid/runtime.d.ts +31 -0
  53. package/dist/ray-tracing/hybrid/shaders/hybrid-artifact.generated.d.ts +625 -0
  54. package/dist/ray-tracing/hybrid/types.d.ts +144 -0
  55. package/dist/ray-tracing/lifecycle/device-recovery.d.ts +31 -0
  56. package/dist/ray-tracing/lifecycle/index.d.ts +2 -0
  57. package/dist/ray-tracing/lifecycle/types.d.ts +37 -0
  58. package/dist/ray-tracing/material/index.d.ts +2 -0
  59. package/dist/ray-tracing/material/pack.d.ts +5 -0
  60. package/dist/ray-tracing/material/types.d.ts +63 -0
  61. package/dist/ray-tracing/reference/index.d.ts +122 -0
  62. package/dist/ray-tracing/renderer/index.d.ts +7 -0
  63. package/dist/ray-tracing/renderer/layout.d.ts +20 -0
  64. package/dist/ray-tracing/renderer/plan.d.ts +2 -0
  65. package/dist/ray-tracing/renderer/reference.d.ts +17 -0
  66. package/dist/ray-tracing/renderer/runtime.d.ts +39 -0
  67. package/dist/ray-tracing/renderer/scene.d.ts +4 -0
  68. package/dist/ray-tracing/renderer/types.d.ts +115 -0
  69. package/dist/ray-tracing/sampling/index.d.ts +8 -0
  70. package/dist/ray-tracing/sampling/layout.d.ts +12 -0
  71. package/dist/ray-tracing/sampling/plan.d.ts +5 -0
  72. package/dist/ray-tracing/sampling/revision.d.ts +15 -0
  73. package/dist/ray-tracing/sampling/runtime.d.ts +44 -0
  74. package/dist/ray-tracing/sampling/sequence.d.ts +2 -0
  75. package/dist/ray-tracing/sampling/types.d.ts +96 -0
  76. package/dist/ray-tracing/scene/index.d.ts +41 -0
  77. package/dist/ray-tracing/traversal/index.d.ts +4 -0
  78. package/dist/ray-tracing/traversal/layout.d.ts +16 -0
  79. package/dist/ray-tracing/traversal/plan.d.ts +2 -0
  80. package/dist/ray-tracing/traversal/runtime.d.ts +25 -0
  81. package/dist/ray-tracing/traversal/types.d.ts +79 -0
  82. package/dist/ray-tracing/worker/client.d.ts +25 -0
  83. package/dist/ray-tracing/worker/index.d.ts +5 -0
  84. package/dist/ray-tracing/worker/runtime.d.ts +11 -0
  85. package/dist/ray-tracing/worker/serialization.d.ts +16 -0
  86. package/dist/ray-tracing/worker/source.d.ts +1 -0
  87. package/dist/ray-tracing/worker/types.d.ts +91 -0
  88. package/dist/ray-tracing.d.ts +17 -0
  89. package/dist/ray-tracing.js +7666 -0
  90. package/dist/spine.js +1 -1
  91. package/dist/tilemap.js +1 -1
  92. package/package.json +26 -23
  93. package/dist/animation/Animation2DStateMachineVisualRuntime.d.ts +0 -27
  94. package/dist/animation/Particle2DDescriptorAdapter.d.ts +0 -5
  95. package/dist/animation3d/Animation3DResource.d.ts +0 -28
  96. package/dist/animation3d/hya/HyaAnimation3DStateMachineRuntime.d.ts +0 -65
  97. package/dist/animation3d/hya/index.d.ts +0 -4
  98. package/dist/animation3d/runtime/integration/Animation3DStateMachineMixerAdapter.d.ts +0 -81
  99. package/dist/animation3d/runtime/integration/Animation3DStateMachineMixerIntegration.d.ts +0 -39
  100. package/dist/animation3d/runtime/integration/index.d.ts +0 -2
  101. package/dist/animation3d/runtime/mixer/Action.d.ts +0 -150
  102. package/dist/animation3d/runtime/mixer/Animation3DMixerRuntimeStore.d.ts +0 -6
  103. package/dist/animation3d/runtime/mixer/Mixer.d.ts +0 -59
  104. package/dist/animation3d/runtime/mixer/PoseBuffer.d.ts +0 -1
  105. package/dist/animation3d/runtime/mixer/TrackSampler.d.ts +0 -24
  106. package/dist/animation3d/runtime/mixer/index.d.ts +0 -4
  107. package/dist/animation3d/runtime/state-machine/Animation3DBlendTreeWeights.d.ts +0 -1
  108. package/dist/animation3d/runtime/state-machine/Animation3DStateMachineCompiler.d.ts +0 -1
  109. package/dist/animation3d/runtime/state-machine/Animation3DStateMachineController.d.ts +0 -1
  110. package/dist/animation3d/runtime/state-machine/Animation3DStateMachineMixerPort.d.ts +0 -1
  111. package/dist/animation3d/runtime/state-machine/index.d.ts +0 -6
  112. package/dist/benchmark.d.ts +0 -30
  113. package/dist/chunks/2d-ui-animation-2d.generated-D4aHzFU2.js +0 -4
  114. package/dist/chunks/Animation2DStateMachine-9IonguNa.js +0 -3245
  115. package/dist/gltf/GltfAccessorReader.d.ts +0 -7
  116. package/dist/gltf/GltfDracoDecoder.d.ts +0 -4
  117. package/dist/gltf/GltfLoaderErrors.d.ts +0 -4
  118. package/dist/gltf/GltfMaterialDescriptor.d.ts +0 -23
  119. package/dist/gltf/GltfMaterialLoader.d.ts +0 -6
  120. package/dist/gltf-worker-runtime.d.ts +0 -7
  121. package/dist/plugins/pluginUtils.d.ts +0 -20
  122. package/dist/plugins.d.ts +0 -6
  123. package/dist/shaders/generated/2d-ui-artifact.generated.d.ts +0 -658
  124. package/dist/spine/Spine2DGpuRenderer.d.ts +0 -65
  125. package/dist/spine/Spine2DRuntime.d.ts +0 -103
  126. package/dist/spine/SpineAnimationBoneTimelines.d.ts +0 -8
  127. package/dist/spine/SpineFloatBuilder.d.ts +0 -15
  128. package/dist/spine/SpinePathConstraintSolver.d.ts +0 -32
  129. package/dist/spine/SpineSkeletonRuntime.d.ts +0 -185
  130. package/dist/spine/SpineSlotAnimation.d.ts +0 -17
  131. package/dist/spine/SpineTimelineRuntime.d.ts +0 -25
  132. package/dist/spine/SpineVertexBuilder.d.ts +0 -61
  133. package/dist/tilemap/Tilemap2DRenderer.d.ts +0 -24
  134. package/dist/utils/arrayAccess.d.ts +0 -4
  135. package/dist/utils/camera2d.d.ts +0 -12
  136. package/src/animation/Animation2DComponent.ts +0 -135
  137. package/src/animation/Animation2DExtensionRegistry.ts +0 -52
  138. package/src/animation/Animation2DRenderSystem.ts +0 -1026
  139. package/src/animation/Animation2DRuntime.ts +0 -1326
  140. package/src/animation/Animation2DStateMachine.ts +0 -39
  141. package/src/animation/Animation2DStateMachineComponent.ts +0 -228
  142. package/src/animation/Animation2DStateMachineRuntime.ts +0 -141
  143. package/src/animation/Animation2DStateMachineSystem.ts +0 -60
  144. package/src/animation/Animation2DStateMachineVisualRuntime.ts +0 -282
  145. package/src/animation/Animation2DSystem.ts +0 -72
  146. package/src/animation/AnimationAssetLoader.ts +0 -84
  147. package/src/animation/AnimationAudioClip.ts +0 -140
  148. package/src/animation/AnimationPathTessellator.ts +0 -691
  149. package/src/animation/AnimationTextRasterizer.ts +0 -340
  150. package/src/animation/AnimationVisual2D.ts +0 -153
  151. package/src/animation/HyaAnimation2DClipAdapter.ts +0 -845
  152. package/src/animation/Particle2DDescriptorAdapter.ts +0 -35
  153. package/src/animation/runtime/mixer/Action.ts +0 -876
  154. package/src/animation/runtime/mixer/Mixer.ts +0 -505
  155. package/src/animation/runtime/mixer/PoseBuffer.ts +0 -105
  156. package/src/animation/runtime/mixer/Sampler.ts +0 -252
  157. package/src/animation/runtime/mixer/Types.ts +0 -138
  158. package/src/animation/runtime/mixer/index.ts +0 -31
  159. package/src/animation-state-machine/AnimationStateMachine.ts +0 -146
  160. package/src/animation-state-machine/AnimationStateMachineChannels.ts +0 -116
  161. package/src/animation-state-machine/runtime/Animation2DStateMachineMixerAdapter.ts +0 -197
  162. package/src/animation-state-machine/runtime/AnimationStateMachineBlendTreeWeights.ts +0 -503
  163. package/src/animation-state-machine/runtime/AnimationStateMachineCompiler.ts +0 -763
  164. package/src/animation-state-machine/runtime/AnimationStateMachineController.ts +0 -987
  165. package/src/animation-state-machine/runtime/AnimationStateMachineMixerPort.ts +0 -54
  166. package/src/animation-state-machine/runtime/index.ts +0 -47
  167. package/src/animation.ts +0 -33
  168. package/src/animation3d/Animation3DAction.ts +0 -73
  169. package/src/animation3d/Animation3DBinding.ts +0 -116
  170. package/src/animation3d/Animation3DClip.ts +0 -22
  171. package/src/animation3d/Animation3DError.ts +0 -34
  172. package/src/animation3d/Animation3DMixer.ts +0 -82
  173. package/src/animation3d/Animation3DPose.ts +0 -100
  174. package/src/animation3d/Animation3DPoseBuffer.ts +0 -85
  175. package/src/animation3d/Animation3DResource.ts +0 -49
  176. package/src/animation3d/Animation3DStateMachine.ts +0 -126
  177. package/src/animation3d/Animation3DStateMachineRuntime.ts +0 -191
  178. package/src/animation3d/Animation3DTrack.ts +0 -29
  179. package/src/animation3d/hya/HyaAnimation3DRuntime.ts +0 -756
  180. package/src/animation3d/hya/HyaAnimation3DStateMachineRuntime.ts +0 -618
  181. package/src/animation3d/hya/HyaAnimation3DTypes.ts +0 -168
  182. package/src/animation3d/hya/index.ts +0 -10
  183. package/src/animation3d/index.ts +0 -76
  184. package/src/animation3d/runtime/integration/Animation3DStateMachineMixerAdapter.ts +0 -325
  185. package/src/animation3d/runtime/integration/Animation3DStateMachineMixerIntegration.ts +0 -158
  186. package/src/animation3d/runtime/integration/index.ts +0 -9
  187. package/src/animation3d/runtime/mixer/Action.ts +0 -833
  188. package/src/animation3d/runtime/mixer/Animation3DMixerRuntimeStore.ts +0 -26
  189. package/src/animation3d/runtime/mixer/Mixer.ts +0 -562
  190. package/src/animation3d/runtime/mixer/PoseBuffer.ts +0 -1
  191. package/src/animation3d/runtime/mixer/TrackSampler.ts +0 -399
  192. package/src/animation3d/runtime/mixer/index.ts +0 -8
  193. package/src/animation3d/runtime/state-machine/Animation3DBlendTreeWeights.ts +0 -4
  194. package/src/animation3d/runtime/state-machine/Animation3DStateMachineCompiler.ts +0 -1
  195. package/src/animation3d/runtime/state-machine/Animation3DStateMachineController.ts +0 -1
  196. package/src/animation3d/runtime/state-machine/Animation3DStateMachineMixerPort.ts +0 -1
  197. package/src/animation3d/runtime/state-machine/index.ts +0 -45
  198. package/src/animation3d.ts +0 -5
  199. package/src/benchmark.ts +0 -168
  200. package/src/canvas-text/CanvasText2DRenderSystem.ts +0 -292
  201. package/src/canvas-text/CanvasTextComponent.ts +0 -47
  202. package/src/canvas-text.ts +0 -4
  203. package/src/experimental-gltf-worker.ts +0 -18
  204. package/src/experimental-spine-worker.ts +0 -9
  205. package/src/gltf/GltfAccessorReader.ts +0 -271
  206. package/src/gltf/GltfAnimation3DAdapter.ts +0 -680
  207. package/src/gltf/GltfAnimationRuntime.ts +0 -392
  208. package/src/gltf/GltfAssetWorkerClient.ts +0 -136
  209. package/src/gltf/GltfCompatibilityReport.ts +0 -214
  210. package/src/gltf/GltfConservativeBounds.ts +0 -219
  211. package/src/gltf/GltfDracoDecoder.ts +0 -251
  212. package/src/gltf/GltfExtensionAdapter.ts +0 -340
  213. package/src/gltf/GltfLoaderContract.ts +0 -333
  214. package/src/gltf/GltfLoaderErrors.ts +0 -59
  215. package/src/gltf/GltfMaterialDescriptor.ts +0 -134
  216. package/src/gltf/GltfMaterialEncoder.ts +0 -173
  217. package/src/gltf/GltfMaterialLoader.ts +0 -293
  218. package/src/gltf/GltfModelComponent.ts +0 -115
  219. package/src/gltf/GltfModelSystem.ts +0 -208
  220. package/src/gltf/GltfPlugin.ts +0 -84
  221. package/src/gltf/GltfSchema.ts +0 -229
  222. package/src/gltf/GltfUvSemanticPlanner.ts +0 -166
  223. package/src/gltf/gltfLoader.ts +0 -910
  224. package/src/gltf-animation3d.ts +0 -10
  225. package/src/gltf-worker-runtime.ts +0 -10
  226. package/src/gltf.ts +0 -56
  227. package/src/grid/Grid2DComponent.ts +0 -69
  228. package/src/grid.ts +0 -2
  229. package/src/hya-state-machine.ts +0 -19
  230. package/src/index.ts +0 -2
  231. package/src/plugins/pluginUtils.ts +0 -50
  232. package/src/plugins.ts +0 -6
  233. package/src/shaders/generated/2d-ui-animation-2d.generated.wgsl +0 -242
  234. package/src/shaders/generated/2d-ui-artifact.generated.ts +0 -867
  235. package/src/shaders/generated/2d-ui-canvas-text-2d.generated.wgsl +0 -38
  236. package/src/shaders/generated/2d-ui-spine2d.generated.wgsl +0 -41
  237. package/src/shaders/generated/2d-ui-tilemap2d.generated.wgsl +0 -36
  238. package/src/spine/Spine2DComponent.ts +0 -168
  239. package/src/spine/Spine2DGpuRenderer.ts +0 -449
  240. package/src/spine/Spine2DRenderSystem.ts +0 -199
  241. package/src/spine/Spine2DRuntime.ts +0 -1529
  242. package/src/spine/SpineAnimationBoneTimelines.ts +0 -30
  243. package/src/spine/SpineAssetParser.ts +0 -20
  244. package/src/spine/SpineAssetWorkerClient.ts +0 -112
  245. package/src/spine/SpineAssetWorkerContract.ts +0 -4
  246. package/src/spine/SpineAtlasParser.ts +0 -127
  247. package/src/spine/SpineFloatBuilder.ts +0 -66
  248. package/src/spine/SpinePathConstraintSolver.ts +0 -582
  249. package/src/spine/SpinePlugin.ts +0 -76
  250. package/src/spine/SpineSkeletonRuntime.ts +0 -521
  251. package/src/spine/SpineSlotAnimation.ts +0 -195
  252. package/src/spine/SpineTimelineRuntime.ts +0 -453
  253. package/src/spine/SpineVertexBuilder.ts +0 -686
  254. package/src/spine.ts +0 -7
  255. package/src/tilemap/Tilemap2DComponent.ts +0 -232
  256. package/src/tilemap/Tilemap2DRenderSystem.ts +0 -58
  257. package/src/tilemap/Tilemap2DRenderer.ts +0 -289
  258. package/src/tilemap/TilemapPlugin.ts +0 -75
  259. package/src/tilemap.ts +0 -6
  260. package/src/tween/Tween2DComponent.ts +0 -83
  261. package/src/tween/Tween2DSystem.ts +0 -78
  262. package/src/tween.ts +0 -4
  263. package/src/types/earcut.d.ts +0 -7
  264. package/src/types/wgsl.d.ts +0 -4
  265. package/src/utils/RenderSystem2DBase.ts +0 -164
  266. package/src/utils/arrayAccess.ts +0 -17
  267. package/src/utils/camera2d.ts +0 -68
  268. package/src/utils/render2dGpu.ts +0 -132
  269. package/test/fixtures/gltf/animation-characterization.gltf +0 -344
@@ -1,5 +1,5 @@
1
1
  import { A as Animation3DError, b as animation3DMixerRuntime, d as Animation3DPoseBuffer, e as Animation3DMixer, G as GltfAnimation3DRuntime } from './chunks/GltfAnimation3DAdapter-Cu3rQQsW.js';
2
- import { A as Animation3DStateMachineController$1, r as runAnimationStateMachineControllerUpdateTransaction, b as compileAnimation3DStateMachineDefinition$1, d as validateAnimation3DStateMachineDefinition$1, c as compileAnimationStateMachineDefinition } from './chunks/AnimationStateMachineController-BIcAh-sT.js';
2
+ import { A as Animation3DStateMachineController$1, r as runAnimationStateMachineControllerUpdateTransaction, c as compileAnimation3DStateMachineDefinition$1, v as validateAnimation3DStateMachineDefinition$1, a as compileAnimationStateMachineDefinition } from './chunks/AnimationStateMachineController-4sKaqh9E.js';
3
3
  import { Entity, Mesh3D, Component, Camera3D } from '@haiyue/engine';
4
4
  import { MeshHelper, Transform3D, ParticleEmitter3D } from '@haiyue/engine/components';
5
5
  import { createCone3D, createCylinder3D, createPlane3D, createSphere3D, createBox3D } from '@haiyue/engine/geometry';
@@ -3,7 +3,7 @@ import { UniqueCheckType } from '@haiyue/engine/ecs';
3
3
  import { CssMaterial } from '@haiyue/engine/material';
4
4
  import { beginRenderCommandPass, getExtensionGPUResourceTracker, requireEngineDevice } from '@haiyue/engine/extension-authoring';
5
5
  import { Transform2D } from '@haiyue/engine/components';
6
- import { R as RenderSystem2DBase, w as writeObjectMatrixIfChanged, d as destroyCamera2DGpu, a as destroyTexture2DGpu, c as createCamera2DGpu, b as createObject2DLayout, e as createTexture2DGpu } from './chunks/RenderSystem2DBase-DDT61dAu.js';
6
+ import { R as RenderSystem2DBase, w as writeObjectMatrixIfChanged, d as destroyCamera2DGpu, a as destroyTexture2DGpu, c as createCamera2DGpu, b as createObject2DLayout, e as createTexture2DGpu } from './chunks/RenderSystem2DBase-CF2s00vg.js';
7
7
  import { C as CanvasText2dWgsl } from './chunks/2d-ui-canvas-text-2d.generated-C0Eaej2m.js';
8
8
  import 'wgpu-matrix';
9
9
 
@@ -0,0 +1,4 @@
1
+ var Animation2dWgsl = "// haiyue:builtin-render animation-2d\n// source: shader-language/builtin-components-2d-ui-family.json\n\nstruct CameraUniforms {\n viewProj : mat4x4<f32>,\n}\n\nstruct ObjectUniforms {\n model : mat4x4<f32>,\n color : vec4<f32>,\n multiplyColor : vec4<f32>,\n screenColor : vec4<f32>,\n params : vec4<f32>, // x: composite layer count, y: output offscreen source\n uvRect : vec4<f32>,\n compositeParams : array<vec4<f32>, 8>, // mode, operation, feather x/y\n compositeExpansion0 : vec4<f32>,\n compositeExpansion1 : vec4<f32>,\n gradientParams : vec4<f32>, // kind, stop count, opacity\n gradientGeometry : vec4<f32>, // start.xy, end.xy\n gradientColors : array<vec4<f32>, 8>,\n gradientOffsets0 : vec4<f32>,\n gradientOffsets1 : vec4<f32>,\n effectKinds0 : vec4<f32>,\n effectKinds1 : vec4<f32>,\n effectData : array<EffectData, 8>,\n}\n\nstruct EffectData {\n data0 : vec4<f32>,\n data1 : vec4<f32>,\n data2 : vec4<f32>,\n data3 : vec4<f32>,\n data4 : vec4<f32>,\n data5 : vec4<f32>,\n}\n\n@group(0) @binding(0) var<uniform> camera : CameraUniforms;\n@group(1) @binding(0) var<uniform> object : ObjectUniforms;\n@group(2) @binding(0) var baseTexture : texture_2d<f32>;\n@group(2) @binding(1) var baseSampler : sampler;\n@group(3) @binding(0) var compositeTexture0 : texture_2d<f32>;\n@group(3) @binding(1) var compositeTexture1 : texture_2d<f32>;\n@group(3) @binding(2) var compositeTexture2 : texture_2d<f32>;\n@group(3) @binding(3) var compositeTexture3 : texture_2d<f32>;\n@group(3) @binding(4) var compositeTexture4 : texture_2d<f32>;\n@group(3) @binding(5) var compositeTexture5 : texture_2d<f32>;\n@group(3) @binding(6) var compositeTexture6 : texture_2d<f32>;\n@group(3) @binding(7) var compositeTexture7 : texture_2d<f32>;\n@group(3) @binding(8) var compositeSampler : sampler;\n\nstruct VertexInput {\n @location(0) position : vec2<f32>,\n @location(1) uv : vec2<f32>,\n}\n\nstruct VertexOutput {\n @builtin(position) clipPos : vec4<f32>,\n @location(0) uv : vec2<f32>,\n @location(1) localPosition : vec2<f32>,\n}\n\n@vertex\nfn vs_main(input : VertexInput) -> VertexOutput {\n var out : VertexOutput;\n out.clipPos = camera.viewProj * object.model * vec4<f32>(input.position, 0.0, 1.0);\n out.uv = object.uvRect.xy + input.uv * object.uvRect.zw;\n out.localPosition = input.position;\n return out;\n}\n\nstruct EffectVertexOutput {\n @builtin(position) clipPos : vec4<f32>,\n @location(0) uv : vec2<f32>,\n @location(1) @interpolate(flat) effectIndex : u32,\n}\n\n@vertex\nfn vs_effect(@builtin(vertex_index) vertexIndex : u32, @builtin(instance_index) effectIndex : u32) -> EffectVertexOutput {\n let uv = vec2<f32>(f32((vertexIndex << 1u) & 2u), f32(vertexIndex & 2u));\n var out : EffectVertexOutput;\n out.clipPos = vec4<f32>(uv * vec2<f32>(2.0, -2.0) + vec2<f32>(-1.0, 1.0), 0.0, 1.0);\n out.uv = uv;\n out.effectIndex = effectIndex;\n return out;\n}\n\nfn decode_coverage(value : vec4<f32>, mode : f32) -> f32 {\n var coverage = select(value.a, dot(value.rgb, vec3<f32>(0.2126, 0.7152, 0.0722)), mode > 1.5);\n if ((mode > 0.5 && mode < 1.5) || mode > 2.5) { coverage = 1.0 - coverage; }\n return clamp(coverage, 0.0, 1.0);\n}\n\nfn filtered_coverage(\n source : texture_2d<f32>,\n uv : vec2<f32>,\n parameters : vec4<f32>,\n expansion : f32,\n) -> f32 {\n let dimensions = vec2<f32>(textureDimensions(source));\n let radius = max(vec2<f32>(abs(expansion)), parameters.zw);\n let stepUv = radius / max(dimensions, vec2<f32>(1.0));\n let center = decode_coverage(textureSample(source, compositeSampler, uv), parameters.x);\n if (max(radius.x, radius.y) < 0.001) { return center; }\n let a = decode_coverage(textureSample(source, compositeSampler, uv + vec2<f32>(-stepUv.x, -stepUv.y)), parameters.x);\n let b = decode_coverage(textureSample(source, compositeSampler, uv + vec2<f32>(0.0, -stepUv.y)), parameters.x);\n let c = decode_coverage(textureSample(source, compositeSampler, uv + vec2<f32>(stepUv.x, -stepUv.y)), parameters.x);\n let d = decode_coverage(textureSample(source, compositeSampler, uv + vec2<f32>(-stepUv.x, 0.0)), parameters.x);\n let e = decode_coverage(textureSample(source, compositeSampler, uv + vec2<f32>(stepUv.x, 0.0)), parameters.x);\n let f = decode_coverage(textureSample(source, compositeSampler, uv + vec2<f32>(-stepUv.x, stepUv.y)), parameters.x);\n let g = decode_coverage(textureSample(source, compositeSampler, uv + vec2<f32>(0.0, stepUv.y)), parameters.x);\n let h = decode_coverage(textureSample(source, compositeSampler, uv + vec2<f32>(stepUv.x, stepUv.y)), parameters.x);\n var expanded = center;\n if (expansion > 0.001) { expanded = max(center, max(max(max(a, b), max(c, d)), max(max(e, f), max(g, h)))); }\n if (expansion < -0.001) { expanded = min(center, min(min(min(a, b), min(c, d)), min(min(e, f), min(g, h)))); }\n if (max(parameters.z, parameters.w) < 0.001) { return expanded; }\n let blurred = (center * 2.0 + a + b + c + d + e + f + g + h) / 10.0;\n return mix(expanded, blurred, clamp(max(parameters.z, parameters.w), 0.0, 1.0));\n}\n\nfn combine_coverage(current : f32, next : f32, operation : f32) -> f32 {\n if (operation < 0.5) { return current + next * (1.0 - current); }\n if (operation < 1.5) { return max(0.0, current - next); }\n if (operation < 2.5) { return current * next; }\n return abs(current - next);\n}\n\nfn gradient_offset(index : i32) -> f32 {\n if (index < 4) { return object.gradientOffsets0[index]; }\n return object.gradientOffsets1[index - 4];\n}\n\nfn gradient_color(position : vec2<f32>) -> vec4<f32> {\n let start = object.gradientGeometry.xy;\n let delta = object.gradientGeometry.zw - start;\n var progress = dot(position - start, delta) / max(dot(delta, delta), 1e-6);\n if (object.gradientParams.x > 1.5) { progress = length(position - start) / max(length(delta), 1e-6); }\n progress = clamp(progress, 0.0, 1.0);\n var previousOffset = gradient_offset(0);\n var previousColor = object.gradientColors[0];\n for (var index = 1; index < 8; index++) {\n if (f32(index) >= object.gradientParams.y) { break; }\n let nextOffset = gradient_offset(index);\n let nextColor = object.gradientColors[index];\n if (progress <= nextOffset) {\n let local = clamp((progress - previousOffset) / max(nextOffset - previousOffset, 1e-6), 0.0, 1.0);\n // Rive interpolates the authored straight RGBA stops and premultiplies\n // the resulting sample. Premultiplying each stop before interpolation\n // makes an opaque-white -> transparent-blue ramp stay white throughout.\n let straightColor = mix(previousColor, nextColor, local);\n return vec4<f32>(straightColor.rgb * straightColor.a, straightColor.a) * object.gradientParams.z;\n }\n previousOffset = nextOffset;\n previousColor = nextColor;\n }\n return vec4<f32>(previousColor.rgb * previousColor.a, previousColor.a) * object.gradientParams.z;\n}\n\nfn effect_kind(index : u32) -> f32 {\n if (index < 4u) { return object.effectKinds0[index]; }\n return object.effectKinds1[index - 4u];\n}\n\nfn unpremultiply(value : vec4<f32>) -> vec4<f32> {\n if (value.a <= 1e-6) { return vec4<f32>(0.0); }\n return vec4<f32>(value.rgb / value.a, value.a);\n}\n\nfn apply_color_effect(value : vec4<f32>, index : u32) -> vec4<f32> {\n let kind = effect_kind(index);\n let data = object.effectData[index];\n var color = unpremultiply(value);\n if (kind < 1.5) {\n let luminance = dot(color.rgb, vec3<f32>(0.2126, 0.7152, 0.0722));\n let tinted = mix(data.data0.xyz, vec3<f32>(data.data0.w, data.data1.x, data.data1.y), luminance);\n color = vec4<f32>(mix(color.rgb, tinted, clamp(data.data1.z, 0.0, 1.0)), color.a);\n } else if (kind < 2.5) {\n color = vec4<f32>(data.data0.rgb, color.a);\n color.a = color.a * data.data0.a * clamp(data.data1.x, 0.0, 1.0);\n } else if (kind < 3.5) {\n color.a = color.a * clamp(data.data0.x, 0.0, 1.0);\n } else if (kind < 4.5) {\n let source = color;\n color = vec4<f32>(\n dot(source, data.data0) + data.data1.x,\n dot(source, vec4<f32>(data.data1.yzw, data.data2.x)) + data.data2.y,\n dot(source, vec4<f32>(data.data2.zw, data.data3.xy)) + data.data3.z,\n dot(source, vec4<f32>(data.data3.w, data.data4.xyz)) + data.data4.w\n );\n color = clamp(color, vec4<f32>(0.0), vec4<f32>(1.0));\n }\n return vec4<f32>(color.rgb * color.a, color.a);\n}\n\nfn sample_blurred(uv : vec2<f32>, radius : vec2<f32>) -> vec4<f32> {\n let dimensions = max(vec2<f32>(textureDimensions(baseTexture)), vec2<f32>(1.0));\n let stepUv = radius / dimensions;\n if (max(radius.x, radius.y) < 0.01) { return textureSampleLevel(baseTexture, baseSampler, uv, 0.0); }\n var value = textureSampleLevel(baseTexture, baseSampler, uv, 0.0) * 0.25;\n value += textureSampleLevel(baseTexture, baseSampler, uv + vec2<f32>(-stepUv.x, 0.0), 0.0) * 0.125;\n value += textureSampleLevel(baseTexture, baseSampler, uv + vec2<f32>(stepUv.x, 0.0), 0.0) * 0.125;\n value += textureSampleLevel(baseTexture, baseSampler, uv + vec2<f32>(0.0, -stepUv.y), 0.0) * 0.125;\n value += textureSampleLevel(baseTexture, baseSampler, uv + vec2<f32>(0.0, stepUv.y), 0.0) * 0.125;\n value += textureSampleLevel(baseTexture, baseSampler, uv + vec2<f32>(-stepUv.x, -stepUv.y), 0.0) * 0.0625;\n value += textureSampleLevel(baseTexture, baseSampler, uv + vec2<f32>(stepUv.x, -stepUv.y), 0.0) * 0.0625;\n value += textureSampleLevel(baseTexture, baseSampler, uv + vec2<f32>(-stepUv.x, stepUv.y), 0.0) * 0.0625;\n value += textureSampleLevel(baseTexture, baseSampler, uv + vec2<f32>(stepUv.x, stepUv.y), 0.0) * 0.0625;\n return value;\n}\n\nfn local_to_output_pixels(value : vec2<f32>, dimensions : vec2<f32>) -> vec2<f32> {\n let localToClip = camera.viewProj * object.model;\n let clipDelta = (localToClip * vec4<f32>(value, 0.0, 0.0)).xy;\n return vec2<f32>(clipDelta.x * dimensions.x * 0.5, -clipDelta.y * dimensions.y * 0.5);\n}\n\nfn feather_to_output_pixels(value : vec2<f32>, dimensions : vec2<f32>, worldSpace : bool) -> vec2<f32> {\n if (!worldSpace) { return local_to_output_pixels(value, dimensions); }\n let clipDelta = (camera.viewProj * vec4<f32>(value, 0.0, 0.0)).xy;\n return vec2<f32>(clipDelta.x * dimensions.x * 0.5, -clipDelta.y * dimensions.y * 0.5);\n}\n\nfn sample_inner_feather(uv : vec2<f32>, parameters : vec4<f32>) -> vec4<f32> {\n let dimensions = max(vec2<f32>(textureDimensions(baseTexture)), vec2<f32>(1.0));\n let radius = vec2<f32>(\n length(local_to_output_pixels(vec2<f32>(parameters.x, 0.0), dimensions)),\n length(local_to_output_pixels(vec2<f32>(0.0, parameters.y), dimensions)),\n );\n let offsetUv = local_to_output_pixels(parameters.zw, dimensions) / dimensions;\n let foreground = textureSampleLevel(baseTexture, baseSampler, uv, 0.0);\n // Inner feather keeps the authored paint in the shape interior and softens\n // only its edge with the blurred source coverage. Sampling the paint itself\n // at the original UV preserves gradient coordinates and clips the result to\n // the original path.\n let featherCoverage = sample_blurred(uv - offsetUv, radius).a;\n return foreground * featherCoverage;\n}\n\nfn sample_vector_feather(uv : vec2<f32>, data : EffectData) -> vec4<f32> {\n let dimensions = max(vec2<f32>(textureDimensions(baseTexture)), vec2<f32>(1.0));\n let worldSpace = data.data1.y > 0.5;\n // Rive's feather strength covers three standard deviations. Its renderer\n // exposes a support radius of strength * (3 / 2).\n let radius = vec2<f32>(\n length(feather_to_output_pixels(vec2<f32>(data.data0.x, 0.0), dimensions, worldSpace)),\n length(feather_to_output_pixels(vec2<f32>(0.0, data.data0.y), dimensions, worldSpace)),\n ) * 1.5;\n let offsetUv = feather_to_output_pixels(data.data0.zw, dimensions, worldSpace) / dimensions;\n let foreground = textureSampleLevel(baseTexture, baseSampler, uv, 0.0);\n let feathered = sample_blurred(uv - offsetUv, radius);\n if (data.data1.x > 0.5) {\n return foreground * feathered.a;\n }\n return feathered;\n}\n\n@fragment\nfn fs_effect(input : EffectVertexOutput) -> @location(0) vec4<f32> {\n let kind = effect_kind(input.effectIndex);\n let data = object.effectData[input.effectIndex];\n if (kind < 4.5) { return apply_color_effect(textureSampleLevel(baseTexture, baseSampler, input.uv, 0.0), input.effectIndex); }\n if (kind < 5.5) { return sample_blurred(input.uv, max(data.data0.xy, vec2<f32>(0.0))); }\n if (kind > 7.5) {\n return sample_vector_feather(input.uv, data);\n }\n if (kind > 6.5) {\n return sample_inner_feather(input.uv, vec4<f32>(max(data.data0.xy, vec2<f32>(0.0)), data.data0.zw));\n }\n let dimensions = max(vec2<f32>(textureDimensions(baseTexture)), vec2<f32>(1.0));\n let shadowUv = input.uv - data.data1.yz / dimensions;\n let shadowCoverage = sample_blurred(shadowUv, vec2<f32>(max(data.data1.w, 0.0))).a;\n let shadowAlpha = clamp(shadowCoverage * data.data1.x * data.data0.a, 0.0, 1.0);\n let shadow = vec4<f32>(data.data0.rgb * shadowAlpha, shadowAlpha);\n let foreground = textureSampleLevel(baseTexture, baseSampler, input.uv, 0.0);\n return foreground + shadow * (1.0 - foreground.a);\n}\n\n@fragment\nfn fs_present(input : EffectVertexOutput) -> @location(0) vec4<f32> {\n return textureSampleLevel(baseTexture, baseSampler, input.uv, 0.0);\n}\n\nfn animation_color(input : VertexOutput, premultipliedTexture : bool) -> vec4<f32> {\n var source = textureSample(baseTexture, baseSampler, input.uv);\n var sourcePremultiplied = premultipliedTexture;\n if (object.gradientParams.x > 0.5) {\n source = gradient_color(input.localPosition);\n sourcePremultiplied = true;\n }\n if (!sourcePremultiplied) { source = vec4<f32>(source.rgb * source.a, source.a); }\n // Frozen Cubism drawable-color order. Tint alpha is pose metadata only.\n // Setup-mask rendering skips both RGB operations so mask coverage is tint-independent.\n if (object.params.y < 0.5) {\n source = vec4<f32>(source.rgb * object.multiplyColor.rgb, source.a);\n source = vec4<f32>(source.rgb + object.screenColor.rgb * source.a - source.rgb * object.screenColor.rgb, source.a);\n }\n var coverage = 1.0;\n if (object.params.x > 0.5) {\n let uv = input.clipPos.xy / vec2<f32>(textureDimensions(compositeTexture0));\n coverage = select(0.0, 1.0, object.compositeParams[0].y > 0.5 && object.compositeParams[0].y < 2.5);\n coverage = combine_coverage(coverage, filtered_coverage(compositeTexture0, uv, object.compositeParams[0], object.compositeExpansion0.x), object.compositeParams[0].y);\n if (object.params.x > 1.5) { coverage = combine_coverage(coverage, filtered_coverage(compositeTexture1, uv, object.compositeParams[1], object.compositeExpansion0.y), object.compositeParams[1].y); }\n if (object.params.x > 2.5) { coverage = combine_coverage(coverage, filtered_coverage(compositeTexture2, uv, object.compositeParams[2], object.compositeExpansion0.z), object.compositeParams[2].y); }\n if (object.params.x > 3.5) { coverage = combine_coverage(coverage, filtered_coverage(compositeTexture3, uv, object.compositeParams[3], object.compositeExpansion0.w), object.compositeParams[3].y); }\n if (object.params.x > 4.5) { coverage = combine_coverage(coverage, filtered_coverage(compositeTexture4, uv, object.compositeParams[4], object.compositeExpansion1.x), object.compositeParams[4].y); }\n if (object.params.x > 5.5) { coverage = combine_coverage(coverage, filtered_coverage(compositeTexture5, uv, object.compositeParams[5], object.compositeExpansion1.y), object.compositeParams[5].y); }\n if (object.params.x > 6.5) { coverage = combine_coverage(coverage, filtered_coverage(compositeTexture6, uv, object.compositeParams[6], object.compositeExpansion1.z), object.compositeParams[6].y); }\n if (object.params.x > 7.5) { coverage = combine_coverage(coverage, filtered_coverage(compositeTexture7, uv, object.compositeParams[7], object.compositeExpansion1.w), object.compositeParams[7].y); }\n }\n let alpha = source.a * object.color.a;\n return vec4<f32>(source.rgb * object.color.rgb * object.color.a * coverage, alpha * coverage);\n}\n\n@fragment\nfn fs_main(input : VertexOutput) -> @location(0) vec4<f32> {\n return animation_color(input, false);\n}\n\n@fragment\nfn fs_main_premultiplied_texture(input : VertexOutput) -> @location(0) vec4<f32> {\n return animation_color(input, true);\n}\n";
2
+
3
+ export { Animation2dWgsl as A };
4
+ //# sourceMappingURL=2d-ui-animation-2d.generated-FpziAeGJ.js.map
@@ -0,0 +1,4 @@
1
+ var IndexedSpriteWgsl = "// haiyue:builtin-render indexed-sprite\n// source: shader-language/builtin-components-2d-ui-family.json\n\nstruct ViewportUniforms {\n size: vec2f,\n _pad: vec2f,\n}\n\nstruct SpriteInstance {\n position_scale: vec4f,\n size_axis: vec4f,\n uv_rect: vec4f,\n rotation_opacity: vec4f,\n metadata: vec4u,\n tint: vec4f,\n color_matrix_0: vec4f,\n color_matrix_1: vec4f,\n color_matrix_2: vec4f,\n}\n\nstruct VertexOutput {\n @builtin(position) position: vec4f,\n @location(0) local_uv: vec2f,\n @location(1) @interpolate(flat) uv_rect: vec4f,\n @location(2) @interpolate(flat) size_palette_flags: vec4u,\n @location(3) @interpolate(flat) tint_opacity: vec4f,\n @location(4) @interpolate(flat) color_matrix_0: vec4f,\n @location(5) @interpolate(flat) color_matrix_1: vec4f,\n @location(6) @interpolate(flat) color_matrix_2: vec4f,\n}\n\n@group(0) @binding(0) var<uniform> viewport: ViewportUniforms;\n@group(0) @binding(1) var<storage, read> instances: array<SpriteInstance>;\n@group(1) @binding(0) var index_atlas: texture_2d<u32>;\n@group(1) @binding(1) var color_atlas: texture_2d<f32>;\n@group(1) @binding(2) var palette_bank: texture_2d<f32>;\n@group(1) @binding(3) var color_sampler: sampler;\n\nfn corner(vertex_index: u32) -> vec2f {\n let corners = array<vec2f, 6>(\n vec2f(0.0, 0.0), vec2f(1.0, 0.0), vec2f(0.0, 1.0),\n vec2f(0.0, 1.0), vec2f(1.0, 0.0), vec2f(1.0, 1.0));\n return corners[vertex_index];\n}\n\n@vertex\nfn vs_main(@builtin(vertex_index) vertex_index: u32, @builtin(instance_index) instance_index: u32) -> VertexOutput {\n let instance = instances[instance_index];\n let uv = corner(vertex_index);\n var local = uv * instance.size_axis.xy - instance.size_axis.zw;\n if ((instance.metadata.y & 4u) != 0u) { local.x = -local.x; }\n if ((instance.metadata.y & 8u) != 0u) { local.y = -local.y; }\n local *= instance.position_scale.zw;\n let cosine = cos(instance.rotation_opacity.x);\n let sine = sin(instance.rotation_opacity.x);\n let rotated = vec2f(cosine * local.x - sine * local.y, sine * local.x + cosine * local.y);\n let world = instance.position_scale.xy + rotated;\n let ndc = vec2f(world.x / viewport.size.x * 2.0 - 1.0, 1.0 - world.y / viewport.size.y * 2.0);\n var output: VertexOutput;\n output.position = vec4f(ndc, instance.rotation_opacity.y, 1.0);\n output.local_uv = uv;\n output.uv_rect = instance.uv_rect;\n output.size_palette_flags = vec4u(u32(instance.size_axis.x), u32(instance.size_axis.y), instance.metadata.x, instance.metadata.y);\n output.tint_opacity = vec4f(instance.tint.rgb, instance.tint.a * instance.rotation_opacity.z);\n output.color_matrix_0 = instance.color_matrix_0;\n output.color_matrix_1 = instance.color_matrix_1;\n output.color_matrix_2 = instance.color_matrix_2;\n return output;\n}\n\nfn apply_color_matrix(color: vec4f, input: VertexOutput) -> vec4f {\n let rgb = vec3f(\n dot(input.color_matrix_0.xyz, color.rgb) + input.color_matrix_0.w,\n dot(input.color_matrix_1.xyz, color.rgb) + input.color_matrix_1.w,\n dot(input.color_matrix_2.xyz, color.rgb) + input.color_matrix_2.w);\n return vec4f(clamp(rgb, vec3f(0.0), vec3f(1.0)), color.a) * input.tint_opacity;\n}\n\nfn palette_color(index: u32, row: u32) -> vec4f {\n let dimensions = textureDimensions(palette_bank);\n return textureLoad(palette_bank, vec2i(i32(min(index, dimensions.x - 1u)), i32(min(row, dimensions.y - 1u))), 0);\n}\n\nfn indexed_nearest(input: VertexOutput) -> vec4f {\n let size = input.size_palette_flags.xy;\n let pixel = min(vec2u(input.local_uv * vec2f(size)), size - vec2u(1u));\n let origin = vec2u(input.uv_rect.xy);\n let index = textureLoad(index_atlas, vec2i(origin + pixel), 0).r;\n return palette_color(index, input.size_palette_flags.z);\n}\n\nfn indexed_linear(input: VertexOutput) -> vec4f {\n let size = input.size_palette_flags.xy;\n let coordinate = input.local_uv * vec2f(size) - vec2f(0.5);\n let low = vec2i(floor(coordinate));\n let fraction = fract(coordinate);\n let maximum = vec2i(size) - vec2i(1);\n let p00 = clamp(low, vec2i(0), maximum);\n let p10 = clamp(low + vec2i(1, 0), vec2i(0), maximum);\n let p01 = clamp(low + vec2i(0, 1), vec2i(0), maximum);\n let p11 = clamp(low + vec2i(1, 1), vec2i(0), maximum);\n let origin = vec2i(input.uv_rect.xy);\n let row = input.size_palette_flags.z;\n let c00 = palette_color(textureLoad(index_atlas, origin + p00, 0).r, row);\n let c10 = palette_color(textureLoad(index_atlas, origin + p10, 0).r, row);\n let c01 = palette_color(textureLoad(index_atlas, origin + p01, 0).r, row);\n let c11 = palette_color(textureLoad(index_atlas, origin + p11, 0).r, row);\n return mix(mix(c00, c10, fraction.x), mix(c01, c11, fraction.x), fraction.y);\n}\n\nfn color_sample(input: VertexOutput) -> vec4f {\n let atlas_size = vec2f(textureDimensions(color_atlas));\n let size = vec2f(input.size_palette_flags.xy);\n let pixel = input.uv_rect.xy + vec2f(0.5) + input.local_uv * max(size - vec2f(1.0), vec2f(0.0));\n return textureSampleLevel(color_atlas, color_sampler, pixel / atlas_size, 0.0);\n}\n\n@fragment\nfn fs_main(input: VertexOutput) -> @location(0) vec4f {\n let flags = input.size_palette_flags.w;\n if ((flags & 1u) != 0u) {\n if ((flags & 2u) != 0u) {\n return apply_color_matrix(indexed_linear(input), input);\n }\n return apply_color_matrix(indexed_nearest(input), input);\n }\n return apply_color_matrix(color_sample(input), input);\n}\n";
2
+
3
+ export { IndexedSpriteWgsl as I };
4
+ //# sourceMappingURL=2d-ui-indexed-sprite.generated-DmKR0CC3.js.map