@luma.gl/shadertools 9.0.0-alpha.20 → 9.0.0-alpha.21

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.
Files changed (51) hide show
  1. package/dist/dist.dev.js +60 -60
  2. package/dist/index.cjs +59 -59
  3. package/dist/lib/shader-assembler/assemble-shaders.js +2 -2
  4. package/dist/lib/shader-assembler/assemble-shaders.js.map +1 -1
  5. package/dist/lib/shader-assembler/inject-shader.d.ts +1 -1
  6. package/dist/lib/shader-assembler/inject-shader.d.ts.map +1 -1
  7. package/dist/lib/shader-assembler/inject-shader.js +1 -1
  8. package/dist/lib/shader-assembler/inject-shader.js.map +1 -1
  9. package/dist/lib/transpiler/transpile-shader.d.ts +1 -1
  10. package/dist/lib/transpiler/transpile-shader.d.ts.map +1 -1
  11. package/dist/lib/transpiler/transpile-shader.js +1 -1
  12. package/dist/lib/transpiler/transpile-shader.js.map +1 -1
  13. package/dist/modules/image-blur-filters/tiltshift.js.map +1 -1
  14. package/dist/modules/lights/lights.glsl.d.ts +1 -2
  15. package/dist/modules/lights/lights.glsl.d.ts.map +1 -1
  16. package/dist/modules/lights/lights.glsl.js +1 -1
  17. package/dist/modules/lights/lights.glsl.js.map +1 -1
  18. package/dist/modules/lights/lights.js +1 -1
  19. package/dist/modules/lights/lights.js.map +1 -1
  20. package/dist/modules/pbr/pbr-fragment.glsl.d.ts +1 -2
  21. package/dist/modules/pbr/pbr-fragment.glsl.d.ts.map +1 -1
  22. package/dist/modules/pbr/pbr-fragment.glsl.js +1 -1
  23. package/dist/modules/pbr/pbr-fragment.glsl.js.map +1 -1
  24. package/dist/modules/pbr/pbr-vertex.glsl.d.ts +1 -2
  25. package/dist/modules/pbr/pbr-vertex.glsl.d.ts.map +1 -1
  26. package/dist/modules/pbr/pbr-vertex.glsl.js +1 -1
  27. package/dist/modules/pbr/pbr-vertex.glsl.js.map +1 -1
  28. package/dist/modules/pbr/pbr.js +2 -2
  29. package/dist/modules/pbr/pbr.js.map +1 -1
  30. package/dist/modules/phong-lighting/phong-lighting.glsl.d.ts +1 -2
  31. package/dist/modules/phong-lighting/phong-lighting.glsl.d.ts.map +1 -1
  32. package/dist/modules/phong-lighting/phong-lighting.glsl.js +1 -1
  33. package/dist/modules/phong-lighting/phong-lighting.glsl.js.map +1 -1
  34. package/dist/modules/phong-lighting/phong-lighting.js +1 -1
  35. package/dist/modules/phong-lighting/phong-lighting.js.map +1 -1
  36. package/dist.min.js +35 -35
  37. package/package.json +3 -3
  38. package/src/.DS_Store +0 -0
  39. package/src/lib/.DS_Store +0 -0
  40. package/src/lib/shader-assembler/assemble-shaders.ts +2 -2
  41. package/src/lib/shader-assembler/inject-shader.ts +1 -1
  42. package/src/lib/transpiler/transpile-shader.ts +1 -1
  43. package/src/modules/.DS_Store +0 -0
  44. package/src/modules/image-blur-filters/tiltshift.ts +1 -1
  45. package/src/modules/lights/lights.glsl.ts +1 -1
  46. package/src/modules/lights/lights.ts +1 -1
  47. package/src/modules/pbr/pbr-fragment.glsl.ts +1 -1
  48. package/src/modules/pbr/pbr-vertex.glsl.ts +1 -1
  49. package/src/modules/pbr/pbr.ts +2 -2
  50. package/src/modules/phong-lighting/phong-lighting.glsl.ts +1 -1
  51. package/src/modules/phong-lighting/phong-lighting.ts +1 -1
package/dist/dist.dev.js CHANGED
@@ -168,8 +168,8 @@ var __exports__ = (() => {
168
168
  constructor(props) {
169
169
  const {
170
170
  name,
171
- vs: vs4,
172
- fs: fs25,
171
+ vs: vs5,
172
+ fs: fs26,
173
173
  dependencies = [],
174
174
  uniforms: uniforms18 = {},
175
175
  getUniforms: getUniforms7,
@@ -179,8 +179,8 @@ var __exports__ = (() => {
179
179
  } = props;
180
180
  assert(typeof name === "string");
181
181
  this.name = name;
182
- this.vs = vs4;
183
- this.fs = fs25;
182
+ this.vs = vs5;
183
+ this.fs = fs26;
184
184
  this.getModuleUniforms = getUniforms7;
185
185
  this.dependencies = dependencies;
186
186
  this.deprecations = this._parseDeprecationDefinitions(deprecations);
@@ -639,20 +639,20 @@ precision highp float;
639
639
  `;
640
640
  function assembleShaders(platformInfo, options) {
641
641
  const {
642
- vs: vs4,
643
- fs: fs25
642
+ vs: vs5,
643
+ fs: fs26
644
644
  } = options;
645
645
  const modules = resolveModules(options.modules || []);
646
646
  return {
647
647
  vs: assembleShader(platformInfo, {
648
648
  ...options,
649
- source: vs4,
649
+ source: vs5,
650
650
  type: "vs",
651
651
  modules
652
652
  }),
653
653
  fs: assembleShader(platformInfo, {
654
654
  ...options,
655
- source: fs25,
655
+ source: fs26,
656
656
  type: "fs",
657
657
  modules
658
658
  }),
@@ -3702,7 +3702,7 @@ ${common}`;
3702
3702
  };
3703
3703
 
3704
3704
  // src/modules/lights/lights.glsl.ts
3705
- var lights_glsl_default = glsl`\
3705
+ var lightingShader = glsl`\
3706
3706
  #if (defined(SHADER_TYPE_FRAGMENT) && defined(LIGHTING_FRAGMENT)) || (defined(SHADER_TYPE_VERTEX) && defined(LIGHTING_VERTEX))
3707
3707
 
3708
3708
  struct AmbientLight {
@@ -3822,8 +3822,8 @@ float getPointLightAttenuation(PointLight pointLight, float distance) {
3822
3822
  }
3823
3823
  var lights = {
3824
3824
  name: "lights",
3825
- vs: lights_glsl_default,
3826
- fs: lights_glsl_default,
3825
+ vs: lightingShader,
3826
+ fs: lightingShader,
3827
3827
  getUniforms: getUniforms3,
3828
3828
  defines: {
3829
3829
  MAX_LIGHTS: 3
@@ -4007,7 +4007,7 @@ vec4 picking_filterColor(vec4 color) {
4007
4007
  };
4008
4008
 
4009
4009
  // src/modules/phong-lighting/phong-lighting.glsl.ts
4010
- var phong_lighting_glsl_default = glsl`\
4010
+ var lightingShader2 = glsl`\
4011
4011
 
4012
4012
  uniform float lighting_uAmbient;
4013
4013
  uniform float lighting_uDiffuse;
@@ -4116,7 +4116,7 @@ vec3 lighting_getSpecularLightColor(vec3 cameraPosition, vec3 position_worldspac
4116
4116
  var gouraudLighting = {
4117
4117
  name: "gouraud-lighting",
4118
4118
  dependencies: [lights],
4119
- vs: phong_lighting_glsl_default,
4119
+ vs: lightingShader2,
4120
4120
  defines: {
4121
4121
  LIGHTING_VERTEX: 1
4122
4122
  },
@@ -4125,7 +4125,7 @@ vec3 lighting_getSpecularLightColor(vec3 cameraPosition, vec3 position_worldspac
4125
4125
  var phongLighting = {
4126
4126
  name: "phong-lighting",
4127
4127
  dependencies: [lights],
4128
- fs: phong_lighting_glsl_default,
4128
+ fs: lightingShader2,
4129
4129
  defines: {
4130
4130
  LIGHTING_FRAGMENT: 1
4131
4131
  },
@@ -4133,7 +4133,7 @@ vec3 lighting_getSpecularLightColor(vec3 cameraPosition, vec3 position_worldspac
4133
4133
  };
4134
4134
 
4135
4135
  // src/modules/pbr/pbr-vertex.glsl.ts
4136
- var pbr_vertex_glsl_default = glsl`\
4136
+ var vs3 = glsl`\
4137
4137
  uniform mat4 u_MVPMatrix;
4138
4138
  uniform mat4 u_ModelMatrix;
4139
4139
  uniform mat4 u_NormalMatrix;
@@ -4174,7 +4174,7 @@ void pbr_setPositionNormalTangentUV(vec4 position, vec4 normal, vec4 tangent, ve
4174
4174
  `;
4175
4175
 
4176
4176
  // src/modules/pbr/pbr-fragment.glsl.ts
4177
- var pbr_fragment_glsl_default = glsl`\
4177
+ var fs5 = glsl`\
4178
4178
  #if defined(USE_TEX_LOD) && !defined(FEATURE_GLSL_TEXTURE_LOD)
4179
4179
  # error PBR fragment shader: Texture LOD is not available
4180
4180
  #endif
@@ -4578,8 +4578,8 @@ vec4 pbr_filterColor(vec4 colorUnused)
4578
4578
  // src/modules/pbr/pbr.ts
4579
4579
  var pbr = {
4580
4580
  name: "pbr",
4581
- vs: pbr_vertex_glsl_default,
4582
- fs: pbr_fragment_glsl_default,
4581
+ vs: vs3,
4582
+ fs: fs5,
4583
4583
  defines: {
4584
4584
  LIGHTING_FRAGMENT: 1
4585
4585
  },
@@ -4587,7 +4587,7 @@ vec4 pbr_filterColor(vec4 colorUnused)
4587
4587
  };
4588
4588
 
4589
4589
  // src/modules/image-blur-filters/tiltshift.ts
4590
- var fs5 = `uniform float blurRadius;
4590
+ var fs6 = `uniform float blurRadius;
4591
4591
  uniform float gradientRadius;
4592
4592
  uniform vec2 start;
4593
4593
  uniform vec2 end;
@@ -4650,7 +4650,7 @@ vec4 tiltShift_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
4650
4650
  var tiltShift = {
4651
4651
  name: "tiltShift",
4652
4652
  uniforms,
4653
- fs: fs5,
4653
+ fs: fs6,
4654
4654
  dependencies: [random],
4655
4655
  passes: [{
4656
4656
  sampler: true,
@@ -4666,7 +4666,7 @@ vec4 tiltShift_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
4666
4666
  };
4667
4667
 
4668
4668
  // src/modules/image-blur-filters/triangleblur.ts
4669
- var fs6 = glsl`\
4669
+ var fs7 = glsl`\
4670
4670
  uniform float radius;
4671
4671
  uniform vec2 delta;
4672
4672
 
@@ -4713,7 +4713,7 @@ vec4 triangleBlur_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
4713
4713
  var triangleBlur = {
4714
4714
  name: "triangleBlur",
4715
4715
  uniforms: uniforms2,
4716
- fs: fs6,
4716
+ fs: fs7,
4717
4717
  dependencies: [random],
4718
4718
  passes: [{
4719
4719
  sampler: true,
@@ -4729,7 +4729,7 @@ vec4 triangleBlur_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
4729
4729
  };
4730
4730
 
4731
4731
  // src/modules/image-blur-filters/zoomblur.ts
4732
- var fs7 = `
4732
+ var fs8 = `
4733
4733
  uniform vec2 center;
4734
4734
  uniform float strength;
4735
4735
 
@@ -4772,7 +4772,7 @@ vec4 zoomBlur_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
4772
4772
  var zoomBlur = {
4773
4773
  name: "zoomBlur",
4774
4774
  uniforms: uniforms3,
4775
- fs: fs7,
4775
+ fs: fs8,
4776
4776
  dependencies: [random],
4777
4777
  passes: [{
4778
4778
  sampler: true
@@ -4792,7 +4792,7 @@ vec4 zoomBlur_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
4792
4792
  max: 1
4793
4793
  }
4794
4794
  };
4795
- var fs8 = glsl`\
4795
+ var fs9 = glsl`\
4796
4796
  uniform float brightness;
4797
4797
  uniform float contrast;
4798
4798
 
@@ -4813,14 +4813,14 @@ vec4 brightnessContrast_filterColor(vec4 color, vec2 texSize, vec2 texCoords) {
4813
4813
  var brightnessContrast = {
4814
4814
  name: "brightnessContrast",
4815
4815
  uniforms: uniforms4,
4816
- fs: fs8,
4816
+ fs: fs9,
4817
4817
  passes: [{
4818
4818
  filter: true
4819
4819
  }]
4820
4820
  };
4821
4821
 
4822
4822
  // src/modules/image-adjust-filters/denoise.ts
4823
- var fs9 = glsl`\
4823
+ var fs10 = glsl`\
4824
4824
  uniform float strength;
4825
4825
 
4826
4826
  vec4 denoise_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
@@ -4854,7 +4854,7 @@ vec4 denoise_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
4854
4854
  var denoise = {
4855
4855
  name: "denoise",
4856
4856
  uniforms: uniforms5,
4857
- fs: fs9,
4857
+ fs: fs10,
4858
4858
  passes: [{
4859
4859
  sampler: true
4860
4860
  }, {
@@ -4863,7 +4863,7 @@ vec4 denoise_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
4863
4863
  };
4864
4864
 
4865
4865
  // src/modules/image-adjust-filters/huesaturation.ts
4866
- var fs10 = glsl`\
4866
+ var fs11 = glsl`\
4867
4867
  uniform float hue;
4868
4868
  uniform float saturation;
4869
4869
 
@@ -4909,14 +4909,14 @@ vec4 hueSaturation_filterColor(vec4 color, vec2 texSize, vec2 texCoord) {
4909
4909
  var hueSaturation = {
4910
4910
  name: "hueSaturation",
4911
4911
  uniforms: uniforms6,
4912
- fs: fs10,
4912
+ fs: fs11,
4913
4913
  passes: [{
4914
4914
  filter: true
4915
4915
  }]
4916
4916
  };
4917
4917
 
4918
4918
  // src/modules/image-adjust-filters/noise.ts
4919
- var fs11 = glsl`\
4919
+ var fs12 = glsl`\
4920
4920
  uniform float amount;
4921
4921
 
4922
4922
  float rand(vec2 co) {
@@ -4944,14 +4944,14 @@ vec4 noise_filterColor(vec4 color, vec2 texSize, vec2 texCoord) {
4944
4944
  max: 1
4945
4945
  }
4946
4946
  },
4947
- fs: fs11,
4947
+ fs: fs12,
4948
4948
  passes: [{
4949
4949
  filter: true
4950
4950
  }]
4951
4951
  };
4952
4952
 
4953
4953
  // src/modules/image-adjust-filters/sepia.ts
4954
- var fs12 = glsl`\
4954
+ var fs13 = glsl`\
4955
4955
  uniform float amount;
4956
4956
 
4957
4957
  vec4 sepia_filterColor(vec4 color) {
@@ -4981,14 +4981,14 @@ vec4 sepia_filterColor(vec4 color, vec2 texSize, vec2 texCoord) {
4981
4981
  var sepia = {
4982
4982
  name: "sepia",
4983
4983
  uniforms: uniforms7,
4984
- fs: fs12,
4984
+ fs: fs13,
4985
4985
  passes: [{
4986
4986
  filter: true
4987
4987
  }]
4988
4988
  };
4989
4989
 
4990
4990
  // src/modules/image-adjust-filters/vibrance.ts
4991
- var fs13 = glsl`\
4991
+ var fs14 = glsl`\
4992
4992
  uniform float amount;
4993
4993
 
4994
4994
  vec4 vibrance_filterColor(vec4 color) {
@@ -5013,14 +5013,14 @@ vec4 vibrance_filterColor(vec4 color, vec2 texSize, vec2 texCoord) {
5013
5013
  var vibrance = {
5014
5014
  name: "vibrance",
5015
5015
  uniforms: uniforms8,
5016
- fs: fs13,
5016
+ fs: fs14,
5017
5017
  passes: [{
5018
5018
  filter: true
5019
5019
  }]
5020
5020
  };
5021
5021
 
5022
5022
  // src/modules/image-adjust-filters/vignette.ts
5023
- var fs14 = glsl`\
5023
+ var fs15 = glsl`\
5024
5024
  uniform float radius;
5025
5025
  uniform float amount;
5026
5026
 
@@ -5048,7 +5048,7 @@ vec4 vignette_filterColor(vec4 color, vec2 texSize, vec2 texCoord) {
5048
5048
  };
5049
5049
  var vignette = {
5050
5050
  name: "vignette",
5051
- fs: fs14,
5051
+ fs: fs15,
5052
5052
  uniforms: uniforms9,
5053
5053
  passes: [{
5054
5054
  filter: true
@@ -5056,7 +5056,7 @@ vec4 vignette_filterColor(vec4 color, vec2 texSize, vec2 texCoord) {
5056
5056
  };
5057
5057
 
5058
5058
  // src/modules/image-fun-filters/colorhalftone.ts
5059
- var fs15 = glsl`\
5059
+ var fs16 = glsl`\
5060
5060
  uniform vec2 center;
5061
5061
  uniform float angle;
5062
5062
  uniform float size;
@@ -5107,14 +5107,14 @@ vec4 colorHalftone_filterColor(vec4 color, vec2 texSize, vec2 texCoord) {
5107
5107
  var colorHalftone = {
5108
5108
  name: "colorHalftone",
5109
5109
  uniforms: uniforms10,
5110
- fs: fs15,
5110
+ fs: fs16,
5111
5111
  passes: [{
5112
5112
  filter: true
5113
5113
  }]
5114
5114
  };
5115
5115
 
5116
5116
  // src/modules/image-fun-filters/dotscreen.ts
5117
- var fs16 = glsl`\
5117
+ var fs17 = glsl`\
5118
5118
  uniform vec2 center;
5119
5119
  uniform float angle;
5120
5120
  uniform float size;
@@ -5153,14 +5153,14 @@ vec4 dotScreen_filterColor(vec4 color, vec2 texSize, vec2 texCoord) {
5153
5153
  var dotScreen = {
5154
5154
  name: "dotScreen",
5155
5155
  uniforms: uniforms11,
5156
- fs: fs16,
5156
+ fs: fs17,
5157
5157
  passes: [{
5158
5158
  filter: true
5159
5159
  }]
5160
5160
  };
5161
5161
 
5162
5162
  // src/modules/image-fun-filters/edgework.ts
5163
- var fs17 = glsl`\
5163
+ var fs18 = glsl`\
5164
5164
  uniform float radius;
5165
5165
  uniform vec2 delta;
5166
5166
 
@@ -5228,7 +5228,7 @@ vec4 edgeWork_sampleColor2(sampler2D source, vec2 texSize, vec2 texCoord) {
5228
5228
  var edgeWork = {
5229
5229
  name: "edgeWork",
5230
5230
  uniforms: uniforms12,
5231
- fs: fs17,
5231
+ fs: fs18,
5232
5232
  dependencies: [random],
5233
5233
  passes: [{
5234
5234
  sampler: "edgeWork_sampleColor1",
@@ -5244,7 +5244,7 @@ vec4 edgeWork_sampleColor2(sampler2D source, vec2 texSize, vec2 texCoord) {
5244
5244
  };
5245
5245
 
5246
5246
  // src/modules/image-fun-filters/hexagonalpixelate.ts
5247
- var fs18 = glsl`\
5247
+ var fs19 = glsl`\
5248
5248
  uniform vec2 center;
5249
5249
  uniform float scale;
5250
5250
 
@@ -5301,14 +5301,14 @@ vec4 hexagonalPixelate_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoor
5301
5301
  var hexagonalPixelate = {
5302
5302
  name: "hexagonalPixelate",
5303
5303
  uniforms: uniforms13,
5304
- fs: fs18,
5304
+ fs: fs19,
5305
5305
  passes: [{
5306
5306
  sampler: true
5307
5307
  }]
5308
5308
  };
5309
5309
 
5310
5310
  // src/modules/image-fun-filters/ink.ts
5311
- var fs19 = glsl`\
5311
+ var fs20 = glsl`\
5312
5312
  uniform float strength;
5313
5313
 
5314
5314
  vec4 ink_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
@@ -5345,14 +5345,14 @@ vec4 ink_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
5345
5345
  var ink = {
5346
5346
  name: "ink",
5347
5347
  uniforms: uniforms14,
5348
- fs: fs19,
5348
+ fs: fs20,
5349
5349
  passes: [{
5350
5350
  sampler: true
5351
5351
  }]
5352
5352
  };
5353
5353
 
5354
5354
  // src/modules/image-fun-filters/magnify.ts
5355
- var fs20 = `uniform vec2 screenXY;
5355
+ var fs21 = `uniform vec2 screenXY;
5356
5356
  uniform float radiusPixels;
5357
5357
  uniform float zoom;
5358
5358
  uniform float borderWidthPixels;
@@ -5382,14 +5382,14 @@ vec4 magnify_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
5382
5382
  var magnify = {
5383
5383
  name: "magnify",
5384
5384
  uniforms: uniforms15,
5385
- fs: fs20,
5385
+ fs: fs21,
5386
5386
  passes: [{
5387
5387
  sampler: true
5388
5388
  }]
5389
5389
  };
5390
5390
 
5391
5391
  // src/modules/image-warp-filters/warp.ts
5392
- var fs21 = glsl`\
5392
+ var fs22 = glsl`\
5393
5393
  vec4 warp_sampleColor(sampler2D texture, vec2 texSize, vec2 coord) {
5394
5394
  vec4 color = texture2D(texture, coord / texSize);
5395
5395
  vec2 clampedCoord = clamp(coord, vec2(0.0), texSize);
@@ -5403,11 +5403,11 @@ vec4 warp_sampleColor(sampler2D texture, vec2 texSize, vec2 coord) {
5403
5403
  `;
5404
5404
  var warp = {
5405
5405
  name: "warp",
5406
- fs: fs21
5406
+ fs: fs22
5407
5407
  };
5408
5408
 
5409
5409
  // src/modules/image-warp-filters/bulgepinch.ts
5410
- var fs22 = glsl`\
5410
+ var fs23 = glsl`\
5411
5411
  uniform float radius;
5412
5412
  uniform float strength;
5413
5413
  uniform vec2 center;
@@ -5449,7 +5449,7 @@ vec4 bulgePinch_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
5449
5449
  };
5450
5450
  var bulgePinch = {
5451
5451
  name: "bulgePinch",
5452
- fs: fs22,
5452
+ fs: fs23,
5453
5453
  uniforms: uniforms16,
5454
5454
  dependencies: [warp],
5455
5455
  passes: [{
@@ -5458,7 +5458,7 @@ vec4 bulgePinch_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
5458
5458
  };
5459
5459
 
5460
5460
  // src/modules/image-warp-filters/swirl.ts
5461
- var fs23 = glsl`\
5461
+ var fs24 = glsl`\
5462
5462
  uniform float radius;
5463
5463
  uniform float angle;
5464
5464
  uniform vec2 center;
@@ -5502,7 +5502,7 @@ vec4 swirl_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
5502
5502
  };
5503
5503
  var swirl = {
5504
5504
  name: "swirl",
5505
- fs: fs23,
5505
+ fs: fs24,
5506
5506
  uniforms: uniforms17,
5507
5507
  dependencies: [warp],
5508
5508
  passes: [{
@@ -5511,7 +5511,7 @@ vec4 swirl_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
5511
5511
  };
5512
5512
 
5513
5513
  // src/modules/fxaa/fxaa.ts
5514
- var fs24 = `
5514
+ var fs25 = `
5515
5515
  #define FXAA_QUALITY_PRESET 29
5516
5516
 
5517
5517
  #if (FXAA_QUALITY_PRESET == 10)
@@ -6095,14 +6095,14 @@ vec4 fxaa_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
6095
6095
  var fxaa = {
6096
6096
  name: "fxaa",
6097
6097
  uniforms: {},
6098
- fs: fs24,
6098
+ fs: fs25,
6099
6099
  passes: [{
6100
6100
  sampler: true
6101
6101
  }]
6102
6102
  };
6103
6103
 
6104
6104
  // src/modules/transform/transform.ts
6105
- var vs3 = glsl`\
6105
+ var vs4 = glsl`\
6106
6106
  attribute float transform_elementID;
6107
6107
 
6108
6108
  // returns half of pixel size, used to move the pixel position to center of the pixel.
@@ -6144,7 +6144,7 @@ vec4 transform_getInput(sampler2D texSampler, vec2 size) {
6144
6144
  `;
6145
6145
  var transform = {
6146
6146
  name: "transform",
6147
- vs: vs3
6147
+ vs: vs4
6148
6148
  };
6149
6149
  return __toCommonJS(src_exports);
6150
6150
  })();