@midscene/android-playground 1.0.1-beta-20251021060907.0 → 1.0.1-beta-20251024063839.0
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/es/bin.mjs +5 -3
- package/dist/lib/bin.js +5 -3
- package/package.json +5 -5
- package/static/index.html +1 -1
- package/static/static/js/142.64c1e0d5.js +697 -0
- package/static/static/js/{825.c5ade4c6.js.map → 142.64c1e0d5.js.map} +1 -1
- package/static/static/js/async/150.d439b38c.js +158 -0
- package/static/static/js/async/{212.850ade70.js.map → 150.d439b38c.js.map} +1 -1
- package/static/static/js/async/{624.8a1fe2e8.js → 195.aa1e3152.js} +3 -3
- package/static/static/js/async/{624.8a1fe2e8.js.map → 195.aa1e3152.js.map} +1 -1
- package/static/static/js/async/260.d838b3b7.js +2 -0
- package/static/static/js/async/{544.18ac9afb.js.map → 260.d838b3b7.js.map} +1 -1
- package/static/static/js/async/271.71b3326b.js +3 -0
- package/static/static/js/async/{173.f2381e64.js.map → 271.71b3326b.js.map} +1 -1
- package/static/static/js/async/355.76c31308.js +1 -0
- package/static/static/js/async/{644.910ce3d0.js → 441.675c15a8.js} +1 -1
- package/static/static/js/async/45.ce50b37f.js +21 -0
- package/static/static/js/async/45.ce50b37f.js.map +1 -0
- package/static/static/js/async/586.ffc417d5.js +26 -0
- package/static/static/js/async/{329.261bc4a1.js.map → 586.ffc417d5.js.map} +1 -1
- package/static/static/js/async/631.9799e85f.js +30 -0
- package/static/static/js/async/{364.d88c3cff.js.map → 631.9799e85f.js.map} +1 -1
- package/static/static/js/async/{702.1f38a17e.js → 779.e7bfc2ed.js} +15 -15
- package/static/static/js/async/{702.1f38a17e.js.map → 779.e7bfc2ed.js.map} +1 -1
- package/static/static/js/async/782.f77f2205.js +2 -0
- package/static/static/js/async/782.f77f2205.js.map +1 -0
- package/static/static/js/index.dd3aa15e.js +30 -0
- package/static/static/js/index.dd3aa15e.js.map +1 -0
- package/static/static/js/lib-react.d7dec362.js +3 -0
- package/static/static/js/{lib-react.c74a0742.js.map → lib-react.d7dec362.js.map} +1 -1
- package/static/static/js/825.c5ade4c6.js +0 -697
- package/static/static/js/async/166.834644b5.js +0 -2
- package/static/static/js/async/166.834644b5.js.map +0 -1
- package/static/static/js/async/173.f2381e64.js +0 -3
- package/static/static/js/async/212.850ade70.js +0 -158
- package/static/static/js/async/329.261bc4a1.js +0 -26
- package/static/static/js/async/364.d88c3cff.js +0 -30
- package/static/static/js/async/544.18ac9afb.js +0 -2
- package/static/static/js/async/582.8f4b5264.js +0 -21
- package/static/static/js/async/582.8f4b5264.js.map +0 -1
- package/static/static/js/async/983.b98b40af.js +0 -1
- package/static/static/js/index.eb785992.js +0 -30
- package/static/static/js/index.eb785992.js.map +0 -1
- package/static/static/js/lib-react.c74a0742.js +0 -3
- /package/static/static/js/{825.c5ade4c6.js.LICENSE.txt → 142.64c1e0d5.js.LICENSE.txt} +0 -0
- /package/static/static/js/{index.eb785992.js.LICENSE.txt → index.dd3aa15e.js.LICENSE.txt} +0 -0
- /package/static/static/js/{lib-react.c74a0742.js.LICENSE.txt → lib-react.d7dec362.js.LICENSE.txt} +0 -0
- /package/static/static/wasm/{9e906fbf55e08f98.module.wasm → 9e906fbf.module.wasm} +0 -0
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"use strict";(self.webpackChunkandroid_playground=self.webpackChunkandroid_playground||[]).push([["
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"use strict";(self.webpackChunkandroid_playground=self.webpackChunkandroid_playground||[]).push([["779"],{81199:function(e,r,o){o.d(r,{v:()=>M,I:()=>U});var t=o(36604),n=o(67331),i=o(42912);function a(e,r,o){if(e)for(let t in e){let n=r[t.toLocaleLowerCase()];if(n){let r=e[t];"header"===t&&(r=r.replace(/@in\s+[^;]+;\s*/g,"").replace(/@out\s+[^;]+;\s*/g,"")),o&&n.push(`//----${o}----//`),n.push(r)}else(0,i.R)(`${t} placement hook does not exist in shader`)}}let u=/\{\{(.*?)\}\}/g;function l(e){let r={};return(e.match(u)?.map(e=>e.replace(/[{()}]/g,""))??[]).forEach(e=>{r[e]=[]}),r}function s(e,r){let o,t=/@in\s+([^;]+);/g;for(;null!==(o=t.exec(e));)r.push(o[1])}function f(e,r,o=!1){let t=[];s(r,t),e.forEach(e=>{e.header&&s(e.header,t)}),o&&t.sort();let n=t.map((e,r)=>` @location(${r}) ${e},`).join("\n"),i=r.replace(/@in\s+[^;]+;\s*/g,"");return i.replace("{{in}}",`
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${n}
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`)}function c(e,r){let o,t=/@out\s+([^;]+);/g;for(;null!==(o=t.exec(e));)r.push(o[1])}function v(e,r){let o=e;for(let e in r){let t=r[e];o=t.join("\n").length?o.replace(`{{${e}}}`,`//-----${e} START-----//
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uniform mat3 uWorldTransformMatrix;
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uniform vec4 uWorldColorAlpha;
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uniform vec2 uResolution;
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`}};function M({bits:e,name:r}){let o=function({template:e,bits:r}){let o=p(e,r);if(d[o])return d[o];let{vertex:t,fragment:n}=function(e,r){let
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`}};function M({bits:e,name:r}){let o=function({template:e,bits:r}){let o=p(e,r);if(d[o])return d[o];let{vertex:t,fragment:n}=function(e,r){var o;let t,n,i,a,u,l=r.map(e=>e.vertex).filter(e=>!!e),s=r.map(e=>e.fragment).filter(e=>!!e),v=f(l,e.vertex,!0);return t=[],c(o=v,t),l.forEach(e=>{e.header&&c(e.header,t)}),n=0,i=t.sort().map(e=>e.indexOf("builtin")>-1?e:`@location(${n++}) ${e}`).join(",\n"),a=t.sort().map(e=>` var ${e.replace(/@.*?\s+/g,"")};`).join("\n"),u=`return VSOutput(
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${t.sort().map(e=>{let r;return` ${(r=/\b(\w+)\s*:/g.exec(e))?r[1]:""}`}).join(",\n")});`,{vertex:v=o.replace(/@out\s+[^;]+;\s*/g,"").replace("{{struct}}",`
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`).replace("{{start}}",`
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`)
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`).replace("{{return}}",`
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${u}
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`),fragment:f(s,e.fragment,!0)}}(e,r);return d[o]=h(t,n,r),d[o]}({template:{fragment:b,vertex:g},bits:[T,...e]});return n.B.from({name:r,vertex:{source:o.vertex,entryPoint:"main"},fragment:{source:o.fragment,entryPoint:"main"}})}function U({bits:e,name:r}){return new t.M({name:r,...function({template:e,bits:r}){let o=p(e,r);return d[o]||(d[o]=h(e.vertex,e.fragment,r)),d[o]}({template:{vertex:C,fragment:P},bits:[$,...e]})})}},64367:function(e,r,o){o.d(r,{F:()=>t,a:()=>n});let t={name:"color-bit",vertex:{header:`
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@in aColor: vec4<f32>;
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vColor *= vec4<f32>(aColor.rgb * aColor.a, aColor.a);
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`}}},31988:function(e,r,o){o.d(r,{P:()=>a,_:()=>n});let t={};function n(e){return t[e]||(t[e]={name:"texture-batch-bit",vertex:{header:`
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@out @interpolate(flat) vTextureId : u32;
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@in @interpolate(flat) vTextureId: u32;
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${function(e){let r=[];{let e=0;for(let o=0;o<16;o++)r.push(`@group(1) @binding(${e++}) var textureSource${o+1}: texture_2d<f32>;`),r.push(`@group(1) @binding(${e++}) var textureSampler${o+1}: sampler;`)}return r.join("\n")}(
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${function(e){let r=[];{let e=0;for(let o=0;o<16;o++)r.push(`@group(1) @binding(${e++}) var textureSource${o+1}: texture_2d<f32>;`),r.push(`@group(1) @binding(${e++}) var textureSampler${o+1}: sampler;`)}return r.join("\n")}(0)}
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`,main:`
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${function(e){let r=[];r.push("switch vTextureId {");for(let
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${function(e){let r=[];r.push("switch vTextureId {");for(let e=0;e<16;e++)15===e?r.push(" default:{"):r.push(` case ${e}:{`),r.push(` outColor = textureSampleGrad(textureSource${e+1}, textureSampler${e+1}, vUV, uvDx, uvDy);`),r.push(" break;}");return r.push("}"),r.join("\n")}(0)}
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`}}),t[e]}let i={};function a(e){return i[e]||(i[e]={name:"texture-batch-bit",vertex:{header:`
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${function(e){let r=[];for(let e=0;e<16;e++)e>0&&r.push("else"),e<15&&r.push(`if(vTextureId < ${e}.5)`),r.push("{"),r.push(` outColor = texture(uTextures[${e}], vUV);`),r.push("}");return r.join("\n")}(
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${function(e){let r=[];for(let e=0;e<16;e++)e>0&&r.push("else"),e<15&&r.push(`if(vTextureId < ${e}.5)`),r.push("{"),r.push(` outColor = texture(uTextures[${e}], vUV);`),r.push("}");return r.join("\n")}(0)}
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`}}),i[e]}},32791:function(e,r,o){o.d(r,{Ls:()=>t,_Q:()=>n,mA:()=>i});let t={name:"local-uniform-bit",vertex:{header:`
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struct LocalUniforms {
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{
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gl_Position.xy = roundPixels(gl_Position.xy, uResolution);
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fn roundPixels(position: vec2<f32>, targetSize: vec2<f32>) -> vec2<f32>
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{
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return (floor(((position * 0.5 + 0.5) * targetSize) + 0.5) / targetSize) * 2.0 - 1.0;
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`}}},67524:function(e,r,o){o.d(r,{V:()=>t});function t(e,r,o){let t=(e>>24&255)/255;r[o++]=(255&e)/255*t,r[o++]=(e>>8&255)/255*t,r[o++]=(e>>16&255)/255*t,r[o++]=t}},72242:function(e,r,o){o.d(r,{K:()=>t});class t{constructor(){this.vertexSize=4,this.indexSize=6,this.location=0,this.batcher=null,this.batch=null,this.roundPixels=0}get blendMode(){return this.renderable.groupBlendMode}packAttributes(e,r,o,t){let n=this.renderable,i=this.texture,a=n.groupTransform,u=a.a,l=a.b,s=a.c,f=a.d,c=a.tx,v=a.ty,d=this.bounds,m=d.maxX,x=d.minX,p=d.maxY,h=d.minY,g=i.uvs,b=n.groupColorAlpha,C=t<<16|65535&this.roundPixels;e[o+0]=u*x+s*h+c,e[o+1]=f*h+l*x+v,e[o+2]=g.x0,e[o+3]=g.y0,r[o+4]=b,r[o+5]=C,e[o+6]=u*m+s*h+c,e[o+7]=f*h+l*m+v,e[o+8]=g.x1,e[o+9]=g.y1,r[o+10]=b,r[o+11]=C,e[o+12]=u*m+s*p+c,e[o+13]=f*p+l*m+v,e[o+14]=g.x2,e[o+15]=g.y2,r[o+16]=b,r[o+17]=C,e[o+18]=u*x+s*p+c,e[o+19]=f*p+l*x+v,e[o+20]=g.x3,e[o+21]=g.y3,r[o+22]=b,r[o+23]=C}packIndex(e,r,o){e[r]=o+0,e[r+1]=o+1,e[r+2]=o+2,e[r+3]=o+0,e[r+4]=o+2,e[r+5]=o+3}reset(){this.renderable=null,this.texture=null,this.batcher=null,this.batch=null,this.bounds=null}}}}]);
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//# sourceMappingURL=779.e7bfc2ed.js.map
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{"version":3,"file":"static/js/async/702.1f38a17e.js","sources":["webpack://android-playground/../../node_modules/.pnpm/pixi.js@8.1.1/node_modules/pixi.js/lib/rendering/high-shader/compiler/utils/addBits.mjs","webpack://android-playground/../../node_modules/.pnpm/pixi.js@8.1.1/node_modules/pixi.js/lib/rendering/high-shader/compiler/utils/compileHooks.mjs","webpack://android-playground/../../node_modules/.pnpm/pixi.js@8.1.1/node_modules/pixi.js/lib/rendering/high-shader/compiler/utils/compileInputs.mjs","webpack://android-playground/../../node_modules/.pnpm/pixi.js@8.1.1/node_modules/pixi.js/lib/rendering/high-shader/compiler/utils/compileOutputs.mjs","webpack://android-playground/../../node_modules/.pnpm/pixi.js@8.1.1/node_modules/pixi.js/lib/rendering/high-shader/compiler/utils/injectBits.mjs","webpack://android-playground/../../node_modules/.pnpm/pixi.js@8.1.1/node_modules/pixi.js/lib/rendering/high-shader/compiler/compileHighShader.mjs","webpack://android-playground/../../node_modules/.pnpm/pixi.js@8.1.1/node_modules/pixi.js/lib/rendering/high-shader/defaultProgramTemplate.mjs","webpack://android-playground/../../node_modules/.pnpm/pixi.js@8.1.1/node_modules/pixi.js/lib/rendering/high-shader/shader-bits/globalUniformsBit.mjs","webpack://android-playground/../../node_modules/.pnpm/pixi.js@8.1.1/node_modules/pixi.js/lib/rendering/high-shader/compileHighShaderToProgram.mjs","webpack://android-playground/../../node_modules/.pnpm/pixi.js@8.1.1/node_modules/pixi.js/lib/rendering/high-shader/shader-bits/colorBit.mjs","webpack://android-playground/../../node_modules/.pnpm/pixi.js@8.1.1/node_modules/pixi.js/lib/rendering/high-shader/shader-bits/generateTextureBatchBit.mjs","webpack://android-playground/../../node_modules/.pnpm/pixi.js@8.1.1/node_modules/pixi.js/lib/rendering/high-shader/shader-bits/localUniformBit.mjs","webpack://android-playground/../../node_modules/.pnpm/pixi.js@8.1.1/node_modules/pixi.js/lib/rendering/high-shader/shader-bits/roundPixelsBit.mjs","webpack://android-playground/../../node_modules/.pnpm/pixi.js@8.1.1/node_modules/pixi.js/lib/scene/graphics/gpu/colorToUniform.mjs","webpack://android-playground/../../node_modules/.pnpm/pixi.js@8.1.1/node_modules/pixi.js/lib/scene/sprite/BatchableSprite.mjs"],"sourcesContent":["import { warn } from '../../../../utils/logging/warn.mjs';\n\n\"use strict\";\nfunction addBits(srcParts, parts, name) {\n if (srcParts) {\n for (const i in srcParts) {\n const id = i.toLocaleLowerCase();\n const part = parts[id];\n if (part) {\n let sanitisedPart = srcParts[i];\n if (i === \"header\") {\n sanitisedPart = sanitisedPart.replace(/@in\\s+[^;]+;\\s*/g, \"\").replace(/@out\\s+[^;]+;\\s*/g, \"\");\n }\n if (name) {\n part.push(`//----${name}----//`);\n }\n part.push(sanitisedPart);\n } else {\n warn(`${i} placement hook does not exist in shader`);\n }\n }\n }\n}\n\nexport { addBits };\n//# sourceMappingURL=addBits.mjs.map\n","\"use strict\";\nconst findHooksRx = /\\{\\{(.*?)\\}\\}/g;\nfunction compileHooks(programSrc) {\n const parts = {};\n const partMatches = programSrc.match(findHooksRx)?.map((hook) => hook.replace(/[{()}]/g, \"\")) ?? [];\n partMatches.forEach((hook) => {\n parts[hook] = [];\n });\n return parts;\n}\n\nexport { compileHooks, findHooksRx };\n//# sourceMappingURL=compileHooks.mjs.map\n","\"use strict\";\nfunction extractInputs(fragmentSource, out) {\n let match;\n const regex = /@in\\s+([^;]+);/g;\n while ((match = regex.exec(fragmentSource)) !== null) {\n out.push(match[1]);\n }\n}\nfunction compileInputs(fragments, template, sort = false) {\n const results = [];\n extractInputs(template, results);\n fragments.forEach((fragment) => {\n if (fragment.header) {\n extractInputs(fragment.header, results);\n }\n });\n const mainInput = results;\n if (sort) {\n mainInput.sort();\n }\n const finalString = mainInput.map((inValue, i) => ` @location(${i}) ${inValue},`).join(\"\\n\");\n let cleanedString = template.replace(/@in\\s+[^;]+;\\s*/g, \"\");\n cleanedString = cleanedString.replace(\"{{in}}\", `\n${finalString}\n`);\n return cleanedString;\n}\n\nexport { compileInputs };\n//# sourceMappingURL=compileInputs.mjs.map\n","\"use strict\";\nfunction extractOutputs(fragmentSource, out) {\n let match;\n const regex = /@out\\s+([^;]+);/g;\n while ((match = regex.exec(fragmentSource)) !== null) {\n out.push(match[1]);\n }\n}\nfunction extractVariableName(value) {\n const regex = /\\b(\\w+)\\s*:/g;\n const match = regex.exec(value);\n return match ? match[1] : \"\";\n}\nfunction stripVariable(value) {\n const regex = /@.*?\\s+/g;\n return value.replace(regex, \"\");\n}\nfunction compileOutputs(fragments, template) {\n const results = [];\n extractOutputs(template, results);\n fragments.forEach((fragment) => {\n if (fragment.header) {\n extractOutputs(fragment.header, results);\n }\n });\n let index = 0;\n const mainStruct = results.sort().map((inValue) => {\n if (inValue.indexOf(\"builtin\") > -1) {\n return inValue;\n }\n return `@location(${index++}) ${inValue}`;\n }).join(\",\\n\");\n const mainStart = results.sort().map((inValue) => ` var ${stripVariable(inValue)};`).join(\"\\n\");\n const mainEnd = `return VSOutput(\n ${results.sort().map((inValue) => ` ${extractVariableName(inValue)}`).join(\",\\n\")});`;\n let compiledCode = template.replace(/@out\\s+[^;]+;\\s*/g, \"\");\n compiledCode = compiledCode.replace(\"{{struct}}\", `\n${mainStruct}\n`);\n compiledCode = compiledCode.replace(\"{{start}}\", `\n${mainStart}\n`);\n compiledCode = compiledCode.replace(\"{{return}}\", `\n${mainEnd}\n`);\n return compiledCode;\n}\n\nexport { compileOutputs };\n//# sourceMappingURL=compileOutputs.mjs.map\n","\"use strict\";\nfunction injectBits(templateSrc, fragmentParts) {\n let out = templateSrc;\n for (const i in fragmentParts) {\n const parts = fragmentParts[i];\n const toInject = parts.join(\"\\n\");\n if (toInject.length) {\n out = out.replace(`{{${i}}}`, `//-----${i} START-----//\n${parts.join(\"\\n\")}\n//----${i} FINISH----//`);\n } else {\n out = out.replace(`{{${i}}}`, \"\");\n }\n }\n return out;\n}\n\nexport { injectBits };\n//# sourceMappingURL=injectBits.mjs.map\n","import { addBits } from './utils/addBits.mjs';\nimport { compileHooks } from './utils/compileHooks.mjs';\nimport { compileInputs } from './utils/compileInputs.mjs';\nimport { compileOutputs } from './utils/compileOutputs.mjs';\nimport { injectBits } from './utils/injectBits.mjs';\n\n\"use strict\";\nconst cacheMap = /* @__PURE__ */ Object.create(null);\nconst bitCacheMap = /* @__PURE__ */ new Map();\nlet CACHE_UID = 0;\nfunction compileHighShader({\n template,\n bits\n}) {\n const cacheId = generateCacheId(template, bits);\n if (cacheMap[cacheId])\n return cacheMap[cacheId];\n const { vertex, fragment } = compileInputsAndOutputs(template, bits);\n cacheMap[cacheId] = compileBits(vertex, fragment, bits);\n return cacheMap[cacheId];\n}\nfunction compileHighShaderGl({\n template,\n bits\n}) {\n const cacheId = generateCacheId(template, bits);\n if (cacheMap[cacheId])\n return cacheMap[cacheId];\n cacheMap[cacheId] = compileBits(template.vertex, template.fragment, bits);\n return cacheMap[cacheId];\n}\nfunction compileInputsAndOutputs(template, bits) {\n const vertexFragments = bits.map((shaderBit) => shaderBit.vertex).filter((v) => !!v);\n const fragmentFragments = bits.map((shaderBit) => shaderBit.fragment).filter((v) => !!v);\n let compiledVertex = compileInputs(vertexFragments, template.vertex, true);\n compiledVertex = compileOutputs(vertexFragments, compiledVertex);\n const compiledFragment = compileInputs(fragmentFragments, template.fragment, true);\n return {\n vertex: compiledVertex,\n fragment: compiledFragment\n };\n}\nfunction generateCacheId(template, bits) {\n return bits.map((highFragment) => {\n if (!bitCacheMap.has(highFragment)) {\n bitCacheMap.set(highFragment, CACHE_UID++);\n }\n return bitCacheMap.get(highFragment);\n }).sort((a, b) => a - b).join(\"-\") + template.vertex + template.fragment;\n}\nfunction compileBits(vertex, fragment, bits) {\n const vertexParts = compileHooks(vertex);\n const fragmentParts = compileHooks(fragment);\n bits.forEach((shaderBit) => {\n addBits(shaderBit.vertex, vertexParts, shaderBit.name);\n addBits(shaderBit.fragment, fragmentParts, shaderBit.name);\n });\n return {\n vertex: injectBits(vertex, vertexParts),\n fragment: injectBits(fragment, fragmentParts)\n };\n}\n\nexport { compileHighShader, compileHighShaderGl };\n//# sourceMappingURL=compileHighShader.mjs.map\n","\"use strict\";\nconst vertexGPUTemplate = (\n /* wgsl */\n `\n @in aPosition: vec2<f32>;\n @in aUV: vec2<f32>;\n\n @out @builtin(position) vPosition: vec4<f32>;\n @out vUV : vec2<f32>;\n @out vColor : vec4<f32>;\n\n {{header}}\n\n struct VSOutput {\n {{struct}}\n };\n\n @vertex\n fn main( {{in}} ) -> VSOutput {\n\n var worldTransformMatrix = globalUniforms.uWorldTransformMatrix;\n var modelMatrix = mat3x3<f32>(\n 1.0, 0.0, 0.0,\n 0.0, 1.0, 0.0,\n 0.0, 0.0, 1.0\n );\n var position = aPosition;\n var uv = aUV;\n\n {{start}}\n \n vColor = vec4<f32>(1., 1., 1., 1.);\n\n {{main}}\n\n vUV = uv;\n\n var modelViewProjectionMatrix = globalUniforms.uProjectionMatrix * worldTransformMatrix * modelMatrix;\n\n vPosition = vec4<f32>((modelViewProjectionMatrix * vec3<f32>(position, 1.0)).xy, 0.0, 1.0);\n \n vColor *= globalUniforms.uWorldColorAlpha;\n\n {{end}}\n\n {{return}}\n };\n`\n);\nconst fragmentGPUTemplate = (\n /* wgsl */\n `\n @in vUV : vec2<f32>;\n @in vColor : vec4<f32>;\n \n {{header}}\n\n @fragment\n fn main(\n {{in}}\n ) -> @location(0) vec4<f32> {\n \n {{start}}\n\n var outColor:vec4<f32>;\n \n {{main}}\n \n return outColor * vColor;\n };\n`\n);\nconst vertexGlTemplate = (\n /* glsl */\n `\n in vec2 aPosition;\n in vec2 aUV;\n\n out vec4 vColor;\n out vec2 vUV;\n\n {{header}}\n\n void main(void){\n\n mat3 worldTransformMatrix = uWorldTransformMatrix;\n mat3 modelMatrix = mat3(\n 1.0, 0.0, 0.0,\n 0.0, 1.0, 0.0,\n 0.0, 0.0, 1.0\n );\n vec2 position = aPosition;\n vec2 uv = aUV;\n \n {{start}}\n \n vColor = vec4(1.);\n \n {{main}}\n \n vUV = uv;\n \n mat3 modelViewProjectionMatrix = uProjectionMatrix * worldTransformMatrix * modelMatrix;\n\n gl_Position = vec4((modelViewProjectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n\n vColor *= uWorldColorAlpha;\n\n {{end}}\n }\n`\n);\nconst fragmentGlTemplate = (\n /* glsl */\n `\n \n in vec4 vColor;\n in vec2 vUV;\n\n out vec4 finalColor;\n\n {{header}}\n\n void main(void) {\n \n {{start}}\n\n vec4 outColor;\n \n {{main}}\n \n finalColor = outColor * vColor;\n }\n`\n);\n\nexport { fragmentGPUTemplate, fragmentGlTemplate, vertexGPUTemplate, vertexGlTemplate };\n//# sourceMappingURL=defaultProgramTemplate.mjs.map\n","\"use strict\";\nconst globalUniformsBit = {\n name: \"global-uniforms-bit\",\n vertex: {\n header: (\n /* wgsl */\n `\n struct GlobalUniforms {\n uProjectionMatrix:mat3x3<f32>,\n uWorldTransformMatrix:mat3x3<f32>,\n uWorldColorAlpha: vec4<f32>,\n uResolution: vec2<f32>,\n }\n\n @group(0) @binding(0) var<uniform> globalUniforms : GlobalUniforms;\n `\n )\n }\n};\nconst globalUniformsUBOBitGl = {\n name: \"global-uniforms-ubo-bit\",\n vertex: {\n header: (\n /* glsl */\n `\n uniform globalUniforms {\n mat3 uProjectionMatrix;\n mat3 uWorldTransformMatrix;\n vec4 uWorldColorAlpha;\n vec2 uResolution;\n };\n `\n )\n }\n};\nconst globalUniformsBitGl = {\n name: \"global-uniforms-bit\",\n vertex: {\n header: (\n /* glsl */\n `\n uniform mat3 uProjectionMatrix;\n uniform mat3 uWorldTransformMatrix;\n uniform vec4 uWorldColorAlpha;\n uniform vec2 uResolution;\n `\n )\n }\n};\n\nexport { globalUniformsBit, globalUniformsBitGl, globalUniformsUBOBitGl };\n//# sourceMappingURL=globalUniformsBit.mjs.map\n","import { GlProgram } from '../renderers/gl/shader/GlProgram.mjs';\nimport { GpuProgram } from '../renderers/gpu/shader/GpuProgram.mjs';\nimport { compileHighShader, compileHighShaderGl } from './compiler/compileHighShader.mjs';\nimport { fragmentGPUTemplate, vertexGPUTemplate, vertexGlTemplate, fragmentGlTemplate } from './defaultProgramTemplate.mjs';\nimport { globalUniformsBit, globalUniformsBitGl } from './shader-bits/globalUniformsBit.mjs';\n\n\"use strict\";\nfunction compileHighShaderGpuProgram({ bits, name }) {\n const source = compileHighShader({\n template: {\n fragment: fragmentGPUTemplate,\n vertex: vertexGPUTemplate\n },\n bits: [\n globalUniformsBit,\n ...bits\n ]\n });\n return GpuProgram.from({\n name,\n vertex: {\n source: source.vertex,\n entryPoint: \"main\"\n },\n fragment: {\n source: source.fragment,\n entryPoint: \"main\"\n }\n });\n}\nfunction compileHighShaderGlProgram({ bits, name }) {\n return new GlProgram({\n name,\n ...compileHighShaderGl({\n template: {\n vertex: vertexGlTemplate,\n fragment: fragmentGlTemplate\n },\n bits: [\n globalUniformsBitGl,\n ...bits\n ]\n })\n });\n}\n\nexport { compileHighShaderGlProgram, compileHighShaderGpuProgram };\n//# sourceMappingURL=compileHighShaderToProgram.mjs.map\n","\"use strict\";\nconst colorBit = {\n name: \"color-bit\",\n vertex: {\n header: (\n /* wgsl */\n `\n @in aColor: vec4<f32>;\n `\n ),\n main: (\n /* wgsl */\n `\n vColor *= vec4<f32>(aColor.rgb * aColor.a, aColor.a);\n `\n )\n }\n};\nconst colorBitGl = {\n name: \"color-bit\",\n vertex: {\n header: (\n /* glsl */\n `\n in vec4 aColor;\n `\n ),\n main: (\n /* glsl */\n `\n vColor *= vec4(aColor.rgb * aColor.a, aColor.a);\n `\n )\n }\n};\n\nexport { colorBit, colorBitGl };\n//# sourceMappingURL=colorBit.mjs.map\n","\"use strict\";\nconst textureBatchBitGpuCache = {};\nfunction generateBindingSrc(maxTextures) {\n const src = [];\n if (maxTextures === 1) {\n src.push(\"@group(1) @binding(0) var textureSource1: texture_2d<f32>;\");\n src.push(\"@group(1) @binding(1) var textureSampler1: sampler;\");\n } else {\n let bindingIndex = 0;\n for (let i = 0; i < maxTextures; i++) {\n src.push(`@group(1) @binding(${bindingIndex++}) var textureSource${i + 1}: texture_2d<f32>;`);\n src.push(`@group(1) @binding(${bindingIndex++}) var textureSampler${i + 1}: sampler;`);\n }\n }\n return src.join(\"\\n\");\n}\nfunction generateSampleSrc(maxTextures) {\n const src = [];\n if (maxTextures === 1) {\n src.push(\"outColor = textureSampleGrad(textureSource1, textureSampler1, vUV, uvDx, uvDy);\");\n } else {\n src.push(\"switch vTextureId {\");\n for (let i = 0; i < maxTextures; i++) {\n if (i === maxTextures - 1) {\n src.push(` default:{`);\n } else {\n src.push(` case ${i}:{`);\n }\n src.push(` outColor = textureSampleGrad(textureSource${i + 1}, textureSampler${i + 1}, vUV, uvDx, uvDy);`);\n src.push(` break;}`);\n }\n src.push(`}`);\n }\n return src.join(\"\\n\");\n}\nfunction generateTextureBatchBit(maxTextures) {\n if (!textureBatchBitGpuCache[maxTextures]) {\n textureBatchBitGpuCache[maxTextures] = {\n name: \"texture-batch-bit\",\n vertex: {\n header: `\n @in aTextureIdAndRound: vec2<u32>;\n @out @interpolate(flat) vTextureId : u32;\n `,\n main: `\n vTextureId = aTextureIdAndRound.y;\n `,\n end: `\n if(aTextureIdAndRound.x == 1)\n {\n vPosition = vec4<f32>(roundPixels(vPosition.xy, globalUniforms.uResolution), vPosition.zw);\n }\n `\n },\n fragment: {\n header: `\n @in @interpolate(flat) vTextureId: u32;\n \n ${generateBindingSrc(16)}\n `,\n main: `\n var uvDx = dpdx(vUV);\n var uvDy = dpdy(vUV);\n \n ${generateSampleSrc(16)}\n `\n }\n };\n }\n return textureBatchBitGpuCache[maxTextures];\n}\nconst textureBatchBitGlCache = {};\nfunction generateSampleGlSrc(maxTextures) {\n const src = [];\n for (let i = 0; i < maxTextures; i++) {\n if (i > 0) {\n src.push(\"else\");\n }\n if (i < maxTextures - 1) {\n src.push(`if(vTextureId < ${i}.5)`);\n }\n src.push(\"{\");\n src.push(`\toutColor = texture(uTextures[${i}], vUV);`);\n src.push(\"}\");\n }\n return src.join(\"\\n\");\n}\nfunction generateTextureBatchBitGl(maxTextures) {\n if (!textureBatchBitGlCache[maxTextures]) {\n textureBatchBitGlCache[maxTextures] = {\n name: \"texture-batch-bit\",\n vertex: {\n header: `\n in vec2 aTextureIdAndRound;\n out float vTextureId;\n \n `,\n main: `\n vTextureId = aTextureIdAndRound.y;\n `,\n end: `\n if(aTextureIdAndRound.x == 1.)\n {\n gl_Position.xy = roundPixels(gl_Position.xy, uResolution);\n }\n `\n },\n fragment: {\n header: `\n in float vTextureId;\n \n uniform sampler2D uTextures[${maxTextures}];\n \n `,\n main: `\n \n ${generateSampleGlSrc(16)}\n `\n }\n };\n }\n return textureBatchBitGlCache[maxTextures];\n}\n\nexport { generateTextureBatchBit, generateTextureBatchBitGl };\n//# sourceMappingURL=generateTextureBatchBit.mjs.map\n","\"use strict\";\nconst localUniformBit = {\n name: \"local-uniform-bit\",\n vertex: {\n header: (\n /* wgsl */\n `\n\n struct LocalUniforms {\n uTransformMatrix:mat3x3<f32>,\n uColor:vec4<f32>,\n uRound:f32,\n }\n\n @group(1) @binding(0) var<uniform> localUniforms : LocalUniforms;\n `\n ),\n main: (\n /* wgsl */\n `\n vColor *= localUniforms.uColor;\n modelMatrix *= localUniforms.uTransformMatrix;\n `\n ),\n end: (\n /* wgsl */\n `\n if(localUniforms.uRound == 1)\n {\n vPosition = vec4(roundPixels(vPosition.xy, globalUniforms.uResolution), vPosition.zw);\n }\n `\n )\n }\n};\nconst localUniformBitGroup2 = {\n ...localUniformBit,\n vertex: {\n ...localUniformBit.vertex,\n // replace the group!\n header: localUniformBit.vertex.header.replace(\"group(1)\", \"group(2)\")\n }\n};\nconst localUniformBitGl = {\n name: \"local-uniform-bit\",\n vertex: {\n header: (\n /* glsl */\n `\n\n uniform mat3 uTransformMatrix;\n uniform vec4 uColor;\n uniform float uRound;\n `\n ),\n main: (\n /* glsl */\n `\n vColor *= uColor;\n modelMatrix = uTransformMatrix;\n `\n ),\n end: (\n /* glsl */\n `\n if(uRound == 1.)\n {\n gl_Position.xy = roundPixels(gl_Position.xy, uResolution);\n }\n `\n )\n }\n};\n\nexport { localUniformBit, localUniformBitGl, localUniformBitGroup2 };\n//# sourceMappingURL=localUniformBit.mjs.map\n","\"use strict\";\nconst roundPixelsBit = {\n name: \"round-pixels-bit\",\n vertex: {\n header: (\n /* wgsl */\n `\n fn roundPixels(position: vec2<f32>, targetSize: vec2<f32>) -> vec2<f32> \n {\n return (floor(((position * 0.5 + 0.5) * targetSize) + 0.5) / targetSize) * 2.0 - 1.0;\n }\n `\n )\n }\n};\nconst roundPixelsBitGl = {\n name: \"round-pixels-bit\",\n vertex: {\n header: (\n /* glsl */\n ` \n vec2 roundPixels(vec2 position, vec2 targetSize)\n { \n return (floor(((position * 0.5 + 0.5) * targetSize) + 0.5) / targetSize) * 2.0 - 1.0;\n }\n `\n )\n }\n};\n\nexport { roundPixelsBit, roundPixelsBitGl };\n//# sourceMappingURL=roundPixelsBit.mjs.map\n","\"use strict\";\nfunction colorToUniform(rgb, alpha, out, offset) {\n out[offset++] = (rgb >> 16 & 255) / 255;\n out[offset++] = (rgb >> 8 & 255) / 255;\n out[offset++] = (rgb & 255) / 255;\n out[offset++] = alpha;\n}\nfunction color32BitToUniform(abgr, out, offset) {\n const alpha = (abgr >> 24 & 255) / 255;\n out[offset++] = (abgr & 255) / 255 * alpha;\n out[offset++] = (abgr >> 8 & 255) / 255 * alpha;\n out[offset++] = (abgr >> 16 & 255) / 255 * alpha;\n out[offset++] = alpha;\n}\n\nexport { color32BitToUniform, colorToUniform };\n//# sourceMappingURL=colorToUniform.mjs.map\n","\"use strict\";\nclass BatchableSprite {\n constructor() {\n // batch specific..\n this.vertexSize = 4;\n this.indexSize = 6;\n this.location = 0;\n // location in the buffer\n this.batcher = null;\n this.batch = null;\n this.roundPixels = 0;\n }\n get blendMode() {\n return this.renderable.groupBlendMode;\n }\n packAttributes(float32View, uint32View, index, textureId) {\n const sprite = this.renderable;\n const texture = this.texture;\n const wt = sprite.groupTransform;\n const a = wt.a;\n const b = wt.b;\n const c = wt.c;\n const d = wt.d;\n const tx = wt.tx;\n const ty = wt.ty;\n const bounds = this.bounds;\n const w0 = bounds.maxX;\n const w1 = bounds.minX;\n const h0 = bounds.maxY;\n const h1 = bounds.minY;\n const uvs = texture.uvs;\n const argb = sprite.groupColorAlpha;\n const textureIdAndRound = textureId << 16 | this.roundPixels & 65535;\n float32View[index + 0] = a * w1 + c * h1 + tx;\n float32View[index + 1] = d * h1 + b * w1 + ty;\n float32View[index + 2] = uvs.x0;\n float32View[index + 3] = uvs.y0;\n uint32View[index + 4] = argb;\n uint32View[index + 5] = textureIdAndRound;\n float32View[index + 6] = a * w0 + c * h1 + tx;\n float32View[index + 7] = d * h1 + b * w0 + ty;\n float32View[index + 8] = uvs.x1;\n float32View[index + 9] = uvs.y1;\n uint32View[index + 10] = argb;\n uint32View[index + 11] = textureIdAndRound;\n float32View[index + 12] = a * w0 + c * h0 + tx;\n float32View[index + 13] = d * h0 + b * w0 + ty;\n float32View[index + 14] = uvs.x2;\n float32View[index + 15] = uvs.y2;\n uint32View[index + 16] = argb;\n uint32View[index + 17] = textureIdAndRound;\n float32View[index + 18] = a * w1 + c * h0 + tx;\n float32View[index + 19] = d * h0 + b * w1 + ty;\n float32View[index + 20] = uvs.x3;\n float32View[index + 21] = uvs.y3;\n uint32View[index + 22] = argb;\n uint32View[index + 23] = textureIdAndRound;\n }\n packIndex(indexBuffer, index, indicesOffset) {\n indexBuffer[index] = indicesOffset + 0;\n indexBuffer[index + 1] = indicesOffset + 1;\n indexBuffer[index + 2] = indicesOffset + 2;\n indexBuffer[index + 3] = indicesOffset + 0;\n indexBuffer[index + 4] = indicesOffset + 2;\n indexBuffer[index + 5] = indicesOffset + 3;\n }\n reset() {\n this.renderable = null;\n this.texture = null;\n this.batcher = null;\n this.batch = null;\n this.bounds = null;\n }\n}\n\nexport { BatchableSprite };\n//# 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1
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+
{"version":3,"file":"static/js/async/779.e7bfc2ed.js","sources":["webpack://android-playground/../../node_modules/.pnpm/pixi.js@8.1.1/node_modules/pixi.js/lib/rendering/high-shader/compiler/utils/addBits.mjs","webpack://android-playground/../../node_modules/.pnpm/pixi.js@8.1.1/node_modules/pixi.js/lib/rendering/high-shader/compiler/utils/compileHooks.mjs","webpack://android-playground/../../node_modules/.pnpm/pixi.js@8.1.1/node_modules/pixi.js/lib/rendering/high-shader/compiler/utils/compileInputs.mjs","webpack://android-playground/../../node_modules/.pnpm/pixi.js@8.1.1/node_modules/pixi.js/lib/rendering/high-shader/compiler/utils/compileOutputs.mjs","webpack://android-playground/../../node_modules/.pnpm/pixi.js@8.1.1/node_modules/pixi.js/lib/rendering/high-shader/compiler/utils/injectBits.mjs","webpack://android-playground/../../node_modules/.pnpm/pixi.js@8.1.1/node_modules/pixi.js/lib/rendering/high-shader/compiler/compileHighShader.mjs","webpack://android-playground/../../node_modules/.pnpm/pixi.js@8.1.1/node_modules/pixi.js/lib/rendering/high-shader/defaultProgramTemplate.mjs","webpack://android-playground/../../node_modules/.pnpm/pixi.js@8.1.1/node_modules/pixi.js/lib/rendering/high-shader/shader-bits/globalUniformsBit.mjs","webpack://android-playground/../../node_modules/.pnpm/pixi.js@8.1.1/node_modules/pixi.js/lib/rendering/high-shader/compileHighShaderToProgram.mjs","webpack://android-playground/../../node_modules/.pnpm/pixi.js@8.1.1/node_modules/pixi.js/lib/rendering/high-shader/shader-bits/colorBit.mjs","webpack://android-playground/../../node_modules/.pnpm/pixi.js@8.1.1/node_modules/pixi.js/lib/rendering/high-shader/shader-bits/generateTextureBatchBit.mjs","webpack://android-playground/../../node_modules/.pnpm/pixi.js@8.1.1/node_modules/pixi.js/lib/rendering/high-shader/shader-bits/localUniformBit.mjs","webpack://android-playground/../../node_modules/.pnpm/pixi.js@8.1.1/node_modules/pixi.js/lib/rendering/high-shader/shader-bits/roundPixelsBit.mjs","webpack://android-playground/../../node_modules/.pnpm/pixi.js@8.1.1/node_modules/pixi.js/lib/scene/graphics/gpu/colorToUniform.mjs","webpack://android-playground/../../node_modules/.pnpm/pixi.js@8.1.1/node_modules/pixi.js/lib/scene/sprite/BatchableSprite.mjs"],"sourcesContent":["import { warn } from '../../../../utils/logging/warn.mjs';\n\n\"use strict\";\nfunction addBits(srcParts, parts, name) {\n if (srcParts) {\n for (const i in srcParts) {\n const id = i.toLocaleLowerCase();\n const part = parts[id];\n if (part) {\n let sanitisedPart = srcParts[i];\n if (i === \"header\") {\n sanitisedPart = sanitisedPart.replace(/@in\\s+[^;]+;\\s*/g, \"\").replace(/@out\\s+[^;]+;\\s*/g, \"\");\n }\n if (name) {\n part.push(`//----${name}----//`);\n }\n part.push(sanitisedPart);\n } else {\n warn(`${i} placement hook does not exist in shader`);\n }\n }\n }\n}\n\nexport { addBits };\n//# sourceMappingURL=addBits.mjs.map\n","\"use strict\";\nconst findHooksRx = /\\{\\{(.*?)\\}\\}/g;\nfunction compileHooks(programSrc) {\n const parts = {};\n const partMatches = programSrc.match(findHooksRx)?.map((hook) => hook.replace(/[{()}]/g, \"\")) ?? [];\n partMatches.forEach((hook) => {\n parts[hook] = [];\n });\n return parts;\n}\n\nexport { compileHooks, findHooksRx };\n//# sourceMappingURL=compileHooks.mjs.map\n","\"use strict\";\nfunction extractInputs(fragmentSource, out) {\n let match;\n const regex = /@in\\s+([^;]+);/g;\n while ((match = regex.exec(fragmentSource)) !== null) {\n out.push(match[1]);\n }\n}\nfunction compileInputs(fragments, template, sort = false) {\n const results = [];\n extractInputs(template, results);\n fragments.forEach((fragment) => {\n if (fragment.header) {\n extractInputs(fragment.header, results);\n }\n });\n const mainInput = results;\n if (sort) {\n mainInput.sort();\n }\n const finalString = mainInput.map((inValue, i) => ` @location(${i}) ${inValue},`).join(\"\\n\");\n let cleanedString = template.replace(/@in\\s+[^;]+;\\s*/g, \"\");\n cleanedString = cleanedString.replace(\"{{in}}\", `\n${finalString}\n`);\n return cleanedString;\n}\n\nexport { compileInputs };\n//# sourceMappingURL=compileInputs.mjs.map\n","\"use strict\";\nfunction extractOutputs(fragmentSource, out) {\n let match;\n const regex = /@out\\s+([^;]+);/g;\n while ((match = regex.exec(fragmentSource)) !== null) {\n out.push(match[1]);\n }\n}\nfunction extractVariableName(value) {\n const regex = /\\b(\\w+)\\s*:/g;\n const match = regex.exec(value);\n return match ? match[1] : \"\";\n}\nfunction stripVariable(value) {\n const regex = /@.*?\\s+/g;\n return value.replace(regex, \"\");\n}\nfunction compileOutputs(fragments, template) {\n const results = [];\n extractOutputs(template, results);\n fragments.forEach((fragment) => {\n if (fragment.header) {\n extractOutputs(fragment.header, results);\n }\n });\n let index = 0;\n const mainStruct = results.sort().map((inValue) => {\n if (inValue.indexOf(\"builtin\") > -1) {\n return inValue;\n }\n return `@location(${index++}) ${inValue}`;\n }).join(\",\\n\");\n const mainStart = results.sort().map((inValue) => ` var ${stripVariable(inValue)};`).join(\"\\n\");\n const mainEnd = `return VSOutput(\n ${results.sort().map((inValue) => ` ${extractVariableName(inValue)}`).join(\",\\n\")});`;\n let compiledCode = template.replace(/@out\\s+[^;]+;\\s*/g, \"\");\n compiledCode = compiledCode.replace(\"{{struct}}\", `\n${mainStruct}\n`);\n compiledCode = compiledCode.replace(\"{{start}}\", `\n${mainStart}\n`);\n compiledCode = compiledCode.replace(\"{{return}}\", `\n${mainEnd}\n`);\n return compiledCode;\n}\n\nexport { compileOutputs };\n//# sourceMappingURL=compileOutputs.mjs.map\n","\"use strict\";\nfunction injectBits(templateSrc, fragmentParts) {\n let out = templateSrc;\n for (const i in fragmentParts) {\n const parts = fragmentParts[i];\n const toInject = parts.join(\"\\n\");\n if (toInject.length) {\n out = out.replace(`{{${i}}}`, `//-----${i} START-----//\n${parts.join(\"\\n\")}\n//----${i} FINISH----//`);\n } else {\n out = out.replace(`{{${i}}}`, \"\");\n }\n }\n return out;\n}\n\nexport { injectBits };\n//# sourceMappingURL=injectBits.mjs.map\n","import { addBits } from './utils/addBits.mjs';\nimport { compileHooks } from './utils/compileHooks.mjs';\nimport { compileInputs } from './utils/compileInputs.mjs';\nimport { compileOutputs } from './utils/compileOutputs.mjs';\nimport { injectBits } from './utils/injectBits.mjs';\n\n\"use strict\";\nconst cacheMap = /* @__PURE__ */ Object.create(null);\nconst bitCacheMap = /* @__PURE__ */ new Map();\nlet CACHE_UID = 0;\nfunction compileHighShader({\n template,\n bits\n}) {\n const cacheId = generateCacheId(template, bits);\n if (cacheMap[cacheId])\n return cacheMap[cacheId];\n const { vertex, fragment } = compileInputsAndOutputs(template, bits);\n cacheMap[cacheId] = compileBits(vertex, fragment, bits);\n return cacheMap[cacheId];\n}\nfunction compileHighShaderGl({\n template,\n bits\n}) {\n const cacheId = generateCacheId(template, bits);\n if (cacheMap[cacheId])\n return cacheMap[cacheId];\n cacheMap[cacheId] = compileBits(template.vertex, template.fragment, bits);\n return cacheMap[cacheId];\n}\nfunction compileInputsAndOutputs(template, bits) {\n const vertexFragments = bits.map((shaderBit) => shaderBit.vertex).filter((v) => !!v);\n const fragmentFragments = bits.map((shaderBit) => shaderBit.fragment).filter((v) => !!v);\n let compiledVertex = compileInputs(vertexFragments, template.vertex, true);\n compiledVertex = compileOutputs(vertexFragments, compiledVertex);\n const compiledFragment = compileInputs(fragmentFragments, template.fragment, true);\n return {\n vertex: compiledVertex,\n fragment: compiledFragment\n };\n}\nfunction generateCacheId(template, bits) {\n return bits.map((highFragment) => {\n if (!bitCacheMap.has(highFragment)) {\n bitCacheMap.set(highFragment, CACHE_UID++);\n }\n return bitCacheMap.get(highFragment);\n }).sort((a, b) => a - b).join(\"-\") + template.vertex + template.fragment;\n}\nfunction compileBits(vertex, fragment, bits) {\n const vertexParts = compileHooks(vertex);\n const fragmentParts = compileHooks(fragment);\n bits.forEach((shaderBit) => {\n addBits(shaderBit.vertex, vertexParts, shaderBit.name);\n addBits(shaderBit.fragment, fragmentParts, shaderBit.name);\n });\n return {\n vertex: injectBits(vertex, vertexParts),\n fragment: injectBits(fragment, fragmentParts)\n };\n}\n\nexport { compileHighShader, compileHighShaderGl };\n//# sourceMappingURL=compileHighShader.mjs.map\n","\"use strict\";\nconst vertexGPUTemplate = (\n /* wgsl */\n `\n @in aPosition: vec2<f32>;\n @in aUV: vec2<f32>;\n\n @out @builtin(position) vPosition: vec4<f32>;\n @out vUV : vec2<f32>;\n @out vColor : vec4<f32>;\n\n {{header}}\n\n struct VSOutput {\n {{struct}}\n };\n\n @vertex\n fn main( {{in}} ) -> VSOutput {\n\n var worldTransformMatrix = globalUniforms.uWorldTransformMatrix;\n var modelMatrix = mat3x3<f32>(\n 1.0, 0.0, 0.0,\n 0.0, 1.0, 0.0,\n 0.0, 0.0, 1.0\n );\n var position = aPosition;\n var uv = aUV;\n\n {{start}}\n \n vColor = vec4<f32>(1., 1., 1., 1.);\n\n {{main}}\n\n vUV = uv;\n\n var modelViewProjectionMatrix = globalUniforms.uProjectionMatrix * worldTransformMatrix * modelMatrix;\n\n vPosition = vec4<f32>((modelViewProjectionMatrix * vec3<f32>(position, 1.0)).xy, 0.0, 1.0);\n \n vColor *= globalUniforms.uWorldColorAlpha;\n\n {{end}}\n\n {{return}}\n };\n`\n);\nconst fragmentGPUTemplate = (\n /* wgsl */\n `\n @in vUV : vec2<f32>;\n @in vColor : vec4<f32>;\n \n {{header}}\n\n @fragment\n fn main(\n {{in}}\n ) -> @location(0) vec4<f32> {\n \n {{start}}\n\n var outColor:vec4<f32>;\n \n {{main}}\n \n return outColor * vColor;\n };\n`\n);\nconst vertexGlTemplate = (\n /* glsl */\n `\n in vec2 aPosition;\n in vec2 aUV;\n\n out vec4 vColor;\n out vec2 vUV;\n\n {{header}}\n\n void main(void){\n\n mat3 worldTransformMatrix = uWorldTransformMatrix;\n mat3 modelMatrix = mat3(\n 1.0, 0.0, 0.0,\n 0.0, 1.0, 0.0,\n 0.0, 0.0, 1.0\n );\n vec2 position = aPosition;\n vec2 uv = aUV;\n \n {{start}}\n \n vColor = vec4(1.);\n \n {{main}}\n \n vUV = uv;\n \n mat3 modelViewProjectionMatrix = uProjectionMatrix * worldTransformMatrix * modelMatrix;\n\n gl_Position = vec4((modelViewProjectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n\n vColor *= uWorldColorAlpha;\n\n {{end}}\n }\n`\n);\nconst fragmentGlTemplate = (\n /* glsl */\n `\n \n in vec4 vColor;\n in vec2 vUV;\n\n out vec4 finalColor;\n\n {{header}}\n\n void main(void) {\n \n {{start}}\n\n vec4 outColor;\n \n {{main}}\n \n finalColor = outColor * vColor;\n }\n`\n);\n\nexport { fragmentGPUTemplate, fragmentGlTemplate, vertexGPUTemplate, vertexGlTemplate };\n//# sourceMappingURL=defaultProgramTemplate.mjs.map\n","\"use strict\";\nconst globalUniformsBit = {\n name: \"global-uniforms-bit\",\n vertex: {\n header: (\n /* wgsl */\n `\n struct GlobalUniforms {\n uProjectionMatrix:mat3x3<f32>,\n uWorldTransformMatrix:mat3x3<f32>,\n uWorldColorAlpha: vec4<f32>,\n uResolution: vec2<f32>,\n }\n\n @group(0) @binding(0) var<uniform> globalUniforms : GlobalUniforms;\n `\n )\n }\n};\nconst globalUniformsUBOBitGl = {\n name: \"global-uniforms-ubo-bit\",\n vertex: {\n header: (\n /* glsl */\n `\n uniform globalUniforms {\n mat3 uProjectionMatrix;\n mat3 uWorldTransformMatrix;\n vec4 uWorldColorAlpha;\n vec2 uResolution;\n };\n `\n )\n }\n};\nconst globalUniformsBitGl = {\n name: \"global-uniforms-bit\",\n vertex: {\n header: (\n /* glsl */\n `\n uniform mat3 uProjectionMatrix;\n uniform mat3 uWorldTransformMatrix;\n uniform vec4 uWorldColorAlpha;\n uniform vec2 uResolution;\n `\n )\n }\n};\n\nexport { globalUniformsBit, globalUniformsBitGl, globalUniformsUBOBitGl };\n//# sourceMappingURL=globalUniformsBit.mjs.map\n","import { GlProgram } from '../renderers/gl/shader/GlProgram.mjs';\nimport { GpuProgram } from '../renderers/gpu/shader/GpuProgram.mjs';\nimport { compileHighShader, compileHighShaderGl } from './compiler/compileHighShader.mjs';\nimport { fragmentGPUTemplate, vertexGPUTemplate, vertexGlTemplate, fragmentGlTemplate } from './defaultProgramTemplate.mjs';\nimport { globalUniformsBit, globalUniformsBitGl } from './shader-bits/globalUniformsBit.mjs';\n\n\"use strict\";\nfunction compileHighShaderGpuProgram({ bits, name }) {\n const source = compileHighShader({\n template: {\n fragment: fragmentGPUTemplate,\n vertex: vertexGPUTemplate\n },\n bits: [\n globalUniformsBit,\n ...bits\n ]\n });\n return GpuProgram.from({\n name,\n vertex: {\n source: source.vertex,\n entryPoint: \"main\"\n },\n fragment: {\n source: source.fragment,\n entryPoint: \"main\"\n }\n });\n}\nfunction compileHighShaderGlProgram({ bits, name }) {\n return new GlProgram({\n name,\n ...compileHighShaderGl({\n template: {\n vertex: vertexGlTemplate,\n fragment: fragmentGlTemplate\n },\n bits: [\n globalUniformsBitGl,\n ...bits\n ]\n })\n });\n}\n\nexport { compileHighShaderGlProgram, compileHighShaderGpuProgram };\n//# sourceMappingURL=compileHighShaderToProgram.mjs.map\n","\"use strict\";\nconst colorBit = {\n name: \"color-bit\",\n vertex: {\n header: (\n /* wgsl */\n `\n @in aColor: vec4<f32>;\n `\n ),\n main: (\n /* wgsl */\n `\n vColor *= vec4<f32>(aColor.rgb * aColor.a, aColor.a);\n `\n )\n }\n};\nconst colorBitGl = {\n name: \"color-bit\",\n vertex: {\n header: (\n /* glsl */\n `\n in vec4 aColor;\n `\n ),\n main: (\n /* glsl */\n `\n vColor *= vec4(aColor.rgb * aColor.a, aColor.a);\n `\n )\n }\n};\n\nexport { colorBit, colorBitGl };\n//# sourceMappingURL=colorBit.mjs.map\n","\"use strict\";\nconst textureBatchBitGpuCache = {};\nfunction generateBindingSrc(maxTextures) {\n const src = [];\n if (maxTextures === 1) {\n src.push(\"@group(1) @binding(0) var textureSource1: texture_2d<f32>;\");\n src.push(\"@group(1) @binding(1) var textureSampler1: sampler;\");\n } else {\n let bindingIndex = 0;\n for (let i = 0; i < maxTextures; i++) {\n src.push(`@group(1) @binding(${bindingIndex++}) var textureSource${i + 1}: texture_2d<f32>;`);\n src.push(`@group(1) @binding(${bindingIndex++}) var textureSampler${i + 1}: sampler;`);\n }\n }\n return src.join(\"\\n\");\n}\nfunction generateSampleSrc(maxTextures) {\n const src = [];\n if (maxTextures === 1) {\n src.push(\"outColor = textureSampleGrad(textureSource1, textureSampler1, vUV, uvDx, uvDy);\");\n } else {\n src.push(\"switch vTextureId {\");\n for (let i = 0; i < maxTextures; i++) {\n if (i === maxTextures - 1) {\n src.push(` default:{`);\n } else {\n src.push(` case ${i}:{`);\n }\n src.push(` outColor = textureSampleGrad(textureSource${i + 1}, textureSampler${i + 1}, vUV, uvDx, uvDy);`);\n src.push(` break;}`);\n }\n src.push(`}`);\n }\n return src.join(\"\\n\");\n}\nfunction generateTextureBatchBit(maxTextures) {\n if (!textureBatchBitGpuCache[maxTextures]) {\n textureBatchBitGpuCache[maxTextures] = {\n name: \"texture-batch-bit\",\n vertex: {\n header: `\n @in aTextureIdAndRound: vec2<u32>;\n @out @interpolate(flat) vTextureId : u32;\n `,\n main: `\n vTextureId = aTextureIdAndRound.y;\n `,\n end: `\n if(aTextureIdAndRound.x == 1)\n {\n vPosition = vec4<f32>(roundPixels(vPosition.xy, globalUniforms.uResolution), vPosition.zw);\n }\n `\n },\n fragment: {\n header: `\n @in @interpolate(flat) vTextureId: u32;\n \n ${generateBindingSrc(16)}\n `,\n main: `\n var uvDx = dpdx(vUV);\n var uvDy = dpdy(vUV);\n \n ${generateSampleSrc(16)}\n `\n }\n };\n }\n return textureBatchBitGpuCache[maxTextures];\n}\nconst textureBatchBitGlCache = {};\nfunction generateSampleGlSrc(maxTextures) {\n const src = [];\n for (let i = 0; i < maxTextures; i++) {\n if (i > 0) {\n src.push(\"else\");\n }\n if (i < maxTextures - 1) {\n src.push(`if(vTextureId < ${i}.5)`);\n }\n src.push(\"{\");\n src.push(`\toutColor = texture(uTextures[${i}], vUV);`);\n src.push(\"}\");\n }\n return src.join(\"\\n\");\n}\nfunction generateTextureBatchBitGl(maxTextures) {\n if (!textureBatchBitGlCache[maxTextures]) {\n textureBatchBitGlCache[maxTextures] = {\n name: \"texture-batch-bit\",\n vertex: {\n header: `\n in vec2 aTextureIdAndRound;\n out float vTextureId;\n \n `,\n main: `\n vTextureId = aTextureIdAndRound.y;\n `,\n end: `\n if(aTextureIdAndRound.x == 1.)\n {\n gl_Position.xy = roundPixels(gl_Position.xy, uResolution);\n }\n `\n },\n fragment: {\n header: `\n in float vTextureId;\n \n uniform sampler2D uTextures[${maxTextures}];\n \n `,\n main: `\n \n ${generateSampleGlSrc(16)}\n `\n }\n };\n }\n return textureBatchBitGlCache[maxTextures];\n}\n\nexport { generateTextureBatchBit, generateTextureBatchBitGl };\n//# sourceMappingURL=generateTextureBatchBit.mjs.map\n","\"use strict\";\nconst localUniformBit = {\n name: \"local-uniform-bit\",\n vertex: {\n header: (\n /* wgsl */\n `\n\n struct LocalUniforms {\n uTransformMatrix:mat3x3<f32>,\n uColor:vec4<f32>,\n uRound:f32,\n }\n\n @group(1) @binding(0) var<uniform> localUniforms : LocalUniforms;\n `\n ),\n main: (\n /* wgsl */\n `\n vColor *= localUniforms.uColor;\n modelMatrix *= localUniforms.uTransformMatrix;\n `\n ),\n end: (\n /* wgsl */\n `\n if(localUniforms.uRound == 1)\n {\n vPosition = vec4(roundPixels(vPosition.xy, globalUniforms.uResolution), vPosition.zw);\n }\n `\n )\n }\n};\nconst localUniformBitGroup2 = {\n ...localUniformBit,\n vertex: {\n ...localUniformBit.vertex,\n // replace the group!\n header: localUniformBit.vertex.header.replace(\"group(1)\", \"group(2)\")\n }\n};\nconst localUniformBitGl = {\n name: \"local-uniform-bit\",\n vertex: {\n header: (\n /* glsl */\n `\n\n uniform mat3 uTransformMatrix;\n uniform vec4 uColor;\n uniform float uRound;\n `\n ),\n main: (\n /* glsl */\n `\n vColor *= uColor;\n modelMatrix = uTransformMatrix;\n `\n ),\n end: (\n /* glsl */\n `\n if(uRound == 1.)\n {\n gl_Position.xy = roundPixels(gl_Position.xy, uResolution);\n }\n `\n )\n }\n};\n\nexport { localUniformBit, localUniformBitGl, localUniformBitGroup2 };\n//# sourceMappingURL=localUniformBit.mjs.map\n","\"use strict\";\nconst roundPixelsBit = {\n name: \"round-pixels-bit\",\n vertex: {\n header: (\n /* wgsl */\n `\n fn roundPixels(position: vec2<f32>, targetSize: vec2<f32>) -> vec2<f32> \n {\n return (floor(((position * 0.5 + 0.5) * targetSize) + 0.5) / targetSize) * 2.0 - 1.0;\n }\n `\n )\n }\n};\nconst roundPixelsBitGl = {\n name: \"round-pixels-bit\",\n vertex: {\n header: (\n /* glsl */\n ` \n vec2 roundPixels(vec2 position, vec2 targetSize)\n { \n return (floor(((position * 0.5 + 0.5) * targetSize) + 0.5) / targetSize) * 2.0 - 1.0;\n }\n `\n )\n }\n};\n\nexport { roundPixelsBit, roundPixelsBitGl };\n//# sourceMappingURL=roundPixelsBit.mjs.map\n","\"use strict\";\nfunction colorToUniform(rgb, alpha, out, offset) {\n out[offset++] = (rgb >> 16 & 255) / 255;\n out[offset++] = (rgb >> 8 & 255) / 255;\n out[offset++] = (rgb & 255) / 255;\n out[offset++] = alpha;\n}\nfunction color32BitToUniform(abgr, out, offset) {\n const alpha = (abgr >> 24 & 255) / 255;\n out[offset++] = (abgr & 255) / 255 * alpha;\n out[offset++] = (abgr >> 8 & 255) / 255 * alpha;\n out[offset++] = (abgr >> 16 & 255) / 255 * alpha;\n out[offset++] = alpha;\n}\n\nexport { color32BitToUniform, colorToUniform };\n//# sourceMappingURL=colorToUniform.mjs.map\n","\"use strict\";\nclass BatchableSprite {\n constructor() {\n // batch specific..\n this.vertexSize = 4;\n this.indexSize = 6;\n this.location = 0;\n // location in the buffer\n this.batcher = null;\n this.batch = null;\n this.roundPixels = 0;\n }\n get blendMode() {\n return this.renderable.groupBlendMode;\n }\n packAttributes(float32View, uint32View, index, textureId) {\n const sprite = this.renderable;\n const texture = this.texture;\n const wt = sprite.groupTransform;\n const a = wt.a;\n const b = wt.b;\n const c = wt.c;\n const d = wt.d;\n const tx = wt.tx;\n const ty = wt.ty;\n const bounds = this.bounds;\n const w0 = bounds.maxX;\n const w1 = bounds.minX;\n const h0 = bounds.maxY;\n const h1 = bounds.minY;\n const uvs = texture.uvs;\n const argb = sprite.groupColorAlpha;\n const textureIdAndRound = textureId << 16 | this.roundPixels & 65535;\n float32View[index + 0] = a * w1 + c * h1 + tx;\n float32View[index + 1] = d * h1 + b * w1 + ty;\n float32View[index + 2] = uvs.x0;\n float32View[index + 3] = uvs.y0;\n uint32View[index + 4] = argb;\n uint32View[index + 5] = textureIdAndRound;\n float32View[index + 6] = a * w0 + c * h1 + tx;\n float32View[index + 7] = d * h1 + b * w0 + ty;\n float32View[index + 8] = uvs.x1;\n float32View[index + 9] = uvs.y1;\n uint32View[index + 10] = argb;\n uint32View[index + 11] = textureIdAndRound;\n float32View[index + 12] = a * w0 + c * h0 + tx;\n float32View[index + 13] = d * h0 + b * w0 + ty;\n float32View[index + 14] = uvs.x2;\n float32View[index + 15] = uvs.y2;\n uint32View[index + 16] = argb;\n uint32View[index + 17] = textureIdAndRound;\n float32View[index + 18] = a * w1 + c * h0 + tx;\n float32View[index + 19] = d * h0 + b * w1 + ty;\n float32View[index + 20] = uvs.x3;\n float32View[index + 21] = uvs.y3;\n uint32View[index + 22] = argb;\n uint32View[index + 23] = textureIdAndRound;\n }\n packIndex(indexBuffer, index, indicesOffset) {\n indexBuffer[index] = indicesOffset + 0;\n indexBuffer[index + 1] = indicesOffset + 1;\n indexBuffer[index + 2] = indicesOffset + 2;\n indexBuffer[index + 3] = indicesOffset + 0;\n indexBuffer[index + 4] = indicesOffset + 2;\n indexBuffer[index + 5] = indicesOffset + 3;\n }\n reset() {\n this.renderable = null;\n this.texture = null;\n this.batcher = null;\n this.batch = null;\n this.bounds = null;\n }\n}\n\nexport { BatchableSprite };\n//# 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