@vivi2d/web 0.1.0-alpha.0

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Files changed (37) hide show
  1. package/LICENSE +160 -0
  2. package/README.md +201 -0
  3. package/dist/CanvasPool-CASccukD.js +48 -0
  4. package/dist/CanvasPool-CASccukD.js.map +1 -0
  5. package/dist/CanvasRenderer-BWDoXN0L.js +5750 -0
  6. package/dist/CanvasRenderer-BWDoXN0L.js.map +1 -0
  7. package/dist/GpuStencilModesToPixi-c2lsBIrd.js +221 -0
  8. package/dist/GpuStencilModesToPixi-c2lsBIrd.js.map +1 -0
  9. package/dist/RenderTargetSystem-BCowAg_f.js +3493 -0
  10. package/dist/RenderTargetSystem-BCowAg_f.js.map +1 -0
  11. package/dist/WebGLRenderer-KKZauisz.js +2236 -0
  12. package/dist/WebGLRenderer-KKZauisz.js.map +1 -0
  13. package/dist/WebGPURenderer-xmqgPtcF.js +1632 -0
  14. package/dist/WebGPURenderer-xmqgPtcF.js.map +1 -0
  15. package/dist/auto-register.d.ts +1 -0
  16. package/dist/auto-register.js +3 -0
  17. package/dist/auto-register.js.map +1 -0
  18. package/dist/browserAll-DQ0eWekj.js +1872 -0
  19. package/dist/browserAll-DQ0eWekj.js.map +1 -0
  20. package/dist/canvasUtils-BSaR9Fot.js +210 -0
  21. package/dist/canvasUtils-BSaR9Fot.js.map +1 -0
  22. package/dist/errors.d.ts +12 -0
  23. package/dist/getTextureBatchBindGroup-BYhXfZM4.js +22 -0
  24. package/dist/getTextureBatchBindGroup-BYhXfZM4.js.map +1 -0
  25. package/dist/index-CW8mx7yF.js +18805 -0
  26. package/dist/index-CW8mx7yF.js.map +1 -0
  27. package/dist/index.d.ts +7 -0
  28. package/dist/model-loader.d.ts +42 -0
  29. package/dist/player.d.ts +85 -0
  30. package/dist/vivi-model-element.d.ts +65 -0
  31. package/dist/vivi2d.es.js +11 -0
  32. package/dist/vivi2d.es.js.map +1 -0
  33. package/dist/vivi2d.umd.js +1020 -0
  34. package/dist/vivi2d.umd.js.map +1 -0
  35. package/dist/webworkerAll-oTmmI2Qm.js +694 -0
  36. package/dist/webworkerAll-oTmmI2Qm.js.map +1 -0
  37. package/package.json +56 -0
@@ -0,0 +1,221 @@
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+ import { ao as m, a8 as l, S as a } from "./index-CW8mx7yF.js";
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+ const c = {
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+ name: "local-uniform-bit",
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+ vertex: {
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+ header: (
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+ /* wgsl */
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+ `
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+
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+ struct LocalUniforms {
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+ uTransformMatrix:mat3x3<f32>,
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+ uColor:vec4<f32>,
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+ uRound:f32,
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+ }
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+
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+ @group(1) @binding(0) var<uniform> localUniforms : LocalUniforms;
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+ `
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+ ),
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+ main: (
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+ /* wgsl */
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+ `
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+ vColor *= localUniforms.uColor;
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+ modelMatrix *= localUniforms.uTransformMatrix;
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+ `
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+ ),
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+ end: (
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+ /* wgsl */
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+ `
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+ if(localUniforms.uRound == 1)
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+ {
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+ vPosition = vec4(roundPixels(vPosition.xy, globalUniforms.uResolution), vPosition.zw);
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+ }
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+ `
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+ )
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+ }
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+ }, x = {
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+ ...c,
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+ vertex: {
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+ ...c.vertex,
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+ // replace the group!
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+ header: c.vertex.header.replace("group(1)", "group(2)")
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+ }
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+ }, d = {
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+ name: "local-uniform-bit",
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+ vertex: {
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+ header: (
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+ /* glsl */
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+ `
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+
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+ uniform mat3 uTransformMatrix;
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+ uniform vec4 uColor;
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+ uniform float uRound;
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+ `
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+ ),
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+ main: (
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+ /* glsl */
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+ `
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+ vColor *= uColor;
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+ modelMatrix = uTransformMatrix;
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+ `
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+ ),
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+ end: (
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+ /* glsl */
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+ `
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+ if(uRound == 1.)
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+ {
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+ gl_Position.xy = roundPixels(gl_Position.xy, uResolution);
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+ }
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+ `
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+ )
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+ }
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+ }, b = {
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+ name: "texture-bit",
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+ vertex: {
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+ header: (
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+ /* wgsl */
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+ `
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+
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+ struct TextureUniforms {
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+ uTextureMatrix:mat3x3<f32>,
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+ }
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+
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+ @group(2) @binding(2) var<uniform> textureUniforms : TextureUniforms;
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+ `
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+ ),
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+ main: (
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+ /* wgsl */
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+ `
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+ uv = (textureUniforms.uTextureMatrix * vec3(uv, 1.0)).xy;
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+ `
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+ )
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+ },
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+ fragment: {
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+ header: (
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+ /* wgsl */
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+ `
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+ @group(2) @binding(0) var uTexture: texture_2d<f32>;
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+ @group(2) @binding(1) var uSampler: sampler;
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+
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+
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+ `
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+ ),
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+ main: (
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+ /* wgsl */
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+ `
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+ outColor = textureSample(uTexture, uSampler, vUV);
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+ `
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+ )
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+ }
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+ }, v = {
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+ name: "texture-bit",
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+ vertex: {
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+ header: (
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+ /* glsl */
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+ `
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+ uniform mat3 uTextureMatrix;
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+ `
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+ ),
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+ main: (
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+ /* glsl */
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+ `
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+ uv = (uTextureMatrix * vec3(uv, 1.0)).xy;
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+ `
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+ )
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+ },
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+ fragment: {
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+ header: (
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+ /* glsl */
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+ `
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+ uniform sampler2D uTexture;
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+
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+
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+ `
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+ ),
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+ main: (
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+ /* glsl */
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+ `
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+ outColor = texture(uTexture, vUV);
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+ `
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+ )
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+ }
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+ };
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+ function M(n, u) {
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+ for (const r in n.attributes) {
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+ const t = n.attributes[r], o = u[r];
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+ o ? (t.format ?? (t.format = o.format), t.offset ?? (t.offset = o.offset), t.instance ?? (t.instance = o.instance)) : m(`Attribute ${r} is not present in the shader, but is present in the geometry. Unable to infer attribute details.`);
146
+ }
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+ f(n);
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+ }
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+ function f(n) {
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+ const { buffers: u, attributes: r } = n, t = {}, o = {};
151
+ for (const s in u) {
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+ const e = u[s];
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+ t[e.uid] = 0, o[e.uid] = 0;
154
+ }
155
+ for (const s in r) {
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+ const e = r[s];
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+ t[e.buffer.uid] += l(e.format).stride;
158
+ }
159
+ for (const s in r) {
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+ const e = r[s];
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+ e.stride ?? (e.stride = t[e.buffer.uid]), e.start ?? (e.start = o[e.buffer.uid]), o[e.buffer.uid] += l(e.format).stride;
162
+ }
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+ }
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+ const i = [];
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+ i[a.NONE] = void 0;
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+ i[a.DISABLED] = {
167
+ stencilWriteMask: 0,
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+ stencilReadMask: 0
169
+ };
170
+ i[a.RENDERING_MASK_ADD] = {
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+ stencilFront: {
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+ compare: "equal",
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+ passOp: "increment-clamp"
174
+ },
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+ stencilBack: {
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+ compare: "equal",
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+ passOp: "increment-clamp"
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+ }
179
+ };
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+ i[a.RENDERING_MASK_REMOVE] = {
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+ stencilFront: {
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+ compare: "equal",
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+ passOp: "decrement-clamp"
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+ },
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+ stencilBack: {
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+ compare: "equal",
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+ passOp: "decrement-clamp"
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+ }
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+ };
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+ i[a.MASK_ACTIVE] = {
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+ stencilWriteMask: 0,
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+ stencilFront: {
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+ compare: "equal",
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+ passOp: "keep"
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+ },
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+ stencilBack: {
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+ compare: "equal",
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+ passOp: "keep"
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+ }
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+ };
201
+ i[a.INVERSE_MASK_ACTIVE] = {
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+ stencilWriteMask: 0,
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+ stencilFront: {
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+ compare: "not-equal",
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+ passOp: "keep"
206
+ },
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+ stencilBack: {
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+ compare: "not-equal",
209
+ passOp: "keep"
210
+ }
211
+ };
212
+ export {
213
+ i as G,
214
+ d as a,
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+ x as b,
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+ v as c,
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+ M as e,
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+ c as l,
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+ b as t
220
+ };
221
+ //# sourceMappingURL=GpuStencilModesToPixi-c2lsBIrd.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GpuStencilModesToPixi-c2lsBIrd.js","sources":["../../../node_modules/pixi.js/lib/rendering/high-shader/shader-bits/localUniformBit.mjs","../../../node_modules/pixi.js/lib/rendering/high-shader/shader-bits/textureBit.mjs","../../../node_modules/pixi.js/lib/rendering/renderers/gl/shader/program/ensureAttributes.mjs","../../../node_modules/pixi.js/lib/rendering/renderers/gpu/state/GpuStencilModesToPixi.mjs"],"sourcesContent":["\"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 textureBit = {\n name: \"texture-bit\",\n vertex: {\n header: (\n /* wgsl */\n `\n\n struct TextureUniforms {\n uTextureMatrix:mat3x3<f32>,\n }\n\n @group(2) @binding(2) var<uniform> textureUniforms : TextureUniforms;\n `\n ),\n main: (\n /* wgsl */\n `\n uv = (textureUniforms.uTextureMatrix * vec3(uv, 1.0)).xy;\n `\n )\n },\n fragment: {\n header: (\n /* wgsl */\n `\n @group(2) @binding(0) var uTexture: texture_2d<f32>;\n @group(2) @binding(1) var uSampler: sampler;\n\n\n `\n ),\n main: (\n /* wgsl */\n `\n outColor = textureSample(uTexture, uSampler, vUV);\n `\n )\n }\n};\nconst textureBitGl = {\n name: \"texture-bit\",\n vertex: {\n header: (\n /* glsl */\n `\n uniform mat3 uTextureMatrix;\n `\n ),\n main: (\n /* glsl */\n `\n uv = (uTextureMatrix * vec3(uv, 1.0)).xy;\n `\n )\n },\n fragment: {\n header: (\n /* glsl */\n `\n uniform sampler2D uTexture;\n\n\n `\n ),\n main: (\n /* glsl */\n `\n outColor = texture(uTexture, vUV);\n `\n )\n }\n};\n\nexport { textureBit, textureBitGl };\n//# sourceMappingURL=textureBit.mjs.map\n","import { warn } from '../../../../../utils/logging/warn.mjs';\nimport { getAttributeInfoFromFormat } from '../../../shared/geometry/utils/getAttributeInfoFromFormat.mjs';\n\n\"use strict\";\nfunction ensureAttributes(geometry, extractedData) {\n for (const i in geometry.attributes) {\n const attribute = geometry.attributes[i];\n const attributeData = extractedData[i];\n if (attributeData) {\n attribute.format ?? (attribute.format = attributeData.format);\n attribute.offset ?? (attribute.offset = attributeData.offset);\n attribute.instance ?? (attribute.instance = attributeData.instance);\n } else {\n warn(`Attribute ${i} is not present in the shader, but is present in the geometry. Unable to infer attribute details.`);\n }\n }\n ensureStartAndStride(geometry);\n}\nfunction ensureStartAndStride(geometry) {\n const { buffers, attributes } = geometry;\n const tempStride = {};\n const tempStart = {};\n for (const j in buffers) {\n const buffer = buffers[j];\n tempStride[buffer.uid] = 0;\n tempStart[buffer.uid] = 0;\n }\n for (const j in attributes) {\n const attribute = attributes[j];\n tempStride[attribute.buffer.uid] += getAttributeInfoFromFormat(attribute.format).stride;\n }\n for (const j in attributes) {\n const attribute = attributes[j];\n attribute.stride ?? (attribute.stride = tempStride[attribute.buffer.uid]);\n attribute.start ?? 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