@wcardinal/wcardinal-ui 0.391.0 → 0.393.0

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.
Files changed (33) hide show
  1. package/dist/wcardinal/ui/d-base-background-mesh-geometry.js +1 -1
  2. package/dist/wcardinal/ui/d-base-background-mesh-geometry.js.map +1 -1
  3. package/dist/wcardinal/ui/d-base-border-mesh-geometry.js +2 -2
  4. package/dist/wcardinal/ui/d-base-border-mesh-geometry.js.map +1 -1
  5. package/dist/wcardinal/ui/d-base-border-snippet.js +1 -1
  6. package/dist/wcardinal/ui/d-base-border-snippet.js.map +1 -1
  7. package/dist/wcardinal/ui/theme/dark/d-theme-dark-base.js +2 -2
  8. package/dist/wcardinal/ui/theme/dark/d-theme-dark-base.js.map +1 -1
  9. package/dist/wcardinal/ui/theme/white/d-theme-white-base.js +2 -2
  10. package/dist/wcardinal/ui/theme/white/d-theme-white-base.js.map +1 -1
  11. package/dist/wcardinal/ui/util/dynamic-sdf-font-generator.js +7 -7
  12. package/dist/wcardinal/ui/util/dynamic-sdf-font-generator.js.map +1 -1
  13. package/dist/wcardinal-ui-theme-dark-en-us.js +3 -3
  14. package/dist/wcardinal-ui-theme-dark-en-us.min.js +2 -2
  15. package/dist/wcardinal-ui-theme-dark-en-us.min.js.map +1 -1
  16. package/dist/wcardinal-ui-theme-dark-ja-jp.js +3 -3
  17. package/dist/wcardinal-ui-theme-dark-ja-jp.min.js +2 -2
  18. package/dist/wcardinal-ui-theme-dark-ja-jp.min.js.map +1 -1
  19. package/dist/wcardinal-ui-theme-dark.js +3 -3
  20. package/dist/wcardinal-ui-theme-dark.min.js +2 -2
  21. package/dist/wcardinal-ui-theme-white-en-us.js +3 -3
  22. package/dist/wcardinal-ui-theme-white-en-us.min.js +2 -2
  23. package/dist/wcardinal-ui-theme-white-en-us.min.js.map +1 -1
  24. package/dist/wcardinal-ui-theme-white-ja-jp.js +3 -3
  25. package/dist/wcardinal-ui-theme-white-ja-jp.min.js +2 -2
  26. package/dist/wcardinal-ui-theme-white-ja-jp.min.js.map +1 -1
  27. package/dist/wcardinal-ui-theme-white.js +3 -3
  28. package/dist/wcardinal-ui-theme-white.min.js +2 -2
  29. package/dist/wcardinal-ui.cjs.js +16 -16
  30. package/dist/wcardinal-ui.js +12 -12
  31. package/dist/wcardinal-ui.min.js +2 -2
  32. package/dist/wcardinal-ui.min.js.map +1 -1
  33. package/package.json +1 -1
@@ -1,5 +1,5 @@
1
1
  /*
2
- Winter Cardinal UI v0.391.0
2
+ Winter Cardinal UI v0.393.0
3
3
  Copyright (C) 2019 Toshiba Corporation
4
4
  SPDX-License-Identifier: Apache-2.0
5
5
 
@@ -11801,7 +11801,7 @@ var DBaseBackgroundMeshGeometry = /** @class */ (function (_super) {
11801
11801
  DBaseBackgroundMeshGeometry.prototype.fillVertices = function (vertices, uvs, iv, iuv, n, x, y, r, dr, table) {
11802
11802
  var cos = table.cos;
11803
11803
  var sin = table.sin;
11804
- var r1 = r + 0.25;
11804
+ var r1 = r + dr;
11805
11805
  for (var i = 0; i < n; ++i) {
11806
11806
  var c = cos[i];
11807
11807
  var s = sin[i];
@@ -12106,8 +12106,8 @@ var DBaseBorderMeshGeometry = /** @class */ (function (_super) {
12106
12106
  var hw = 0.5 * borderWidth;
12107
12107
  var r1 = r - hw;
12108
12108
  var r2 = r + hw;
12109
- var r0 = r1 - 0.25;
12110
- var r3 = r2 + 0.25;
12109
+ var r0 = r1 - dr;
12110
+ var r3 = r2 + dr;
12111
12111
  var cos = table.cos;
12112
12112
  var sin = table.sin;
12113
12113
  if (r0 < 0) {
@@ -12539,7 +12539,7 @@ var DBaseBorderSnippet = /** @class */ (function () {
12539
12539
  borderMesh.y = -borderOffset;
12540
12540
  borderMesh.width = width + borderOffset * 2;
12541
12541
  borderMesh.height = height + borderOffset * 2;
12542
- borderMesh.cornerRadius = cornerRadius;
12542
+ borderMesh.cornerRadius = Math.max(0, cornerRadius + borderOffset);
12543
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  borderMesh.cornerMask = cornerMask;
12544
12544
  borderMesh.borderWidth = borderWidth;
12545
12545
  borderMesh.borderMask = borderMask;
@@ -20758,17 +20758,17 @@ var DynamicFontAtlasCharacterType = {
20758
20758
  * SPDX-License-Identifier: Apache-2.0
20759
20759
  */
20760
20760
  var VERTEX_SHADER$2 = "\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nvarying mediump vec2 vTextureCoord;\nvoid main(void) {\n\tgl_Position = vec4(aVertexPosition, 0.0, 1.0);\n\tvTextureCoord = aTextureCoord;\n}\n";
20761
- var FRAGMENT_SHADER$2 = "\nprecision mediump float;\n\nvarying mediump vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform vec2 uSize;\n\nfloat norm(vec2 v) {\n\treturn dot(v, v);\n}\n\nfloat norm(vec2 p, vec2 dp) {\n\tvec2 xy = p + dp;\n\tvec2 uvi = vec2(1.0) / uSize;\n\tvec2 uv = xy * uvi;\n\tvec4 t0 = vec4(texture2D(uSampler, uv).a);\n\tvec4 t1 = vec4(\n\t\ttexture2D(uSampler, uv + vec2(-uvi.x, 0.0 )).a,\n\t\ttexture2D(uSampler, uv + vec2(0.0 , -uvi.y)).a,\n\t\ttexture2D(uSampler, uv + vec2(+uvi.x, 0.0 )).a,\n\t\ttexture2D(uSampler, uv + vec2(0.0 , +uvi.y)).a\n\t);\n\tvec4 t2 = vec4(0.5);\n\tvec4 t3 = min(t1,t0);\n\tvec4 t4 = max(t1,t0);\n\n\tvec4 w0 = (t2 - t0) / (t1 - t0);\n\tvec4 s0 = vec4(\n\t\tt3.x < 0.5 && 0.5 <= t4.x,\n\t\tt3.y < 0.5 && 0.5 <= t4.y,\n\t\tt3.z < 0.5 && 0.5 <= t4.z,\n\t\tt3.w < 0.5 && 0.5 <= t4.w\n\t);\n\tvec4 l0 = vec4(\n\t\tnorm(dp + vec2(-w0.x, 0.0 )),\n\t\tnorm(dp + vec2(0.0 , -w0.y)),\n\t\tnorm(dp + vec2(+w0.z, 0.0 )),\n\t\tnorm(dp + vec2(0.0 , +w0.w))\n\t);\n\tvec4 c0 = vec4(100.0);\n\tvec4 r0 = mix(c0, l0, s0);\n\n\tvec4 w1 = w0 * vec4(0.5);\n\tvec4 s1 = vec4(\n\t\t0.5 < s0.x && 0.5 < s0.y,\n\t\t0.5 < s0.y && 0.5 < s0.z,\n\t\t0.5 < s0.z && 0.5 < s0.w,\n\t\t0.5 < s0.w && 0.5 < s0.x\n\t);\n\tvec4 l1 = vec4(\n\t\tnorm(dp + vec2(-w1.x, -w1.y)),\n\t\tnorm(dp + vec2(+w1.z, -w1.y)),\n\t\tnorm(dp + vec2(+w1.z, +w1.w)),\n\t\tnorm(dp + vec2(-w1.x, +w1.w))\n\t);\n\tvec4 r1 = mix(c0, l1, s1);\n\tvec4 r2 = min(r0, r1);\n\tvec2 r3 = min(r2.xy, r2.zw);\n\treturn min(r3.x, r3.y);\n}\n\nfloat distY(vec2 p, float dx) {\n\treturn min(\n\t\tnorm(p, vec2(dx, 0.0)),\n\t\tmin(\n\t\t\tmin(\n\t\t\t\tmin(\n\t\t\t\t\tmin(\n\t\t\t\t\t\tnorm(p, vec2(dx, -6.0)),\n\t\t\t\t\t\tnorm(p, vec2(dx, -5.0))\n\t\t\t\t\t),\n\t\t\t\t\tmin(\n\t\t\t\t\t\tnorm(p, vec2(dx, -4.0)),\n\t\t\t\t\t\tnorm(p, vec2(dx, -3.0))\n\t\t\t\t\t)\n\t\t\t\t),\n\t\t\t\tmin(\n\t\t\t\t\tnorm(p, vec2(dx, -2.0)),\n\t\t\t\t\tnorm(p, vec2(dx, -1.0))\n\t\t\t\t)\n\t\t\t),\n\t\t\tmin(\n\t\t\t\tmin(\n\t\t\t\t\tmin(\n\t\t\t\t\t\tnorm(p, vec2(dx, +1.0)),\n\t\t\t\t\t\tnorm(p, vec2(dx, +2.0))\n\t\t\t\t\t),\n\t\t\t\t\tmin(\n\t\t\t\t\t\tnorm(p, vec2(dx, +3.0)),\n\t\t\t\t\t\tnorm(p, vec2(dx, +4.0))\n\t\t\t\t\t)\n\t\t\t\t),\n\t\t\t\tmin(\n\t\t\t\t\tnorm(p, vec2(dx, +5.0)),\n\t\t\t\t\tnorm(p, vec2(dx, +6.0))\n\t\t\t\t)\n\t\t\t)\n\t\t)\n\t);\n}\n\nfloat distX(vec2 p) {\n\treturn min(\n\t\tdistY(p, 0.0),\n\t\tmin(\n\t\t\tmin(\n\t\t\t\tmin(\n\t\t\t\t\tmin(\n\t\t\t\t\t\tdistY(p, -6.0),\n\t\t\t\t\t\tdistY(p, -5.0)\n\t\t\t\t\t),\n\t\t\t\t\tmin(\n\t\t\t\t\t\tdistY(p, -4.0),\n\t\t\t\t\t\tdistY(p, -3.0)\n\t\t\t\t\t)\n\t\t\t\t),\n\t\t\t\tmin(\n\t\t\t\t\tdistY(p, -2.0),\n\t\t\t\t\tdistY(p, -1.0)\n\t\t\t\t)\n\t\t\t),\n\t\t\tmin(\n\t\t\t\tmin(\n\t\t\t\t\tmin(\n\t\t\t\t\t\tdistY(p, +1.0),\n\t\t\t\t\t\tdistY(p, +2.0)\n\t\t\t\t\t),\n\t\t\t\t\tmin(\n\t\t\t\t\t\tdistY(p, +3.0),\n\t\t\t\t\t\tdistY(p, +4.0)\n\t\t\t\t\t)\n\t\t\t\t),\n\t\t\t\tmin(\n\t\t\t\t\tdistY(p, +5.0),\n\t\t\t\t\tdistY(p, +6.0)\n\t\t\t\t)\n\t\t\t)\n\t\t)\n\t);\n}\n\nfloat dist(vec2 p) {\n\treturn sqrt(distX(p));\n}\n\nvoid main(void) {\n\tfloat t = texture2D(uSampler, vTextureCoord).a;\n\tfloat d = min( 6.0, dist( vTextureCoord * uSize ) ) / 12.0;\n\td = clamp( mix( 0.5 - d, 0.5 + d, step( 0.5, t ) ), 0.0, 1.0 ) * 255.0;\n\tfloat r = floor(d);\n\td = (d - r) * 255.0;\n\tfloat g = floor(d);\n\tgl_FragColor = vec4(r * 0.00392156862745098, g * 0.00392156862745098, d - g, 1.0);\n}\n";
20761
+ var FRAGMENT_SHADER$2 = "\nprecision mediump float;\n\nvarying mediump vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform vec2 uSize;\n\nfloat norm(vec2 v) {\n\treturn dot(v, v);\n}\n\nfloat norm(vec2 p, vec2 dp) {\n\tvec2 xy = p + dp;\n\tvec2 uvi = vec2(1.0) / uSize;\n\tvec2 uv = xy * uvi;\n\tvec4 t0 = vec4(texture2D(uSampler, uv).a);\n\tvec4 t1 = vec4(\n\t\ttexture2D(uSampler, uv + vec2(-uvi.x, 0.0 )).a,\n\t\ttexture2D(uSampler, uv + vec2(0.0 , -uvi.y)).a,\n\t\ttexture2D(uSampler, uv + vec2(+uvi.x, 0.0 )).a,\n\t\ttexture2D(uSampler, uv + vec2(0.0 , +uvi.y)).a\n\t);\n\tvec4 t2 = vec4(0.5);\n\tvec4 t3 = min(t1,t0);\n\tvec4 t4 = max(t1,t0);\n\n\tvec4 w0 = (t2 - t0) / (t1 - t0);\n\tvec4 s0 = vec4(\n\t\tt3.x < 0.5 && 0.5 <= t4.x,\n\t\tt3.y < 0.5 && 0.5 <= t4.y,\n\t\tt3.z < 0.5 && 0.5 <= t4.z,\n\t\tt3.w < 0.5 && 0.5 <= t4.w\n\t);\n\tvec4 l0 = vec4(\n\t\tnorm(dp + vec2(-w0.x, 0.0 )),\n\t\tnorm(dp + vec2(0.0 , -w0.y)),\n\t\tnorm(dp + vec2(+w0.z, 0.0 )),\n\t\tnorm(dp + vec2(0.0 , +w0.w))\n\t);\n\tvec4 c0 = vec4(100.0);\n\tvec4 r0 = mix(c0, l0, s0);\n\n\tvec4 w1 = w0 * vec4(0.5);\n\tvec4 s1 = vec4(\n\t\t0.5 < s0.x && 0.5 < s0.y,\n\t\t0.5 < s0.y && 0.5 < s0.z,\n\t\t0.5 < s0.z && 0.5 < s0.w,\n\t\t0.5 < s0.w && 0.5 < s0.x\n\t);\n\tvec4 l1 = vec4(\n\t\tnorm(dp + vec2(-w1.x, -w1.y)),\n\t\tnorm(dp + vec2(+w1.z, -w1.y)),\n\t\tnorm(dp + vec2(+w1.z, +w1.w)),\n\t\tnorm(dp + vec2(-w1.x, +w1.w))\n\t);\n\tvec4 r1 = mix(c0, l1, s1);\n\tvec4 r2 = min(r0, r1);\n\tvec2 r3 = min(r2.xy, r2.zw);\n\treturn min(r3.x, r3.y);\n}\n\nfloat normY(vec2 p, float dx) {\n\tfloat result = 100.0;\n\tfor (float dy=-6.0; dy < 6.5; dy += 1.0) {\n\t\tresult = min(result, norm(p, vec2(dx, dy)));\n\t}\n\treturn result;\n}\n\nfloat normX(vec2 p) {\n\tfloat result = 100.0;\n\tfor (float dx=-6.0; dx < 6.5; dx += 1.0) {\n\t\tresult = min(result, normY(p, dx));\n\t}\n\treturn result;\n}\n\nvoid main(void) {\n\tfloat t = texture2D(uSampler, vTextureCoord).a;\n\tfloat d = min( 6.0, sqrt(normX( vTextureCoord * uSize )) ) / 12.0;\n\td = clamp( mix( 0.5 - d, 0.5 + d, step( 0.5, t ) ), 0.0, 1.0 ) * 255.0;\n\tfloat r = floor(d);\n\td = (d - r) * 255.0;\n\tfloat g = floor(d);\n\tgl_FragColor = vec4(r * 0.00392156862745098, g * 0.00392156862745098, d - g, 1.0);\n}\n";
20762
20762
  var DynamicSDFFontGenerator = /** @class */ (function () {
20763
20763
  function DynamicSDFFontGenerator() {
20764
20764
  var _this = this;
20765
20765
  this._gl = null;
20766
20766
  this._texture = null;
20767
20767
  this._shaderProgram = null;
20768
- this._vertexPositionAttribute = NaN;
20769
- this._textureCoordAttribute = NaN;
20770
- this._samplerUniform = NaN;
20771
- this._sizeUniform = NaN;
20768
+ this._vertexPositionAttribute = 0;
20769
+ this._textureCoordAttribute = 1;
20770
+ this._samplerUniform = null;
20771
+ this._sizeUniform = null;
20772
20772
  this._vb = null;
20773
20773
  this._uvb = null;
20774
20774
  var canvas = (this._canvas = document.createElement("canvas"));
@@ -20842,6 +20842,8 @@ var DynamicSDFFontGenerator = /** @class */ (function () {
20842
20842
  if (shaderProgram != null) {
20843
20843
  gl.attachShader(shaderProgram, vertexShader);
20844
20844
  gl.attachShader(shaderProgram, fragmentShader);
20845
+ gl.bindAttribLocation(shaderProgram, 0, "aVertexPosition");
20846
+ gl.bindAttribLocation(shaderProgram, 1, "aTextureCoord");
20845
20847
  gl.linkProgram(shaderProgram);
20846
20848
  if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
20847
20849
  console &&
@@ -20854,8 +20856,6 @@ var DynamicSDFFontGenerator = /** @class */ (function () {
20854
20856
  gl.deleteShader(vertexShader);
20855
20857
  gl.deleteShader(fragmentShader);
20856
20858
  gl.useProgram(shaderProgram);
20857
- this._vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
20858
- this._textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
20859
20859
  this._samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
20860
20860
  this._sizeUniform = gl.getUniformLocation(shaderProgram, "uSize");
20861
20861
  gl.useProgram(null);
@@ -46897,7 +46897,7 @@ var DThemeWhiteBase = /** @class */ (function (_super) {
46897
46897
  return 1;
46898
46898
  };
46899
46899
  DThemeWhiteBase.prototype.getBorderWidth = function (state) {
46900
- return 1.5;
46900
+ return 1;
46901
46901
  };
46902
46902
  DThemeWhiteBase.prototype.getBorderAlign = function (state) {
46903
46903
  return 0;
@@ -46936,7 +46936,7 @@ var DThemeWhiteBase = /** @class */ (function (_super) {
46936
46936
  return 0;
46937
46937
  };
46938
46938
  DThemeWhiteBase.prototype.getOutlineWidth = function (state) {
46939
- return 1.5;
46939
+ return 1;
46940
46940
  };
46941
46941
  DThemeWhiteBase.prototype.getOutlineOffset = function (state) {
46942
46942
  return 0;
@@ -57894,7 +57894,7 @@ var DThemeDarkBase = /** @class */ (function (_super) {
57894
57894
  return 1;
57895
57895
  };
57896
57896
  DThemeDarkBase.prototype.getBorderWidth = function (state) {
57897
- return 1.5;
57897
+ return 1;
57898
57898
  };
57899
57899
  DThemeDarkBase.prototype.getBorderAlign = function (state) {
57900
57900
  return 0;
@@ -57933,7 +57933,7 @@ var DThemeDarkBase = /** @class */ (function (_super) {
57933
57933
  return 0;
57934
57934
  };
57935
57935
  DThemeDarkBase.prototype.getOutlineWidth = function (state) {
57936
- return 1.5;
57936
+ return 1;
57937
57937
  };
57938
57938
  DThemeDarkBase.prototype.getOutlineOffset = function (state) {
57939
57939
  return 0;
@@ -1,5 +1,5 @@
1
1
  /*
2
- Winter Cardinal UI v0.391.0
2
+ Winter Cardinal UI v0.393.0
3
3
  Copyright (C) 2019 Toshiba Corporation
4
4
  SPDX-License-Identifier: Apache-2.0
5
5
 
@@ -11798,7 +11798,7 @@
11798
11798
  DBaseBackgroundMeshGeometry.prototype.fillVertices = function (vertices, uvs, iv, iuv, n, x, y, r, dr, table) {
11799
11799
  var cos = table.cos;
11800
11800
  var sin = table.sin;
11801
- var r1 = r + 0.25;
11801
+ var r1 = r + dr;
11802
11802
  for (var i = 0; i < n; ++i) {
11803
11803
  var c = cos[i];
11804
11804
  var s = sin[i];
@@ -12103,8 +12103,8 @@
12103
12103
  var hw = 0.5 * borderWidth;
12104
12104
  var r1 = r - hw;
12105
12105
  var r2 = r + hw;
12106
- var r0 = r1 - 0.25;
12107
- var r3 = r2 + 0.25;
12106
+ var r0 = r1 - dr;
12107
+ var r3 = r2 + dr;
12108
12108
  var cos = table.cos;
12109
12109
  var sin = table.sin;
12110
12110
  if (r0 < 0) {
@@ -12536,7 +12536,7 @@
12536
12536
  borderMesh.y = -borderOffset;
12537
12537
  borderMesh.width = width + borderOffset * 2;
12538
12538
  borderMesh.height = height + borderOffset * 2;
12539
- borderMesh.cornerRadius = cornerRadius;
12539
+ borderMesh.cornerRadius = Math.max(0, cornerRadius + borderOffset);
12540
12540
  borderMesh.cornerMask = cornerMask;
12541
12541
  borderMesh.borderWidth = borderWidth;
12542
12542
  borderMesh.borderMask = borderMask;
@@ -20755,17 +20755,17 @@
20755
20755
  * SPDX-License-Identifier: Apache-2.0
20756
20756
  */
20757
20757
  var VERTEX_SHADER$2 = "\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nvarying mediump vec2 vTextureCoord;\nvoid main(void) {\n\tgl_Position = vec4(aVertexPosition, 0.0, 1.0);\n\tvTextureCoord = aTextureCoord;\n}\n";
20758
- var FRAGMENT_SHADER$2 = "\nprecision mediump float;\n\nvarying mediump vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform vec2 uSize;\n\nfloat norm(vec2 v) {\n\treturn dot(v, v);\n}\n\nfloat norm(vec2 p, vec2 dp) {\n\tvec2 xy = p + dp;\n\tvec2 uvi = vec2(1.0) / uSize;\n\tvec2 uv = xy * uvi;\n\tvec4 t0 = vec4(texture2D(uSampler, uv).a);\n\tvec4 t1 = vec4(\n\t\ttexture2D(uSampler, uv + vec2(-uvi.x, 0.0 )).a,\n\t\ttexture2D(uSampler, uv + vec2(0.0 , -uvi.y)).a,\n\t\ttexture2D(uSampler, uv + vec2(+uvi.x, 0.0 )).a,\n\t\ttexture2D(uSampler, uv + vec2(0.0 , +uvi.y)).a\n\t);\n\tvec4 t2 = vec4(0.5);\n\tvec4 t3 = min(t1,t0);\n\tvec4 t4 = max(t1,t0);\n\n\tvec4 w0 = (t2 - t0) / (t1 - t0);\n\tvec4 s0 = vec4(\n\t\tt3.x < 0.5 && 0.5 <= t4.x,\n\t\tt3.y < 0.5 && 0.5 <= t4.y,\n\t\tt3.z < 0.5 && 0.5 <= t4.z,\n\t\tt3.w < 0.5 && 0.5 <= t4.w\n\t);\n\tvec4 l0 = vec4(\n\t\tnorm(dp + vec2(-w0.x, 0.0 )),\n\t\tnorm(dp + vec2(0.0 , -w0.y)),\n\t\tnorm(dp + vec2(+w0.z, 0.0 )),\n\t\tnorm(dp + vec2(0.0 , +w0.w))\n\t);\n\tvec4 c0 = vec4(100.0);\n\tvec4 r0 = mix(c0, l0, s0);\n\n\tvec4 w1 = w0 * vec4(0.5);\n\tvec4 s1 = vec4(\n\t\t0.5 < s0.x && 0.5 < s0.y,\n\t\t0.5 < s0.y && 0.5 < s0.z,\n\t\t0.5 < s0.z && 0.5 < s0.w,\n\t\t0.5 < s0.w && 0.5 < s0.x\n\t);\n\tvec4 l1 = vec4(\n\t\tnorm(dp + vec2(-w1.x, -w1.y)),\n\t\tnorm(dp + vec2(+w1.z, -w1.y)),\n\t\tnorm(dp + vec2(+w1.z, +w1.w)),\n\t\tnorm(dp + vec2(-w1.x, +w1.w))\n\t);\n\tvec4 r1 = mix(c0, l1, s1);\n\tvec4 r2 = min(r0, r1);\n\tvec2 r3 = min(r2.xy, r2.zw);\n\treturn min(r3.x, r3.y);\n}\n\nfloat distY(vec2 p, float dx) {\n\treturn min(\n\t\tnorm(p, vec2(dx, 0.0)),\n\t\tmin(\n\t\t\tmin(\n\t\t\t\tmin(\n\t\t\t\t\tmin(\n\t\t\t\t\t\tnorm(p, vec2(dx, -6.0)),\n\t\t\t\t\t\tnorm(p, vec2(dx, -5.0))\n\t\t\t\t\t),\n\t\t\t\t\tmin(\n\t\t\t\t\t\tnorm(p, vec2(dx, -4.0)),\n\t\t\t\t\t\tnorm(p, vec2(dx, -3.0))\n\t\t\t\t\t)\n\t\t\t\t),\n\t\t\t\tmin(\n\t\t\t\t\tnorm(p, vec2(dx, -2.0)),\n\t\t\t\t\tnorm(p, vec2(dx, -1.0))\n\t\t\t\t)\n\t\t\t),\n\t\t\tmin(\n\t\t\t\tmin(\n\t\t\t\t\tmin(\n\t\t\t\t\t\tnorm(p, vec2(dx, +1.0)),\n\t\t\t\t\t\tnorm(p, vec2(dx, +2.0))\n\t\t\t\t\t),\n\t\t\t\t\tmin(\n\t\t\t\t\t\tnorm(p, vec2(dx, +3.0)),\n\t\t\t\t\t\tnorm(p, vec2(dx, +4.0))\n\t\t\t\t\t)\n\t\t\t\t),\n\t\t\t\tmin(\n\t\t\t\t\tnorm(p, vec2(dx, +5.0)),\n\t\t\t\t\tnorm(p, vec2(dx, +6.0))\n\t\t\t\t)\n\t\t\t)\n\t\t)\n\t);\n}\n\nfloat distX(vec2 p) {\n\treturn min(\n\t\tdistY(p, 0.0),\n\t\tmin(\n\t\t\tmin(\n\t\t\t\tmin(\n\t\t\t\t\tmin(\n\t\t\t\t\t\tdistY(p, -6.0),\n\t\t\t\t\t\tdistY(p, -5.0)\n\t\t\t\t\t),\n\t\t\t\t\tmin(\n\t\t\t\t\t\tdistY(p, -4.0),\n\t\t\t\t\t\tdistY(p, -3.0)\n\t\t\t\t\t)\n\t\t\t\t),\n\t\t\t\tmin(\n\t\t\t\t\tdistY(p, -2.0),\n\t\t\t\t\tdistY(p, -1.0)\n\t\t\t\t)\n\t\t\t),\n\t\t\tmin(\n\t\t\t\tmin(\n\t\t\t\t\tmin(\n\t\t\t\t\t\tdistY(p, +1.0),\n\t\t\t\t\t\tdistY(p, +2.0)\n\t\t\t\t\t),\n\t\t\t\t\tmin(\n\t\t\t\t\t\tdistY(p, +3.0),\n\t\t\t\t\t\tdistY(p, +4.0)\n\t\t\t\t\t)\n\t\t\t\t),\n\t\t\t\tmin(\n\t\t\t\t\tdistY(p, +5.0),\n\t\t\t\t\tdistY(p, +6.0)\n\t\t\t\t)\n\t\t\t)\n\t\t)\n\t);\n}\n\nfloat dist(vec2 p) {\n\treturn sqrt(distX(p));\n}\n\nvoid main(void) {\n\tfloat t = texture2D(uSampler, vTextureCoord).a;\n\tfloat d = min( 6.0, dist( vTextureCoord * uSize ) ) / 12.0;\n\td = clamp( mix( 0.5 - d, 0.5 + d, step( 0.5, t ) ), 0.0, 1.0 ) * 255.0;\n\tfloat r = floor(d);\n\td = (d - r) * 255.0;\n\tfloat g = floor(d);\n\tgl_FragColor = vec4(r * 0.00392156862745098, g * 0.00392156862745098, d - g, 1.0);\n}\n";
20758
+ var FRAGMENT_SHADER$2 = "\nprecision mediump float;\n\nvarying mediump vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform vec2 uSize;\n\nfloat norm(vec2 v) {\n\treturn dot(v, v);\n}\n\nfloat norm(vec2 p, vec2 dp) {\n\tvec2 xy = p + dp;\n\tvec2 uvi = vec2(1.0) / uSize;\n\tvec2 uv = xy * uvi;\n\tvec4 t0 = vec4(texture2D(uSampler, uv).a);\n\tvec4 t1 = vec4(\n\t\ttexture2D(uSampler, uv + vec2(-uvi.x, 0.0 )).a,\n\t\ttexture2D(uSampler, uv + vec2(0.0 , -uvi.y)).a,\n\t\ttexture2D(uSampler, uv + vec2(+uvi.x, 0.0 )).a,\n\t\ttexture2D(uSampler, uv + vec2(0.0 , +uvi.y)).a\n\t);\n\tvec4 t2 = vec4(0.5);\n\tvec4 t3 = min(t1,t0);\n\tvec4 t4 = max(t1,t0);\n\n\tvec4 w0 = (t2 - t0) / (t1 - t0);\n\tvec4 s0 = vec4(\n\t\tt3.x < 0.5 && 0.5 <= t4.x,\n\t\tt3.y < 0.5 && 0.5 <= t4.y,\n\t\tt3.z < 0.5 && 0.5 <= t4.z,\n\t\tt3.w < 0.5 && 0.5 <= t4.w\n\t);\n\tvec4 l0 = vec4(\n\t\tnorm(dp + vec2(-w0.x, 0.0 )),\n\t\tnorm(dp + vec2(0.0 , -w0.y)),\n\t\tnorm(dp + vec2(+w0.z, 0.0 )),\n\t\tnorm(dp + vec2(0.0 , +w0.w))\n\t);\n\tvec4 c0 = vec4(100.0);\n\tvec4 r0 = mix(c0, l0, s0);\n\n\tvec4 w1 = w0 * vec4(0.5);\n\tvec4 s1 = vec4(\n\t\t0.5 < s0.x && 0.5 < s0.y,\n\t\t0.5 < s0.y && 0.5 < s0.z,\n\t\t0.5 < s0.z && 0.5 < s0.w,\n\t\t0.5 < s0.w && 0.5 < s0.x\n\t);\n\tvec4 l1 = vec4(\n\t\tnorm(dp + vec2(-w1.x, -w1.y)),\n\t\tnorm(dp + vec2(+w1.z, -w1.y)),\n\t\tnorm(dp + vec2(+w1.z, +w1.w)),\n\t\tnorm(dp + vec2(-w1.x, +w1.w))\n\t);\n\tvec4 r1 = mix(c0, l1, s1);\n\tvec4 r2 = min(r0, r1);\n\tvec2 r3 = min(r2.xy, r2.zw);\n\treturn min(r3.x, r3.y);\n}\n\nfloat normY(vec2 p, float dx) {\n\tfloat result = 100.0;\n\tfor (float dy=-6.0; dy < 6.5; dy += 1.0) {\n\t\tresult = min(result, norm(p, vec2(dx, dy)));\n\t}\n\treturn result;\n}\n\nfloat normX(vec2 p) {\n\tfloat result = 100.0;\n\tfor (float dx=-6.0; dx < 6.5; dx += 1.0) {\n\t\tresult = min(result, normY(p, dx));\n\t}\n\treturn result;\n}\n\nvoid main(void) {\n\tfloat t = texture2D(uSampler, vTextureCoord).a;\n\tfloat d = min( 6.0, sqrt(normX( vTextureCoord * uSize )) ) / 12.0;\n\td = clamp( mix( 0.5 - d, 0.5 + d, step( 0.5, t ) ), 0.0, 1.0 ) * 255.0;\n\tfloat r = floor(d);\n\td = (d - r) * 255.0;\n\tfloat g = floor(d);\n\tgl_FragColor = vec4(r * 0.00392156862745098, g * 0.00392156862745098, d - g, 1.0);\n}\n";
20759
20759
  var DynamicSDFFontGenerator = /** @class */ (function () {
20760
20760
  function DynamicSDFFontGenerator() {
20761
20761
  var _this = this;
20762
20762
  this._gl = null;
20763
20763
  this._texture = null;
20764
20764
  this._shaderProgram = null;
20765
- this._vertexPositionAttribute = NaN;
20766
- this._textureCoordAttribute = NaN;
20767
- this._samplerUniform = NaN;
20768
- this._sizeUniform = NaN;
20765
+ this._vertexPositionAttribute = 0;
20766
+ this._textureCoordAttribute = 1;
20767
+ this._samplerUniform = null;
20768
+ this._sizeUniform = null;
20769
20769
  this._vb = null;
20770
20770
  this._uvb = null;
20771
20771
  var canvas = (this._canvas = document.createElement("canvas"));
@@ -20839,6 +20839,8 @@
20839
20839
  if (shaderProgram != null) {
20840
20840
  gl.attachShader(shaderProgram, vertexShader);
20841
20841
  gl.attachShader(shaderProgram, fragmentShader);
20842
+ gl.bindAttribLocation(shaderProgram, 0, "aVertexPosition");
20843
+ gl.bindAttribLocation(shaderProgram, 1, "aTextureCoord");
20842
20844
  gl.linkProgram(shaderProgram);
20843
20845
  if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
20844
20846
  console &&
@@ -20851,8 +20853,6 @@
20851
20853
  gl.deleteShader(vertexShader);
20852
20854
  gl.deleteShader(fragmentShader);
20853
20855
  gl.useProgram(shaderProgram);
20854
- this._vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
20855
- this._textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
20856
20856
  this._samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
20857
20857
  this._sizeUniform = gl.getUniformLocation(shaderProgram, "uSize");
20858
20858
  gl.useProgram(null);