holostaff-widget 2.1.4 → 2.1.6

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 (23) hide show
  1. package/dist/{BufferResource-n5kRzHSb.js → BufferResource-BkcEaz85.js} +13 -13
  2. package/dist/{BufferResource-n5kRzHSb.js.map → BufferResource-BkcEaz85.js.map} +1 -1
  3. package/dist/{CanvasRenderer-B0v2M8OG.js → CanvasRenderer-BcozXFP3.js} +22 -22
  4. package/dist/{CanvasRenderer-B0v2M8OG.js.map → CanvasRenderer-BcozXFP3.js.map} +1 -1
  5. package/dist/Filter-C3UH3Keg.js +57 -0
  6. package/dist/Filter-C3UH3Keg.js.map +1 -0
  7. package/dist/{RenderTargetSystem-B4PRh7oU.js → RenderTargetSystem-DGHfAhqV.js} +70 -69
  8. package/dist/{RenderTargetSystem-B4PRh7oU.js.map → RenderTargetSystem-DGHfAhqV.js.map} +1 -1
  9. package/dist/{WebGLRenderer-CuZpDXNe.js → WebGLRenderer-CDOPdGV0.js} +22 -22
  10. package/dist/{WebGLRenderer-CuZpDXNe.js.map → WebGLRenderer-CDOPdGV0.js.map} +1 -1
  11. package/dist/{WebGPURenderer-DL_0dPIF.js → WebGPURenderer-CLXSh9qL.js} +9 -9
  12. package/dist/{WebGPURenderer-DL_0dPIF.js.map → WebGPURenderer-CLXSh9qL.js.map} +1 -1
  13. package/dist/{browserAll-B1XOaRn-.js → browserAll-Dw73Md60.js} +3 -3
  14. package/dist/{browserAll-B1XOaRn-.js.map → browserAll-Dw73Md60.js.map} +1 -1
  15. package/dist/hs-widget.es.js +1 -1
  16. package/dist/hs-widget.umd.js +41 -79
  17. package/dist/hs-widget.umd.js.map +1 -1
  18. package/dist/{index-5VKHaxAH.js → index-DVu3XtpJ.js} +1650 -1734
  19. package/dist/index-DVu3XtpJ.js.map +1 -0
  20. package/dist/{webworkerAll-DRRT_PkE.js → webworkerAll-DDHTXWek.js} +11 -10
  21. package/dist/{webworkerAll-DRRT_PkE.js.map → webworkerAll-DDHTXWek.js.map} +1 -1
  22. package/package.json +1 -1
  23. package/dist/index-5VKHaxAH.js.map +0 -1
@@ -1,4 +1,4 @@
1
- import { w as U, g, S as c, u as S, B as _, a as m, E as I, b as p } from "./index-5VKHaxAH.js";
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+ import { w as U, g, c, u as S, B as _, d as m, E as I, e as p } from "./index-DVu3XtpJ.js";
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  const x = {
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  name: "local-uniform-bit",
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  vertex: {
@@ -161,13 +161,13 @@ function M(e) {
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  o.stride ?? (o.stride = s[o.buffer.uid]), o.start ?? (o.start = r[o.buffer.uid]), r[o.buffer.uid] += g(o.format).stride;
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  }
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  }
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- const l = [];
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- l[c.NONE] = void 0;
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- l[c.DISABLED] = {
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+ const d = [];
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+ d[c.NONE] = void 0;
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+ d[c.DISABLED] = {
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  stencilWriteMask: 0,
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  stencilReadMask: 0
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  };
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- l[c.RENDERING_MASK_ADD] = {
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+ d[c.RENDERING_MASK_ADD] = {
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  stencilFront: {
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  compare: "equal",
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  passOp: "increment-clamp"
@@ -177,7 +177,7 @@ l[c.RENDERING_MASK_ADD] = {
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  passOp: "increment-clamp"
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  }
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  };
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- l[c.RENDERING_MASK_REMOVE] = {
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+ d[c.RENDERING_MASK_REMOVE] = {
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  stencilFront: {
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  compare: "equal",
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  passOp: "decrement-clamp"
@@ -187,7 +187,7 @@ l[c.RENDERING_MASK_REMOVE] = {
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  passOp: "decrement-clamp"
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  }
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  };
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- l[c.MASK_ACTIVE] = {
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+ d[c.MASK_ACTIVE] = {
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  stencilWriteMask: 0,
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  stencilFront: {
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  compare: "equal",
@@ -198,7 +198,7 @@ l[c.MASK_ACTIVE] = {
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  passOp: "keep"
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  }
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  };
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- l[c.INVERSE_MASK_ACTIVE] = {
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+ d[c.INVERSE_MASK_ACTIVE] = {
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  stencilWriteMask: 0,
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  stencilFront: {
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  compare: "not-equal",
@@ -236,7 +236,7 @@ class B {
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  const a = t._signature;
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  let s = this._syncFunctionHash[a];
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  if (!s) {
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- const r = Object.keys(t.uniformStructures).map((d) => t.uniformStructures[d]), n = this._adaptor.createUboElements(r), o = this._generateUboSync(n.uboElements);
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+ const r = Object.keys(t.uniformStructures).map((l) => t.uniformStructures[l]), n = this._adaptor.createUboElements(r), o = this._generateUboSync(n.uboElements);
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  s = this._syncFunctionHash[a] = {
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  layout: n,
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  syncFunction: o
@@ -384,8 +384,8 @@ function k(e, t, a, s) {
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  var arrayOffset = null;
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  `];
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  let n = 0;
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- for (let d = 0; d < e.length; d++) {
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- const f = e[d], b = f.data.name;
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+ for (let l = 0; l < e.length; l++) {
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+ const f = e[l], b = f.data.name;
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  let y = !1, i = 0;
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  for (let u = 0; u < h.length; u++)
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  if (h[u].test(f.data)) {
@@ -519,7 +519,7 @@ class P extends I {
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  }
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  export {
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  P as B,
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- l as G,
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+ d as G,
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  B as U,
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  x as a,
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  F as b,
@@ -532,4 +532,4 @@ export {
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  O as t,
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  w as u
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  };
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- //# sourceMappingURL=BufferResource-n5kRzHSb.js.map
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+ //# sourceMappingURL=BufferResource-BkcEaz85.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"BufferResource-n5kRzHSb.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","../node_modules/pixi.js/lib/rendering/renderers/shared/shader/UboSystem.mjs","../node_modules/pixi.js/lib/rendering/renderers/shared/shader/utils/uniformParsers.mjs","../node_modules/pixi.js/lib/rendering/renderers/shared/shader/utils/createUboSyncFunction.mjs","../node_modules/pixi.js/lib/rendering/renderers/shared/shader/utils/uboSyncFunctions.mjs","../node_modules/pixi.js/lib/rendering/renderers/shared/buffer/BufferResource.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 ?? (attribute.start = tempStart[attribute.buffer.uid]);\n tempStart[attribute.buffer.uid] += getAttributeInfoFromFormat(attribute.format).stride;\n }\n}\n\nexport { ensureAttributes };\n//# sourceMappingURL=ensureAttributes.mjs.map\n","import { STENCIL_MODES } from '../../shared/state/const.mjs';\n\n\"use strict\";\nconst GpuStencilModesToPixi = [];\nGpuStencilModesToPixi[STENCIL_MODES.NONE] = void 0;\nGpuStencilModesToPixi[STENCIL_MODES.DISABLED] = {\n stencilWriteMask: 0,\n stencilReadMask: 0\n};\nGpuStencilModesToPixi[STENCIL_MODES.RENDERING_MASK_ADD] = {\n stencilFront: {\n compare: \"equal\",\n passOp: \"increment-clamp\"\n },\n stencilBack: {\n compare: \"equal\",\n passOp: \"increment-clamp\"\n }\n};\nGpuStencilModesToPixi[STENCIL_MODES.RENDERING_MASK_REMOVE] = {\n stencilFront: {\n compare: \"equal\",\n passOp: \"decrement-clamp\"\n },\n stencilBack: {\n compare: \"equal\",\n passOp: \"decrement-clamp\"\n }\n};\nGpuStencilModesToPixi[STENCIL_MODES.MASK_ACTIVE] = {\n stencilWriteMask: 0,\n stencilFront: {\n compare: \"equal\",\n passOp: \"keep\"\n },\n stencilBack: {\n compare: \"equal\",\n passOp: \"keep\"\n }\n};\nGpuStencilModesToPixi[STENCIL_MODES.INVERSE_MASK_ACTIVE] = {\n stencilWriteMask: 0,\n stencilFront: {\n compare: \"not-equal\",\n passOp: \"keep\"\n },\n stencilBack: {\n compare: \"not-equal\",\n passOp: \"keep\"\n }\n};\n\nexport { GpuStencilModesToPixi };\n//# sourceMappingURL=GpuStencilModesToPixi.mjs.map\n","import { unsafeEvalSupported } from '../../../../utils/browser/unsafeEvalSupported.mjs';\nimport { Buffer } from '../buffer/Buffer.mjs';\nimport { BufferUsage } from '../buffer/const.mjs';\n\n\"use strict\";\nclass UboSystem {\n constructor(adaptor) {\n /** Cache of uniform buffer layouts and sync functions, so we don't have to re-create them */\n this._syncFunctionHash = /* @__PURE__ */ Object.create(null);\n this._adaptor = adaptor;\n this._systemCheck();\n }\n /**\n * Overridable function by `pixi.js/unsafe-eval` to silence\n * throwing an error if platform doesn't support unsafe-evals.\n * @private\n */\n _systemCheck() {\n if (!unsafeEvalSupported()) {\n throw new Error(\"Current environment does not allow unsafe-eval, please use pixi.js/unsafe-eval module to enable support.\");\n }\n }\n ensureUniformGroup(uniformGroup) {\n const uniformData = this.getUniformGroupData(uniformGroup);\n uniformGroup.buffer || (uniformGroup.buffer = new Buffer({\n data: new Float32Array(uniformData.layout.size / 4),\n usage: BufferUsage.UNIFORM | BufferUsage.COPY_DST\n }));\n }\n getUniformGroupData(uniformGroup) {\n return this._syncFunctionHash[uniformGroup._signature] || this._initUniformGroup(uniformGroup);\n }\n _initUniformGroup(uniformGroup) {\n const uniformGroupSignature = uniformGroup._signature;\n let uniformData = this._syncFunctionHash[uniformGroupSignature];\n if (!uniformData) {\n const elements = Object.keys(uniformGroup.uniformStructures).map((i) => uniformGroup.uniformStructures[i]);\n const layout = this._adaptor.createUboElements(elements);\n const syncFunction = this._generateUboSync(layout.uboElements);\n uniformData = this._syncFunctionHash[uniformGroupSignature] = {\n layout,\n syncFunction\n };\n }\n return this._syncFunctionHash[uniformGroupSignature];\n }\n _generateUboSync(uboElements) {\n return this._adaptor.generateUboSync(uboElements);\n }\n syncUniformGroup(uniformGroup, data, offset) {\n const uniformGroupData = this.getUniformGroupData(uniformGroup);\n uniformGroup.buffer || (uniformGroup.buffer = new Buffer({\n data: new Float32Array(uniformGroupData.layout.size / 4),\n usage: BufferUsage.UNIFORM | BufferUsage.COPY_DST\n }));\n let dataInt32 = null;\n if (!data) {\n data = uniformGroup.buffer.data;\n dataInt32 = uniformGroup.buffer.dataInt32;\n }\n offset || (offset = 0);\n uniformGroupData.syncFunction(uniformGroup.uniforms, data, dataInt32, offset);\n return true;\n }\n updateUniformGroup(uniformGroup) {\n if (uniformGroup.isStatic && !uniformGroup._dirtyId) return false;\n uniformGroup._dirtyId = 0;\n const synced = this.syncUniformGroup(uniformGroup);\n uniformGroup.buffer.update();\n return synced;\n }\n destroy() {\n this._syncFunctionHash = null;\n }\n}\n\nexport { UboSystem };\n//# sourceMappingURL=UboSystem.mjs.map\n","\"use strict\";\nconst uniformParsers = [\n // uploading pixi matrix object to mat3\n {\n type: \"mat3x3<f32>\",\n test: (data) => {\n const value = data.value;\n return value.a !== void 0;\n },\n ubo: `\n var matrix = uv[name].toArray(true);\n data[offset] = matrix[0];\n data[offset + 1] = matrix[1];\n data[offset + 2] = matrix[2];\n data[offset + 4] = matrix[3];\n data[offset + 5] = matrix[4];\n data[offset + 6] = matrix[5];\n data[offset + 8] = matrix[6];\n data[offset + 9] = matrix[7];\n data[offset + 10] = matrix[8];\n `,\n uniform: `\n gl.uniformMatrix3fv(ud[name].location, false, uv[name].toArray(true));\n `\n },\n // uploading a pixi rectangle as a vec4\n {\n type: \"vec4<f32>\",\n test: (data) => data.type === \"vec4<f32>\" && data.size === 1 && data.value.width !== void 0,\n ubo: `\n v = uv[name];\n data[offset] = v.x;\n data[offset + 1] = v.y;\n data[offset + 2] = v.width;\n data[offset + 3] = v.height;\n `,\n uniform: `\n cv = ud[name].value;\n v = uv[name];\n if (cv[0] !== v.x || cv[1] !== v.y || cv[2] !== v.width || cv[3] !== v.height) {\n cv[0] = v.x;\n cv[1] = v.y;\n cv[2] = v.width;\n cv[3] = v.height;\n gl.uniform4f(ud[name].location, v.x, v.y, v.width, v.height);\n }\n `\n },\n // uploading a pixi point as a vec2\n {\n type: \"vec2<f32>\",\n test: (data) => data.type === \"vec2<f32>\" && data.size === 1 && data.value.x !== void 0,\n ubo: `\n v = uv[name];\n data[offset] = v.x;\n data[offset + 1] = v.y;\n `,\n uniform: `\n cv = ud[name].value;\n v = uv[name];\n if (cv[0] !== v.x || cv[1] !== v.y) {\n cv[0] = v.x;\n cv[1] = v.y;\n gl.uniform2f(ud[name].location, v.x, v.y);\n }\n `\n },\n // uploading a pixi color as a vec4\n {\n type: \"vec4<f32>\",\n test: (data) => data.type === \"vec4<f32>\" && data.size === 1 && data.value.red !== void 0,\n ubo: `\n v = uv[name];\n data[offset] = v.red;\n data[offset + 1] = v.green;\n data[offset + 2] = v.blue;\n data[offset + 3] = v.alpha;\n `,\n uniform: `\n cv = ud[name].value;\n v = uv[name];\n if (cv[0] !== v.red || cv[1] !== v.green || cv[2] !== v.blue || cv[3] !== v.alpha) {\n cv[0] = v.red;\n cv[1] = v.green;\n cv[2] = v.blue;\n cv[3] = v.alpha;\n gl.uniform4f(ud[name].location, v.red, v.green, v.blue, v.alpha);\n }\n `\n },\n // uploading a pixi color as a vec3\n {\n type: \"vec3<f32>\",\n test: (data) => data.type === \"vec3<f32>\" && data.size === 1 && data.value.red !== void 0,\n ubo: `\n v = uv[name];\n data[offset] = v.red;\n data[offset + 1] = v.green;\n data[offset + 2] = v.blue;\n `,\n uniform: `\n cv = ud[name].value;\n v = uv[name];\n if (cv[0] !== v.red || cv[1] !== v.green || cv[2] !== v.blue) {\n cv[0] = v.red;\n cv[1] = v.green;\n cv[2] = v.blue;\n gl.uniform3f(ud[name].location, v.red, v.green, v.blue);\n }\n `\n }\n];\n\nexport { uniformParsers };\n//# sourceMappingURL=uniformParsers.mjs.map\n","import { uniformParsers } from './uniformParsers.mjs';\n\n\"use strict\";\nfunction createUboSyncFunction(uboElements, parserCode, arrayGenerationFunction, singleSettersMap) {\n const funcFragments = [`\n var v = null;\n var v2 = null;\n var t = 0;\n var index = 0;\n var name = null;\n var arrayOffset = null;\n `];\n let prev = 0;\n for (let i = 0; i < uboElements.length; i++) {\n const uboElement = uboElements[i];\n const name = uboElement.data.name;\n let parsed = false;\n let offset = 0;\n for (let j = 0; j < uniformParsers.length; j++) {\n const uniformParser = uniformParsers[j];\n if (uniformParser.test(uboElement.data)) {\n offset = uboElement.offset / 4;\n funcFragments.push(\n `name = \"${name}\";`,\n `offset += ${offset - prev};`,\n uniformParsers[j][parserCode] || uniformParsers[j].ubo\n );\n parsed = true;\n break;\n }\n }\n if (!parsed) {\n if (uboElement.data.size > 1) {\n offset = uboElement.offset / 4;\n funcFragments.push(arrayGenerationFunction(uboElement, offset - prev));\n } else {\n const template = singleSettersMap[uboElement.data.type];\n offset = uboElement.offset / 4;\n funcFragments.push(\n /* wgsl */\n `\n v = uv.${name};\n offset += ${offset - prev};\n ${template};\n `\n );\n }\n }\n prev = offset;\n }\n const fragmentSrc = funcFragments.join(\"\\n\");\n return new Function(\n \"uv\",\n \"data\",\n \"dataInt32\",\n \"offset\",\n fragmentSrc\n );\n}\n\nexport { createUboSyncFunction };\n//# sourceMappingURL=createUboSyncFunction.mjs.map\n","\"use strict\";\nfunction loopMatrix(col, row) {\n const total = col * row;\n return `\n for (let i = 0; i < ${total}; i++) {\n data[offset + (((i / ${col})|0) * 4) + (i % ${col})] = v[i];\n }\n `;\n}\nconst uboSyncFunctionsSTD40 = {\n f32: `\n data[offset] = v;`,\n i32: `\n dataInt32[offset] = v;`,\n \"vec2<f32>\": `\n data[offset] = v[0];\n data[offset + 1] = v[1];`,\n \"vec3<f32>\": `\n data[offset] = v[0];\n data[offset + 1] = v[1];\n data[offset + 2] = v[2];`,\n \"vec4<f32>\": `\n data[offset] = v[0];\n data[offset + 1] = v[1];\n data[offset + 2] = v[2];\n data[offset + 3] = v[3];`,\n \"vec2<i32>\": `\n dataInt32[offset] = v[0];\n dataInt32[offset + 1] = v[1];`,\n \"vec3<i32>\": `\n dataInt32[offset] = v[0];\n dataInt32[offset + 1] = v[1];\n dataInt32[offset + 2] = v[2];`,\n \"vec4<i32>\": `\n dataInt32[offset] = v[0];\n dataInt32[offset + 1] = v[1];\n dataInt32[offset + 2] = v[2];\n dataInt32[offset + 3] = v[3];`,\n \"mat2x2<f32>\": `\n data[offset] = v[0];\n data[offset + 1] = v[1];\n data[offset + 4] = v[2];\n data[offset + 5] = v[3];`,\n \"mat3x3<f32>\": `\n data[offset] = v[0];\n data[offset + 1] = v[1];\n data[offset + 2] = v[2];\n data[offset + 4] = v[3];\n data[offset + 5] = v[4];\n data[offset + 6] = v[5];\n data[offset + 8] = v[6];\n data[offset + 9] = v[7];\n data[offset + 10] = v[8];`,\n \"mat4x4<f32>\": `\n for (let i = 0; i < 16; i++) {\n data[offset + i] = v[i];\n }`,\n \"mat3x2<f32>\": loopMatrix(3, 2),\n \"mat4x2<f32>\": loopMatrix(4, 2),\n \"mat2x3<f32>\": loopMatrix(2, 3),\n \"mat4x3<f32>\": loopMatrix(4, 3),\n \"mat2x4<f32>\": loopMatrix(2, 4),\n \"mat3x4<f32>\": loopMatrix(3, 4)\n};\nconst uboSyncFunctionsWGSL = {\n ...uboSyncFunctionsSTD40,\n \"mat2x2<f32>\": `\n data[offset] = v[0];\n data[offset + 1] = v[1];\n data[offset + 2] = v[2];\n data[offset + 3] = v[3];\n `\n};\n\nexport { uboSyncFunctionsSTD40, uboSyncFunctionsWGSL };\n//# sourceMappingURL=uboSyncFunctions.mjs.map\n","import EventEmitter from 'eventemitter3';\nimport { uid } from '../../../../utils/data/uid.mjs';\n\n\"use strict\";\nclass BufferResource extends EventEmitter {\n /**\n * Create a new Buffer Resource.\n * @param options - The options for the buffer resource\n * @param options.buffer - The underlying buffer that this resource is using\n * @param options.offset - The offset of the buffer this resource is using.\n * If 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+ {"version":3,"file":"BufferResource-BkcEaz85.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","../node_modules/pixi.js/lib/rendering/renderers/shared/shader/UboSystem.mjs","../node_modules/pixi.js/lib/rendering/renderers/shared/shader/utils/uniformParsers.mjs","../node_modules/pixi.js/lib/rendering/renderers/shared/shader/utils/createUboSyncFunction.mjs","../node_modules/pixi.js/lib/rendering/renderers/shared/shader/utils/uboSyncFunctions.mjs","../node_modules/pixi.js/lib/rendering/renderers/shared/buffer/BufferResource.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 ?? (attribute.start = tempStart[attribute.buffer.uid]);\n tempStart[attribute.buffer.uid] += getAttributeInfoFromFormat(attribute.format).stride;\n }\n}\n\nexport { ensureAttributes };\n//# sourceMappingURL=ensureAttributes.mjs.map\n","import { STENCIL_MODES } from '../../shared/state/const.mjs';\n\n\"use strict\";\nconst GpuStencilModesToPixi = [];\nGpuStencilModesToPixi[STENCIL_MODES.NONE] = void 0;\nGpuStencilModesToPixi[STENCIL_MODES.DISABLED] = {\n stencilWriteMask: 0,\n stencilReadMask: 0\n};\nGpuStencilModesToPixi[STENCIL_MODES.RENDERING_MASK_ADD] = {\n stencilFront: {\n compare: \"equal\",\n passOp: \"increment-clamp\"\n },\n stencilBack: {\n compare: \"equal\",\n passOp: \"increment-clamp\"\n }\n};\nGpuStencilModesToPixi[STENCIL_MODES.RENDERING_MASK_REMOVE] = {\n stencilFront: {\n compare: \"equal\",\n passOp: \"decrement-clamp\"\n },\n stencilBack: {\n compare: \"equal\",\n passOp: \"decrement-clamp\"\n }\n};\nGpuStencilModesToPixi[STENCIL_MODES.MASK_ACTIVE] = {\n stencilWriteMask: 0,\n stencilFront: {\n compare: \"equal\",\n passOp: \"keep\"\n },\n stencilBack: {\n compare: \"equal\",\n passOp: \"keep\"\n }\n};\nGpuStencilModesToPixi[STENCIL_MODES.INVERSE_MASK_ACTIVE] = {\n stencilWriteMask: 0,\n stencilFront: {\n compare: \"not-equal\",\n passOp: \"keep\"\n },\n stencilBack: {\n compare: \"not-equal\",\n passOp: \"keep\"\n }\n};\n\nexport { GpuStencilModesToPixi };\n//# sourceMappingURL=GpuStencilModesToPixi.mjs.map\n","import { unsafeEvalSupported } from '../../../../utils/browser/unsafeEvalSupported.mjs';\nimport { Buffer } from '../buffer/Buffer.mjs';\nimport { BufferUsage } from '../buffer/const.mjs';\n\n\"use strict\";\nclass UboSystem {\n constructor(adaptor) {\n /** Cache of uniform buffer layouts and sync functions, so we don't have to re-create them */\n this._syncFunctionHash = /* @__PURE__ */ Object.create(null);\n this._adaptor = adaptor;\n this._systemCheck();\n }\n /**\n * Overridable function by `pixi.js/unsafe-eval` to silence\n * throwing an error if platform doesn't support unsafe-evals.\n * @private\n */\n _systemCheck() {\n if (!unsafeEvalSupported()) {\n throw new Error(\"Current environment does not allow unsafe-eval, please use pixi.js/unsafe-eval module to enable support.\");\n }\n }\n ensureUniformGroup(uniformGroup) {\n const uniformData = this.getUniformGroupData(uniformGroup);\n uniformGroup.buffer || (uniformGroup.buffer = new Buffer({\n data: new Float32Array(uniformData.layout.size / 4),\n usage: BufferUsage.UNIFORM | BufferUsage.COPY_DST\n }));\n }\n getUniformGroupData(uniformGroup) {\n return this._syncFunctionHash[uniformGroup._signature] || this._initUniformGroup(uniformGroup);\n }\n _initUniformGroup(uniformGroup) {\n const uniformGroupSignature = uniformGroup._signature;\n let uniformData = this._syncFunctionHash[uniformGroupSignature];\n if (!uniformData) {\n const elements = Object.keys(uniformGroup.uniformStructures).map((i) => uniformGroup.uniformStructures[i]);\n const layout = this._adaptor.createUboElements(elements);\n const syncFunction = this._generateUboSync(layout.uboElements);\n uniformData = this._syncFunctionHash[uniformGroupSignature] = {\n layout,\n syncFunction\n };\n }\n return this._syncFunctionHash[uniformGroupSignature];\n }\n _generateUboSync(uboElements) {\n return this._adaptor.generateUboSync(uboElements);\n }\n syncUniformGroup(uniformGroup, data, offset) {\n const uniformGroupData = this.getUniformGroupData(uniformGroup);\n uniformGroup.buffer || (uniformGroup.buffer = new Buffer({\n data: new Float32Array(uniformGroupData.layout.size / 4),\n usage: BufferUsage.UNIFORM | BufferUsage.COPY_DST\n }));\n let dataInt32 = null;\n if (!data) {\n data = uniformGroup.buffer.data;\n dataInt32 = uniformGroup.buffer.dataInt32;\n }\n offset || (offset = 0);\n uniformGroupData.syncFunction(uniformGroup.uniforms, data, dataInt32, offset);\n return true;\n }\n updateUniformGroup(uniformGroup) {\n if (uniformGroup.isStatic && !uniformGroup._dirtyId) return false;\n uniformGroup._dirtyId = 0;\n const synced = this.syncUniformGroup(uniformGroup);\n uniformGroup.buffer.update();\n return synced;\n }\n destroy() {\n this._syncFunctionHash = null;\n }\n}\n\nexport { UboSystem };\n//# sourceMappingURL=UboSystem.mjs.map\n","\"use strict\";\nconst uniformParsers = [\n // uploading pixi matrix object to mat3\n {\n type: \"mat3x3<f32>\",\n test: (data) => {\n const value = data.value;\n return value.a !== void 0;\n },\n ubo: `\n var matrix = uv[name].toArray(true);\n data[offset] = matrix[0];\n data[offset + 1] = matrix[1];\n data[offset + 2] = matrix[2];\n data[offset + 4] = matrix[3];\n data[offset + 5] = matrix[4];\n data[offset + 6] = matrix[5];\n data[offset + 8] = matrix[6];\n data[offset + 9] = matrix[7];\n data[offset + 10] = matrix[8];\n `,\n uniform: `\n gl.uniformMatrix3fv(ud[name].location, false, uv[name].toArray(true));\n `\n },\n // uploading a pixi rectangle as a vec4\n {\n type: \"vec4<f32>\",\n test: (data) => data.type === \"vec4<f32>\" && data.size === 1 && data.value.width !== void 0,\n ubo: `\n v = uv[name];\n data[offset] = v.x;\n data[offset + 1] = v.y;\n data[offset + 2] = v.width;\n data[offset + 3] = v.height;\n `,\n uniform: `\n cv = ud[name].value;\n v = uv[name];\n if (cv[0] !== v.x || cv[1] !== v.y || cv[2] !== v.width || cv[3] !== v.height) {\n cv[0] = v.x;\n cv[1] = v.y;\n cv[2] = v.width;\n cv[3] = v.height;\n gl.uniform4f(ud[name].location, v.x, v.y, v.width, v.height);\n }\n `\n },\n // uploading a pixi point as a vec2\n {\n type: \"vec2<f32>\",\n test: (data) => data.type === \"vec2<f32>\" && data.size === 1 && data.value.x !== void 0,\n ubo: `\n v = uv[name];\n data[offset] = v.x;\n data[offset + 1] = v.y;\n `,\n uniform: `\n cv = ud[name].value;\n v = uv[name];\n if (cv[0] !== v.x || cv[1] !== v.y) {\n cv[0] = v.x;\n cv[1] = v.y;\n gl.uniform2f(ud[name].location, v.x, v.y);\n }\n `\n },\n // uploading a pixi color as a vec4\n {\n type: \"vec4<f32>\",\n test: (data) => data.type === \"vec4<f32>\" && data.size === 1 && data.value.red !== void 0,\n ubo: `\n v = uv[name];\n data[offset] = v.red;\n data[offset + 1] = v.green;\n data[offset + 2] = v.blue;\n data[offset + 3] = v.alpha;\n `,\n uniform: `\n cv = ud[name].value;\n v = uv[name];\n if (cv[0] !== v.red || cv[1] !== v.green || cv[2] !== v.blue || cv[3] !== v.alpha) {\n cv[0] = v.red;\n cv[1] = v.green;\n cv[2] = v.blue;\n cv[3] = v.alpha;\n gl.uniform4f(ud[name].location, v.red, v.green, v.blue, v.alpha);\n }\n `\n },\n // uploading a pixi color as a vec3\n {\n type: \"vec3<f32>\",\n test: (data) => data.type === \"vec3<f32>\" && data.size === 1 && data.value.red !== void 0,\n ubo: `\n v = uv[name];\n data[offset] = v.red;\n data[offset + 1] = v.green;\n data[offset + 2] = v.blue;\n `,\n uniform: `\n cv = ud[name].value;\n v = uv[name];\n if (cv[0] !== v.red || cv[1] !== v.green || cv[2] !== v.blue) {\n cv[0] = v.red;\n cv[1] = v.green;\n cv[2] = v.blue;\n gl.uniform3f(ud[name].location, v.red, v.green, v.blue);\n }\n `\n }\n];\n\nexport { uniformParsers };\n//# sourceMappingURL=uniformParsers.mjs.map\n","import { uniformParsers } from './uniformParsers.mjs';\n\n\"use strict\";\nfunction createUboSyncFunction(uboElements, parserCode, arrayGenerationFunction, singleSettersMap) {\n const funcFragments = [`\n var v = null;\n var v2 = null;\n var t = 0;\n var index = 0;\n var name = null;\n var arrayOffset = null;\n `];\n let prev = 0;\n for (let i = 0; i < uboElements.length; i++) {\n const uboElement = uboElements[i];\n const name = uboElement.data.name;\n let parsed = false;\n let offset = 0;\n for (let j = 0; j < uniformParsers.length; j++) {\n const uniformParser = uniformParsers[j];\n if (uniformParser.test(uboElement.data)) {\n offset = uboElement.offset / 4;\n funcFragments.push(\n `name = \"${name}\";`,\n `offset += ${offset - prev};`,\n uniformParsers[j][parserCode] || uniformParsers[j].ubo\n );\n parsed = true;\n break;\n }\n }\n if (!parsed) {\n if (uboElement.data.size > 1) {\n offset = uboElement.offset / 4;\n funcFragments.push(arrayGenerationFunction(uboElement, offset - prev));\n } else {\n const template = singleSettersMap[uboElement.data.type];\n offset = uboElement.offset / 4;\n funcFragments.push(\n /* wgsl */\n `\n v = uv.${name};\n offset += ${offset - prev};\n ${template};\n `\n );\n }\n }\n prev = offset;\n }\n const fragmentSrc = funcFragments.join(\"\\n\");\n return new Function(\n \"uv\",\n \"data\",\n \"dataInt32\",\n \"offset\",\n fragmentSrc\n );\n}\n\nexport { createUboSyncFunction };\n//# sourceMappingURL=createUboSyncFunction.mjs.map\n","\"use strict\";\nfunction loopMatrix(col, row) {\n const total = col * row;\n return `\n for (let i = 0; i < ${total}; i++) {\n data[offset + (((i / ${col})|0) * 4) + (i % ${col})] = v[i];\n }\n `;\n}\nconst uboSyncFunctionsSTD40 = {\n f32: `\n data[offset] = v;`,\n i32: `\n dataInt32[offset] = v;`,\n \"vec2<f32>\": `\n data[offset] = v[0];\n data[offset + 1] = v[1];`,\n \"vec3<f32>\": `\n data[offset] = v[0];\n data[offset + 1] = v[1];\n data[offset + 2] = v[2];`,\n \"vec4<f32>\": `\n data[offset] = v[0];\n data[offset + 1] = v[1];\n data[offset + 2] = v[2];\n data[offset + 3] = v[3];`,\n \"vec2<i32>\": `\n dataInt32[offset] = v[0];\n dataInt32[offset + 1] = v[1];`,\n \"vec3<i32>\": `\n dataInt32[offset] = v[0];\n dataInt32[offset + 1] = v[1];\n dataInt32[offset + 2] = v[2];`,\n \"vec4<i32>\": `\n dataInt32[offset] = v[0];\n dataInt32[offset + 1] = v[1];\n dataInt32[offset + 2] = v[2];\n dataInt32[offset + 3] = v[3];`,\n \"mat2x2<f32>\": `\n data[offset] = v[0];\n data[offset + 1] = v[1];\n data[offset + 4] = v[2];\n data[offset + 5] = v[3];`,\n \"mat3x3<f32>\": `\n data[offset] = v[0];\n data[offset + 1] = v[1];\n data[offset + 2] = v[2];\n data[offset + 4] = v[3];\n data[offset + 5] = v[4];\n data[offset + 6] = v[5];\n data[offset + 8] = v[6];\n data[offset + 9] = v[7];\n data[offset + 10] = v[8];`,\n \"mat4x4<f32>\": `\n for (let i = 0; i < 16; i++) {\n data[offset + i] = v[i];\n }`,\n \"mat3x2<f32>\": loopMatrix(3, 2),\n \"mat4x2<f32>\": loopMatrix(4, 2),\n \"mat2x3<f32>\": loopMatrix(2, 3),\n \"mat4x3<f32>\": loopMatrix(4, 3),\n \"mat2x4<f32>\": loopMatrix(2, 4),\n \"mat3x4<f32>\": loopMatrix(3, 4)\n};\nconst uboSyncFunctionsWGSL = {\n ...uboSyncFunctionsSTD40,\n \"mat2x2<f32>\": `\n data[offset] = v[0];\n data[offset + 1] = v[1];\n data[offset + 2] = v[2];\n data[offset + 3] = v[3];\n `\n};\n\nexport { uboSyncFunctionsSTD40, uboSyncFunctionsWGSL };\n//# sourceMappingURL=uboSyncFunctions.mjs.map\n","import EventEmitter from 'eventemitter3';\nimport { uid } from '../../../../utils/data/uid.mjs';\n\n\"use strict\";\nclass BufferResource extends EventEmitter {\n /**\n * Create a new Buffer Resource.\n * @param options - The options for the buffer resource\n * @param options.buffer - The underlying buffer that this resource is using\n * @param options.offset - The offset of the buffer this resource is using.\n * If not provided, then it will use the offset of the buffer.\n * @param options.size - The size of the buffer this resource is using.\n * If not provided, then it will use the size of the buffer.\n */\n constructor({ buffer, offset, size }) {\n super();\n /**\n * emits when the underlying buffer has changed shape (i.e. resized)\n * letting the renderer know that it needs to discard the old buffer on the GPU and create a new one\n * @event change\n */\n /** a unique id for this uniform group used through the renderer */\n this.uid = uid(\"buffer\");\n /**\n * a resource type, used to identify how to handle it when its in a bind group / shader resource\n * @internal\n */\n this._resourceType = \"bufferResource\";\n /**\n * used internally to know if a uniform group was used in the last render pass\n * @internal\n */\n this._touched = 0;\n /**\n * the resource id used internally by the renderer to build bind group keys\n * @internal\n */\n this._resourceId = uid(\"resource\");\n /**\n * A cheeky hint to the GL renderer to let it know this is a BufferResource\n * @internal\n */\n this._bufferResource = true;\n /**\n * Has the Buffer resource been destroyed?\n * @readonly\n */\n this.destroyed = false;\n this.buffer = buffer;\n this.offset = offset | 0;\n this.size = size;\n this.buffer.on(\"change\", this.onBufferChange, this);\n }\n onBufferChange() {\n this._resourceId = uid(\"resource\");\n this.emit(\"change\", this);\n }\n /**\n * Destroys this resource. Make sure the underlying buffer is not used anywhere else\n * if you want to destroy it as well, or code will explode\n * @param destroyBuffer - Should the underlying buffer be destroyed as well?\n */\n destroy(destroyBuffer = false) {\n this.destroyed = true;\n if (destroyBuffer) {\n this.buffer.destroy();\n }\n this.emit(\"change\", this);\n this.buffer = null;\n this.removeAllListeners();\n }\n}\n\nexport { BufferResource };\n//# 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@@ -1,5 +1,5 @@
1
- import { D as E, C as ee, c as D, d as Re, m as ce, M as F, e as R, G as je, w as Xe, T as He, f as ze, s as Je, h as Ke, F as Qe, i as Ze, j as et, A as tt, R as nt, k as he } from "./index-5VKHaxAH.js";
2
- import { R as at, S as st, B as ot, a as rt, b as it, c as ct, A as lt, C as ht } from "./RenderTargetSystem-B4PRh7oU.js";
1
+ import { D as E, C as ee, f as D, h as Re, m as ce, M as F, i as R, j as je, w as Xe, T as He, k as ze, s as Je, l as Ke, F as Qe, n as Ze, o as et, A as tt, R as nt, p as he } from "./index-DVu3XtpJ.js";
2
+ import { R as at, S as st, B as ot, a as rt, b as it, c as ct, A as lt, C as ht } from "./RenderTargetSystem-DGHfAhqV.js";
3
3
  let Z;
4
4
  function Ae(o) {
5
5
  const e = E.get().createCanvas(6, 1), t = e.getContext("2d");
@@ -223,14 +223,14 @@ const xe = class z {
223
223
  if (!T) continue;
224
224
  const v = y.source.style, H = s.smoothProperty, V = v.scaleMode !== "nearest";
225
225
  r[H] !== V && (r[H] = V), s.setBlendMode(t.blendMode);
226
- const G = ((i = n.globalUniforms.globalUniformData) == null ? void 0 : i.worldColor) ?? 4294967295, b = p.color, P = (G >>> 24 & 255) / 255, j = (b >>> 24 & 255) / 255, se = ((c = n.filter) == null ? void 0 : c.alphaMultiplier) ?? 1, te = P * j * se;
226
+ const U = ((i = n.globalUniforms.globalUniformData) == null ? void 0 : i.worldColor) ?? 4294967295, b = p.color, P = (U >>> 24 & 255) / 255, j = (b >>> 24 & 255) / 255, se = ((c = n.filter) == null ? void 0 : c.alphaMultiplier) ?? 1, te = P * j * se;
227
227
  if (te <= 0) continue;
228
228
  r.globalAlpha = te;
229
- const ne = G & 16777215, J = b & 16777215, w = Re(ce(J, ne)), S = y.frame, I = v.addressModeU ?? v.addressMode, de = v.addressModeV ?? v.addressMode, ae = z._getPatternRepeat(I, de), q = y.source._resolution ?? y.source.resolution ?? 1, X = (l = (h = p.renderable) == null ? void 0 : h.renderGroup) == null ? void 0 : l.isCachedAsTexture, m = S.x * q, C = S.y * q, _ = S.width * q, L = S.height * q, A = p.bounds, k = n.renderTarget.renderTarget.isRoot, U = A.minX, O = A.minY, B = A.maxX - A.minX, W = A.maxY - A.minY, $ = y.rotate, u = y.uvs, N = Math.min(u.x0, u.x1, u.x2, u.x3, u.y0, u.y1, u.y2, u.y3), Y = Math.max(u.x0, u.x1, u.x2, u.x3, u.y0, u.y1, u.y2, u.y3), M = ae !== "no-repeat" && (N < 0 || Y > 1), pe = $ && !(!M && (w !== 16777215 || $));
229
+ const ne = U & 16777215, J = b & 16777215, w = Re(ce(J, ne)), S = y.frame, I = v.addressModeU ?? v.addressMode, de = v.addressModeV ?? v.addressMode, ae = z._getPatternRepeat(I, de), q = y.source._resolution ?? y.source.resolution ?? 1, X = (l = (h = p.renderable) == null ? void 0 : h.renderGroup) == null ? void 0 : l.isCachedAsTexture, m = S.x * q, C = S.y * q, _ = S.width * q, L = S.height * q, A = p.bounds, k = n.renderTarget.renderTarget.isRoot, G = A.minX, O = A.minY, B = A.maxX - A.minX, W = A.maxY - A.minY, $ = y.rotate, u = y.uvs, N = Math.min(u.x0, u.x1, u.x2, u.x3, u.y0, u.y1, u.y2, u.y3), Y = Math.max(u.x0, u.x1, u.x2, u.x3, u.y0, u.y1, u.y2, u.y3), M = ae !== "no-repeat" && (N < 0 || Y > 1), pe = $ && !(!M && (w !== 16777215 || $));
230
230
  pe ? (z._tempPatternMatrix.copyFrom(p.transform), D.matrixAppendRotationInv(
231
231
  z._tempPatternMatrix,
232
232
  $,
233
- U,
233
+ G,
234
234
  O,
235
235
  B,
236
236
  W
@@ -245,7 +245,7 @@ const xe = class z {
245
245
  void 0,
246
246
  X && k
247
247
  );
248
- const oe = pe ? 0 : U, re = pe ? 0 : O, ue = B, fe = W;
248
+ const oe = pe ? 0 : G, re = pe ? 0 : O, ue = B, fe = W;
249
249
  if (M) {
250
250
  let ge = T;
251
251
  const K = w !== 16777215 && !$, Q = S.width <= y.source.width && S.height <= y.source.height;
@@ -381,7 +381,7 @@ function ut(o, e) {
381
381
  }
382
382
  return !0;
383
383
  }
384
- class Ge {
384
+ class Ue {
385
385
  constructor(e) {
386
386
  this._warnedMaskTypes = /* @__PURE__ */ new Set(), this._canvasMaskStack = [], this._renderer = e;
387
387
  }
@@ -441,8 +441,8 @@ class Ge {
441
441
  const v = y.data, H = (f = v == null ? void 0 : v.path) == null ? void 0 : f.shapePath;
442
442
  if (!((x = H == null ? void 0 : H.shapePrimitives) != null && x.length)) continue;
443
443
  const V = H.shapePrimitives;
444
- for (let G = 0; G < V.length; G++) {
445
- const b = V[G];
444
+ for (let U = 0; U < V.length; U++) {
445
+ const b = V[U];
446
446
  if (!(b != null && b.shape)) continue;
447
447
  const P = b.transform, j = P && !P.isIdentity();
448
448
  j && (n.save(), n.transform(P.a, P.b, P.c, P.d, P.tx, P.ty)), De(n, b.shape), h = ut(n, b.holes) || h, c = !0, j && n.restore();
@@ -461,7 +461,7 @@ class Ge {
461
461
  this._warnedMaskTypes.has(e) || (this._warnedMaskTypes.add(e), Xe(t));
462
462
  }
463
463
  }
464
- Ge.extension = {
464
+ Ue.extension = {
465
465
  type: [
466
466
  R.CanvasPipes
467
467
  ],
@@ -473,7 +473,7 @@ function ft() {
473
473
  return e.inherit = g, e.none = g, e.normal = "source-over", e.add = "lighter", e.multiply = o ? "multiply" : g, e.screen = o ? "screen" : g, e.overlay = o ? "overlay" : g, e.darken = o ? "darken" : g, e.lighten = o ? "lighten" : g, e["color-dodge"] = o ? "color-dodge" : g, e["color-burn"] = o ? "color-burn" : g, e["hard-light"] = o ? "hard-light" : g, e["soft-light"] = o ? "soft-light" : g, e.difference = o ? "difference" : g, e.exclusion = o ? "exclusion" : g, e.saturation = o ? "saturation" : g, e.color = o ? "color" : g, e.luminosity = o ? "luminosity" : g, e["linear-burn"] = o ? "color-burn" : g, e["linear-dodge"] = o ? "color-dodge" : g, e["linear-light"] = o ? "hard-light" : g, e["pin-light"] = o ? "hard-light" : g, e["vivid-light"] = o ? "hard-light" : g, e["hard-mix"] = g, e.negation = o ? "difference" : g, e["normal-npm"] = e.normal, e["add-npm"] = e.add, e["screen-npm"] = e.screen, e.erase = "destination-out", e.subtract = g, e.divide = g, e.min = g, e.max = g, e;
474
474
  }
475
475
  const gt = new F();
476
- class Ue {
476
+ class Ge {
477
477
  /**
478
478
  * @param renderer - The owning CanvasRenderer.
479
479
  */
@@ -560,7 +560,7 @@ class Ue {
560
560
  this.rootContext = null, this.activeContext = null, this._warnedBlendModes.clear();
561
561
  }
562
562
  }
563
- Ue.extension = {
563
+ Ge.extension = {
564
564
  type: [
565
565
  R.CanvasSystem
566
566
  ],
@@ -673,8 +673,8 @@ class Ee {
673
673
  contextChange(e) {
674
674
  }
675
675
  execute(e, t) {
676
- var V, G, b, P, j, se, te;
677
- const a = e.renderer, n = a.canvasContext, s = n.activeContext, r = t.groupTransform, i = ((V = a.globalUniforms.globalUniformData) == null ? void 0 : V.worldColor) ?? 4294967295, c = t.groupColorAlpha, h = (i >>> 24 & 255) / 255, l = (c >>> 24 & 255) / 255, f = ((G = a.filter) == null ? void 0 : G.alphaMultiplier) ?? 1, x = h * l * f;
676
+ var V, U, b, P, j, se, te;
677
+ const a = e.renderer, n = a.canvasContext, s = n.activeContext, r = t.groupTransform, i = ((V = a.globalUniforms.globalUniformData) == null ? void 0 : V.worldColor) ?? 4294967295, c = t.groupColorAlpha, h = (i >>> 24 & 255) / 255, l = (c >>> 24 & 255) / 255, f = ((U = a.filter) == null ? void 0 : U.alphaMultiplier) ?? 1, x = h * l * f;
678
678
  if (x <= 0) return;
679
679
  const p = i & 16777215, y = c & 16777215, T = Re(ce(y, p)), v = a._roundPixels | t._roundPixels;
680
680
  s.save(), n.setContextTransform(r, v === 1), n.setBlendMode(t.groupBlendMode);
@@ -690,9 +690,9 @@ class Ee {
690
690
  s.globalAlpha = L;
691
691
  let k = _;
692
692
  A !== 16777215 && (k = d.getTintedCanvas({ texture: C }, A));
693
- const U = C.frame, O = C.source._resolution ?? C.source.resolution ?? 1;
694
- let B = U.x * O, W = U.y * O;
695
- const $ = U.width * O, u = U.height * O;
693
+ const G = C.frame, O = C.source._resolution ?? C.source.resolution ?? 1;
694
+ let B = G.x * O, W = G.y * O;
695
+ const $ = G.width * O, u = G.height * O;
696
696
  k !== _ && (B = 0, W = 0);
697
697
  const N = m.transform, Y = N && !N.isIdentity(), M = C.rotate;
698
698
  Y || M ? (ie.copyFrom(r), Y && ie.append(N), M && D.matrixAppendRotationInv(ie, M, m.dx, m.dy, m.dw, m.dh), n.setContextTransform(ie, v === 1)) : n.setContextTransform(r, v === 1), s.drawImage(
@@ -725,10 +725,10 @@ class Ee {
725
725
  for (let m = 0; m < X.length; m++) {
726
726
  const C = X[m];
727
727
  if (!(C != null && C.shape)) continue;
728
- const _ = C.transform, L = _ && !_.isIdentity(), A = I.texture && I.texture !== He.WHITE, k = I.textureSpace === "global" ? _ : null, U = A ? ze(vt, I, C.shape, k) : null, O = L ? yt.copyFrom(r).append(_) : r, B = Pt(
728
+ const _ = C.transform, L = _ && !_.isIdentity(), A = I.texture && I.texture !== He.WHITE, k = I.textureSpace === "global" ? _ : null, G = A ? ze(vt, I, C.shape, k) : null, O = L ? yt.copyFrom(r).append(_) : r, B = Pt(
729
729
  I,
730
730
  de,
731
- U,
731
+ G,
732
732
  O
733
733
  );
734
734
  if (L && (s.save(), s.transform(_.a, _.b, _.c, _.d, _.tx, _.ty)), q) {
@@ -937,7 +937,7 @@ Ve.extension = {
937
937
  };
938
938
  const bt = [
939
939
  ...st,
940
- Ue,
940
+ Ge,
941
941
  Oe,
942
942
  Ve,
943
943
  Fe
@@ -947,7 +947,7 @@ const bt = [
947
947
  it,
948
948
  ct,
949
949
  lt,
950
- Ge,
950
+ Ue,
951
951
  We,
952
952
  ht
953
953
  ], kt = [
@@ -973,4 +973,4 @@ class At extends tt {
973
973
  export {
974
974
  At as CanvasRenderer
975
975
  };
976
- //# sourceMappingURL=CanvasRenderer-B0v2M8OG.js.map
976
+ //# sourceMappingURL=CanvasRenderer-BcozXFP3.js.map