holostaff-widget 3.0.0-alpha.9 → 3.0.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/{BufferResource-B55p1jpv.js → BufferResource-DeLlYxf8.js} +58 -56
- package/dist/{BufferResource-B55p1jpv.js.map → BufferResource-DeLlYxf8.js.map} +1 -1
- package/dist/CanvasRenderer-BgLtSh22.js +5933 -0
- package/dist/CanvasRenderer-BgLtSh22.js.map +1 -0
- package/dist/Geometry-Bdq2tsB3.js +1017 -0
- package/dist/Geometry-Bdq2tsB3.js.map +1 -0
- package/dist/{RenderTargetSystem-CgD3OnwB.js → RenderTargetSystem-BCBByEgg.js} +1543 -501
- package/dist/RenderTargetSystem-BCBByEgg.js.map +1 -0
- package/dist/{WebGLRenderer-BuYJ2PeA.js → WebGLRenderer-3x7mgYt9.js} +55 -54
- package/dist/{WebGLRenderer-BuYJ2PeA.js.map → WebGLRenderer-3x7mgYt9.js.map} +1 -1
- package/dist/{WebGPURenderer-Cggaw1fN.js → WebGPURenderer-CdbjQMqs.js} +242 -197
- package/dist/WebGPURenderer-CdbjQMqs.js.map +1 -0
- package/dist/{browserAll-Q-GPHxQW.js → browserAll-DejMU3y7.js} +3 -3
- package/dist/{browserAll-Q-GPHxQW.js.map → browserAll-DejMU3y7.js.map} +1 -1
- package/dist/getTextureBatchBindGroup-CHJWR-eE.js +23 -0
- package/dist/getTextureBatchBindGroup-CHJWR-eE.js.map +1 -0
- package/dist/hs-widget.es.js +2 -2
- package/dist/hs-widget.umd.js +210 -122
- package/dist/hs-widget.umd.js.map +1 -1
- package/dist/index-C1ZbqCjI.js +17937 -0
- package/dist/index-C1ZbqCjI.js.map +1 -0
- package/dist/{webworkerAll-B8GxyCwb.js → webworkerAll-D5g5Ds7S.js} +12 -12
- package/dist/{webworkerAll-B8GxyCwb.js.map → webworkerAll-D5g5Ds7S.js.map} +1 -1
- package/package.json +2 -1
- package/dist/CanvasRenderer-B-tXhUVj.js +0 -976
- package/dist/CanvasRenderer-B-tXhUVj.js.map +0 -1
- package/dist/Filter-CgpxtqZ1.js +0 -57
- package/dist/Filter-CgpxtqZ1.js.map +0 -1
- package/dist/RenderTargetSystem-CgD3OnwB.js.map +0 -1
- package/dist/WebGPURenderer-Cggaw1fN.js.map +0 -1
- package/dist/index-IH6ECrLJ.js +0 -25726
- package/dist/index-IH6ECrLJ.js.map +0 -1
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import { w as U,
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import { w as U, u as S, E as I, a as h } from "./index-C1ZbqCjI.js";
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import { g, a as _, b as m } from "./Geometry-Bdq2tsB3.js";
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import { S as c } from "./RenderTargetSystem-BCBByEgg.js";
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const x = {
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name: "local-uniform-bit",
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vertex: {
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@@ -32,14 +34,14 @@ const x = {
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`
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)
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}
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},
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}, O = {
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...x,
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vertex: {
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...x.vertex,
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// replace the group!
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header: x.vertex.header.replace("group(1)", "group(2)")
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}
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},
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}, R = {
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name: "local-uniform-bit",
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vertex: {
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header: (
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`
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}
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},
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}, A = {
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name: "texture-bit",
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vertex: {
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header: (
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`
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)
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}
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},
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}, k = {
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name: "texture-bit",
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vertex: {
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header: (
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@@ -139,35 +141,35 @@ const x = {
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)
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}
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};
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function
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function w(e, t) {
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for (const a in e.attributes) {
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const
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const r = e.attributes[a], s = t[a];
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s ? (r.format ?? (r.format = s.format), r.offset ?? (r.offset = s.offset), r.instance ?? (r.instance = s.instance)) : U(`Attribute ${a} is not present in the shader, but is present in the geometry. Unable to infer attribute details.`);
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}
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M(e);
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}
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function M(e) {
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const { buffers: t, attributes: a } = e,
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const { buffers: t, attributes: a } = e, r = {}, s = {};
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for (const n in t) {
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const o = t[n];
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r[o.uid] = 0, s[o.uid] = 0;
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}
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for (const n in a) {
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const o = a[n];
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r[o.buffer.uid] += g(o.format).stride;
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}
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for (const n in a) {
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const o = a[n];
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o.stride ?? (o.stride =
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o.stride ?? (o.stride = r[o.buffer.uid]), o.start ?? (o.start = s[o.buffer.uid]), s[o.buffer.uid] += g(o.format).stride;
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}
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const
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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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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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stencilFront: {
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compare: "equal",
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passOp: "increment-clamp"
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@@ -177,7 +179,7 @@ d[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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stencilFront: {
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compare: "equal",
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passOp: "decrement-clamp"
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@@ -187,7 +189,7 @@ d[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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stencilWriteMask: 0,
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stencilFront: {
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compare: "equal",
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@@ -198,7 +200,7 @@ d[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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stencilWriteMask: 0,
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stencilFront: {
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compare: "not-equal",
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}
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_initUniformGroup(t) {
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const a = t._signature;
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let
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if (!
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const
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let r = this._syncFunctionHash[a];
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if (!r) {
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const s = Object.keys(t.uniformStructures).map((d) => t.uniformStructures[d]), n = this._adaptor.createUboElements(s), o = this._generateUboSync(n.uboElements);
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r = this._syncFunctionHash[a] = {
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layout: n,
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syncFunction: o
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};
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_generateUboSync(t) {
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return this._adaptor.generateUboSync(t);
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}
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syncUniformGroup(t, a,
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const
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syncUniformGroup(t, a, r) {
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const s = this.getUniformGroupData(t);
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t.buffer || (t.buffer = new _({
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data: new Float32Array(
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data: new Float32Array(s.layout.size / 4),
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usage: m.UNIFORM | m.COPY_DST
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}));
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let n = null;
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return a || (a = t.buffer.data, n = t.buffer.dataInt32),
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return a || (a = t.buffer.data, n = t.buffer.dataInt32), r || (r = 0), s.syncFunction(t.uniforms, a, n, r), !0;
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}
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updateUniformGroup(t) {
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if (t.isStatic && !t._dirtyId) return !1;
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this._syncFunctionHash = null;
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}
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}
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const
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const p = [
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// uploading pixi matrix object to mat3
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{
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type: "mat3x3<f32>",
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`
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}
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];
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const
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function P(e, t, a, r) {
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const s = [`
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var t = 0;
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var arrayOffset = null;
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`];
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for (let
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const f = e[
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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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let y = !1, i = 0;
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for (let u = 0; u <
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if (
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i = f.offset / 4,
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for (let u = 0; u < p.length; u++)
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if (p[u].test(f.data)) {
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i = f.offset / 4, s.push(
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p[u][t] || p[u].ubo
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), y = !0;
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break;
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}
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if (!y)
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i = f.offset / 4, s.push(a(f, i - n));
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const u = r[f.data.type];
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i = f.offset / 4, s.push(
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/* wgsl */
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`
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const o =
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const o = s.join(`
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`);
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return new Function(
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"uv",
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"mat4x3<f32>": v(4, 3),
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"mat2x4<f32>": v(2, 4),
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},
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}, N = {
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...F,
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`
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};
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constructor({ buffer: t, offset: a, size: r }) {
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super(), this.uid = h("buffer"), this._resourceType = "bufferResource", this._touched = 0, this._resourceId = h("resource"), this._bufferResource = !0, this.destroyed = !1, this.buffer = t, this.offset = a | 0, this.size = r, this.buffer.on("change", this.onBufferChange, this);
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{"version":3,"file":"BufferResource-B55p1jpv.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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{"version":3,"file":"BufferResource-DeLlYxf8.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 ?? 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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 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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 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