melonjs 18.1.0 → 18.2.0
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/build/application/application.d.ts +29 -37
- package/build/application/application.d.ts.map +1 -1
- package/build/application/header.d.ts +3 -7
- package/build/application/header.d.ts.map +1 -1
- package/build/application/resize.d.ts +3 -4
- package/build/application/resize.d.ts.map +1 -1
- package/build/audio/audio.d.ts +145 -125
- package/build/audio/audio.d.ts.map +1 -1
- package/build/camera/camera2d.d.ts +192 -102
- package/build/camera/camera2d.d.ts.map +1 -1
- package/build/geometries/roundrect.d.ts +82 -17
- package/build/geometries/roundrect.d.ts.map +1 -1
- package/build/index.d.ts +12 -12
- package/build/index.js +2266 -840
- package/build/index.js.map +4 -4
- package/build/input/gamepad.d.ts +110 -61
- package/build/input/gamepad.d.ts.map +1 -1
- package/build/input/input.d.ts +3 -7
- package/build/input/input.d.ts.map +1 -1
- package/build/input/pointer.d.ts +25 -51
- package/build/input/pointer.d.ts.map +1 -1
- package/build/input/pointerevent.d.ts +51 -79
- package/build/input/pointerevent.d.ts.map +1 -1
- package/build/level/tiled/TMXGroup.d.ts +5 -0
- package/build/level/tiled/TMXGroup.d.ts.map +1 -1
- package/build/level/tiled/TMXLayer.d.ts.map +1 -1
- package/build/level/tiled/TMXObject.d.ts +21 -16
- package/build/level/tiled/TMXObject.d.ts.map +1 -1
- package/build/level/tiled/TMXTile.d.ts +16 -5
- package/build/level/tiled/TMXTile.d.ts.map +1 -1
- package/build/level/tiled/TMXTileMap.d.ts +15 -3
- package/build/level/tiled/TMXTileMap.d.ts.map +1 -1
- package/build/level/tiled/TMXTileset.d.ts +136 -15
- package/build/level/tiled/TMXTileset.d.ts.map +1 -1
- package/build/level/tiled/TMXUtils.d.ts +31 -0
- package/build/level/tiled/TMXUtils.d.ts.map +1 -1
- package/build/level/tiled/constants.d.ts +1 -1
- package/build/level/tiled/constants.d.ts.map +1 -1
- package/build/level/tiled/renderer/TMXObliqueRenderer.d.ts +42 -0
- package/build/level/tiled/renderer/TMXObliqueRenderer.d.ts.map +1 -0
- package/build/level/tiled/renderer/autodetect.d.ts +2 -1
- package/build/level/tiled/renderer/autodetect.d.ts.map +1 -1
- package/build/particles/emitter.d.ts +38 -121
- package/build/particles/emitter.d.ts.map +1 -1
- package/build/particles/particle.d.ts +1 -4
- package/build/particles/particle.d.ts.map +1 -1
- package/build/physics/bounds.d.ts +1 -1
- package/build/physics/bounds.d.ts.map +1 -1
- package/build/physics/detector.d.ts.map +1 -1
- package/build/physics/world.d.ts +2 -2
- package/build/plugin/plugin.d.ts +36 -53
- package/build/plugin/plugin.d.ts.map +1 -1
- package/build/polyfill/ellipse.d.ts +2 -0
- package/build/polyfill/ellipse.d.ts.map +1 -0
- package/build/polyfill/index.d.ts +1 -0
- package/build/polyfill/index.d.ts.map +1 -1
- package/build/renderable/colorlayer.d.ts +2 -2
- package/build/renderable/container.d.ts +6 -6
- package/build/renderable/container.d.ts.map +1 -1
- package/build/renderable/imagelayer.d.ts.map +1 -1
- package/build/renderable/renderable.d.ts +11 -2
- package/build/renderable/renderable.d.ts.map +1 -1
- package/build/renderable/ui/uibaseelement.d.ts +46 -33
- package/build/renderable/ui/uibaseelement.d.ts.map +1 -1
- package/build/renderable/ui/uispriteelement.d.ts +53 -43
- package/build/renderable/ui/uispriteelement.d.ts.map +1 -1
- package/build/renderable/ui/uitextbutton.d.ts +68 -74
- package/build/renderable/ui/uitextbutton.d.ts.map +1 -1
- package/build/state/stage.d.ts +1 -1
- package/build/state/state.d.ts +93 -90
- package/build/state/state.d.ts.map +1 -1
- package/build/system/event.d.ts +2 -2
- package/build/system/event.d.ts.map +1 -1
- package/build/utils/decode.d.ts +1 -0
- package/build/utils/decode.d.ts.map +1 -1
- package/build/utils/function.d.ts +1 -1
- package/build/utils/function.d.ts.map +1 -1
- package/build/utils/utils.d.ts +1 -1
- package/build/utils/utils.d.ts.map +1 -1
- package/build/video/canvas/canvas_renderer.d.ts +40 -13
- package/build/video/canvas/canvas_renderer.d.ts.map +1 -1
- package/build/video/renderer.d.ts +12 -0
- package/build/video/renderer.d.ts.map +1 -1
- package/build/video/webgl/batchers/batcher.d.ts +43 -8
- package/build/video/webgl/batchers/batcher.d.ts.map +1 -1
- package/build/video/webgl/batchers/quad_batcher.d.ts +0 -2
- package/build/video/webgl/batchers/quad_batcher.d.ts.map +1 -1
- package/build/video/webgl/buffer/index.d.ts +33 -8
- package/build/video/webgl/buffer/index.d.ts.map +1 -1
- package/build/video/webgl/buffer/vertex.d.ts +9 -1
- package/build/video/webgl/buffer/vertex.d.ts.map +1 -1
- package/build/video/webgl/webgl_renderer.d.ts +22 -20
- package/build/video/webgl/webgl_renderer.d.ts.map +1 -1
- package/package.json +1 -1
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/**
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*
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*
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* and uploads it to the GPU as a STATIC_DRAW buffer.
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* A WebGL Index Buffer object.
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* Can be used for static patterns (e.g. quad indices) or dynamic indexed drawing.
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* @ignore
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*/
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export default class IndexBuffer {
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/**
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* @param {WebGL2RenderingContext} gl - the WebGL context
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* @param {number}
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* @param {WebGLRenderingContext|WebGL2RenderingContext} gl - the WebGL context
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* @param {number} maxIndices - maximum number of indices this buffer can hold
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* @param {boolean} [useUint32=false] - use Uint32 indices (WebGL2) instead of Uint16 (WebGL1)
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* @param {boolean} [dynamic=false] - if true, use STREAM_DRAW for frequent updates; if false, use STATIC_DRAW
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*/
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constructor(gl: WebGL2RenderingContext,
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gl: WebGL2RenderingContext;
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constructor(gl: WebGLRenderingContext | WebGL2RenderingContext, maxIndices: number, useUint32?: boolean, dynamic?: boolean);
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gl: WebGLRenderingContext | WebGL2RenderingContext;
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dynamic: boolean;
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type: 5123 | 5125;
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data: Uint16Array<ArrayBuffer> | Uint32Array<ArrayBuffer>;
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/**
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* the current number of indices in the buffer
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* @type {number}
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*/
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length: number;
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buffer: WebGLBuffer;
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/**
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* Fill the buffer with a repeating quad index pattern [0,1,2, 2,1,3, 4,5,6, ...]
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* and upload as a static buffer.
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* @param {number} maxQuads - number of quads to generate indices for
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*/
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fillQuadPattern(maxQuads: number): void;
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/**
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* Reset the index count (for dynamic buffers)
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*/
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clear(): void;
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/**
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* Add indices to the buffer, rebased by the given vertex offset
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* @param {number[]} indices - source indices to add
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* @param {number} vertexOffset - value to add to each index (vertex count at time of insertion)
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*/
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add(indices: number[], vertexOffset: number): void;
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/**
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* Upload the current index data to the GPU (for dynamic buffers)
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*/
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upload(): void;
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/**
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* bind this index buffer
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* @ignore
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*/
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bind(): void;
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}
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{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/buffer/index.js"],"names":[],"mappings":"AAAA
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{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/buffer/index.js"],"names":[],"mappings":"AAAA;;;;GAIG;AAEH;IACC;;;;;OAKG;IACH,gBALW,qBAAqB,GAAC,sBAAsB,cAC5C,MAAM,cACN,OAAO,YACP,OAAO,EAqBjB;IAlBA,mDAAY;IACZ,iBAAsB;IAGrB,kBAA2B;IAC3B,0DAAuC;IAMxC;;;OAGG;IACH,QAFU,MAAM,CAED;IAEf,oBAA+B;IAGhC;;;;OAIG;IACH,0BAFW,MAAM,QAkBhB;IAED;;OAEG;IACH,cAEC;IAED;;;;OAIG;IACH,aAHW,MAAM,EAAE,gBACR,MAAM,QAOhB;IAED;;OAEG;IACH,eAOC;IAED;;OAEG;IACH,aAEC;CACD"}
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*/
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isFull(vertex: any): boolean;
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/**
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* push a new vertex to the buffer
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* push a new vertex to the buffer (quad format: x, y, u, v, tint)
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* @ignore
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*/
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push(x: any, y: any, u: any, v: any, tint: any): this;
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/**
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* push a new vertex with all-float data to the buffer
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* @param {ArrayLike<number>} data - float values for one vertex
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* @param {number} srcOffset - start index in the source data
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* @param {number} count - number of floats to copy (should equal vertexSize)
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* @ignore
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*/
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pushFloats(data: ArrayLike<number>, srcOffset: number, count: number): this;
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/**
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* return a reference to the data in Float32 format
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* @ignore
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{"version":3,"file":"vertex.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/buffer/vertex.js"],"names":[],"mappings":"AAAA;;;;GAIG;AAEH;IACC,6CAeC;IAbA,gBAA4B;IAE5B,eAA0B;IAE1B,oBAAoB;IAGpB,oBAEC;IAED,qCAA8C;IAC9C,oCAA6C;IAG9C;;;OAGG;IACH,cAEC;IAED;;;OAGG;IACH,6BAEC;IAED;;;OAGG;IACH,sDAYC;IAED;;;OAGG;IACH,2DAMC;IAED;;;OAGG;IACH,yDAMC;CACD"}
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{"version":3,"file":"vertex.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/buffer/vertex.js"],"names":[],"mappings":"AAAA;;;;GAIG;AAEH;IACC,6CAeC;IAbA,gBAA4B;IAE5B,eAA0B;IAE1B,oBAAoB;IAGpB,oBAEC;IAED,qCAA8C;IAC9C,oCAA6C;IAG9C;;;OAGG;IACH,cAEC;IAED;;;OAGG;IACH,6BAEC;IAED;;;OAGG;IACH,sDAYC;IAED;;;;;;OAMG;IACH,iBALW,SAAS,CAAC,MAAM,CAAC,aACjB,MAAM,SACN,MAAM,QAahB;IAED;;;OAGG;IACH,2DAMC;IAED;;;OAGG;IACH,yDAMC;CACD"}
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readonly GPUVendor: string;
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* The renderer string of the underlying graphics driver.
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readonly GPURenderer: string;
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* The WebGL context
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* @name gl
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getContext(): WebGLRenderingContext;
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/**
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* set
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* - "normal" :
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* <img src="../images/normal-blendmode.png" width="
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* - "
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* <img src="../images/
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* <img src="../images/
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* set the current blend mode for this renderer. <br>
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* All renderers support: <br>
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* - "normal" : draws new content on top of the existing content <br>
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* <img src="../images/normal-blendmode.png" width="180"/> <br>
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* - "add", "additive", or "lighter" : color values are added together <br>
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* <img src="../images/add-blendmode.png" width="180"/> <br>
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* - "multiply" : pixels are multiplied, resulting in a darker picture <br>
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* <img src="../images/multiply-blendmode.png" width="180"/> <br>
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* - "screen" : pixels are inverted, multiplied, and inverted again (opposite of multiply) <br>
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* <img src="../images/screen-blendmode.png" width="180"/> <br>
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* WebGL2 additionally supports: <br>
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* - "darken" : retains the darkest pixels of both layers <br>
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* <img src="../images/darken-blendmode.png" width="180"/> <br>
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* - "lighten" : retains the lightest pixels of both layers <br>
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* <img src="../images/lighten-blendmode.png" width="180"/> <br>
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* Other CSS blend modes ("overlay", "color-dodge", "color-burn", "hard-light", "soft-light",
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* "difference", "exclusion") may be supported by the Canvas renderer (browser-dependent)
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* and will always fall back to "normal" in WebGL. <br>
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* @see https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/globalCompositeOperation
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* @param {string} [mode="normal"] - blend mode
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* @param {
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* @param {string} [mode="normal"] - blend mode
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* @param {boolean} [premultipliedAlpha=true] - whether textures use premultiplied alpha (affects source blend factor)
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* @returns {string} the blend mode actually applied (may differ if the requested mode is unsupported)
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setBlendMode(mode?: string, premultipliedAlpha?: boolean): string;
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/**
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* restores the most recently saved renderer state by popping the top entry in the drawing state stack
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* @example
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{"version":3,"file":"webgl_renderer.d.ts","sourceRoot":"","sources":["../../../src/video/webgl/webgl_renderer.js"],"names":[],"mappings":"AA+BA;;;GAGG;AACH;IAQE;;;;;OAKG;IACH,oBAJU,MAAM,CAIU;
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