restty 0.1.9 → 0.1.11
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/index.js +13 -13
- package/dist/pty/index.d.ts +1 -0
- package/dist/pty/kitty-media.d.ts +5 -0
- package/dist/renderer/shaders.d.ts +3 -3
- package/package.json +1 -1
package/dist/index.js
CHANGED
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@@ -875,12 +875,12 @@ float luminance(vec3 color) {
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}
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void main() {
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-
vec4
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+
vec4 atlasSample = texture(u_atlas, v_uv);
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bool useLinear = u_blend.x > 0.5;
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bool useCorrection = u_blend.y > 0.5;
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if (v_mode > 0.5) {
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vec4 color =
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vec4 color = atlasSample;
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if (useLinear) {
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color.rgb = srgbToLinear(color.rgb);
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}
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@@ -898,7 +898,7 @@ void main() {
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fg.rgb *= fg.a;
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bg.rgb *= bg.a;
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float alpha =
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float alpha = atlasSample.a;
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if (useCorrection && useLinear) {
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float fg_l = luminance(fg.rgb);
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float bg_l = luminance(bg.rgb);
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@@ -993,19 +993,19 @@ fn luminance(color: vec3f) -> f32 {
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@fragment
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fn fsMain(input: VSOut) -> @location(0) vec4f {
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let
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let atlasSample = textureSample(atlasTex, atlasSampler, input.uv);
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let useLinear = uniforms.blend.x > 0.5;
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let useCorrection = uniforms.blend.y > 0.5;
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if (input.mode > 0.5) {
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var color =
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var color = atlasSample;
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if (useLinear) {
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color = vec4f(srgbToLinear3(color.rgb), color.a);
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}
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return vec4f(color.rgb * color.a, color.a);
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}
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var alpha =
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var alpha = atlasSample.a;
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var fg = input.color;
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var bg = input.bg;
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@@ -1110,19 +1110,19 @@ fn luminance(color: vec3f) -> f32 {
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@fragment
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fn fsMain(input: VSOut) -> @location(0) vec4f {
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-
let
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let atlasSample = textureSample(atlasTex, atlasSampler, input.uv);
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let useLinear = uniforms.blend.x > 0.5;
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let useCorrection = uniforms.blend.y > 0.5;
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if (input.mode > 0.5) {
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var color =
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var color = atlasSample;
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if (useLinear) {
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color = vec4f(srgbToLinear3(color.rgb), color.a);
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}
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return vec4f(color.rgb * color.a, color.a);
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}
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var alpha =
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var alpha = atlasSample.a;
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var fg = input.color;
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var bg = input.bg;
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@@ -25482,7 +25482,7 @@ var RESTTY_PANE_STYLE_TEXT = `
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min-height: 0;
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gap: 0;
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padding: 0;
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background: var(--restty-pane-split-background, #
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background: var(--restty-pane-split-background, #000);
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}
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.${RESTTY_PANE_ROOT_CLASS} .pane-split.is-vertical {
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@@ -25501,7 +25501,7 @@ var RESTTY_PANE_STYLE_TEXT = `
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background: var(--restty-pane-background, #000);
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border: 0;
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overflow: hidden;
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opacity: var(--restty-pane-inactive-opacity, 0.
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opacity: var(--restty-pane-inactive-opacity, 0.9);
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transition: opacity var(--restty-pane-opacity-transition, 140ms) ease-out;
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}
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@@ -25632,9 +25632,9 @@ body.is-resizing-split {
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}
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`;
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var DEFAULT_RESTTY_PANE_STYLE_OPTIONS = {
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splitBackground: "#
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splitBackground: "#000",
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paneBackground: "#000",
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inactivePaneOpacity: 0.
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inactivePaneOpacity: 0.9,
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activePaneOpacity: 1,
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opacityTransitionMs: 140,
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dividerThicknessPx: 1
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package/dist/pty/index.d.ts
CHANGED
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@@ -2,6 +2,6 @@ export declare const RECT_SHADER = "\nstruct Uniforms {\n res: vec2f,\n _pad:
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export declare const RECT_SHADER_GL_VERT = "#version 300 es\nprecision highp float;\n\nuniform vec2 u_resolution;\n\nlayout(location = 0) in vec2 a_quad;\nlayout(location = 1) in vec2 a_pos;\nlayout(location = 2) in vec2 a_size;\nlayout(location = 3) in vec4 a_color;\n\nout vec4 v_color;\n\nvoid main() {\n vec2 pixel = a_pos + a_quad * a_size;\n vec2 clip = vec2(\n (pixel.x / u_resolution.x) * 2.0 - 1.0,\n 1.0 - (pixel.y / u_resolution.y) * 2.0\n );\n gl_Position = vec4(clip, 0.0, 1.0);\n v_color = a_color;\n}\n";
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export declare const RECT_SHADER_GL_FRAG = "#version 300 es\nprecision highp float;\n\nuniform vec2 u_blend;\n\nin vec4 v_color;\nout vec4 fragColor;\n\n// sRGB to linear conversion for proper blending\nfloat srgbToLinear(float c) {\n if (c <= 0.04045) {\n return c / 12.92;\n }\n return pow((c + 0.055) / 1.055, 2.4);\n}\n\nvec3 srgbToLinear(vec3 c) {\n return vec3(srgbToLinear(c.r), srgbToLinear(c.g), srgbToLinear(c.b));\n}\n\nvoid main() {\n bool useLinear = u_blend.x > 0.5;\n vec4 color = v_color;\n if (useLinear) {\n color.rgb = srgbToLinear(color.rgb);\n }\n color.rgb *= color.a;\n fragColor = color;\n}\n";
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export declare const GLYPH_SHADER_GL_VERT = "#version 300 es\nprecision highp float;\n\nuniform vec2 u_resolution;\n\nlayout(location = 0) in vec2 a_quad;\nlayout(location = 1) in vec2 a_pos;\nlayout(location = 2) in vec2 a_size;\nlayout(location = 3) in vec2 a_uv0;\nlayout(location = 4) in vec2 a_uv1;\nlayout(location = 5) in vec4 a_color;\nlayout(location = 6) in vec4 a_bg;\nlayout(location = 7) in float a_slant;\nlayout(location = 8) in float a_mode;\n\nout vec2 v_uv;\nout vec4 v_color;\nout vec4 v_bg;\nout float v_mode;\n\nvoid main() {\n vec2 pixel = a_pos + vec2(a_quad.x * a_size.x + a_slant * (1.0 - a_quad.y), a_quad.y * a_size.y);\n vec2 clip = vec2(\n (pixel.x / u_resolution.x) * 2.0 - 1.0,\n 1.0 - (pixel.y / u_resolution.y) * 2.0\n );\n v_uv = a_uv0 + (a_uv1 - a_uv0) * a_quad;\n gl_Position = vec4(clip, 0.0, 1.0);\n v_color = a_color;\n v_bg = a_bg;\n v_mode = a_mode;\n}\n";
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export declare const GLYPH_SHADER_GL_FRAG = "#version 300 es\nprecision highp float;\n\nuniform sampler2D u_atlas;\nuniform vec2 u_blend;\n\nin vec2 v_uv;\nin vec4 v_color;\nin vec4 v_bg;\nin float v_mode;\nout vec4 fragColor;\n\n// sRGB to linear conversion for proper blending\nfloat srgbToLinear(float c) {\n if (c <= 0.04045) {\n return c / 12.92;\n }\n return pow((c + 0.055) / 1.055, 2.4);\n}\n\n// Linear to sRGB conversion\nfloat linearToSrgb(float c) {\n if (c <= 0.0031308) {\n return c * 12.92;\n }\n return 1.055 * pow(c, 1.0 / 2.4) - 0.055;\n}\n\nvec3 srgbToLinear(vec3 c) {\n return vec3(srgbToLinear(c.r), srgbToLinear(c.g), srgbToLinear(c.b));\n}\n\nvec3 linearToSrgb(vec3 c) {\n return vec3(linearToSrgb(c.r), linearToSrgb(c.g), linearToSrgb(c.b));\n}\n\nfloat luminance(vec3 color) {\n return dot(color, vec3(0.2126, 0.7152, 0.0722));\n}\n\nvoid main() {\n vec4
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export declare const GLYPH_SHADER = "\nstruct Uniforms {\n res: vec2f,\n _pad: vec2f,\n blend: vec2f,\n _pad2: vec2f,\n};\n\n@group(0) @binding(0) var<uniform> uniforms: Uniforms;\n@group(0) @binding(1) var atlasSampler: sampler;\n@group(0) @binding(2) var atlasTex: texture_2d<f32>;\n\nstruct VSIn {\n @location(0) quad: vec2f,\n @location(1) pos: vec2f,\n @location(2) size: vec2f,\n @location(3) uv0: vec2f,\n @location(4) uv1: vec2f,\n @location(5) color: vec4f,\n @location(6) bg: vec4f,\n @location(7) slant: f32,\n @location(8) mode: f32,\n};\n\nstruct VSOut {\n @builtin(position) position: vec4f,\n @location(0) uv: vec2f,\n @location(1) color: vec4f,\n @location(2) bg: vec4f,\n @location(3) mode: f32,\n};\n\n@vertex\nfn vsMain(input: VSIn) -> VSOut {\n let pixel = input.pos +\n vec2f(input.quad.x * input.size.x + input.slant * (1.0 - input.quad.y), input.quad.y * input.size.y);\n let clip = vec2f(\n (pixel.x / uniforms.res.x) * 2.0 - 1.0,\n 1.0 - (pixel.y / uniforms.res.y) * 2.0\n );\n let uv = input.uv0 + (input.uv1 - input.uv0) * input.quad;\n\n var out: VSOut;\n out.position = vec4f(clip.x, clip.y, 0.0, 1.0);\n out.uv = uv;\n out.color = input.color;\n out.bg = input.bg;\n out.mode = input.mode;\n return out;\n}\n\n// sRGB to linear conversion for proper blending\nfn srgbToLinear(c: f32) -> f32 {\n if (c <= 0.04045) {\n return c / 12.92;\n }\n return pow((c + 0.055) / 1.055, 2.4);\n}\n\n// Linear to sRGB conversion\nfn linearToSrgb(c: f32) -> f32 {\n if (c <= 0.0031308) {\n return c * 12.92;\n }\n return 1.055 * pow(c, 1.0 / 2.4) - 0.055;\n}\n\nfn srgbToLinear3(c: vec3f) -> vec3f {\n return vec3f(srgbToLinear(c.x), srgbToLinear(c.y), srgbToLinear(c.z));\n}\n\nfn linearToSrgb3(c: vec3f) -> vec3f {\n return vec3f(linearToSrgb(c.x), linearToSrgb(c.y), linearToSrgb(c.z));\n}\n\nfn luminance(color: vec3f) -> f32 {\n return dot(color, vec3f(0.2126, 0.7152, 0.0722));\n}\n\n@fragment\nfn fsMain(input: VSOut) -> @location(0) vec4f {\n let
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export declare const GLYPH_SHADER_NEAREST = "\nstruct Uniforms {\n res: vec2f,\n _pad: vec2f,\n blend: vec2f,\n _pad2: vec2f,\n};\n\n@group(0) @binding(0) var<uniform> uniforms: Uniforms;\n@group(0) @binding(1) var atlasSampler: sampler;\n@group(0) @binding(2) var atlasTex: texture_2d<f32>;\n\nstruct VSIn {\n @location(0) quad: vec2f,\n @location(1) pos: vec2f,\n @location(2) size: vec2f,\n @location(3) uv0: vec2f,\n @location(4) uv1: vec2f,\n @location(5) color: vec4f,\n @location(6) bg: vec4f,\n @location(7) slant: f32,\n @location(8) mode: f32,\n};\n\nstruct VSOut {\n @builtin(position) position: vec4f,\n @location(0) uv: vec2f,\n @location(1) color: vec4f,\n @location(2) bg: vec4f,\n @location(3) mode: f32,\n};\n\n@vertex\nfn vsMain(input: VSIn) -> VSOut {\n let pixel = input.pos +\n vec2f(input.quad.x * input.size.x + input.slant * (1.0 - input.quad.y), input.quad.y * input.size.y);\n let clip = vec2f(\n (pixel.x / uniforms.res.x) * 2.0 - 1.0,\n 1.0 - (pixel.y / uniforms.res.y) * 2.0\n );\n let uv = input.uv0 + (input.uv1 - input.uv0) * input.quad;\n\n var out: VSOut;\n out.position = vec4f(clip.x, clip.y, 0.0, 1.0);\n out.uv = uv;\n out.color = input.color;\n out.bg = input.bg;\n out.mode = input.mode;\n return out;\n}\n\n// sRGB to linear conversion for proper blending\nfn srgbToLinear(c: f32) -> f32 {\n if (c <= 0.04045) {\n return c / 12.92;\n }\n return pow((c + 0.055) / 1.055, 2.4);\n}\n\n// Linear to sRGB conversion\nfn linearToSrgb(c: f32) -> f32 {\n if (c <= 0.0031308) {\n return c * 12.92;\n }\n return 1.055 * pow(c, 1.0 / 2.4) - 0.055;\n}\n\nfn srgbToLinear3(c: vec3f) -> vec3f {\n return vec3f(srgbToLinear(c.x), srgbToLinear(c.y), srgbToLinear(c.z));\n}\n\nfn linearToSrgb3(c: vec3f) -> vec3f {\n return vec3f(linearToSrgb(c.x), linearToSrgb(c.y), linearToSrgb(c.z));\n}\n\nfn luminance(color: vec3f) -> f32 {\n return dot(color, vec3f(0.2126, 0.7152, 0.0722));\n}\n\n@fragment\nfn fsMain(input: VSOut) -> @location(0) vec4f {\n let
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export declare const GLYPH_SHADER_GL_FRAG = "#version 300 es\nprecision highp float;\n\nuniform sampler2D u_atlas;\nuniform vec2 u_blend;\n\nin vec2 v_uv;\nin vec4 v_color;\nin vec4 v_bg;\nin float v_mode;\nout vec4 fragColor;\n\n// sRGB to linear conversion for proper blending\nfloat srgbToLinear(float c) {\n if (c <= 0.04045) {\n return c / 12.92;\n }\n return pow((c + 0.055) / 1.055, 2.4);\n}\n\n// Linear to sRGB conversion\nfloat linearToSrgb(float c) {\n if (c <= 0.0031308) {\n return c * 12.92;\n }\n return 1.055 * pow(c, 1.0 / 2.4) - 0.055;\n}\n\nvec3 srgbToLinear(vec3 c) {\n return vec3(srgbToLinear(c.r), srgbToLinear(c.g), srgbToLinear(c.b));\n}\n\nvec3 linearToSrgb(vec3 c) {\n return vec3(linearToSrgb(c.r), linearToSrgb(c.g), linearToSrgb(c.b));\n}\n\nfloat luminance(vec3 color) {\n return dot(color, vec3(0.2126, 0.7152, 0.0722));\n}\n\nvoid main() {\n vec4 atlasSample = texture(u_atlas, v_uv);\n bool useLinear = u_blend.x > 0.5;\n bool useCorrection = u_blend.y > 0.5;\n\n if (v_mode > 0.5) {\n vec4 color = atlasSample;\n if (useLinear) {\n color.rgb = srgbToLinear(color.rgb);\n }\n color.rgb *= color.a;\n fragColor = color;\n return;\n }\n\n vec4 fg = v_color;\n vec4 bg = v_bg;\n if (useLinear) {\n fg.rgb = srgbToLinear(fg.rgb);\n bg.rgb = srgbToLinear(bg.rgb);\n }\n fg.rgb *= fg.a;\n bg.rgb *= bg.a;\n\n float alpha = atlasSample.a;\n if (useCorrection && useLinear) {\n float fg_l = luminance(fg.rgb);\n float bg_l = luminance(bg.rgb);\n if (abs(fg_l - bg_l) > 0.001) {\n float blend_l = srgbToLinear(linearToSrgb(fg_l) * alpha + linearToSrgb(bg_l) * (1.0 - alpha));\n alpha = clamp((blend_l - bg_l) / (fg_l - bg_l), 0.0, 1.0);\n }\n }\n\n vec4 color = fg * alpha;\n fragColor = color;\n}\n";
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export declare const GLYPH_SHADER = "\nstruct Uniforms {\n res: vec2f,\n _pad: vec2f,\n blend: vec2f,\n _pad2: vec2f,\n};\n\n@group(0) @binding(0) var<uniform> uniforms: Uniforms;\n@group(0) @binding(1) var atlasSampler: sampler;\n@group(0) @binding(2) var atlasTex: texture_2d<f32>;\n\nstruct VSIn {\n @location(0) quad: vec2f,\n @location(1) pos: vec2f,\n @location(2) size: vec2f,\n @location(3) uv0: vec2f,\n @location(4) uv1: vec2f,\n @location(5) color: vec4f,\n @location(6) bg: vec4f,\n @location(7) slant: f32,\n @location(8) mode: f32,\n};\n\nstruct VSOut {\n @builtin(position) position: vec4f,\n @location(0) uv: vec2f,\n @location(1) color: vec4f,\n @location(2) bg: vec4f,\n @location(3) mode: f32,\n};\n\n@vertex\nfn vsMain(input: VSIn) -> VSOut {\n let pixel = input.pos +\n vec2f(input.quad.x * input.size.x + input.slant * (1.0 - input.quad.y), input.quad.y * input.size.y);\n let clip = vec2f(\n (pixel.x / uniforms.res.x) * 2.0 - 1.0,\n 1.0 - (pixel.y / uniforms.res.y) * 2.0\n );\n let uv = input.uv0 + (input.uv1 - input.uv0) * input.quad;\n\n var out: VSOut;\n out.position = vec4f(clip.x, clip.y, 0.0, 1.0);\n out.uv = uv;\n out.color = input.color;\n out.bg = input.bg;\n out.mode = input.mode;\n return out;\n}\n\n// sRGB to linear conversion for proper blending\nfn srgbToLinear(c: f32) -> f32 {\n if (c <= 0.04045) {\n return c / 12.92;\n }\n return pow((c + 0.055) / 1.055, 2.4);\n}\n\n// Linear to sRGB conversion\nfn linearToSrgb(c: f32) -> f32 {\n if (c <= 0.0031308) {\n return c * 12.92;\n }\n return 1.055 * pow(c, 1.0 / 2.4) - 0.055;\n}\n\nfn srgbToLinear3(c: vec3f) -> vec3f {\n return vec3f(srgbToLinear(c.x), srgbToLinear(c.y), srgbToLinear(c.z));\n}\n\nfn linearToSrgb3(c: vec3f) -> vec3f {\n return vec3f(linearToSrgb(c.x), linearToSrgb(c.y), linearToSrgb(c.z));\n}\n\nfn luminance(color: vec3f) -> f32 {\n return dot(color, vec3f(0.2126, 0.7152, 0.0722));\n}\n\n@fragment\nfn fsMain(input: VSOut) -> @location(0) vec4f {\n let atlasSample = textureSample(atlasTex, atlasSampler, input.uv);\n let useLinear = uniforms.blend.x > 0.5;\n let useCorrection = uniforms.blend.y > 0.5;\n\n if (input.mode > 0.5) {\n var color = atlasSample;\n if (useLinear) {\n color = vec4f(srgbToLinear3(color.rgb), color.a);\n }\n return vec4f(color.rgb * color.a, color.a);\n }\n\n var alpha = atlasSample.a;\n\n var fg = input.color;\n var bg = input.bg;\n if (useLinear) {\n fg = vec4f(srgbToLinear3(fg.rgb), fg.a);\n bg = vec4f(srgbToLinear3(bg.rgb), bg.a);\n }\n fg = vec4f(fg.rgb * fg.a, fg.a);\n bg = vec4f(bg.rgb * bg.a, bg.a);\n\n if (useCorrection && useLinear) {\n let fg_l = luminance(fg.rgb);\n let bg_l = luminance(bg.rgb);\n if (abs(fg_l - bg_l) > 0.001) {\n let blend_l = srgbToLinear(linearToSrgb(fg_l) * alpha + linearToSrgb(bg_l) * (1.0 - alpha));\n alpha = clamp((blend_l - bg_l) / (fg_l - bg_l), 0.0, 1.0);\n }\n }\n\n var color = fg * alpha;\n return color;\n}\n";
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export declare const GLYPH_SHADER_NEAREST = "\nstruct Uniforms {\n res: vec2f,\n _pad: vec2f,\n blend: vec2f,\n _pad2: vec2f,\n};\n\n@group(0) @binding(0) var<uniform> uniforms: Uniforms;\n@group(0) @binding(1) var atlasSampler: sampler;\n@group(0) @binding(2) var atlasTex: texture_2d<f32>;\n\nstruct VSIn {\n @location(0) quad: vec2f,\n @location(1) pos: vec2f,\n @location(2) size: vec2f,\n @location(3) uv0: vec2f,\n @location(4) uv1: vec2f,\n @location(5) color: vec4f,\n @location(6) bg: vec4f,\n @location(7) slant: f32,\n @location(8) mode: f32,\n};\n\nstruct VSOut {\n @builtin(position) position: vec4f,\n @location(0) uv: vec2f,\n @location(1) color: vec4f,\n @location(2) bg: vec4f,\n @location(3) mode: f32,\n};\n\n@vertex\nfn vsMain(input: VSIn) -> VSOut {\n let pixel = input.pos +\n vec2f(input.quad.x * input.size.x + input.slant * (1.0 - input.quad.y), input.quad.y * input.size.y);\n let clip = vec2f(\n (pixel.x / uniforms.res.x) * 2.0 - 1.0,\n 1.0 - (pixel.y / uniforms.res.y) * 2.0\n );\n let uv = input.uv0 + (input.uv1 - input.uv0) * input.quad;\n\n var out: VSOut;\n out.position = vec4f(clip.x, clip.y, 0.0, 1.0);\n out.uv = uv;\n out.color = input.color;\n out.bg = input.bg;\n out.mode = input.mode;\n return out;\n}\n\n// sRGB to linear conversion for proper blending\nfn srgbToLinear(c: f32) -> f32 {\n if (c <= 0.04045) {\n return c / 12.92;\n }\n return pow((c + 0.055) / 1.055, 2.4);\n}\n\n// Linear to sRGB conversion\nfn linearToSrgb(c: f32) -> f32 {\n if (c <= 0.0031308) {\n return c * 12.92;\n }\n return 1.055 * pow(c, 1.0 / 2.4) - 0.055;\n}\n\nfn srgbToLinear3(c: vec3f) -> vec3f {\n return vec3f(srgbToLinear(c.x), srgbToLinear(c.y), srgbToLinear(c.z));\n}\n\nfn linearToSrgb3(c: vec3f) -> vec3f {\n return vec3f(linearToSrgb(c.x), linearToSrgb(c.y), linearToSrgb(c.z));\n}\n\nfn luminance(color: vec3f) -> f32 {\n return dot(color, vec3f(0.2126, 0.7152, 0.0722));\n}\n\n@fragment\nfn fsMain(input: VSOut) -> @location(0) vec4f {\n let atlasSample = textureSample(atlasTex, atlasSampler, input.uv);\n let useLinear = uniforms.blend.x > 0.5;\n let useCorrection = uniforms.blend.y > 0.5;\n\n if (input.mode > 0.5) {\n var color = atlasSample;\n if (useLinear) {\n color = vec4f(srgbToLinear3(color.rgb), color.a);\n }\n return vec4f(color.rgb * color.a, color.a);\n }\n\n var alpha = atlasSample.a;\n\n var fg = input.color;\n var bg = input.bg;\n if (useLinear) {\n fg = vec4f(srgbToLinear3(fg.rgb), fg.a);\n bg = vec4f(srgbToLinear3(bg.rgb), bg.a);\n }\n fg = vec4f(fg.rgb * fg.a, fg.a);\n bg = vec4f(bg.rgb * bg.a, bg.a);\n\n if (useCorrection && useLinear) {\n let fg_l = luminance(fg.rgb);\n let bg_l = luminance(bg.rgb);\n if (abs(fg_l - bg_l) > 0.001) {\n let blend_l = srgbToLinear(linearToSrgb(fg_l) * alpha + linearToSrgb(bg_l) * (1.0 - alpha));\n alpha = clamp((blend_l - bg_l) / (fg_l - bg_l), 0.0, 1.0);\n }\n }\n\n var color = fg * alpha;\n return color;\n}\n";
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