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Object model for HTML5 canvas, and SVG-to-canvas parser. Backed by jsdom and node-canvas.

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{"version":3,"file":"blendImage.mjs","sources":["../../../../src/filters/shaders/blendImage.ts"],"sourcesContent":["import type { TBlendImageMode } from '../BlendImage';\n\nexport const fragmentSource: Record<TBlendImageMode, string> = {\n multiply: `\n precision highp float;\n uniform sampler2D uTexture;\n uniform sampler2D uImage;\n uniform vec4 uColor;\n varying vec2 vTexCoord;\n varying vec2 vTexCoord2;\n void main() {\n vec4 color = texture2D(uTexture, vTexCoord);\n vec4 color2 = texture2D(uImage, vTexCoord2);\n color.rgba *= color2.rgba;\n gl_FragColor = color;\n }\n `,\n mask: `\n precision highp float;\n uniform sampler2D uTexture;\n uniform sampler2D uImage;\n uniform vec4 uColor;\n varying vec2 vTexCoord;\n varying vec2 vTexCoord2;\n void main() {\n vec4 color = texture2D(uTexture, vTexCoord);\n vec4 color2 = texture2D(uImage, vTexCoord2);\n color.a = color2.a;\n gl_FragColor = color;\n }\n `,\n} as const;\n\nexport const vertexSource = `\n attribute vec2 aPosition;\n varying vec2 vTexCoord;\n varying vec2 vTexCoord2;\n uniform mat3 uTransformMatrix;\n void main() {\n vTexCoord = aPosition;\n vTexCoord2 = (uTransformMatrix * vec3(aPosition, 1.0)).xy;\n gl_Position = vec4(aPosition * 2.0 - 1.0, 0.0, 1.0);\n }\n ` as const;\n"],"names":["fragmentSource","multiply","mask","vertexSource"],"mappings":"AAEO,MAAMA,cAA+C,GAAG;AAC7DC,EAAAA,QAAQ,EAaL,0XAAA;EACHC,IAAI,EAAA,mXAAA;AAcN,EAAU;AAEH,MAAMC,YAAY,GAUX;;;;"}