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pixi.js

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'use strict'; Object.defineProperty(exports, '__esModule', { value: true }); var source = "struct GlobalFilterUniforms {\n uInputSize:vec4<f32>,\n uInputPixel:vec4<f32>,\n uInputClamp:vec4<f32>,\n uOutputFrame:vec4<f32>,\n uGlobalFrame:vec4<f32>,\n uOutputTexture:vec4<f32>,\n};\n\nstruct MaskUniforms {\n uFilterMatrix:mat3x3<f32>,\n uMaskClamp:vec4<f32>,\n uAlpha:f32,\n uInverse:f32,\n};\n\n@group(0) @binding(0) var<uniform> gfu: GlobalFilterUniforms;\n@group(0) @binding(1) var uTexture: texture_2d<f32>;\n@group(0) @binding(2) var uSampler : sampler;\n\n@group(1) @binding(0) var<uniform> filterUniforms : MaskUniforms;\n@group(1) @binding(1) var uMaskTexture: texture_2d<f32>;\n\nstruct VSOutput {\n @builtin(position) position: vec4<f32>,\n @location(0) uv : vec2<f32>,\n @location(1) filterUv : vec2<f32>,\n};\n\nfn filterVertexPosition(aPosition:vec2<f32>) -> vec4<f32>\n{\n var position = aPosition * gfu.uOutputFrame.zw + gfu.uOutputFrame.xy;\n\n position.x = position.x * (2.0 / gfu.uOutputTexture.x) - 1.0;\n position.y = position.y * (2.0*gfu.uOutputTexture.z / gfu.uOutputTexture.y) - gfu.uOutputTexture.z;\n\n return vec4(position, 0.0, 1.0);\n}\n\nfn filterTextureCoord( aPosition:vec2<f32> ) -> vec2<f32>\n{\n return aPosition * (gfu.uOutputFrame.zw * gfu.uInputSize.zw);\n}\n\nfn globalTextureCoord( aPosition:vec2<f32> ) -> vec2<f32>\n{\n return (aPosition.xy / gfu.uGlobalFrame.zw) + (gfu.uGlobalFrame.xy / gfu.uGlobalFrame.zw);\n}\n\nfn getFilterCoord(aPosition:vec2<f32> ) -> vec2<f32>\n{\n return ( filterUniforms.uFilterMatrix * vec3( filterTextureCoord(aPosition), 1.0) ).xy;\n}\n\nfn getSize() -> vec2<f32>\n{\n return gfu.uGlobalFrame.zw;\n}\n\n@vertex\nfn mainVertex(\n @location(0) aPosition : vec2<f32>,\n) -> VSOutput {\n return VSOutput(\n filterVertexPosition(aPosition),\n filterTextureCoord(aPosition),\n getFilterCoord(aPosition)\n );\n}\n\n@fragment\nfn mainFragment(\n @location(0) uv: vec2<f32>,\n @location(1) filterUv: vec2<f32>,\n @builtin(position) position: vec4<f32>\n) -> @location(0) vec4<f32> {\n\n var maskClamp = filterUniforms.uMaskClamp;\n var uAlpha = filterUniforms.uAlpha;\n\n var clip = step(3.5,\n step(maskClamp.x, filterUv.x) +\n step(maskClamp.y, filterUv.y) +\n step(filterUv.x, maskClamp.z) +\n step(filterUv.y, maskClamp.w));\n\n var mask = textureSample(uMaskTexture, uSampler, filterUv);\n var source = textureSample(uTexture, uSampler, uv);\n var alphaMul = 1.0 - uAlpha * (1.0 - mask.a);\n\n var a: f32 = alphaMul * mask.r * uAlpha * clip;\n\n if (filterUniforms.uInverse == 1.0) {\n a = 1.0 - a;\n }\n\n return source * a;\n}\n"; exports.default = source; //# sourceMappingURL=mask.wgsl.js.map