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{"version":3,"file":"defaultProgramTemplate.mjs","sources":["../../../src/rendering/high-shader/defaultProgramTemplate.ts"],"sourcesContent":["/** @ignore */\nconst vertexGPUTemplate = /* wgsl */`\n @in aPosition: vec2<f32>;\n @in aUV: vec2<f32>;\n\n @out @builtin(position) vPosition: vec4<f32>;\n @out vUV : vec2<f32>;\n @out vColor : vec4<f32>;\n\n {{header}}\n\n struct VSOutput {\n {{struct}}\n };\n\n @vertex\n fn main( {{in}} ) -> VSOutput {\n\n var worldTransformMatrix = globalUniforms.uWorldTransformMatrix;\n var modelMatrix = mat3x3<f32>(\n 1.0, 0.0, 0.0,\n 0.0, 1.0, 0.0,\n 0.0, 0.0, 1.0\n );\n var position = aPosition;\n var uv = aUV;\n\n {{start}}\n\n vColor = vec4<f32>(1., 1., 1., 1.);\n\n {{main}}\n\n vUV = uv;\n\n var modelViewProjectionMatrix = globalUniforms.uProjectionMatrix * worldTransformMatrix * modelMatrix;\n\n vPosition = vec4<f32>((modelViewProjectionMatrix * vec3<f32>(position, 1.0)).xy, 0.0, 1.0);\n\n vColor *= globalUniforms.uWorldColorAlpha;\n\n {{end}}\n\n {{return}}\n };\n`;\n\n/** @ignore */\nconst fragmentGPUTemplate = /* wgsl */`\n @in vUV : vec2<f32>;\n @in vColor : vec4<f32>;\n\n {{header}}\n\n @fragment\n fn main(\n {{in}}\n ) -> @location(0) vec4<f32> {\n\n {{start}}\n\n var outColor:vec4<f32>;\n\n {{main}}\n\n var finalColor:vec4<f32> = outColor * vColor;\n\n {{end}}\n\n return finalColor;\n };\n`;\n\n/** @ignore */\nconst vertexGlTemplate = /* glsl */`\n in vec2 aPosition;\n in vec2 aUV;\n\n out vec4 vColor;\n out vec2 vUV;\n\n {{header}}\n\n void main(void){\n\n mat3 worldTransformMatrix = uWorldTransformMatrix;\n mat3 modelMatrix = mat3(\n 1.0, 0.0, 0.0,\n 0.0, 1.0, 0.0,\n 0.0, 0.0, 1.0\n );\n vec2 position = aPosition;\n vec2 uv = aUV;\n\n {{start}}\n\n vColor = vec4(1.);\n\n {{main}}\n\n vUV = uv;\n\n mat3 modelViewProjectionMatrix = uProjectionMatrix * worldTransformMatrix * modelMatrix;\n\n gl_Position = vec4((modelViewProjectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n\n vColor *= uWorldColorAlpha;\n\n {{end}}\n }\n`;\n\n/** @ignore */\nconst fragmentGlTemplate = /* glsl */`\n\n in vec4 vColor;\n in vec2 vUV;\n\n out vec4 finalColor;\n\n {{header}}\n\n void main(void) {\n\n {{start}}\n\n vec4 outColor;\n\n {{main}}\n\n finalColor = outColor * vColor;\n\n {{end}}\n }\n`;\n\nexport {\n fragmentGlTemplate,\n fragmentGPUTemplate,\n vertexGlTemplate,\n vertexGPUTemplate\n};\n"],"names":[],"mappings":";AACM,MAAA,iBAAA;AAAA;AAAA,EAA8B,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,CAAA;AAAA,EAAA;AA+C9B,MAAA,mBAAA;AAAA;AAAA,EAAgC,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,CAAA;AAAA,EAAA;AA0BhC,MAAA,gBAAA;AAAA;AAAA,EAA6B,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,CAAA;AAAA,EAAA;AAuC7B,MAAA,kBAAA;AAAA;AAAA,EAA+B,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,CAAA;AAAA;;;;"}