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pixi.js

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import { Matrix } from '../../../maths/matrix/Matrix.mjs'; import { compileHighShaderGpuProgram, compileHighShaderGlProgram } from '../../../rendering/high-shader/compileHighShaderToProgram.mjs'; import { colorBit, colorBitGl } from '../../../rendering/high-shader/shader-bits/colorBit.mjs'; import { generateTextureBatchBit, generateTextureBatchBitGl } from '../../../rendering/high-shader/shader-bits/generateTextureBatchBit.mjs'; import { roundPixelsBit, roundPixelsBitGl } from '../../../rendering/high-shader/shader-bits/roundPixelsBit.mjs'; import { getBatchSamplersUniformGroup } from '../../../rendering/renderers/gl/shader/getBatchSamplersUniformGroup.mjs'; import { Shader } from '../../../rendering/renderers/shared/shader/Shader.mjs'; import { UniformGroup } from '../../../rendering/renderers/shared/shader/UniformGroup.mjs'; import { localUniformMSDFBit, localUniformMSDFBitGl } from './shader-bits/localUniformMSDFBit.mjs'; import { mSDFBit, mSDFBitGl } from './shader-bits/mSDFBit.mjs'; "use strict"; let gpuProgram; let glProgram; class SdfShader extends Shader { constructor(maxTextures) { const uniforms = new UniformGroup({ uColor: { value: new Float32Array([1, 1, 1, 1]), type: "vec4<f32>" }, uTransformMatrix: { value: new Matrix(), type: "mat3x3<f32>" }, uDistance: { value: 4, type: "f32" }, uRound: { value: 0, type: "f32" } }); gpuProgram ?? (gpuProgram = compileHighShaderGpuProgram({ name: "sdf-shader", bits: [ colorBit, generateTextureBatchBit(maxTextures), localUniformMSDFBit, mSDFBit, roundPixelsBit ] })); glProgram ?? (glProgram = compileHighShaderGlProgram({ name: "sdf-shader", bits: [ colorBitGl, generateTextureBatchBitGl(maxTextures), localUniformMSDFBitGl, mSDFBitGl, roundPixelsBitGl ] })); super({ glProgram, gpuProgram, resources: { localUniforms: uniforms, batchSamplers: getBatchSamplersUniformGroup(maxTextures) } }); } } export { SdfShader }; //# sourceMappingURL=SdfShader.mjs.map