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playcanvas

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Open-source WebGL/WebGPU 3D engine for the web

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var uv0_default = ( /* glsl */ ` #ifdef NINESLICED vec2 getUv0() { vec2 uv = vertex_position.xz; // offset inner vertices inside // (original vertices must be in [-1;1] range) vec2 positiveUnitOffset = clamp(vertex_position.xz, vec2(0.0), vec2(1.0)); vec2 negativeUnitOffset = clamp(-vertex_position.xz, vec2(0.0), vec2(1.0)); uv += (-positiveUnitOffset * innerOffset.xy + negativeUnitOffset * innerOffset.zw) * vertex_texCoord0.xy; uv = uv * -0.5 + 0.5; uv = uv * atlasRect.zw + atlasRect.xy; vMask = vertex_texCoord0.xy; return uv; } #else vec2 getUv0() { return vertex_texCoord0; } #endif ` ); export { uv0_default as default };