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38
resources/app/node_modules/@pixi/sprite-tiling/lib/sprite-tiling-fallback.frag.mjs
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38
resources/app/node_modules/@pixi/sprite-tiling/lib/sprite-tiling-fallback.frag.mjs
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var gl1FragmentSrc = `#version 100
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#ifdef GL_EXT_shader_texture_lod
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#extension GL_EXT_shader_texture_lod : enable
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#endif
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#define SHADER_NAME Tiling-Sprite-100
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precision lowp float;
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varying vec2 vTextureCoord;
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uniform sampler2D uSampler;
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uniform vec4 uColor;
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uniform mat3 uMapCoord;
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uniform vec4 uClampFrame;
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uniform vec2 uClampOffset;
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void main(void)
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{
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vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);
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coord = (uMapCoord * vec3(coord, 1.0)).xy;
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vec2 unclamped = coord;
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coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);
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#ifdef GL_EXT_shader_texture_lod
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vec4 texSample = unclamped == coord
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? texture2D(uSampler, coord)
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: texture2DLodEXT(uSampler, coord, 0);
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#else
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vec4 texSample = texture2D(uSampler, coord);
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#endif
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gl_FragColor = texSample * uColor;
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}
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`;
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export {
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gl1FragmentSrc as default
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};
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//# sourceMappingURL=sprite-tiling-fallback.frag.mjs.map
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