"use strict"; Object.defineProperty(exports, "__esModule", { value: !0 }); var gl1FragmentSrc = `#version 100 #ifdef GL_EXT_shader_texture_lod #extension GL_EXT_shader_texture_lod : enable #endif #define SHADER_NAME Tiling-Sprite-100 precision lowp float; varying vec2 vTextureCoord; uniform sampler2D uSampler; uniform vec4 uColor; uniform mat3 uMapCoord; uniform vec4 uClampFrame; uniform vec2 uClampOffset; void main(void) { vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord); coord = (uMapCoord * vec3(coord, 1.0)).xy; vec2 unclamped = coord; coord = clamp(coord, uClampFrame.xy, uClampFrame.zw); #ifdef GL_EXT_shader_texture_lod vec4 texSample = unclamped == coord ? texture2D(uSampler, coord) : texture2DLodEXT(uSampler, coord, 0); #else vec4 texSample = texture2D(uSampler, coord); #endif gl_FragColor = texSample * uColor; } `; exports.default = gl1FragmentSrc; //# sourceMappingURL=sprite-tiling-fallback.frag.js.map