var gl2FragmentSrc = `#version 300 es #define SHADER_NAME Tiling-Sprite-100 precision lowp float; in vec2 vTextureCoord; out vec4 fragmentColor; 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); vec4 texSample = texture(uSampler, coord, unclamped == coord ? 0.0f : -32.0f);// lod-bias very negative to force lod 0 fragmentColor = texSample * uColor; } `; export { gl2FragmentSrc as default }; //# sourceMappingURL=sprite-tiling.frag.mjs.map