var blendTemplate = "\nstruct GlobalFilterUniforms {\n uInputSize:vec4,\n uInputPixel:vec4,\n uInputClamp:vec4,\n uOutputFrame:vec4,\n uGlobalFrame:vec4,\n uOutputTexture:vec4,\n};\n\nstruct BlendUniforms {\n uBlend:f32,\n};\n\n@group(0) @binding(0) var gfu: GlobalFilterUniforms;\n@group(0) @binding(1) var uTexture: texture_2d;\n@group(0) @binding(2) var uSampler : sampler;\n@group(0) @binding(3) var uBackTexture: texture_2d;\n\n@group(1) @binding(0) var blendUniforms : BlendUniforms;\n\n\nstruct VSOutput {\n @builtin(position) position: vec4,\n @location(0) uv : vec2\n };\n\nfn filterVertexPosition(aPosition:vec2) -> vec4\n{\n var position = aPosition * gfu.uOutputFrame.zw + gfu.uOutputFrame.xy;\n\n position.x = position.x * (2.0 / gfu.uOutputTexture.x) - 1.0;\n position.y = position.y * (2.0*gfu.uOutputTexture.z / gfu.uOutputTexture.y) - gfu.uOutputTexture.z;\n\n return vec4(position, 0.0, 1.0);\n}\n\nfn filterTextureCoord( aPosition:vec2 ) -> vec2\n{\n return aPosition * (gfu.uOutputFrame.zw * gfu.uInputSize.zw);\n}\n\nfn globalTextureCoord( aPosition:vec2 ) -> vec2\n{\n return (aPosition.xy / gfu.uGlobalFrame.zw) + (gfu.uGlobalFrame.xy / gfu.uGlobalFrame.zw); \n}\n \n@vertex\nfn mainVertex(\n @location(0) aPosition : vec2, \n) -> VSOutput {\n return VSOutput(\n filterVertexPosition(aPosition),\n filterTextureCoord(aPosition)\n );\n}\n\n{FUNCTIONS}\n\n@fragment\nfn mainFragment(\n @location(0) uv: vec2\n) -> @location(0) vec4 {\n\n\n var back = textureSample(uBackTexture, uSampler, uv);\n var front = textureSample(uTexture, uSampler, uv);\n var blendedAlpha = front.a + back.a * (1.0 - front.a);\n \n var out = vec4(0.0,0.0,0.0,0.0);\n\n {MAIN}\n\n return out;\n}"; export { blendTemplate as default }; //# sourceMappingURL=blend-template.wgsl.mjs.map