var source = "\nstruct GlobalFilterUniforms {\n uInputSize:vec4,\n uInputPixel:vec4,\n uInputClamp:vec4,\n uOutputFrame:vec4,\n uGlobalFrame:vec4,\n uOutputTexture:vec4,\n};\n\nstruct DisplacementUniforms {\n uFilterMatrix:mat3x3,\n uScale:vec2,\n uRotation:mat2x2\n};\n\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\n@group(1) @binding(0) var filterUniforms : DisplacementUniforms;\n@group(1) @binding(1) var uMapTexture: texture_2d;\n@group(1) @binding(2) var uMapSampler : sampler;\n\nstruct VSOutput {\n @builtin(position) position: vec4,\n @location(0) uv : vec2,\n @location(1) filterUv : 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\nfn getFilterCoord(aPosition:vec2 ) -> vec2\n{\n return ( filterUniforms.uFilterMatrix * vec3( filterTextureCoord(aPosition), 1.0) ).xy;\n}\n\nfn getSize() -> vec2\n{\n\n \n return 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 getFilterCoord(aPosition)\n );\n}\n\n@fragment\nfn mainFragment(\n @location(0) uv: vec2,\n @location(1) filterUv: vec2,\n @builtin(position) position: vec4\n) -> @location(0) vec4 {\n\n var map = textureSample(uMapTexture, uMapSampler, filterUv);\n\n var offset = gfu.uInputSize.zw * (filterUniforms.uRotation * (map.xy - 0.5)) * filterUniforms.uScale; \n \n return textureSample(uTexture, uSampler, clamp(uv + offset, gfu.uInputClamp.xy, gfu.uInputClamp.zw));\n}"; export { source as default }; //# sourceMappingURL=displacement.wgsl.mjs.map