var wgsl = "\nstruct ParticleUniforms {\n uProjectionMatrix:mat3x3,\n uColor:vec4,\n uResolution:vec2,\n uRoundPixels:f32,\n};\n\n@group(0) @binding(0) var uniforms: ParticleUniforms;\n\n@group(1) @binding(0) var uTexture: texture_2d;\n@group(1) @binding(1) var uSampler : sampler;\n\nstruct VSOutput {\n @builtin(position) position: vec4,\n @location(0) uv : vec2,\n @location(1) color : vec4,\n };\n@vertex\nfn mainVertex(\n @location(0) aVertex: vec2,\n @location(1) aPosition: vec2,\n @location(2) aUV: vec2,\n @location(3) aColor: vec4,\n @location(4) aRotation: f32,\n) -> VSOutput {\n \n let v = vec2(\n aVertex.x * cos(aRotation) - aVertex.y * sin(aRotation),\n aVertex.x * sin(aRotation) + aVertex.y * cos(aRotation)\n ) + aPosition;\n\n let position = vec4((uniforms.uProjectionMatrix * vec3(v, 1.0)).xy, 0.0, 1.0);\n\n let vColor = vec4(aColor.rgb * aColor.a, aColor.a) * uniforms.uColor;\n\n return VSOutput(\n position,\n aUV,\n vColor,\n );\n}\n\n@fragment\nfn mainFragment(\n @location(0) uv: vec2,\n @location(1) color: vec4,\n @builtin(position) position: vec4,\n) -> @location(0) vec4 {\n\n var sample = textureSample(uTexture, uSampler, uv) * color;\n \n return sample;\n}"; export { wgsl as default }; //# sourceMappingURL=particles.wgsl.mjs.map