"use strict"; const localUniformMSDFBit = { name: "local-uniform-msdf-bit", vertex: { header: ( /* wgsl */ ` struct LocalUniforms { uColor:vec4, uTransformMatrix:mat3x3, uDistance: f32, uRound:f32, } @group(2) @binding(0) var localUniforms : LocalUniforms; ` ), main: ( /* wgsl */ ` vColor *= localUniforms.uColor; modelMatrix *= localUniforms.uTransformMatrix; ` ), end: ( /* wgsl */ ` if(localUniforms.uRound == 1) { vPosition = vec4(roundPixels(vPosition.xy, globalUniforms.uResolution), vPosition.zw); } ` ) }, fragment: { header: ( /* wgsl */ ` struct LocalUniforms { uColor:vec4, uTransformMatrix:mat3x3, uDistance: f32 } @group(2) @binding(0) var localUniforms : LocalUniforms; ` ), main: ( /* wgsl */ ` outColor = vec4(calculateMSDFAlpha(outColor, localUniforms.uColor, localUniforms.uDistance)); ` ) } }; const localUniformMSDFBitGl = { name: "local-uniform-msdf-bit", vertex: { header: ( /* glsl */ ` uniform mat3 uTransformMatrix; uniform vec4 uColor; uniform float uRound; ` ), main: ( /* glsl */ ` vColor *= uColor; modelMatrix *= uTransformMatrix; ` ), end: ( /* glsl */ ` if(uRound == 1.) { gl_Position.xy = roundPixels(gl_Position.xy, uResolution); } ` ) }, fragment: { header: ( /* glsl */ ` uniform float uDistance; ` ), main: ( /* glsl */ ` outColor = vec4(calculateMSDFAlpha(outColor, vColor, uDistance)); ` ) } }; export { localUniformMSDFBit, localUniformMSDFBitGl }; //# sourceMappingURL=localUniformMSDFBit.mjs.map