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@lightningjs/renderer

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@lightningjs/renderer - npm Package Compare versions

Comparing version 1.0.0 to 1.0.1

dist/exports/core-api.d.ts

1

dist/src/core/animations/CoreAnimationController.js

@@ -100,2 +100,3 @@ /* eslint-disable @typescript-eslint/unbound-method */

if (stopMethod === 'reverse') {
this.animation.once('finished', this.onFinished);
this.animation.reverse();

@@ -102,0 +103,0 @@ return;

4

dist/src/core/renderers/webgl/shaders/DefaultShader.js

@@ -39,3 +39,3 @@ /*

vertex: `
# ifdef GL_FRAGMENT_PRESICISON_HIGH
# ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;

@@ -69,3 +69,3 @@ # else

fragment: `
# ifdef GL_FRAGMENT_PRESICISON_HIGH
# ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;

@@ -72,0 +72,0 @@ # else

@@ -53,3 +53,3 @@ /*

vertex: `
# ifdef GL_FRAGMENT_PRESICISON_HIGH
# ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;

@@ -89,3 +89,3 @@ # else

#define txUnits ${textureUnits}
# ifdef GL_FRAGMENT_PRESICISON_HIGH
# ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;

@@ -92,0 +92,0 @@ # else

@@ -284,3 +284,3 @@ import { WebGlCoreShader, } from '../WebGlCoreShader.js';

static vertex = () => `
# ifdef GL_FRAGMENT_PRESICISON_HIGH
# ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;

@@ -318,3 +318,3 @@ # else

static fragment = (uniforms, methods, effectMethods, drawEffects) => `
# ifdef GL_FRAGMENT_PRESICISON_HIGH
# ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;

@@ -321,0 +321,0 @@ # else

@@ -65,3 +65,3 @@ /*

vertex: `
# ifdef GL_FRAGMENT_PRESICISON_HIGH
# ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;

@@ -98,3 +98,3 @@ # else

fragment: `
# ifdef GL_FRAGMENT_PRESICISON_HIGH
# ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;

@@ -101,0 +101,0 @@ # else

@@ -94,2 +94,7 @@ /*

vertex: `
# ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
# else
precision mediump float;
# endif
// an attribute is an input (in) to a vertex shader.

@@ -121,4 +126,7 @@ // It will receive data from a buffer

fragment: `
# ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
# else
precision mediump float;
# endif
uniform vec4 u_color;

@@ -125,0 +133,0 @@ uniform sampler2D u_texture;

@@ -22,3 +22,2 @@ /*

import { createProgram, createShader, } from './internal/ShaderUtils.js';
import { isWebGl2 } from './internal/WebGlUtils.js';
export class WebGlCoreShader extends CoreShader {

@@ -25,0 +24,0 @@ boundBufferCollection = null;

{
"name": "@lightningjs/renderer",
"version": "1.0.0",
"version": "1.0.1",
"description": "Lightning 3 Renderer",

@@ -5,0 +5,0 @@ "type": "module",

@@ -122,2 +122,3 @@ /* eslint-disable @typescript-eslint/unbound-method */

if (stopMethod === 'reverse') {
this.animation.once('finished', this.onFinished);
this.animation.reverse();

@@ -124,0 +125,0 @@ return;

@@ -46,3 +46,3 @@ /*

vertex: `
# ifdef GL_FRAGMENT_PRESICISON_HIGH
# ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;

@@ -76,3 +76,3 @@ # else

fragment: `
# ifdef GL_FRAGMENT_PRESICISON_HIGH
# ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;

@@ -79,0 +79,0 @@ # else

@@ -65,3 +65,3 @@ /*

vertex: `
# ifdef GL_FRAGMENT_PRESICISON_HIGH
# ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;

@@ -101,3 +101,3 @@ # else

#define txUnits ${textureUnits}
# ifdef GL_FRAGMENT_PRESICISON_HIGH
# ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;

@@ -104,0 +104,0 @@ # else

@@ -427,3 +427,3 @@ /*

static vertex = () => `
# ifdef GL_FRAGMENT_PRESICISON_HIGH
# ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;

@@ -467,3 +467,3 @@ # else

) => `
# ifdef GL_FRAGMENT_PRESICISON_HIGH
# ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;

@@ -470,0 +470,0 @@ # else

@@ -99,3 +99,3 @@ /*

vertex: `
# ifdef GL_FRAGMENT_PRESICISON_HIGH
# ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;

@@ -132,3 +132,3 @@ # else

fragment: `
# ifdef GL_FRAGMENT_PRESICISON_HIGH
# ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;

@@ -135,0 +135,0 @@ # else

@@ -123,2 +123,7 @@ /*

vertex: `
# ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
# else
precision mediump float;
# endif
// an attribute is an input (in) to a vertex shader.

@@ -150,4 +155,7 @@ // It will receive data from a buffer

fragment: `
# ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
# else
precision mediump float;
# endif
uniform vec4 u_color;

@@ -154,0 +162,0 @@ uniform sampler2D u_texture;

@@ -37,3 +37,2 @@ /*

} from './internal/ShaderUtils.js';
import { isWebGl2 } from './internal/WebGlUtils.js';

@@ -40,0 +39,0 @@ /**

Sorry, the diff of this file is not supported yet

Sorry, the diff of this file is not supported yet

Sorry, the diff of this file is not supported yet

Sorry, the diff of this file is not supported yet

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