@lightningjs/renderer
Advanced tools
Comparing version 1.0.0 to 1.0.1
@@ -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; |
@@ -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 @@ /** |
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License Policy Violation
LicenseThis package is not allowed per your license policy. Review the package's license to ensure compliance.
Found 1 instance in 1 package
License Policy Violation
LicenseThis package is not allowed per your license policy. Review the package's license to ensure compliance.
Found 1 instance in 1 package
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