@pixi/sprite-tiling
Advanced tools
Comparing version 7.1.0-alpha to 7.1.0
@@ -5,5 +5,5 @@ 'use strict'; | ||
var gl1VertexSrc = "#version 100\n#define SHADER_NAME Tiling-Sprite-100\n\nprecision lowp float;\n\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTransform;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\n}\n"; | ||
var gl1FragmentSrc = "#version 100\n#ifdef GL_EXT_shader_texture_lod\n #extension GL_EXT_shader_texture_lod : enable\n#endif\n#define SHADER_NAME Tiling-Sprite-100\n\nprecision lowp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\nuniform mat3 uMapCoord;\nuniform vec4 uClampFrame;\nuniform vec2 uClampOffset;\n\nvoid main(void)\n{\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\n vec2 unclamped = coord;\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\n\n #ifdef GL_EXT_shader_texture_lod\n vec4 texSample = unclamped == coord\n ? texture2D(uSampler, coord) \n : texture2DLodEXT(uSampler, coord, 0);\n #else\n vec4 texSample = texture2D(uSampler, coord);\n #endif\n\n gl_FragColor = texSample * uColor;\n}\n"; | ||
exports["default"] = gl1VertexSrc; | ||
exports["default"] = gl1FragmentSrc; | ||
//# sourceMappingURL=sprite-tiling-fallback.js.map |
@@ -5,5 +5,5 @@ 'use strict'; | ||
var gl1FragmentSrc = "#version 100\n#ifdef GL_EXT_shader_texture_lod\n #extension GL_EXT_shader_texture_lod : enable\n#endif\n#define SHADER_NAME Tiling-Sprite-100\n\nprecision lowp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\nuniform mat3 uMapCoord;\nuniform vec4 uClampFrame;\nuniform vec2 uClampOffset;\n\nvoid main(void)\n{\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\n vec2 unclamped = coord;\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\n\n #ifdef GL_EXT_shader_texture_lod\n vec4 texSample = unclamped == coord\n ? texture2D(uSampler, coord) \n : texture2DLodEXT(uSampler, coord, 0);\n #else\n vec4 texSample = texture2D(uSampler, coord);\n #endif\n\n gl_FragColor = texSample * uColor;\n}\n"; | ||
var gl1VertexSrc = "#version 100\n#define SHADER_NAME Tiling-Sprite-100\n\nprecision lowp float;\n\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTransform;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\n}\n"; | ||
exports["default"] = gl1FragmentSrc; | ||
exports["default"] = gl1VertexSrc; | ||
//# sourceMappingURL=sprite-tiling-fallback2.js.map |
@@ -5,5 +5,5 @@ 'use strict'; | ||
var gl2VertexSrc = "#version 300 es\n#define SHADER_NAME Tiling-Sprite-300\n\nprecision lowp float;\n\nin vec2 aVertexPosition;\nin vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTransform;\n\nout vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\n}\n"; | ||
var gl2FragmentSrc = "#version 300 es\n#define SHADER_NAME Tiling-Sprite-100\n\nprecision lowp float;\n\nin vec2 vTextureCoord;\n\nout vec4 fragmentColor;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\nuniform mat3 uMapCoord;\nuniform vec4 uClampFrame;\nuniform vec2 uClampOffset;\n\nvoid main(void)\n{\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\n vec2 unclamped = coord;\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\n\n vec4 texSample = texture(uSampler, coord, unclamped == coord ? 0.0f : -32.0f);// lod-bias very negative to force lod 0\n\n fragmentColor = texSample * uColor;\n}\n"; | ||
exports["default"] = gl2VertexSrc; | ||
exports["default"] = gl2FragmentSrc; | ||
//# sourceMappingURL=sprite-tiling.js.map |
@@ -5,5 +5,5 @@ 'use strict'; | ||
var gl2FragmentSrc = "#version 300 es\n#define SHADER_NAME Tiling-Sprite-100\n\nprecision lowp float;\n\nin vec2 vTextureCoord;\n\nout vec4 fragmentColor;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\nuniform mat3 uMapCoord;\nuniform vec4 uClampFrame;\nuniform vec2 uClampOffset;\n\nvoid main(void)\n{\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\n vec2 unclamped = coord;\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\n\n vec4 texSample = texture(uSampler, coord, unclamped == coord ? 0.0f : -32.0f);// lod-bias very negative to force lod 0\n\n fragmentColor = texSample * uColor;\n}\n"; | ||
var gl2VertexSrc = "#version 300 es\n#define SHADER_NAME Tiling-Sprite-300\n\nprecision lowp float;\n\nin vec2 aVertexPosition;\nin vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTransform;\n\nout vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\n}\n"; | ||
exports["default"] = gl2FragmentSrc; | ||
exports["default"] = gl2VertexSrc; | ||
//# sourceMappingURL=sprite-tiling2.js.map |
@@ -1,4 +0,4 @@ | ||
import { Rectangle, Transform, Texture, TextureMatrix } from '@pixi/core'; | ||
import { Rectangle, Texture, TextureMatrix, Transform } from '@pixi/core'; | ||
import { Sprite } from '@pixi/sprite'; | ||
import type { IPointData, ISize, ObservablePoint, Renderer, IBaseTextureOptions, TextureSource } from '@pixi/core'; | ||
import type { IBaseTextureOptions, IPointData, ISize, ObservablePoint, Renderer, TextureSource } from '@pixi/core'; | ||
import type { IDestroyOptions } from '@pixi/display'; | ||
@@ -5,0 +5,0 @@ export interface TilingSprite extends GlobalMixins.TilingSprite { |
@@ -1,3 +0,3 @@ | ||
import { ObjectRenderer, Shader, State, QuadUv } from '@pixi/core'; | ||
import type { Renderer, ExtensionMetadata } from '@pixi/core'; | ||
import { ObjectRenderer, QuadUv, Shader, State } from '@pixi/core'; | ||
import type { ExtensionMetadata, Renderer } from '@pixi/core'; | ||
import type { TilingSprite } from './TilingSprite'; | ||
@@ -4,0 +4,0 @@ /** |
@@ -6,7 +6,7 @@ 'use strict'; | ||
var core = require('@pixi/core'); | ||
var spriteTiling$1 = require('./sprite-tiling.js'); | ||
var spriteTiling = require('./sprite-tiling2.js'); | ||
var spriteTilingFallback$1 = require('./sprite-tiling-fallback.js'); | ||
var spriteTilingFallback = require('./sprite-tiling-fallback2.js'); | ||
var spriteTilingSimple = require('./sprite-tiling-simple.js'); | ||
var spriteTilingFallback = require('./sprite-tiling-fallback.js'); | ||
var spriteTilingFallback$1 = require('./sprite-tiling-fallback2.js'); | ||
var spriteTiling = require('./sprite-tiling.js'); | ||
var spriteTiling$1 = require('./sprite-tiling2.js'); | ||
@@ -13,0 +13,0 @@ const tempMat = new core.Matrix(); |
{ | ||
"name": "@pixi/sprite-tiling", | ||
"version": "7.1.0-alpha", | ||
"version": "7.1.0", | ||
"main": "lib/index.js", | ||
@@ -25,7 +25,7 @@ "module": "lib/index.mjs", | ||
"homepage": "http://pixijs.com/", | ||
"bugs": "https://github.com/pixijs/pixi.js/issues", | ||
"bugs": "https://github.com/pixijs/pixijs/issues", | ||
"license": "MIT", | ||
"repository": { | ||
"type": "git", | ||
"url": "https://github.com/pixijs/pixi.js.git" | ||
"url": "https://github.com/pixijs/pixijs.git" | ||
}, | ||
@@ -44,3 +44,3 @@ "publishConfig": { | ||
], | ||
"gitHead": "0fb26a500c738cb550da277c112d15d9dd3f87b6" | ||
"gitHead": "4079e92895ecb692afe9f0b15d3e48ee40852ada" | ||
} |
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Found 1 instance in 1 package
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