{"version":3,"file":"blendImage.mjs","names":[],"sources":["../../../../src/filters/shaders/blendImage.ts"],"sourcesContent":["import type { TBlendImageMode } from '../BlendImage';\n\nexport const fragmentSource: Record<TBlendImageMode, string> = {\n  multiply: `\n    precision highp float;\n    uniform sampler2D uTexture;\n    uniform sampler2D uImage;\n    uniform vec4 uColor;\n    varying vec2 vTexCoord;\n    varying vec2 vTexCoord2;\n    void main() {\n      vec4 color = texture2D(uTexture, vTexCoord);\n      vec4 color2 = texture2D(uImage, vTexCoord2);\n      color.rgba *= color2.rgba;\n      gl_FragColor = color;\n    }\n    `,\n  mask: `\n    precision highp float;\n    uniform sampler2D uTexture;\n    uniform sampler2D uImage;\n    uniform vec4 uColor;\n    varying vec2 vTexCoord;\n    varying vec2 vTexCoord2;\n    void main() {\n      vec4 color = texture2D(uTexture, vTexCoord);\n      vec4 color2 = texture2D(uImage, vTexCoord2);\n      color.a = color2.a;\n      gl_FragColor = color;\n    }\n    `,\n} as const;\n\nexport const vertexSource = `\n    attribute vec2 aPosition;\n    varying vec2 vTexCoord;\n    varying vec2 vTexCoord2;\n    uniform mat3 uTransformMatrix;\n    void main() {\n      vTexCoord = aPosition;\n      vTexCoord2 = (uTransformMatrix * vec3(aPosition, 1.0)).xy;\n      gl_Position = vec4(aPosition * 2.0 - 1.0, 0.0, 1.0);\n    }\n    ` as const;\n"],"mappings":";AAEA,MAAa,iBAAkD;CAC7D,UAAU;;;;;;;;;;;;;;CAcV,MAAM;;;;;;;;;;;;;;CAcP;AAED,MAAa,eAAe"}