{"version":3,"file":"LuminosityBlend.mjs","sources":["../../src/advanced-blend-modes/LuminosityBlend.ts"],"sourcesContent":["import { ExtensionType } from '../extensions/Extensions';\nimport { BlendModeFilter } from '../filters/blend-modes/BlendModeFilter';\nimport { hslgl } from '../filters/blend-modes/hls/GLhls';\nimport { hslgpu } from '../filters/blend-modes/hls/GPUhls';\n\nimport type { ExtensionMetadata } from '../extensions/Extensions';\n\n/**\n * The final color has the luminosity of the top color, while using the hue and saturation of the bottom color.\n * This blend mode is equivalent to color, but with the layers swapped.\n *\n * Available as `container.blendMode = 'luminosity'` after importing `pixi.js/advanced-blend-modes`.\n * @example\n * import 'pixi.js/advanced-blend-modes';\n * import { Sprite } from 'pixi.js';\n *\n * const sprite = Sprite.from('something.png');\n * sprite.blendMode = 'luminosity'\n * @category filters\n * @noInheritDoc\n */\nexport class LuminosityBlend extends BlendModeFilter\n{\n    /** @ignore */\n    public static extension: ExtensionMetadata = {\n        name: 'luminosity',\n        type: ExtensionType.BlendMode\n    };\n\n    constructor()\n    {\n        super({\n            gl: {\n                functions: `\n                ${hslgl}\n\n                vec3 blendLuminosity(vec3 base, vec3 blend,  float opacity)\n                {\n                    vec3 blendLuminosity = setLuminosity(base, getLuminosity(blend));\n                    return (blendLuminosity * opacity + base * (1.0 - opacity));\n                }\n                `,\n                main: `\n                finalColor = vec4(blendLuminosity(back.rgb, front.rgb,front.a), blendedAlpha) * uBlend;\n                `\n            },\n            gpu: {\n                functions: `\n                ${hslgpu}\n\n                fn blendLuminosity(base:vec3<f32>,  blend:vec3<f32>,  opacity:f32) -> vec3<f32>\n                {\n                    let blendLuminosity: vec3<f32> = setLuminosity(base, getLuminosity(blend));\n                    return (blendLuminosity * opacity + base * (1.0 - opacity));\n                }\n            `,\n                main: `\n                out = vec4<f32>(blendLuminosity(back.rgb, front.rgb, front.a), blendedAlpha) * blendUniforms.uBlend;\n            `\n            }\n        });\n    }\n}\n"],"names":[],"mappings":";;;;;;AAqBO,MAAM,wBAAwB,eAAA,CACrC;AAAA,EAOI,WAAA,GACA;AACI,IAAA,KAAA,CAAM;AAAA,MACF,EAAA,EAAI;AAAA,QACA,SAAA,EAAW;AAAA,gBAAA,EACT,KAAK;;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,gBAAA,CAAA;AAAA,QAQP,IAAA,EAAM;AAAA;AAAA,gBAAA;AAAA,OAGV;AAAA,MACA,GAAA,EAAK;AAAA,QACD,SAAA,EAAW;AAAA,gBAAA,EACT,MAAM;;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,YAAA,CAAA;AAAA,QAQR,IAAA,EAAM;AAAA;AAAA,YAAA;AAAA;AAGV,KACH,CAAA;AAAA,EACL;AACJ;AAAA;AAzCa,eAAA,CAGK,SAAA,GAA+B;AAAA,EACzC,IAAA,EAAM,YAAA;AAAA,EACN,MAAM,aAAA,CAAc;AACxB,CAAA;;;;"}