{"version":3,"file":"NegationBlend.mjs","sources":["../../src/advanced-blend-modes/NegationBlend.ts"],"sourcesContent":["import { ExtensionType } from '../extensions/Extensions';\nimport { BlendModeFilter } from '../filters/blend-modes/BlendModeFilter';\n\nimport type { ExtensionMetadata } from '../extensions/Extensions';\n\n/**\n * Implements the Negation blend mode which creates an inverted effect based on the brightness values.\n *\n * Available as `container.blendMode = 'negation'` 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 = 'negation'\n * @category filters\n * @noInheritDoc\n */\nexport class NegationBlend extends BlendModeFilter\n{\n    /** @ignore */\n    public static extension: ExtensionMetadata = {\n        name: 'negation',\n        type: ExtensionType.BlendMode\n    };\n\n    constructor()\n    {\n        super({\n            gl: {\n                functions: `\n                vec3 negation(vec3 base, vec3 blend)\n                {\n                    return 1.0-abs(1.0-base-blend);\n                }\n\n                vec3 blendNegation(vec3 base, vec3 blend, float opacity)\n                {\n                    return (negation(base, blend) * opacity + base * (1.0 - opacity));\n                }\n                `,\n                main: `\n                finalColor = vec4(blendNegation(back.rgb, front.rgb, front.a), blendedAlpha) * uBlend;\n                `\n            },\n            gpu: {\n                functions: `\n                fn blendNegation(base: vec3<f32>, blend: vec3<f32>) -> vec3<f32>\n                {\n                    return 1.0-abs(1.0-base-blend);\n                }\n\n                fn blendNegationOpacity(base: vec3<f32>, blend: vec3<f32>, opacity: f32) -> vec3<f32>\n                {\n                    return (blendNegation(base, blend) * opacity + base * (1.0 - opacity));\n                }\n            `,\n                main: `\n                out = vec4<f32>(blendNegationOpacity(back.rgb, front.rgb, front.a), blendedAlpha) * blendUniforms.uBlend;\n            `\n            }\n        });\n    }\n}\n"],"names":[],"mappings":";;;;AAkBO,MAAM,sBAAsB,eAAA,CACnC;AAAA,EAOI,WAAA,GACA;AACI,IAAA,KAAA,CAAM;AAAA,MACF,EAAA,EAAI;AAAA,QACA,SAAA,EAAW;AAAA;AAAA;AAAA;AAAA;;AAAA;AAAA;AAAA;AAAA;AAAA,gBAAA,CAAA;AAAA,QAWX,IAAA,EAAM;AAAA;AAAA,gBAAA;AAAA,OAGV;AAAA,MACA,GAAA,EAAK;AAAA,QACD,SAAA,EAAW;AAAA;AAAA;AAAA;AAAA;;AAAA;AAAA;AAAA;AAAA;AAAA,YAAA,CAAA;AAAA,QAWX,IAAA,EAAM;AAAA;AAAA,YAAA;AAAA;AAGV,KACH,CAAA;AAAA,EACL;AACJ;AAAA;AA7Ca,aAAA,CAGK,SAAA,GAA+B;AAAA,EACzC,IAAA,EAAM,UAAA;AAAA,EACN,MAAM,aAAA,CAAc;AACxB,CAAA;;;;"}