const f={normal:0,add:1,multiply:2,screen:3,overlay:4,erase:5,"normal-npm":6,"add-npm":7,"screen-npm":8,min:9,max:10},n=0,i=1,r=2,a=3,l=4,d=5,h=class u{constructor(){this.data=0,this.blendMode="normal",this.polygonOffset=0,this.blend=!0,this.depthMask=!0}get blend(){return!!(this.data&1<, uColor:vec4, uRound:f32, } @group(1) @binding(0) var localUniforms : LocalUniforms; `,main:` vColor *= localUniforms.uColor; modelMatrix *= localUniforms.uTransformMatrix; `,end:` if(localUniforms.uRound == 1) { vPosition = vec4(roundPixels(vPosition.xy, globalUniforms.uResolution), vPosition.zw); } `}},g={...c,vertex:{...c.vertex,header:c.vertex.header.replace("group(1)","group(2)")}},p={name:"local-uniform-bit",vertex:{header:` uniform mat3 uTransformMatrix; uniform vec4 uColor; uniform float uRound; `,main:` vColor *= uColor; modelMatrix = uTransformMatrix; `,end:` if(uRound == 1.) { gl_Position.xy = roundPixels(gl_Position.xy, uResolution); } `}};class b{constructor(){this.batcherName="default",this.topology="triangle-list",this.attributeSize=4,this.indexSize=6,this.packAsQuad=!0,this.roundPixels=0,this._attributeStart=0,this._batcher=null,this._batch=null}get blendMode(){return this.renderable.groupBlendMode}get color(){return this.renderable.groupColorAlpha}reset(){this.renderable=null,this.texture=null,this._batcher=null,this._batch=null,this.bounds=null}destroy(){}}function M(e,t,o){const s=(e>>24&255)/255;t[o++]=(e&255)/255*s,t[o++]=(e>>8&255)/255*s,t[o++]=(e>>16&255)/255*s,t[o++]=s}export{b as B,m as S,c as a,p as b,M as c,g as l};