const o={name:"local-uniform-bit",vertex:{header:`

            struct LocalUniforms {
                uTransformMatrix:mat3x3<f32>,
                uColor:vec4<f32>,
                uRound:f32,
            }

            @group(1) @binding(0) var<uniform> localUniforms : LocalUniforms;
        `,main:`
            vColor *= localUniforms.uColor;
            modelMatrix *= localUniforms.uTransformMatrix;
        `,end:`
            if(localUniforms.uRound == 1)
            {
                vPosition = vec4(roundPixels(vPosition.xy, globalUniforms.uResolution), vPosition.zw);
            }
        `}},r={...o,vertex:{...o.vertex,header:o.vertex.header.replace("group(1)","group(2)")}},i={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);
            }
        `}};export{o as a,i as b,r as l};
