feat(shadertoy): add proper mouse/touch interaction support (#293)
* feat(shadertoy): add proper mouse/touch interaction support - Fix iMouse uniform to match official Shadertoy specification: - iMouse.xy only updates while button/touch is held down - iMouse.zw uses positive values when down, negative when released - Enables proper click detection via iMouse.z > 0 - Add touch event support for mobile devices: - touchstart/touchmove/touchend/touchcancel handlers - Same behavior as mouse events - Update tool description with mouse interaction documentation - Update README with: - Mouse & Touch Interaction feature - Improved Julia Set example with click detection - iMouse specification table and usage examples The iMouse uniform is a core Shadertoy feature used by popular shaders like Star Nest, raymarching examples, and particle systems. * style: fix Prettier formatting in shadertoy README
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@ -15,6 +15,7 @@ A demo MCP App that renders [ShaderToy](https://www.shadertoy.com/)-compatible G
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- **Real-time Rendering**: Renders GLSL shaders using WebGL 2.0
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- **ShaderToy Compatibility**: Uses the standard `mainImage(out vec4 fragColor, in vec2 fragCoord)` entry point
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- **Multi-pass Rendering**: Supports buffers A-D for feedback effects, blur chains, and simulations
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- **Mouse & Touch Interaction**: Full iMouse support with click detection (works on mobile)
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- **Standard Uniforms**: iResolution, iTime, iTimeDelta, iFrame, iMouse, iDate, iChannel0-3
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## Running
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@ -101,13 +102,20 @@ _Tool input:_
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}
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```
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**Interactive Julia Set** (mouse controls the fractal's c parameter):
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**Interactive Julia Set** (click and drag to control the fractal's c parameter):
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```glsl
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void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y * 2.5;
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vec2 mouse = (iMouse.xy / iResolution.xy - 0.5) * 2.0;
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vec2 c = mouse;
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// Use mouse position if clicked, otherwise use animated default
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vec2 c;
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if (iMouse.z > 0.0) {
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// Mouse is pressed - use mouse position
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c = (iMouse.xy / iResolution.xy - 0.5) * 2.0;
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} else {
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// Not pressed - animate around an interesting region
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c = vec2(-0.8 + 0.2 * sin(iTime * 0.5), 0.156 + 0.1 * cos(iTime * 0.7));
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}
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vec2 z = uv;
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float iter = 0.0;
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for (int i = 0; i < 100; i++) {
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@ -126,25 +134,33 @@ _Tool input:_
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```json
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{
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"fragmentShader": "void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y * 2.5;
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vec2 mouse = (iMouse.xy / iResolution.xy - 0.5) * 2.0;
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vec2 c = mouse;
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vec2 z = uv;
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float iter = 0.0;
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for (int i = 0; i < 100; i++) {
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z = vec2(z.x * z.x - z.y * z.y, 2.0 * z.x * z.y) + c;
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if (dot(z, z) > 4.0) break;
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iter++;
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}
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float t = iter / 100.0;
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vec3 col = 0.5 + 0.5 * cos(3.0 + t * 6.28 * 2.0 + vec3(0.0, 0.6, 1.0));
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if (iter == 100.0) col = vec3(0.0);
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fragColor = vec4(col, 1.0);
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}"
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"fragmentShader": "void mainImage(out vec4 fragColor, in vec2 fragCoord) {\n vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y * 2.5;\n vec2 c;\n if (iMouse.z > 0.0) {\n c = (iMouse.xy / iResolution.xy - 0.5) * 2.0;\n } else {\n c = vec2(-0.8 + 0.2 * sin(iTime * 0.5), 0.156 + 0.1 * cos(iTime * 0.7));\n }\n vec2 z = uv;\n float iter = 0.0;\n for (int i = 0; i < 100; i++) {\n z = vec2(z.x * z.x - z.y * z.y, 2.0 * z.x * z.y) + c;\n if (dot(z, z) > 4.0) break;\n iter++;\n }\n float t = iter / 100.0;\n vec3 col = 0.5 + 0.5 * cos(3.0 + t * 6.28 * 2.0 + vec3(0.0, 0.6, 1.0));\n if (iter == 100.0) col = vec3(0.0);\n fragColor = vec4(col, 1.0);\n}"
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}
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```
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## Mouse & Touch Interaction
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The `iMouse` uniform provides interactive input, compatible with the official Shadertoy specification:
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| Component | When Button Down | After Release | Never Clicked |
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| ----------- | ---------------------- | ---------------- | ------------- |
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| `iMouse.xy` | Current position | Last position | `(0, 0)` |
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| `iMouse.zw` | Click start (positive) | Negated (-x, -y) | `(0, 0)` |
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**Detecting button state:**
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```glsl
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if (iMouse.z > 0.0) {
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// Button/touch is currently held down
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} else if (iMouse.z < 0.0) {
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// Button was released (can use abs(iMouse.zw) for last click position)
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} else {
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// Never clicked - show default state or animate
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}
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```
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Touch events are automatically supported for mobile devices.
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## Architecture
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### Server (`server.ts`)
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@ -33,10 +33,24 @@ AVAILABLE UNIFORMS:
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- iTime (float): elapsed time in seconds
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- iTimeDelta (float): time since last frame
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- iFrame (int): frame counter
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- iMouse (vec4): mouse position (xy=current, zw=click)
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- iMouse (vec4): mouse/touch position in pixels (see MOUSE INTERACTION below)
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- iDate (vec4): year, month, day, seconds
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- iChannel0-3 (sampler2D): buffer inputs for multi-pass shaders
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MOUSE INTERACTION:
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The iMouse uniform provides interactive mouse/touch input (works on mobile):
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- iMouse.xy: Current position while button/touch is held down (frozen on release)
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- iMouse.zw: Click start position (positive when down, negative when released)
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- iMouse.z > 0: Button is currently pressed
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- iMouse.z < 0: Button was released
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- iMouse.z == 0: Never clicked
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Example - camera control:
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vec2 uv = iMouse.xy / iResolution.xy; // normalized 0-1
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Example - detect click:
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if (iMouse.z > 0.0) { /* button is down */ }
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MULTI-PASS RENDERING:
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- Use bufferA-D parameters for feedback effects, blur chains, simulations
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- BufferA output -> iChannel0, BufferB -> iChannel1, etc.
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@ -90,7 +90,10 @@ function ShaderToyLite(canvasId) {
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// uniforms
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var iFrame = 0;
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// iMouse state: xy = current position (only updates when button down)
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// zw = click start position (positive when down, negative when released)
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var iMouse = {x: 0, y: 0, clickX: 0, clickY: 0};
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var isMouseDown = false;
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// shader common source
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var common = "";
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@ -145,19 +148,75 @@ function ShaderToyLite(canvasId) {
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gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
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});
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// Mouse event handlers - match official Shadertoy iMouse behavior:
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// iMouse.xy: current position (only updates when button is down)
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// iMouse.zw: click position (positive when down, negated when released)
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canvas.addEventListener("mousemove", (event) => {
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iMouse.x = event.offsetX;
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iMouse.y = canvas.height - event.offsetY;
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if (isMouseDown) {
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iMouse.x = event.offsetX;
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iMouse.y = canvas.height - event.offsetY;
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}
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});
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canvas.addEventListener("mousedown", (event) => {
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iMouse.clickX = event.offsetX;
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iMouse.clickY = canvas.height - event.offsetY;
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isMouseDown = true;
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var x = event.offsetX;
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var y = canvas.height - event.offsetY;
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iMouse.x = x;
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iMouse.y = y;
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iMouse.clickX = x;
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iMouse.clickY = y;
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});
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canvas.addEventListener("mouseup", () => {
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iMouse.clickX = 0;
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iMouse.clickY = 0;
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isMouseDown = false;
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// Negate click position to indicate button released (Shadertoy convention)
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iMouse.clickX = -Math.abs(iMouse.clickX);
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iMouse.clickY = -Math.abs(iMouse.clickY);
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});
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// Prevent context menu on right-click to avoid interrupting interaction
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canvas.addEventListener("contextmenu", (event) => {
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event.preventDefault();
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});
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// Touch support for mobile devices
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canvas.addEventListener("touchstart", (event) => {
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event.preventDefault();
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if (event.touches.length > 0) {
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var touch = event.touches[0];
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var rect = canvas.getBoundingClientRect();
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var x = touch.clientX - rect.left;
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var y = canvas.height - (touch.clientY - rect.top);
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isMouseDown = true;
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iMouse.x = x;
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iMouse.y = y;
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iMouse.clickX = x;
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iMouse.clickY = y;
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}
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}, { passive: false });
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canvas.addEventListener("touchmove", (event) => {
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event.preventDefault();
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if (isMouseDown && event.touches.length > 0) {
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var touch = event.touches[0];
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var rect = canvas.getBoundingClientRect();
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iMouse.x = touch.clientX - rect.left;
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iMouse.y = canvas.height - (touch.clientY - rect.top);
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}
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}, { passive: false });
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canvas.addEventListener("touchend", (event) => {
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event.preventDefault();
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isMouseDown = false;
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iMouse.clickX = -Math.abs(iMouse.clickX);
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iMouse.clickY = -Math.abs(iMouse.clickY);
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}, { passive: false });
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canvas.addEventListener("touchcancel", () => {
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isMouseDown = false;
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iMouse.clickX = -Math.abs(iMouse.clickX);
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iMouse.clickY = -Math.abs(iMouse.clickY);
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});
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}
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