@aguacerowx/react-native 0.0.35 → 0.0.36

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (29) hide show
  1. package/android/build/intermediates/compiled_local_resources/debug/compileDebugLibraryResources/out/raw_fragment_shader.glsl.flat +0 -0
  2. package/android/build/intermediates/incremental/debug/packageDebugResources/compile-file-map.properties +1 -1
  3. package/android/build/intermediates/packaged_res/debug/packageDebugResources/raw/fragment_shader.glsl +7 -15
  4. package/android/src/main/res/raw/fragment_shader.glsl +7 -15
  5. package/ios/Shaders.metal +7 -15
  6. package/ios/compiled-shaders/Shaders-device.metallib +0 -0
  7. package/ios/compiled-shaders/Shaders-simulator.metallib +0 -0
  8. package/lib/commonjs/android/build/intermediates/compiled_local_resources/debug/compileDebugLibraryResources/out/raw_fragment_shader.glsl.flat +0 -0
  9. package/lib/commonjs/android/build/intermediates/incremental/debug/packageDebugResources/compile-file-map.properties +1 -1
  10. package/lib/commonjs/android/build/intermediates/packaged_res/debug/packageDebugResources/raw/fragment_shader.glsl +7 -15
  11. package/lib/commonjs/android/src/main/res/raw/fragment_shader.glsl +7 -15
  12. package/lib/commonjs/ios/Shaders.metal +7 -15
  13. package/lib/commonjs/ios/compiled-shaders/Shaders-device.metallib +0 -0
  14. package/lib/commonjs/ios/compiled-shaders/Shaders-simulator.metallib +0 -0
  15. package/lib/commonjs/package.json +1 -1
  16. package/lib/module/android/build/intermediates/compiled_local_resources/debug/compileDebugLibraryResources/out/raw_fragment_shader.glsl.flat +0 -0
  17. package/lib/module/android/build/intermediates/incremental/debug/packageDebugResources/compile-file-map.properties +1 -1
  18. package/lib/module/android/build/intermediates/packaged_res/debug/packageDebugResources/raw/fragment_shader.glsl +7 -15
  19. package/lib/module/android/src/main/res/raw/fragment_shader.glsl +7 -15
  20. package/lib/module/ios/Shaders.metal +7 -15
  21. package/lib/module/ios/compiled-shaders/Shaders-device.metallib +0 -0
  22. package/lib/module/ios/compiled-shaders/Shaders-simulator.metallib +0 -0
  23. package/lib/module/lib/commonjs/ios/Shaders.metal +7 -15
  24. package/lib/module/lib/commonjs/ios/compiled-shaders/Shaders-device.metallib +0 -0
  25. package/lib/module/lib/commonjs/ios/compiled-shaders/Shaders-simulator.metallib +0 -0
  26. package/lib/module/lib/commonjs/ios/generated/AguaceroWxReactNativeSpec.h +0 -0
  27. package/lib/module/lib/commonjs/package.json +1 -1
  28. package/lib/module/package.json +1 -1
  29. package/package.json +1 -1
@@ -1,4 +1,4 @@
1
- #Mon Dec 08 00:28:58 EST 2025
1
+ #Sun Dec 28 14:13:18 EST 2025
2
2
  com.aguacerowx.reactnative.aguacerowx-react-native-main-6\:/raw/fragment_shader.glsl=C\:\\Users\\my41m\\aguacero\\aguacero-sdks\\packages\\react-native\\android\\build\\intermediates\\packaged_res\\debug\\packageDebugResources\\raw\\fragment_shader.glsl
3
3
  com.aguacerowx.reactnative.aguacerowx-react-native-main-6\:/raw/vertex_shader.glsl=C\:\\Users\\my41m\\aguacero\\aguacero-sdks\\packages\\react-native\\android\\build\\intermediates\\packaged_res\\debug\\packageDebugResources\\raw\\vertex_shader.glsl
4
4
  com.aguacerowx.reactnative.aguacerowx-react-native-main-6\:/raw/debug_vertex_shader.glsl=C\:\\Users\\my41m\\aguacero\\aguacero-sdks\\packages\\react-native\\android\\build\\intermediates\\packaged_res\\debug\\packageDebugResources\\raw\\debug_vertex_shader.glsl
@@ -49,21 +49,13 @@ float get_value(vec2 coord) {
49
49
  // Maps a physical value to a precipitation type category
50
50
  float get_ptype_from_physical(float val) {
51
51
  if (val < 0.0) return -1.0;
52
-
53
- if (u_is_mrms == 1) {
54
- // MRMS: 0-100 rain, 100-200 snow, 200-300 freezing rain
55
- if (val < 100.0) return 0.0;
56
- if (val < 200.0) return 1.0;
57
- if (val < 300.0) return 2.0;
58
- return -1.0;
59
- } else {
60
- // Models: 0-100 rain, 100-200 snow, 200-300 freezing rain, 300-400 ice pellets
61
- if (val < 100.0) return 0.0;
62
- if (val < 200.0) return 1.0;
63
- if (val < 300.0) return 2.0;
64
- if (val < 400.0) return 3.0;
65
- return -1.0;
66
- }
52
+
53
+ // Models: 0-100 rain, 100-200 snow, 200-300 freezing rain, 300-400 ice pellets
54
+ if (val < 100.0) return 0.0;
55
+ if (val < 200.0) return 1.0;
56
+ if (val < 300.0) return 2.0;
57
+ if (val < 400.0) return 3.0;
58
+ return -1.0;
67
59
  }
68
60
 
69
61
 
@@ -49,21 +49,13 @@ float get_value(vec2 coord) {
49
49
  // Maps a physical value to a precipitation type category
50
50
  float get_ptype_from_physical(float val) {
51
51
  if (val < 0.0) return -1.0;
52
-
53
- if (u_is_mrms == 1) {
54
- // MRMS: 0-100 rain, 100-200 snow, 200-300 freezing rain
55
- if (val < 100.0) return 0.0;
56
- if (val < 200.0) return 1.0;
57
- if (val < 300.0) return 2.0;
58
- return -1.0;
59
- } else {
60
- // Models: 0-100 rain, 100-200 snow, 200-300 freezing rain, 300-400 ice pellets
61
- if (val < 100.0) return 0.0;
62
- if (val < 200.0) return 1.0;
63
- if (val < 300.0) return 2.0;
64
- if (val < 400.0) return 3.0;
65
- return -1.0;
66
- }
52
+
53
+ // Models: 0-100 rain, 100-200 snow, 200-300 freezing rain, 300-400 ice pellets
54
+ if (val < 100.0) return 0.0;
55
+ if (val < 200.0) return 1.0;
56
+ if (val < 300.0) return 2.0;
57
+ if (val < 400.0) return 3.0;
58
+ return -1.0;
67
59
  }
68
60
 
69
61
 
package/ios/Shaders.metal CHANGED
@@ -68,21 +68,13 @@ float get_value(texture2d<float, access::sample> dataTexture, sampler dataSample
68
68
  // Maps a physical value to a precipitation type category
69
69
  float get_ptype_from_physical(float val, constant FragmentUniforms &uniforms) { // ADD uniforms parameter
70
70
  if (val < 0.0) return -1.0;
71
-
72
- if (uniforms.isMRMS == 1) { // ADD THIS BRANCH
73
- // MRMS: 0-100 rain, 100-200 snow, 200-300 freezing rain
74
- if (val < 100.0) return 0.0;
75
- if (val < 200.0) return 1.0;
76
- if (val < 300.0) return 2.0;
77
- return -1.0;
78
- } else {
79
- // Models: 0-100 rain, 100-200 snow, 200-300 freezing rain, 300-400 ice pellets
80
- if (val < 100.0) return 0.0;
81
- if (val < 200.0) return 1.0;
82
- if (val < 300.0) return 2.0;
83
- if (val < 400.0) return 3.0;
84
- return -1.0;
85
- }
71
+
72
+ // Models: 0-100 rain, 100-200 snow, 200-300 freezing rain, 300-400 ice pellets
73
+ if (val < 100.0) return 0.0;
74
+ if (val < 200.0) return 1.0;
75
+ if (val < 300.0) return 2.0;
76
+ if (val < 400.0) return 3.0;
77
+ return -1.0;
86
78
  }
87
79
 
88
80
  // --- Main Fragment Shader ---
@@ -1,4 +1,4 @@
1
- #Mon Dec 08 00:28:58 EST 2025
1
+ #Sun Dec 28 14:13:18 EST 2025
2
2
  com.aguacerowx.reactnative.aguacerowx-react-native-main-6\:/raw/fragment_shader.glsl=C\:\\Users\\my41m\\aguacero\\aguacero-sdks\\packages\\react-native\\android\\build\\intermediates\\packaged_res\\debug\\packageDebugResources\\raw\\fragment_shader.glsl
3
3
  com.aguacerowx.reactnative.aguacerowx-react-native-main-6\:/raw/vertex_shader.glsl=C\:\\Users\\my41m\\aguacero\\aguacero-sdks\\packages\\react-native\\android\\build\\intermediates\\packaged_res\\debug\\packageDebugResources\\raw\\vertex_shader.glsl
4
4
  com.aguacerowx.reactnative.aguacerowx-react-native-main-6\:/raw/debug_vertex_shader.glsl=C\:\\Users\\my41m\\aguacero\\aguacero-sdks\\packages\\react-native\\android\\build\\intermediates\\packaged_res\\debug\\packageDebugResources\\raw\\debug_vertex_shader.glsl
@@ -49,21 +49,13 @@ float get_value(vec2 coord) {
49
49
  // Maps a physical value to a precipitation type category
50
50
  float get_ptype_from_physical(float val) {
51
51
  if (val < 0.0) return -1.0;
52
-
53
- if (u_is_mrms == 1) {
54
- // MRMS: 0-100 rain, 100-200 snow, 200-300 freezing rain
55
- if (val < 100.0) return 0.0;
56
- if (val < 200.0) return 1.0;
57
- if (val < 300.0) return 2.0;
58
- return -1.0;
59
- } else {
60
- // Models: 0-100 rain, 100-200 snow, 200-300 freezing rain, 300-400 ice pellets
61
- if (val < 100.0) return 0.0;
62
- if (val < 200.0) return 1.0;
63
- if (val < 300.0) return 2.0;
64
- if (val < 400.0) return 3.0;
65
- return -1.0;
66
- }
52
+
53
+ // Models: 0-100 rain, 100-200 snow, 200-300 freezing rain, 300-400 ice pellets
54
+ if (val < 100.0) return 0.0;
55
+ if (val < 200.0) return 1.0;
56
+ if (val < 300.0) return 2.0;
57
+ if (val < 400.0) return 3.0;
58
+ return -1.0;
67
59
  }
68
60
 
69
61
 
@@ -49,21 +49,13 @@ float get_value(vec2 coord) {
49
49
  // Maps a physical value to a precipitation type category
50
50
  float get_ptype_from_physical(float val) {
51
51
  if (val < 0.0) return -1.0;
52
-
53
- if (u_is_mrms == 1) {
54
- // MRMS: 0-100 rain, 100-200 snow, 200-300 freezing rain
55
- if (val < 100.0) return 0.0;
56
- if (val < 200.0) return 1.0;
57
- if (val < 300.0) return 2.0;
58
- return -1.0;
59
- } else {
60
- // Models: 0-100 rain, 100-200 snow, 200-300 freezing rain, 300-400 ice pellets
61
- if (val < 100.0) return 0.0;
62
- if (val < 200.0) return 1.0;
63
- if (val < 300.0) return 2.0;
64
- if (val < 400.0) return 3.0;
65
- return -1.0;
66
- }
52
+
53
+ // Models: 0-100 rain, 100-200 snow, 200-300 freezing rain, 300-400 ice pellets
54
+ if (val < 100.0) return 0.0;
55
+ if (val < 200.0) return 1.0;
56
+ if (val < 300.0) return 2.0;
57
+ if (val < 400.0) return 3.0;
58
+ return -1.0;
67
59
  }
68
60
 
69
61
 
@@ -68,21 +68,13 @@ float get_value(texture2d<float, access::sample> dataTexture, sampler dataSample
68
68
  // Maps a physical value to a precipitation type category
69
69
  float get_ptype_from_physical(float val, constant FragmentUniforms &uniforms) { // ADD uniforms parameter
70
70
  if (val < 0.0) return -1.0;
71
-
72
- if (uniforms.isMRMS == 1) { // ADD THIS BRANCH
73
- // MRMS: 0-100 rain, 100-200 snow, 200-300 freezing rain
74
- if (val < 100.0) return 0.0;
75
- if (val < 200.0) return 1.0;
76
- if (val < 300.0) return 2.0;
77
- return -1.0;
78
- } else {
79
- // Models: 0-100 rain, 100-200 snow, 200-300 freezing rain, 300-400 ice pellets
80
- if (val < 100.0) return 0.0;
81
- if (val < 200.0) return 1.0;
82
- if (val < 300.0) return 2.0;
83
- if (val < 400.0) return 3.0;
84
- return -1.0;
85
- }
71
+
72
+ // Models: 0-100 rain, 100-200 snow, 200-300 freezing rain, 300-400 ice pellets
73
+ if (val < 100.0) return 0.0;
74
+ if (val < 200.0) return 1.0;
75
+ if (val < 300.0) return 2.0;
76
+ if (val < 400.0) return 3.0;
77
+ return -1.0;
86
78
  }
87
79
 
88
80
  // --- Main Fragment Shader ---
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@aguacerowx/react-native",
3
- "version": "0.0.35",
3
+ "version": "0.0.36",
4
4
  "description": "Native weather rendering for React Native",
5
5
  "license": "ISC",
6
6
  "author": "Michael Barletta",
@@ -1,4 +1,4 @@
1
- #Mon Dec 08 00:28:58 EST 2025
1
+ #Sun Dec 28 14:13:18 EST 2025
2
2
  com.aguacerowx.reactnative.aguacerowx-react-native-main-6\:/raw/fragment_shader.glsl=C\:\\Users\\my41m\\aguacero\\aguacero-sdks\\packages\\react-native\\android\\build\\intermediates\\packaged_res\\debug\\packageDebugResources\\raw\\fragment_shader.glsl
3
3
  com.aguacerowx.reactnative.aguacerowx-react-native-main-6\:/raw/vertex_shader.glsl=C\:\\Users\\my41m\\aguacero\\aguacero-sdks\\packages\\react-native\\android\\build\\intermediates\\packaged_res\\debug\\packageDebugResources\\raw\\vertex_shader.glsl
4
4
  com.aguacerowx.reactnative.aguacerowx-react-native-main-6\:/raw/debug_vertex_shader.glsl=C\:\\Users\\my41m\\aguacero\\aguacero-sdks\\packages\\react-native\\android\\build\\intermediates\\packaged_res\\debug\\packageDebugResources\\raw\\debug_vertex_shader.glsl
@@ -49,21 +49,13 @@ float get_value(vec2 coord) {
49
49
  // Maps a physical value to a precipitation type category
50
50
  float get_ptype_from_physical(float val) {
51
51
  if (val < 0.0) return -1.0;
52
-
53
- if (u_is_mrms == 1) {
54
- // MRMS: 0-100 rain, 100-200 snow, 200-300 freezing rain
55
- if (val < 100.0) return 0.0;
56
- if (val < 200.0) return 1.0;
57
- if (val < 300.0) return 2.0;
58
- return -1.0;
59
- } else {
60
- // Models: 0-100 rain, 100-200 snow, 200-300 freezing rain, 300-400 ice pellets
61
- if (val < 100.0) return 0.0;
62
- if (val < 200.0) return 1.0;
63
- if (val < 300.0) return 2.0;
64
- if (val < 400.0) return 3.0;
65
- return -1.0;
66
- }
52
+
53
+ // Models: 0-100 rain, 100-200 snow, 200-300 freezing rain, 300-400 ice pellets
54
+ if (val < 100.0) return 0.0;
55
+ if (val < 200.0) return 1.0;
56
+ if (val < 300.0) return 2.0;
57
+ if (val < 400.0) return 3.0;
58
+ return -1.0;
67
59
  }
68
60
 
69
61
 
@@ -49,21 +49,13 @@ float get_value(vec2 coord) {
49
49
  // Maps a physical value to a precipitation type category
50
50
  float get_ptype_from_physical(float val) {
51
51
  if (val < 0.0) return -1.0;
52
-
53
- if (u_is_mrms == 1) {
54
- // MRMS: 0-100 rain, 100-200 snow, 200-300 freezing rain
55
- if (val < 100.0) return 0.0;
56
- if (val < 200.0) return 1.0;
57
- if (val < 300.0) return 2.0;
58
- return -1.0;
59
- } else {
60
- // Models: 0-100 rain, 100-200 snow, 200-300 freezing rain, 300-400 ice pellets
61
- if (val < 100.0) return 0.0;
62
- if (val < 200.0) return 1.0;
63
- if (val < 300.0) return 2.0;
64
- if (val < 400.0) return 3.0;
65
- return -1.0;
66
- }
52
+
53
+ // Models: 0-100 rain, 100-200 snow, 200-300 freezing rain, 300-400 ice pellets
54
+ if (val < 100.0) return 0.0;
55
+ if (val < 200.0) return 1.0;
56
+ if (val < 300.0) return 2.0;
57
+ if (val < 400.0) return 3.0;
58
+ return -1.0;
67
59
  }
68
60
 
69
61
 
@@ -68,21 +68,13 @@ float get_value(texture2d<float, access::sample> dataTexture, sampler dataSample
68
68
  // Maps a physical value to a precipitation type category
69
69
  float get_ptype_from_physical(float val, constant FragmentUniforms &uniforms) { // ADD uniforms parameter
70
70
  if (val < 0.0) return -1.0;
71
-
72
- if (uniforms.isMRMS == 1) { // ADD THIS BRANCH
73
- // MRMS: 0-100 rain, 100-200 snow, 200-300 freezing rain
74
- if (val < 100.0) return 0.0;
75
- if (val < 200.0) return 1.0;
76
- if (val < 300.0) return 2.0;
77
- return -1.0;
78
- } else {
79
- // Models: 0-100 rain, 100-200 snow, 200-300 freezing rain, 300-400 ice pellets
80
- if (val < 100.0) return 0.0;
81
- if (val < 200.0) return 1.0;
82
- if (val < 300.0) return 2.0;
83
- if (val < 400.0) return 3.0;
84
- return -1.0;
85
- }
71
+
72
+ // Models: 0-100 rain, 100-200 snow, 200-300 freezing rain, 300-400 ice pellets
73
+ if (val < 100.0) return 0.0;
74
+ if (val < 200.0) return 1.0;
75
+ if (val < 300.0) return 2.0;
76
+ if (val < 400.0) return 3.0;
77
+ return -1.0;
86
78
  }
87
79
 
88
80
  // --- Main Fragment Shader ---
@@ -68,21 +68,13 @@ float get_value(texture2d<float, access::sample> dataTexture, sampler dataSample
68
68
  // Maps a physical value to a precipitation type category
69
69
  float get_ptype_from_physical(float val, constant FragmentUniforms &uniforms) { // ADD uniforms parameter
70
70
  if (val < 0.0) return -1.0;
71
-
72
- if (uniforms.isMRMS == 1) { // ADD THIS BRANCH
73
- // MRMS: 0-100 rain, 100-200 snow, 200-300 freezing rain
74
- if (val < 100.0) return 0.0;
75
- if (val < 200.0) return 1.0;
76
- if (val < 300.0) return 2.0;
77
- return -1.0;
78
- } else {
79
- // Models: 0-100 rain, 100-200 snow, 200-300 freezing rain, 300-400 ice pellets
80
- if (val < 100.0) return 0.0;
81
- if (val < 200.0) return 1.0;
82
- if (val < 300.0) return 2.0;
83
- if (val < 400.0) return 3.0;
84
- return -1.0;
85
- }
71
+
72
+ // Models: 0-100 rain, 100-200 snow, 200-300 freezing rain, 300-400 ice pellets
73
+ if (val < 100.0) return 0.0;
74
+ if (val < 200.0) return 1.0;
75
+ if (val < 300.0) return 2.0;
76
+ if (val < 400.0) return 3.0;
77
+ return -1.0;
86
78
  }
87
79
 
88
80
  // --- Main Fragment Shader ---
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@aguacerowx/react-native",
3
- "version": "0.0.35",
3
+ "version": "0.0.36",
4
4
  "description": "Native weather rendering for React Native",
5
5
  "license": "ISC",
6
6
  "author": "Michael Barletta",
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@aguacerowx/react-native",
3
- "version": "0.0.35",
3
+ "version": "0.0.36",
4
4
  "description": "Native weather rendering for React Native",
5
5
  "license": "ISC",
6
6
  "author": "Michael Barletta",
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@aguacerowx/react-native",
3
- "version": "0.0.35",
3
+ "version": "0.0.36",
4
4
  "description": "Native weather rendering for React Native",
5
5
  "license": "ISC",
6
6
  "author": "Michael Barletta",