@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.
- package/android/build/intermediates/compiled_local_resources/debug/compileDebugLibraryResources/out/raw_fragment_shader.glsl.flat +0 -0
- package/android/build/intermediates/incremental/debug/packageDebugResources/compile-file-map.properties +1 -1
- package/android/build/intermediates/packaged_res/debug/packageDebugResources/raw/fragment_shader.glsl +7 -15
- package/android/src/main/res/raw/fragment_shader.glsl +7 -15
- package/ios/Shaders.metal +7 -15
- package/ios/compiled-shaders/Shaders-device.metallib +0 -0
- package/ios/compiled-shaders/Shaders-simulator.metallib +0 -0
- package/lib/commonjs/android/build/intermediates/compiled_local_resources/debug/compileDebugLibraryResources/out/raw_fragment_shader.glsl.flat +0 -0
- package/lib/commonjs/android/build/intermediates/incremental/debug/packageDebugResources/compile-file-map.properties +1 -1
- package/lib/commonjs/android/build/intermediates/packaged_res/debug/packageDebugResources/raw/fragment_shader.glsl +7 -15
- package/lib/commonjs/android/src/main/res/raw/fragment_shader.glsl +7 -15
- package/lib/commonjs/ios/Shaders.metal +7 -15
- package/lib/commonjs/ios/compiled-shaders/Shaders-device.metallib +0 -0
- package/lib/commonjs/ios/compiled-shaders/Shaders-simulator.metallib +0 -0
- package/lib/commonjs/package.json +1 -1
- package/lib/module/android/build/intermediates/compiled_local_resources/debug/compileDebugLibraryResources/out/raw_fragment_shader.glsl.flat +0 -0
- package/lib/module/android/build/intermediates/incremental/debug/packageDebugResources/compile-file-map.properties +1 -1
- package/lib/module/android/build/intermediates/packaged_res/debug/packageDebugResources/raw/fragment_shader.glsl +7 -15
- package/lib/module/android/src/main/res/raw/fragment_shader.glsl +7 -15
- package/lib/module/ios/Shaders.metal +7 -15
- package/lib/module/ios/compiled-shaders/Shaders-device.metallib +0 -0
- package/lib/module/ios/compiled-shaders/Shaders-simulator.metallib +0 -0
- package/lib/module/lib/commonjs/ios/Shaders.metal +7 -15
- package/lib/module/lib/commonjs/ios/compiled-shaders/Shaders-device.metallib +0 -0
- package/lib/module/lib/commonjs/ios/compiled-shaders/Shaders-simulator.metallib +0 -0
- package/lib/module/lib/commonjs/ios/generated/AguaceroWxReactNativeSpec.h +0 -0
- package/lib/module/lib/commonjs/package.json +1 -1
- package/lib/module/package.json +1 -1
- package/package.json +1 -1
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#Sun Dec 28 14:13:18 EST 2025
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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
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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
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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
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@@ -49,21 +49,13 @@ float get_value(vec2 coord) {
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// Maps a physical value to a precipitation type category
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float get_ptype_from_physical(float val) {
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if (val < 0.0) return -1.0;
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// Models: 0-100 rain, 100-200 snow, 200-300 freezing rain, 300-400 ice pellets
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if (val < 100.0) return 0.0;
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if (val < 200.0) return 1.0;
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if (val < 300.0) return 2.0;
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if (val < 400.0) return 3.0;
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return -1.0;
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}
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// Models: 0-100 rain, 100-200 snow, 200-300 freezing rain, 300-400 ice pellets
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if (val < 200.0) return 1.0;
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if (val < 300.0) return 2.0;
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if (val < 400.0) return 3.0;
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return -1.0;
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}
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// Maps a physical value to a precipitation type category
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float get_ptype_from_physical(float val) {
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if (val < 0.0) return -1.0;
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return -1.0;
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}
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// Models: 0-100 rain, 100-200 snow, 200-300 freezing rain, 300-400 ice pellets
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if (val < 100.0) return 0.0;
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if (val < 200.0) return 1.0;
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if (val < 300.0) return 2.0;
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if (val < 400.0) return 3.0;
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return -1.0;
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}
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package/ios/Shaders.metal
CHANGED
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// Maps a physical value to a precipitation type category
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float get_ptype_from_physical(float val, constant FragmentUniforms &uniforms) { // ADD uniforms parameter
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if (val < 0.0) return -1.0;
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} else {
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// Models: 0-100 rain, 100-200 snow, 200-300 freezing rain, 300-400 ice pellets
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if (val < 100.0) return 0.0;
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if (val < 200.0) return 1.0;
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if (val < 300.0) return 2.0;
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if (val < 400.0) return 3.0;
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return -1.0;
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}
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// Models: 0-100 rain, 100-200 snow, 200-300 freezing rain, 300-400 ice pellets
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if (val < 100.0) return 0.0;
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if (val < 200.0) return 1.0;
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if (val < 300.0) return 2.0;
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if (val < 400.0) return 3.0;
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return -1.0;
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}
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// --- Main Fragment Shader ---
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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
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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
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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
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// Maps a physical value to a precipitation type category
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float get_ptype_from_physical(float val) {
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if (val < 0.0) return -1.0;
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} else {
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// Models: 0-100 rain, 100-200 snow, 200-300 freezing rain, 300-400 ice pellets
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if (val < 100.0) return 0.0;
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if (val < 200.0) return 1.0;
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if (val < 300.0) return 2.0;
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}
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// Models: 0-100 rain, 100-200 snow, 200-300 freezing rain, 300-400 ice pellets
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if (val < 200.0) return 1.0;
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if (val < 300.0) return 2.0;
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if (val < 400.0) return 3.0;
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return -1.0;
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}
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// Maps a physical value to a precipitation type category
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float get_ptype_from_physical(float val) {
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if (val < 0.0) return -1.0;
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}
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// Maps a physical value to a precipitation type category
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float get_ptype_from_physical(float val, constant FragmentUniforms &uniforms) { // ADD uniforms parameter
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}
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// --- Main Fragment Shader ---
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#Sun Dec 28 14:13:18 EST 2025
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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
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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
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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
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float get_ptype_from_physical(float val) {
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float get_ptype_from_physical(float val) {
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// Maps a physical value to a precipitation type category
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float get_ptype_from_physical(float val, constant FragmentUniforms &uniforms) { // ADD uniforms parameter
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if (val < 0.0) return -1.0;
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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 ---
|
|
Binary file
|
|
Binary file
|
|
@@ -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
|
-
|
|
73
|
-
|
|
74
|
-
|
|
75
|
-
|
|
76
|
-
|
|
77
|
-
|
|
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 ---
|
|
Binary file
|
|
Binary file
|
|
File without changes
|
package/lib/module/package.json
CHANGED