@antv/layout 0.3.7 → 0.3.9
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/dist/layout.min.js +1 -1
- package/dist/layout.min.js.LICENSE.txt +0 -15
- package/dist/layout.min.js.map +1 -1
- package/es/layout/circular.d.ts +1 -1
- package/es/layout/comboCombined.d.ts +1 -1
- package/es/layout/comboForce.d.ts +1 -1
- package/es/layout/concentric.d.ts +1 -1
- package/es/layout/dagre/graph.d.ts +2 -2
- package/es/layout/dagre/src/data/list.d.ts +1 -1
- package/es/layout/dagre/src/order/resolve-conflicts.d.ts +1 -1
- package/es/layout/dagre/src/position/bk.d.ts +1 -1
- package/es/layout/dagreCompound.d.ts +3 -3
- package/es/layout/force2/index.d.ts +1 -1
- package/es/layout/forceAtlas2/body.d.ts +1 -1
- package/es/layout/forceAtlas2/quad.d.ts +1 -1
- package/es/layout/fruchterman.d.ts +2 -2
- package/es/layout/gForce.d.ts +2 -2
- package/es/layout/gpu/fruchterman.d.ts +2 -2
- package/es/layout/gpu/fruchtermanShader.d.ts +2 -2
- package/es/layout/gpu/fruchtermanShader.js +2 -2
- package/es/layout/gpu/fruchtermanShader.js.map +1 -1
- package/es/layout/gpu/gForce.d.ts +1 -1
- package/es/layout/gpu/gForceShader.d.ts +2 -2
- package/es/layout/gpu/gForceShader.js +2 -2
- package/es/layout/gpu/gForceShader.js.map +1 -1
- package/es/layout/grid.d.ts +1 -1
- package/es/layout/radial/radial.d.ts +1 -1
- package/es/layout/radial/radialNonoverlapForce.d.ts +1 -1
- package/es/layout/types.d.ts +7 -7
- package/lib/layout/circular.d.ts +1 -1
- package/lib/layout/comboCombined.d.ts +1 -1
- package/lib/layout/comboForce.d.ts +1 -1
- package/lib/layout/concentric.d.ts +1 -1
- package/lib/layout/dagre/graph.d.ts +2 -2
- package/lib/layout/dagre/src/data/list.d.ts +1 -1
- package/lib/layout/dagre/src/order/resolve-conflicts.d.ts +1 -1
- package/lib/layout/dagre/src/position/bk.d.ts +1 -1
- package/lib/layout/dagreCompound.d.ts +3 -3
- package/lib/layout/force2/index.d.ts +1 -1
- package/lib/layout/forceAtlas2/body.d.ts +1 -1
- package/lib/layout/forceAtlas2/quad.d.ts +1 -1
- package/lib/layout/fruchterman.d.ts +2 -2
- package/lib/layout/gForce.d.ts +2 -2
- package/lib/layout/gpu/fruchterman.d.ts +2 -2
- package/lib/layout/gpu/fruchterman.js +1 -1
- package/lib/layout/gpu/fruchtermanShader.d.ts +2 -2
- package/lib/layout/gpu/fruchtermanShader.js +2 -2
- package/lib/layout/gpu/fruchtermanShader.js.map +1 -1
- package/lib/layout/gpu/gForce.d.ts +1 -1
- package/lib/layout/gpu/gForce.js +1 -1
- package/lib/layout/gpu/gForceShader.d.ts +2 -2
- package/lib/layout/gpu/gForceShader.js +2 -2
- package/lib/layout/gpu/gForceShader.js.map +1 -1
- package/lib/layout/grid.d.ts +1 -1
- package/lib/layout/radial/radial.d.ts +1 -1
- package/lib/layout/radial/radialNonoverlapForce.d.ts +1 -1
- package/lib/layout/types.d.ts +7 -7
- package/package.json +3 -3
- package/src/layout/gpu/fruchtermanShader.ts +3 -4
- package/src/layout/gpu/gForceShader.ts +2 -3
package/es/layout/circular.d.ts
CHANGED
|
@@ -5,7 +5,7 @@
|
|
|
5
5
|
import { Edge, Combo, OutNode, PointTuple, ComboTree, ComboCombinedLayoutOptions } from "./types";
|
|
6
6
|
import { Base } from "./base";
|
|
7
7
|
import { CircularLayout, ConcentricLayout, GridLayout, RadialLayout } from ".";
|
|
8
|
-
|
|
8
|
+
type Node = OutNode & {
|
|
9
9
|
depth?: number;
|
|
10
10
|
itemType?: string;
|
|
11
11
|
comboId?: string;
|
|
@@ -38,7 +38,7 @@ export interface CustomConfig {
|
|
|
38
38
|
nodeOrder?: string[] | undefined;
|
|
39
39
|
prevGraph?: Graph | undefined;
|
|
40
40
|
}
|
|
41
|
-
export
|
|
41
|
+
export type layout = (graph: Graph, layout?: GraphLabel & NodeConfig & EdgeConfig & CustomConfig) => void;
|
|
42
42
|
export interface Edge {
|
|
43
43
|
v: string;
|
|
44
44
|
w: string;
|
|
@@ -53,7 +53,7 @@ export interface GraphEdge {
|
|
|
53
53
|
}[];
|
|
54
54
|
[key: string]: any;
|
|
55
55
|
}
|
|
56
|
-
export
|
|
56
|
+
export type Node<T = {}> = T & {
|
|
57
57
|
x?: number;
|
|
58
58
|
y?: number;
|
|
59
59
|
width?: number;
|
|
@@ -2,7 +2,7 @@ import { Graph as RawGraph } from "@antv/graphlib";
|
|
|
2
2
|
import { Graph } from "../../graph";
|
|
3
3
|
declare class BlockGraph extends RawGraph<string, string, number> {
|
|
4
4
|
}
|
|
5
|
-
|
|
5
|
+
type Conflicts = Record<string, Record<string, boolean>>;
|
|
6
6
|
export declare const findType1Conflicts: (g: Graph, layering?: string[][]) => {};
|
|
7
7
|
export declare const findType2Conflicts: (g: Graph, layering?: string[][]) => {};
|
|
8
8
|
export declare const findOtherInnerSegmentNode: (g: Graph, v: string) => string | undefined;
|
|
@@ -19,7 +19,7 @@ interface Edge {
|
|
|
19
19
|
layoutOrder?: number;
|
|
20
20
|
[key: string]: unknown;
|
|
21
21
|
}
|
|
22
|
-
|
|
22
|
+
type ComboType = Combo & {
|
|
23
23
|
x?: number;
|
|
24
24
|
y?: number;
|
|
25
25
|
label?: string;
|
|
@@ -35,7 +35,7 @@ declare type ComboType = Combo & {
|
|
|
35
35
|
offsetY?: number;
|
|
36
36
|
[key: string]: unknown;
|
|
37
37
|
};
|
|
38
|
-
|
|
38
|
+
type Node = OutNode & {
|
|
39
39
|
label?: string;
|
|
40
40
|
width?: number;
|
|
41
41
|
height?: number;
|
|
@@ -43,7 +43,7 @@ declare type Node = OutNode & {
|
|
|
43
43
|
anchorPoints?: [number, number][];
|
|
44
44
|
layoutOrder?: number;
|
|
45
45
|
};
|
|
46
|
-
|
|
46
|
+
type ModelType = {
|
|
47
47
|
nodes?: Node[];
|
|
48
48
|
edges?: Edge[];
|
|
49
49
|
comboEdges?: Edge[];
|
|
@@ -4,10 +4,10 @@
|
|
|
4
4
|
*/
|
|
5
5
|
import { OutNode, Edge, PointTuple, IndexMap, FruchtermanLayoutOptions } from "./types";
|
|
6
6
|
import { Base } from "./base";
|
|
7
|
-
|
|
7
|
+
type NodeMap = {
|
|
8
8
|
[key: string]: INode;
|
|
9
9
|
};
|
|
10
|
-
|
|
10
|
+
type INode = OutNode & {
|
|
11
11
|
cluster: string;
|
|
12
12
|
};
|
|
13
13
|
/**
|
package/es/layout/gForce.d.ts
CHANGED
|
@@ -4,10 +4,10 @@
|
|
|
4
4
|
*/
|
|
5
5
|
import { OutNode, Edge, PointTuple, IndexMap, GForceLayoutOptions } from "./types";
|
|
6
6
|
import { Base } from "./base";
|
|
7
|
-
|
|
7
|
+
type INode = OutNode & {
|
|
8
8
|
size: number | PointTuple;
|
|
9
9
|
};
|
|
10
|
-
|
|
10
|
+
type NodeMap = {
|
|
11
11
|
[key: string]: INode;
|
|
12
12
|
};
|
|
13
13
|
/**
|
|
@@ -4,10 +4,10 @@
|
|
|
4
4
|
*/
|
|
5
5
|
import { OutNode, Edge, PointTuple, IndexMap, FruchtermanGPULayoutOptions } from "../types";
|
|
6
6
|
import { Base } from "../base";
|
|
7
|
-
|
|
7
|
+
type INode = OutNode & {
|
|
8
8
|
cluster: string | number;
|
|
9
9
|
};
|
|
10
|
-
|
|
10
|
+
type NodeMap = {
|
|
11
11
|
[key: string]: INode;
|
|
12
12
|
};
|
|
13
13
|
/**
|
|
@@ -1,4 +1,4 @@
|
|
|
1
1
|
export declare const fruchtermanCode = "\nimport { globalInvocationID } from 'g-webgpu';\nconst MAX_EDGE_PER_VERTEX;\nconst VERTEX_COUNT;\n@numthreads(1, 1, 1)\nclass Fruchterman {\n @in @out\n u_Data: vec4[];\n @in\n u_K: float;\n @in\n u_K2: float;\n \n @in\n u_Center: vec2;\n @in\n u_Gravity: float;\n @in\n u_ClusterGravity: float;\n @in\n u_Speed: float;\n @in\n u_MaxDisplace: float;\n @in\n u_Clustering: float;\n @in\n u_AttributeArray: vec4[];\n @in\n u_ClusterCenters: vec4[];\n calcRepulsive(i: int, currentNode: vec4): vec2 {\n let dx = 0, dy = 0;\n for (let j = 0; j < VERTEX_COUNT; j++) {\n if (i != j) {\n const nextNode = this.u_Data[j];\n const xDist = currentNode[0] - nextNode[0];\n const yDist = currentNode[1] - nextNode[1];\n const dist = (xDist * xDist + yDist * yDist) + 0.01;\n let param = this.u_K2 / dist;\n \n if (dist > 0.0) {\n dx += param * xDist;\n dy += param * yDist;\n if (xDist == 0 && yDist == 0) {\n const sign = i < j ? 1 : -1;\n dx += param * sign;\n dy += param * sign;\n }\n }\n }\n }\n return [dx, dy];\n }\n calcGravity(currentNode: vec4, nodeAttributes: vec4): vec2 { // \n let dx = 0, dy = 0;\n const vx = currentNode[0] - this.u_Center[0];\n const vy = currentNode[1] - this.u_Center[1];\n const gf = 0.01 * this.u_K * this.u_Gravity;\n dx = gf * vx;\n dy = gf * vy;\n if (this.u_Clustering == 1) {\n const clusterIdx = int(nodeAttributes[0]);\n const center = this.u_ClusterCenters[clusterIdx];\n const cvx = currentNode[0] - center[0];\n const cvy = currentNode[1] - center[1];\n const dist = sqrt(cvx * cvx + cvy * cvy) + 0.01;\n const parma = this.u_K * this.u_ClusterGravity / dist;\n dx += parma * cvx;\n dy += parma * cvy;\n }\n return [dx, dy];\n }\n calcAttractive(i: int, currentNode: vec4): vec2 {\n let dx = 0, dy = 0;\n const arr_offset = int(floor(currentNode[2] + 0.5));\n const length = int(floor(currentNode[3] + 0.5));\n const node_buffer: vec4;\n for (let p = 0; p < MAX_EDGE_PER_VERTEX; p++) {\n if (p >= length) break;\n const arr_idx = arr_offset + p;\n // when arr_idx % 4 == 0 update currentNodedx_buffer\n const buf_offset = arr_idx - arr_idx / 4 * 4;\n if (p == 0 || buf_offset == 0) {\n node_buffer = this.u_Data[int(arr_idx / 4)];\n }\n const float_j = buf_offset == 0 ? node_buffer[0] :\n buf_offset == 1 ? node_buffer[1] :\n buf_offset == 2 ? node_buffer[2] :\n node_buffer[3];\n const nextNode = this.u_Data[int(float_j)];\n const xDist = currentNode[0] - nextNode[0];\n const yDist = currentNode[1] - nextNode[1];\n const dist = sqrt(xDist * xDist + yDist * yDist) + 0.01;\n let attractiveF = dist / this.u_K;\n \n if (dist > 0.0) {\n dx -= xDist * attractiveF;\n dy -= yDist * attractiveF;\n if (xDist == 0 && yDist == 0) {\n const sign = i < int(float_j) ? 1 : -1;\n dx -= sign * attractiveF;\n dy -= sign * attractiveF;\n }\n }\n }\n return [dx, dy];\n }\n @main\n compute() {\n const i = globalInvocationID.x;\n const currentNode = this.u_Data[i];\n let dx = 0, dy = 0;\n if (i >= VERTEX_COUNT) {\n this.u_Data[i] = currentNode;\n return;\n }\n\n // [gravity, fx, fy, 0]\n const nodeAttributes = this.u_AttributeArray[i];\n\n if (nodeAttributes[1] != 0 && nodeAttributes[2] != 0) {\n // the node is fixed\n this.u_Data[i] = [\n nodeAttributes[1],\n nodeAttributes[2],\n currentNode[2],\n currentNode[3]\n ];\n return;\n }\n\n // repulsive\n const repulsive = this.calcRepulsive(i, currentNode);\n dx += repulsive[0];\n dy += repulsive[1];\n // attractive\n const attractive = this.calcAttractive(i, currentNode);\n dx += attractive[0];\n dy += attractive[1];\n // gravity\n const gravity = this.calcGravity(currentNode, nodeAttributes);\n dx -= gravity[0];\n dy -= gravity[1];\n // speed\n dx *= this.u_Speed;\n dy *= this.u_Speed;\n\n // move\n const distLength = sqrt(dx * dx + dy * dy);\n if (distLength > 0.0) {\n const limitedDist = min(this.u_MaxDisplace * this.u_Speed, distLength);\n this.u_Data[i] = [\n currentNode[0] + dx / distLength * limitedDist,\n currentNode[1] + dy / distLength * limitedDist,\n currentNode[2],\n currentNode[3]\n ];\n }\n }\n}\n";
|
|
2
|
-
export declare const fruchtermanBundle = "{\"shaders\":{\"WGSL\":\"import \\\"GLSL.std.450\\\" as std;\\n\\n\\n# var gWebGPUDebug : bool = false;\\n# var gWebGPUDebugOutput : vec4<f32> = vec4<f32>(0.0);\\n\\n[[builtin global_invocation_id]] var<in> globalInvocationID : vec3<u32>;\\n# [[builtin work_group_size]] var<in> workGroupSize : vec3<u32>;\\n# [[builtin work_group_id]] var<in> workGroupID : vec3<u32>;\\n[[builtin local_invocation_id]] var<in> localInvocationID : vec3<u32>;\\n# [[builtin num_work_groups]] var<in> numWorkGroups : vec3<u32>;\\n[[builtin local_invocation_idx]] var<in> localInvocationIndex : u32;\\n\\ntype GWebGPUParams = [[block]] struct {\\n [[offset 0]] u_K : f32;\\n [[offset 4]] u_K2 : f32;\\n [[offset 8]] u_Center : vec2<f32>;\\n [[offset 16]] u_Gravity : f32;\\n [[offset 20]] u_ClusterGravity : f32;\\n [[offset 24]] u_Speed : f32;\\n [[offset 28]] u_MaxDisplace : f32;\\n [[offset 32]] u_Clustering : f32;\\n};\\n[[binding 0, set 0]] var<uniform> gWebGPUUniformParams : GWebGPUParams;\\ntype GWebGPUBuffer0 = [[block]] struct {\\n [[offset 0]] u_Data : [[stride 16]] array<vec4<f32>>;\\n};\\n[[binding 1, set 0]] var<storage_buffer> gWebGPUBuffer0 : GWebGPUBuffer0;\\ntype GWebGPUBuffer1 = [[block]] struct {\\n [[offset 0]] u_AttributeArray : [[stride 16]] array<vec4<f32>>;\\n};\\n[[binding 2, set 0]] var<storage_buffer> gWebGPUBuffer1 : GWebGPUBuffer1;\\ntype GWebGPUBuffer2 = [[block]] struct {\\n [[offset 0]] u_ClusterCenters : [[stride 16]] array<vec4<f32>>;\\n};\\n[[binding 3, set 0]] var<storage_buffer> gWebGPUBuffer2 : GWebGPUBuffer2;\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\nfn calcRepulsive(i : i32, currentNode : vec4<f32>) -> vec2<f32> {var dx : f32 = 0.0;\\nvar dy : f32 = 0.0;\\nfor (var j : i32 = 0; j < __DefineValuePlaceholder__VERTEX_COUNT; j = j + 1) {if (i != j) {var nextNode : vec4<f32> = gWebGPUBuffer0.u_Data[j];\\nvar xDist : f32 = currentNode.x - nextNode.x;\\nvar yDist : f32 = currentNode.y - nextNode.y;\\nvar dist : f32 = ((xDist * xDist) + (yDist * yDist)) + 0.01;\\nvar param : f32 = gWebGPUUniformParams.u_K2 / dist;\\nif (dist > 0.0) {dx = dx + param * xDist;\\ndy = dy + param * yDist;\\nif ((xDist == 0.0) && (yDist == 0.0)) {var sign : f32 = select(1.0, -1.0, i < j);\\ndx = dx + param * std::sign;\\ndy = dy + param * std::sign;}}}}\\nreturn vec2<f32>(dx, dy);}\\nfn calcGravity(currentNode : vec4<f32>, nodeAttributes : vec4<f32>) -> vec2<f32> {var dx : f32 = 0.0;\\nvar dy : f32 = 0.0;\\nvar vx : f32 = currentNode.x - gWebGPUUniformParams.u_Center.x;\\nvar vy : f32 = currentNode.y - gWebGPUUniformParams.u_Center.y;\\nvar gf : f32 = (0.01 * gWebGPUUniformParams.u_K) * gWebGPUUniformParams.u_Gravity;\\ndx = gf * vx;\\ndy = gf * vy;\\nif (gWebGPUUniformParams.u_Clustering == 1.0) {var clusterIdx : i32 = i32(nodeAttributes.x);\\nvar center : vec4<f32> = gWebGPUBuffer2.u_ClusterCenters[clusterIdx];\\nvar cvx : f32 = currentNode.x - center.x;\\nvar cvy : f32 = currentNode.y - center.y;\\nvar dist : f32 = std::sqrt((cvx * cvx) + (cvy * cvy)) + 0.01;\\nvar parma : f32 = (gWebGPUUniformParams.u_K * gWebGPUUniformParams.u_ClusterGravity) / dist;\\ndx = dx + parma * cvx;\\ndy = dy + parma * cvy;}\\nreturn vec2<f32>(dx, dy);}\\nfn calcAttractive(i : i32, currentNode : vec4<f32>) -> vec2<f32> {var dx : f32 = 0.0;\\nvar dy : f32 = 0.0;\\nvar arr_offset : i32 = i32(std::floor(currentNode.z + 0.5));\\nvar length : i32 = i32(std::floor(currentNode.w + 0.5));\\nvar node_buffer : vec4<f32>;\\nfor (var p : i32 = 0; p < __DefineValuePlaceholder__MAX_EDGE_PER_VERTEX; p = p + 1) {if (p >= length) {break;}\\nvar arr_idx : i32 = arr_offset + i32(p);\\nvar buf_offset : i32 = arr_idx - ((arr_idx / 4) * 4);\\nif ((p == 0) || (buf_offset == 0)) {node_buffer = gWebGPUBuffer0.u_Data[i32(arr_idx / 4)];}\\nvar float_j : f32 = select(node_buffer.x, select(node_buffer.y, select(node_buffer.z, node_buffer.w, buf_offset == 2), buf_offset == 1), buf_offset == 0);\\nvar nextNode : vec4<f32> = gWebGPUBuffer0.u_Data[i32(float_j)];\\nvar xDist : f32 = currentNode.x - nextNode.x;\\nvar yDist : f32 = currentNode.y - nextNode.y;\\nvar dist : f32 = std::sqrt((xDist * xDist) + (yDist * yDist)) + 0.01;\\nvar attractiveF : f32 = dist / gWebGPUUniformParams.u_K;\\nif (dist > 0.0) {dx = dx - xDist * attractiveF;\\ndy = dy - yDist * attractiveF;\\nif ((xDist == 0.0) && (yDist == 0.0)) {var sign : f32 = select(1.0, -1.0, i < i32(float_j));\\ndx = dx - std::sign * attractiveF;\\ndy = dy - std::sign * attractiveF;}}}\\nreturn vec2<f32>(dx, dy);}\\nfn main() -> void {var i : i32 = globalInvocationID.x;\\nvar currentNode : vec4<f32> = gWebGPUBuffer0.u_Data[i];\\nvar dx : f32 = 0.0;\\nvar dy : f32 = 0.0;\\nif (i >= __DefineValuePlaceholder__VERTEX_COUNT) {gWebGPUBuffer0.u_Data[i] = currentNode;\\nreturn ;}\\nvar nodeAttributes : vec4<f32> = gWebGPUBuffer1.u_AttributeArray[i];\\nif ((nodeAttributes.y != 0.0) && (nodeAttributes.z != 0.0)) {gWebGPUBuffer0.u_Data[i] = vec4<f32>(nodeAttributes.y, nodeAttributes.z, currentNode.z, currentNode.w);\\nreturn ;}\\nvar repulsive : vec2<f32> = calcRepulsive(i, currentNode);\\ndx = dx + repulsive.x;\\ndy = dy + repulsive.y;\\nvar attractive : vec2<f32> = calcAttractive(i, currentNode);\\ndx = dx + attractive.x;\\ndy = dy + attractive.y;\\nvar gravity : vec2<f32> = calcGravity(currentNode, nodeAttributes);\\ndx = dx - gravity.x;\\ndy = dy - gravity.y;\\ndx = dx * gWebGPUUniformParams.u_Speed;\\ndy = dy * gWebGPUUniformParams.u_Speed;\\nvar distLength : f32 = std::sqrt((dx * dx) + (dy * dy));\\nif (distLength > 0.0) {var limitedDist : f32 = std::min(gWebGPUUniformParams.u_MaxDisplace * gWebGPUUniformParams.u_Speed, distLength);\\ngWebGPUBuffer0.u_Data[i] = vec4<f32>(currentNode.x + ((dx / distLength) * limitedDist), currentNode.y + ((dy / distLength) * limitedDist), currentNode.z, currentNode.w);}\\nreturn;}\\n\\nentry_point compute as \\\"main\\\" = main;\\n\",\"GLSL450\":\"\\n\\n\\nbool gWebGPUDebug = false;\\nvec4 gWebGPUDebugOutput = vec4(0.0);\\n\\nivec3 globalInvocationID = ivec3(gl_GlobalInvocationID);\\nivec3 workGroupSize = ivec3(1,1,1);\\nivec3 workGroupID = ivec3(gl_WorkGroupID);\\nivec3 localInvocationID = ivec3(gl_LocalInvocationID);\\nivec3 numWorkGroups = ivec3(gl_NumWorkGroups);\\nint localInvocationIndex = int(gl_LocalInvocationIndex);\\n\\nlayout(std140, set = 0, binding = 0) uniform GWebGPUParams {\\n float u_K;\\n float u_K2;\\n vec2 u_Center;\\n float u_Gravity;\\n float u_ClusterGravity;\\n float u_Speed;\\n float u_MaxDisplace;\\n float u_Clustering;\\n} gWebGPUUniformParams;\\nlayout(std430, set = 0, binding = 1) buffer GWebGPUBuffer0 {\\n vec4 u_Data[];\\n} gWebGPUBuffer0;\\n\\nlayout(std430, set = 0, binding = 2) buffer readonly GWebGPUBuffer1 {\\n vec4 u_AttributeArray[];\\n} gWebGPUBuffer1;\\n\\nlayout(std430, set = 0, binding = 3) buffer readonly GWebGPUBuffer2 {\\n vec4 u_ClusterCenters[];\\n} gWebGPUBuffer2;\\n\\n\\n\\n#define MAX_EDGE_PER_VERTEX __DefineValuePlaceholder__MAX_EDGE_PER_VERTEX\\n#define VERTEX_COUNT __DefineValuePlaceholder__VERTEX_COUNT\\nlayout (\\n local_size_x = 1,\\n local_size_y = 1,\\n local_size_z = 1\\n) in;\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\nvec2 calcRepulsive(int i, vec4 currentNode) {float dx = 0.0;\\nfloat dy = 0.0;\\nfor (int j = 0; j < VERTEX_COUNT; j++) {if (i != j) {vec4 nextNode = gWebGPUBuffer0.u_Data[j];\\nfloat xDist = currentNode.x - nextNode.x;\\nfloat yDist = currentNode.y - nextNode.y;\\nfloat dist = ((xDist * xDist) + (yDist * yDist)) + 0.01;\\nfloat param = gWebGPUUniformParams.u_K2 / dist;\\nif (dist > 0.0) {dx += param * xDist;\\ndy += param * yDist;\\nif ((xDist == 0.0) && (yDist == 0.0)) {float sign = (i < j) ? (1.0) : (-1.0);\\ndx += param * sign;\\ndy += param * sign;}}}}\\nreturn vec2(dx, dy);}\\nvec2 calcGravity(vec4 currentNode, vec4 nodeAttributes) {float dx = 0.0;\\nfloat dy = 0.0;\\nfloat vx = currentNode.x - gWebGPUUniformParams.u_Center.x;\\nfloat vy = currentNode.y - gWebGPUUniformParams.u_Center.y;\\nfloat gf = (0.01 * gWebGPUUniformParams.u_K) * gWebGPUUniformParams.u_Gravity;\\ndx = gf * vx;\\ndy = gf * vy;\\nif (gWebGPUUniformParams.u_Clustering == 1.0) {int clusterIdx = int(nodeAttributes.x);\\nvec4 center = gWebGPUBuffer2.u_ClusterCenters[clusterIdx];\\nfloat cvx = currentNode.x - center.x;\\nfloat cvy = currentNode.y - center.y;\\nfloat dist = sqrt((cvx * cvx) + (cvy * cvy)) + 0.01;\\nfloat parma = (gWebGPUUniformParams.u_K * gWebGPUUniformParams.u_ClusterGravity) / dist;\\ndx += parma * cvx;\\ndy += parma * cvy;}\\nreturn vec2(dx, dy);}\\nvec2 calcAttractive(int i, vec4 currentNode) {float dx = 0.0;\\nfloat dy = 0.0;\\nint arr_offset = int(floor(currentNode.z + 0.5));\\nint length = int(floor(currentNode.w + 0.5));\\nvec4 node_buffer;\\nfor (int p = 0; p < MAX_EDGE_PER_VERTEX; p++) {if (p >= length) {break;}\\nint arr_idx = arr_offset + int(p);\\nint buf_offset = arr_idx - ((arr_idx / 4) * 4);\\nif ((p == 0) || (buf_offset == 0)) {node_buffer = gWebGPUBuffer0.u_Data[int(arr_idx / 4)];}\\nfloat float_j = (buf_offset == 0) ? (node_buffer.x) : ((buf_offset == 1) ? (node_buffer.y) : ((buf_offset == 2) ? (node_buffer.z) : (node_buffer.w)));\\nvec4 nextNode = gWebGPUBuffer0.u_Data[int(float_j)];\\nfloat xDist = currentNode.x - nextNode.x;\\nfloat yDist = currentNode.y - nextNode.y;\\nfloat dist = sqrt((xDist * xDist) + (yDist * yDist)) + 0.01;\\nfloat attractiveF = dist / gWebGPUUniformParams.u_K;\\nif (dist > 0.0) {dx -= xDist * attractiveF;\\ndy -= yDist * attractiveF;\\nif ((xDist == 0.0) && (yDist == 0.0)) {float sign = (i < int(float_j)) ? (1.0) : (-1.0);\\ndx -= sign * attractiveF;\\ndy -= sign * attractiveF;}}}\\nreturn vec2(dx, dy);}\\nvoid main() {int i = globalInvocationID.x;\\nvec4 currentNode = gWebGPUBuffer0.u_Data[i];\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nif (i >= VERTEX_COUNT) {gWebGPUBuffer0.u_Data[i] = currentNode;\\nreturn ;}\\nvec4 nodeAttributes = gWebGPUBuffer1.u_AttributeArray[i];\\nif ((nodeAttributes.y != 0.0) && (nodeAttributes.z != 0.0)) {gWebGPUBuffer0.u_Data[i] = vec4(nodeAttributes.y, nodeAttributes.z, currentNode.z, currentNode.w);\\nreturn ;}\\nvec2 repulsive = calcRepulsive(i, currentNode);\\ndx += repulsive.x;\\ndy += repulsive.y;\\nvec2 attractive = calcAttractive(i, currentNode);\\ndx += attractive.x;\\ndy += attractive.y;\\nvec2 gravity = calcGravity(currentNode, nodeAttributes);\\ndx -= gravity.x;\\ndy -= gravity.y;\\ndx *= gWebGPUUniformParams.u_Speed;\\ndy *= gWebGPUUniformParams.u_Speed;\\nfloat distLength = sqrt((dx * dx) + (dy * dy));\\nif (distLength > 0.0) {float limitedDist = min(gWebGPUUniformParams.u_MaxDisplace * gWebGPUUniformParams.u_Speed, distLength);\\ngWebGPUBuffer0.u_Data[i] = vec4(currentNode.x + ((dx / distLength) * limitedDist), currentNode.y + ((dy / distLength) * limitedDist), currentNode.z, currentNode.w);}}\\n\",\"GLSL100\":\"\\n\\nfloat epsilon = 0.00001;\\nvec2 addrTranslation_1Dto2D(float address1D, vec2 texSize) {\\n vec2 conv_const = vec2(1.0 / texSize.x, 1.0 / (texSize.x * texSize.y));\\n vec2 normAddr2D = float(address1D) * conv_const;\\n return vec2(fract(normAddr2D.x + epsilon), normAddr2D.y);\\n}\\n\\nvoid barrier() {}\\n \\n\\nuniform vec2 u_OutputTextureSize;\\nuniform int u_OutputTexelCount;\\nvarying vec2 v_TexCoord;\\n\\nbool gWebGPUDebug = false;\\nvec4 gWebGPUDebugOutput = vec4(0.0);\\n\\n#define MAX_EDGE_PER_VERTEX __DefineValuePlaceholder__MAX_EDGE_PER_VERTEX\\n#define VERTEX_COUNT __DefineValuePlaceholder__VERTEX_COUNT\\n\\nuniform sampler2D u_Data;\\nuniform vec2 u_DataSize;\\nvec4 getDatau_Data(vec2 address2D) {\\n return vec4(texture2D(u_Data, address2D).rgba);\\n}\\nvec4 getDatau_Data(float address1D) {\\n return getDatau_Data(addrTranslation_1Dto2D(address1D, u_DataSize));\\n}\\nvec4 getDatau_Data(int address1D) {\\n return getDatau_Data(float(address1D));\\n}\\nuniform float u_K;\\nuniform float u_K2;\\nuniform vec2 u_Center;\\nuniform float u_Gravity;\\nuniform float u_ClusterGravity;\\nuniform float u_Speed;\\nuniform float u_MaxDisplace;\\nuniform float u_Clustering;\\nuniform sampler2D u_AttributeArray;\\nuniform vec2 u_AttributeArraySize;\\nvec4 getDatau_AttributeArray(vec2 address2D) {\\n return vec4(texture2D(u_AttributeArray, address2D).rgba);\\n}\\nvec4 getDatau_AttributeArray(float address1D) {\\n return getDatau_AttributeArray(addrTranslation_1Dto2D(address1D, u_AttributeArraySize));\\n}\\nvec4 getDatau_AttributeArray(int address1D) {\\n return getDatau_AttributeArray(float(address1D));\\n}\\nuniform sampler2D u_ClusterCenters;\\nuniform vec2 u_ClusterCentersSize;\\nvec4 getDatau_ClusterCenters(vec2 address2D) {\\n return vec4(texture2D(u_ClusterCenters, address2D).rgba);\\n}\\nvec4 getDatau_ClusterCenters(float address1D) {\\n return getDatau_ClusterCenters(addrTranslation_1Dto2D(address1D, u_ClusterCentersSize));\\n}\\nvec4 getDatau_ClusterCenters(int address1D) {\\n return getDatau_ClusterCenters(float(address1D));\\n}\\nvec2 calcRepulsive(int i, vec4 currentNode) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nfor (int j = 0; j < VERTEX_COUNT; j++) {if (i != j) {vec4 nextNode = getDatau_Data(j);\\nfloat xDist = currentNode.x - nextNode.x;\\nfloat yDist = currentNode.y - nextNode.y;\\nfloat dist = ((xDist * xDist) + (yDist * yDist)) + 0.01;\\nfloat param = u_K2 / dist;\\nif (dist > 0.0) {dx += param * xDist;\\ndy += param * yDist;\\nif ((xDist == 0.0) && (yDist == 0.0)) {float sign = (i < j) ? (1.0) : (-1.0);\\ndx += param * sign;\\ndy += param * sign;}}}}\\nreturn vec2(dx, dy);}\\nvec2 calcGravity(vec4 currentNode, vec4 nodeAttributes) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nfloat vx = currentNode.x - u_Center.x;\\nfloat vy = currentNode.y - u_Center.y;\\nfloat gf = (0.01 * u_K) * u_Gravity;\\ndx = gf * vx;\\ndy = gf * vy;\\nif (u_Clustering == 1.0) {int clusterIdx = int(nodeAttributes.x);\\nvec4 center = getDatau_ClusterCenters(clusterIdx);\\nfloat cvx = currentNode.x - center.x;\\nfloat cvy = currentNode.y - center.y;\\nfloat dist = sqrt((cvx * cvx) + (cvy * cvy)) + 0.01;\\nfloat parma = (u_K * u_ClusterGravity) / dist;\\ndx += parma * cvx;\\ndy += parma * cvy;}\\nreturn vec2(dx, dy);}\\nvec2 calcAttractive(int i, vec4 currentNode) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nint arr_offset = int(floor(currentNode.z + 0.5));\\nint length = int(floor(currentNode.w + 0.5));\\nvec4 node_buffer;\\nfor (int p = 0; p < MAX_EDGE_PER_VERTEX; p++) {if (p >= length) {break;}\\nint arr_idx = arr_offset + int(p);\\nint buf_offset = arr_idx - ((arr_idx / 4) * 4);\\nif ((p == 0) || (buf_offset == 0)) {node_buffer = getDatau_Data(int(arr_idx / 4));}\\nfloat float_j = (buf_offset == 0) ? (node_buffer.x) : ((buf_offset == 1) ? (node_buffer.y) : ((buf_offset == 2) ? (node_buffer.z) : (node_buffer.w)));\\nvec4 nextNode = getDatau_Data(int(float_j));\\nfloat xDist = currentNode.x - nextNode.x;\\nfloat yDist = currentNode.y - nextNode.y;\\nfloat dist = sqrt((xDist * xDist) + (yDist * yDist)) + 0.01;\\nfloat attractiveF = dist / u_K;\\nif (dist > 0.0) {dx -= xDist * attractiveF;\\ndy -= yDist * attractiveF;\\nif ((xDist == 0.0) && (yDist == 0.0)) {float sign = (i < int(float_j)) ? (1.0) : (-1.0);\\ndx -= sign * attractiveF;\\ndy -= sign * attractiveF;}}}\\nreturn vec2(dx, dy);}\\nvoid main() {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nint i = globalInvocationID.x;\\nvec4 currentNode = getDatau_Data(i);\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nif (i >= VERTEX_COUNT) {gl_FragColor = vec4(currentNode);\\nreturn ;}\\nvec4 nodeAttributes = getDatau_AttributeArray(i);\\nif ((nodeAttributes.y != 0.0) && (nodeAttributes.z != 0.0)) {gl_FragColor = vec4(vec4(nodeAttributes.y, nodeAttributes.z, currentNode.z, currentNode.w));\\nreturn ;}\\nvec2 repulsive = calcRepulsive(i, currentNode);\\ndx += repulsive.x;\\ndy += repulsive.y;\\nvec2 attractive = calcAttractive(i, currentNode);\\ndx += attractive.x;\\ndy += attractive.y;\\nvec2 gravity = calcGravity(currentNode, nodeAttributes);\\ndx -= gravity.x;\\ndy -= gravity.y;\\ndx *= u_Speed;\\ndy *= u_Speed;\\nfloat distLength = sqrt((dx * dx) + (dy * dy));\\nif (distLength > 0.0) {float limitedDist = min(u_MaxDisplace * u_Speed, distLength);\\ngl_FragColor = vec4(vec4(currentNode.x + ((dx / distLength) * limitedDist), currentNode.y + ((dy / distLength) * limitedDist), currentNode.z, currentNode.w));}if (gWebGPUDebug) {\\n gl_FragColor = gWebGPUDebugOutput;\\n}}\\n\"},\"context\":{\"name\":\"\",\"dispatch\":[1,1,1],\"threadGroupSize\":[1,1,1],\"maxIteration\":1,\"defines\":[{\"name\":\"MAX_EDGE_PER_VERTEX\",\"type\":\"Float\",\"runtime\":true},{\"name\":\"VERTEX_COUNT\",\"type\":\"Float\",\"runtime\":true}],\"uniforms\":[{\"name\":\"u_Data\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":false,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_K\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_K2\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_Center\",\"type\":\"vec2<f32>\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_Gravity\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_ClusterGravity\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_Speed\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_MaxDisplace\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_Clustering\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_AttributeArray\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_ClusterCenters\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]}],\"globalDeclarations\":[],\"output\":{\"name\":\"u_Data\",\"size\":[1,1],\"length\":1},\"needPingpong\":true}}";
|
|
2
|
+
export declare const fruchtermanBundle = "{\"shaders\":{\"WGSL\":\"\",\"GLSL450\":\"\",\"GLSL100\":\"\\n\\nfloat epsilon = 0.00001;\\nvec2 addrTranslation_1Dto2D(float address1D, vec2 texSize) {\\n vec2 conv_const = vec2(1.0 / texSize.x, 1.0 / (texSize.x * texSize.y));\\n vec2 normAddr2D = float(address1D) * conv_const;\\n return vec2(fract(normAddr2D.x + epsilon), normAddr2D.y);\\n}\\n\\nvoid barrier() {}\\n \\n\\nuniform vec2 u_OutputTextureSize;\\nuniform int u_OutputTexelCount;\\nvarying vec2 v_TexCoord;\\n\\nbool gWebGPUDebug = false;\\nvec4 gWebGPUDebugOutput = vec4(0.0);\\n\\n#define MAX_EDGE_PER_VERTEX __DefineValuePlaceholder__MAX_EDGE_PER_VERTEX\\n#define VERTEX_COUNT __DefineValuePlaceholder__VERTEX_COUNT\\n\\nuniform sampler2D u_Data;\\nuniform vec2 u_DataSize;\\nvec4 getDatau_Data(vec2 address2D) {\\n return vec4(texture2D(u_Data, address2D).rgba);\\n}\\nvec4 getDatau_Data(float address1D) {\\n return getDatau_Data(addrTranslation_1Dto2D(address1D, u_DataSize));\\n}\\nvec4 getDatau_Data(int address1D) {\\n return getDatau_Data(float(address1D));\\n}\\nuniform float u_K;\\nuniform float u_K2;\\nuniform vec2 u_Center;\\nuniform float u_Gravity;\\nuniform float u_ClusterGravity;\\nuniform float u_Speed;\\nuniform float u_MaxDisplace;\\nuniform float u_Clustering;\\nuniform sampler2D u_AttributeArray;\\nuniform vec2 u_AttributeArraySize;\\nvec4 getDatau_AttributeArray(vec2 address2D) {\\n return vec4(texture2D(u_AttributeArray, address2D).rgba);\\n}\\nvec4 getDatau_AttributeArray(float address1D) {\\n return getDatau_AttributeArray(addrTranslation_1Dto2D(address1D, u_AttributeArraySize));\\n}\\nvec4 getDatau_AttributeArray(int address1D) {\\n return getDatau_AttributeArray(float(address1D));\\n}\\nuniform sampler2D u_ClusterCenters;\\nuniform vec2 u_ClusterCentersSize;\\nvec4 getDatau_ClusterCenters(vec2 address2D) {\\n return vec4(texture2D(u_ClusterCenters, address2D).rgba);\\n}\\nvec4 getDatau_ClusterCenters(float address1D) {\\n return getDatau_ClusterCenters(addrTranslation_1Dto2D(address1D, u_ClusterCentersSize));\\n}\\nvec4 getDatau_ClusterCenters(int address1D) {\\n return getDatau_ClusterCenters(float(address1D));\\n}\\nvec2 calcRepulsive(int i, vec4 currentNode) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nfor (int j = 0; j < VERTEX_COUNT; j++) {if (i != j) {vec4 nextNode = getDatau_Data(j);\\nfloat xDist = currentNode.x - nextNode.x;\\nfloat yDist = currentNode.y - nextNode.y;\\nfloat dist = ((xDist * xDist) + (yDist * yDist)) + 0.01;\\nfloat param = u_K2 / dist;\\nif (dist > 0.0) {dx += param * xDist;\\ndy += param * yDist;\\nif ((xDist == 0.0) && (yDist == 0.0)) {float sign = (i < j) ? (1.0) : (-1.0);\\ndx += param * sign;\\ndy += param * sign;}}}}\\nreturn vec2(dx, dy);}\\nvec2 calcGravity(vec4 currentNode, vec4 nodeAttributes) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nfloat vx = currentNode.x - u_Center.x;\\nfloat vy = currentNode.y - u_Center.y;\\nfloat gf = (0.01 * u_K) * u_Gravity;\\ndx = gf * vx;\\ndy = gf * vy;\\nif (u_Clustering == 1.0) {int clusterIdx = int(nodeAttributes.x);\\nvec4 center = getDatau_ClusterCenters(clusterIdx);\\nfloat cvx = currentNode.x - center.x;\\nfloat cvy = currentNode.y - center.y;\\nfloat dist = sqrt((cvx * cvx) + (cvy * cvy)) + 0.01;\\nfloat parma = (u_K * u_ClusterGravity) / dist;\\ndx += parma * cvx;\\ndy += parma * cvy;}\\nreturn vec2(dx, dy);}\\nvec2 calcAttractive(int i, vec4 currentNode) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nint arr_offset = int(floor(currentNode.z + 0.5));\\nint length = int(floor(currentNode.w + 0.5));\\nvec4 node_buffer;\\nfor (int p = 0; p < MAX_EDGE_PER_VERTEX; p++) {if (p >= length) {break;}\\nint arr_idx = arr_offset + int(p);\\nint buf_offset = arr_idx - ((arr_idx / 4) * 4);\\nif ((p == 0) || (buf_offset == 0)) {node_buffer = getDatau_Data(int(arr_idx / 4));}\\nfloat float_j = (buf_offset == 0) ? (node_buffer.x) : ((buf_offset == 1) ? (node_buffer.y) : ((buf_offset == 2) ? (node_buffer.z) : (node_buffer.w)));\\nvec4 nextNode = getDatau_Data(int(float_j));\\nfloat xDist = currentNode.x - nextNode.x;\\nfloat yDist = currentNode.y - nextNode.y;\\nfloat dist = sqrt((xDist * xDist) + (yDist * yDist)) + 0.01;\\nfloat attractiveF = dist / u_K;\\nif (dist > 0.0) {dx -= xDist * attractiveF;\\ndy -= yDist * attractiveF;\\nif ((xDist == 0.0) && (yDist == 0.0)) {float sign = (i < int(float_j)) ? (1.0) : (-1.0);\\ndx -= sign * attractiveF;\\ndy -= sign * attractiveF;}}}\\nreturn vec2(dx, dy);}\\nvoid main() {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nint i = globalInvocationID.x;\\nvec4 currentNode = getDatau_Data(i);\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nif (i >= VERTEX_COUNT) {gl_FragColor = vec4(currentNode);\\nreturn ;}\\nvec4 nodeAttributes = getDatau_AttributeArray(i);\\nif ((nodeAttributes.y != 0.0) && (nodeAttributes.z != 0.0)) {gl_FragColor = vec4(vec4(nodeAttributes.y, nodeAttributes.z, currentNode.z, currentNode.w));\\nreturn ;}\\nvec2 repulsive = calcRepulsive(i, currentNode);\\ndx += repulsive.x;\\ndy += repulsive.y;\\nvec2 attractive = calcAttractive(i, currentNode);\\ndx += attractive.x;\\ndy += attractive.y;\\nvec2 gravity = calcGravity(currentNode, nodeAttributes);\\ndx -= gravity.x;\\ndy -= gravity.y;\\ndx *= u_Speed;\\ndy *= u_Speed;\\nfloat distLength = sqrt((dx * dx) + (dy * dy));\\nif (distLength > 0.0) {float limitedDist = min(u_MaxDisplace * u_Speed, distLength);\\ngl_FragColor = vec4(vec4(currentNode.x + ((dx / distLength) * limitedDist), currentNode.y + ((dy / distLength) * limitedDist), currentNode.z, currentNode.w));}if (gWebGPUDebug) {\\n gl_FragColor = gWebGPUDebugOutput;\\n}}\\n\"},\"context\":{\"name\":\"\",\"dispatch\":[1,1,1],\"threadGroupSize\":[1,1,1],\"maxIteration\":1,\"defines\":[{\"name\":\"MAX_EDGE_PER_VERTEX\",\"type\":\"Float\",\"runtime\":true},{\"name\":\"VERTEX_COUNT\",\"type\":\"Float\",\"runtime\":true}],\"uniforms\":[{\"name\":\"u_Data\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":false,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_K\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_K2\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_Center\",\"type\":\"vec2<f32>\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_Gravity\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_ClusterGravity\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_Speed\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_MaxDisplace\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_Clustering\",\"type\":\"Float\",\"storageClass\":\"Uniform\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_AttributeArray\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_ClusterCenters\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]}],\"globalDeclarations\":[],\"output\":{\"name\":\"u_Data\",\"size\":[1,1],\"length\":1},\"needPingpong\":true}}";
|
|
3
3
|
export declare const clusterCode = "\nimport { globalInvocationID } from 'g-webgpu';\nconst VERTEX_COUNT;\nconst CLUSTER_COUNT;\n@numthreads(1, 1, 1)\nclass CalcCenter {\n @in\n u_Data: vec4[];\n @in\n u_NodeAttributes: vec4[]; // [[clusterIdx, 0, 0, 0], ...]\n @in @out\n u_ClusterCenters: vec4[]; // [[cx, cy, nodeCount, clusterIdx], ...]\n @main\n compute() {\n const i = globalInvocationID.x;\n const center = this.u_ClusterCenters[i];\n let sumx = 0;\n let sumy = 0;\n let count = 0;\n for (let j = 0; j < VERTEX_COUNT; j++) {\n const attributes = this.u_NodeAttributes[j];\n const clusterIdx = int(attributes[0]);\n const vertex = this.u_Data[j];\n if (clusterIdx == i) {\n sumx += vertex.x;\n sumy += vertex.y;\n count += 1;\n }\n }\n this.u_ClusterCenters[i] = [\n sumx / count,\n sumy / count,\n count,\n i\n ];\n }\n}\n";
|
|
4
|
-
export declare const clusterBundle = "{\"shaders\":{\"WGSL\":\"
|
|
4
|
+
export declare const clusterBundle = "{\"shaders\":{\"WGSL\":\"\",\"GLSL450\":\"\",\"GLSL100\":\"\\n\\nfloat epsilon = 0.00001;\\nvec2 addrTranslation_1Dto2D(float address1D, vec2 texSize) {\\n vec2 conv_const = vec2(1.0 / texSize.x, 1.0 / (texSize.x * texSize.y));\\n vec2 normAddr2D = float(address1D) * conv_const;\\n return vec2(fract(normAddr2D.x + epsilon), normAddr2D.y);\\n}\\n\\nvoid barrier() {}\\n \\n\\nuniform vec2 u_OutputTextureSize;\\nuniform int u_OutputTexelCount;\\nvarying vec2 v_TexCoord;\\n\\nbool gWebGPUDebug = false;\\nvec4 gWebGPUDebugOutput = vec4(0.0);\\n\\n#define VERTEX_COUNT __DefineValuePlaceholder__VERTEX_COUNT\\n#define CLUSTER_COUNT __DefineValuePlaceholder__CLUSTER_COUNT\\n\\nuniform sampler2D u_Data;\\nuniform vec2 u_DataSize;\\nvec4 getDatau_Data(vec2 address2D) {\\n return vec4(texture2D(u_Data, address2D).rgba);\\n}\\nvec4 getDatau_Data(float address1D) {\\n return getDatau_Data(addrTranslation_1Dto2D(address1D, u_DataSize));\\n}\\nvec4 getDatau_Data(int address1D) {\\n return getDatau_Data(float(address1D));\\n}\\nuniform sampler2D u_NodeAttributes;\\nuniform vec2 u_NodeAttributesSize;\\nvec4 getDatau_NodeAttributes(vec2 address2D) {\\n return vec4(texture2D(u_NodeAttributes, address2D).rgba);\\n}\\nvec4 getDatau_NodeAttributes(float address1D) {\\n return getDatau_NodeAttributes(addrTranslation_1Dto2D(address1D, u_NodeAttributesSize));\\n}\\nvec4 getDatau_NodeAttributes(int address1D) {\\n return getDatau_NodeAttributes(float(address1D));\\n}\\nuniform sampler2D u_ClusterCenters;\\nuniform vec2 u_ClusterCentersSize;\\nvec4 getDatau_ClusterCenters(vec2 address2D) {\\n return vec4(texture2D(u_ClusterCenters, address2D).rgba);\\n}\\nvec4 getDatau_ClusterCenters(float address1D) {\\n return getDatau_ClusterCenters(addrTranslation_1Dto2D(address1D, u_ClusterCentersSize));\\n}\\nvec4 getDatau_ClusterCenters(int address1D) {\\n return getDatau_ClusterCenters(float(address1D));\\n}\\nvoid main() {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nint i = globalInvocationID.x;\\nvec4 center = getDatau_ClusterCenters(i);\\nfloat sumx = 0.0;\\nfloat sumy = 0.0;\\nfloat count = 0.0;\\nfor (int j = 0; j < VERTEX_COUNT; j++) {vec4 attributes = getDatau_NodeAttributes(j);\\nint clusterIdx = int(attributes.x);\\nvec4 vertex = getDatau_Data(j);\\nif (clusterIdx == i) {sumx += vertex.x;\\nsumy += vertex.y;\\ncount += 1.0;}}\\ngl_FragColor = vec4(vec4(sumx / count, sumy / count, count, i));if (gWebGPUDebug) {\\n gl_FragColor = gWebGPUDebugOutput;\\n}}\\n\"},\"context\":{\"name\":\"\",\"dispatch\":[1,1,1],\"threadGroupSize\":[1,1,1],\"maxIteration\":1,\"defines\":[{\"name\":\"VERTEX_COUNT\",\"type\":\"Float\",\"runtime\":true},{\"name\":\"CLUSTER_COUNT\",\"type\":\"Float\",\"runtime\":true}],\"uniforms\":[{\"name\":\"u_Data\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_NodeAttributes\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":true,\"writeonly\":false,\"size\":[1,1]},{\"name\":\"u_ClusterCenters\",\"type\":\"vec4<f32>[]\",\"storageClass\":\"StorageBuffer\",\"readonly\":false,\"writeonly\":false,\"size\":[1,1]}],\"globalDeclarations\":[],\"output\":{\"name\":\"u_ClusterCenters\",\"size\":[1,1],\"length\":1},\"needPingpong\":true}}";
|
|
@@ -158,7 +158,7 @@ class Fruchterman {
|
|
|
158
158
|
}
|
|
159
159
|
}
|
|
160
160
|
`;
|
|
161
|
-
export const fruchtermanBundle = `{"shaders":{"WGSL":"import \\"GLSL.std.450\\" as std;\\n\\n\\n# var gWebGPUDebug : bool = false;\\n# var gWebGPUDebugOutput : vec4<f32> = vec4<f32>(0.0);\\n\\n[[builtin global_invocation_id]] var<in> globalInvocationID : vec3<u32>;\\n# [[builtin work_group_size]] var<in> workGroupSize : vec3<u32>;\\n# [[builtin work_group_id]] var<in> workGroupID : vec3<u32>;\\n[[builtin local_invocation_id]] var<in> localInvocationID : vec3<u32>;\\n# [[builtin num_work_groups]] var<in> numWorkGroups : vec3<u32>;\\n[[builtin local_invocation_idx]] var<in> localInvocationIndex : u32;\\n\\ntype GWebGPUParams = [[block]] struct {\\n [[offset 0]] u_K : f32;\\n [[offset 4]] u_K2 : f32;\\n [[offset 8]] u_Center : vec2<f32>;\\n [[offset 16]] u_Gravity : f32;\\n [[offset 20]] u_ClusterGravity : f32;\\n [[offset 24]] u_Speed : f32;\\n [[offset 28]] u_MaxDisplace : f32;\\n [[offset 32]] u_Clustering : f32;\\n};\\n[[binding 0, set 0]] var<uniform> gWebGPUUniformParams : GWebGPUParams;\\ntype GWebGPUBuffer0 = [[block]] struct {\\n [[offset 0]] u_Data : [[stride 16]] array<vec4<f32>>;\\n};\\n[[binding 1, set 0]] var<storage_buffer> gWebGPUBuffer0 : GWebGPUBuffer0;\\ntype GWebGPUBuffer1 = [[block]] struct {\\n [[offset 0]] u_AttributeArray : [[stride 16]] array<vec4<f32>>;\\n};\\n[[binding 2, set 0]] var<storage_buffer> gWebGPUBuffer1 : GWebGPUBuffer1;\\ntype GWebGPUBuffer2 = [[block]] struct {\\n [[offset 0]] u_ClusterCenters : [[stride 16]] array<vec4<f32>>;\\n};\\n[[binding 3, set 0]] var<storage_buffer> gWebGPUBuffer2 : GWebGPUBuffer2;\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\nfn calcRepulsive(i : i32, currentNode : vec4<f32>) -> vec2<f32> {var dx : f32 = 0.0;\\nvar dy : f32 = 0.0;\\nfor (var j : i32 = 0; j < __DefineValuePlaceholder__VERTEX_COUNT; j = j + 1) {if (i != j) {var nextNode : vec4<f32> = gWebGPUBuffer0.u_Data[j];\\nvar xDist : f32 = currentNode.x - nextNode.x;\\nvar yDist : f32 = currentNode.y - nextNode.y;\\nvar dist : f32 = ((xDist * xDist) + (yDist * yDist)) + 0.01;\\nvar param : f32 = gWebGPUUniformParams.u_K2 / dist;\\nif (dist > 0.0) {dx = dx + param * xDist;\\ndy = dy + param * yDist;\\nif ((xDist == 0.0) && (yDist == 0.0)) {var sign : f32 = select(1.0, -1.0, i < j);\\ndx = dx + param * std::sign;\\ndy = dy + param * std::sign;}}}}\\nreturn vec2<f32>(dx, dy);}\\nfn calcGravity(currentNode : vec4<f32>, nodeAttributes : vec4<f32>) -> vec2<f32> {var dx : f32 = 0.0;\\nvar dy : f32 = 0.0;\\nvar vx : f32 = currentNode.x - gWebGPUUniformParams.u_Center.x;\\nvar vy : f32 = currentNode.y - gWebGPUUniformParams.u_Center.y;\\nvar gf : f32 = (0.01 * gWebGPUUniformParams.u_K) * gWebGPUUniformParams.u_Gravity;\\ndx = gf * vx;\\ndy = gf * vy;\\nif (gWebGPUUniformParams.u_Clustering == 1.0) {var clusterIdx : i32 = i32(nodeAttributes.x);\\nvar center : vec4<f32> = gWebGPUBuffer2.u_ClusterCenters[clusterIdx];\\nvar cvx : f32 = currentNode.x - center.x;\\nvar cvy : f32 = currentNode.y - center.y;\\nvar dist : f32 = std::sqrt((cvx * cvx) + (cvy * cvy)) + 0.01;\\nvar parma : f32 = (gWebGPUUniformParams.u_K * gWebGPUUniformParams.u_ClusterGravity) / dist;\\ndx = dx + parma * cvx;\\ndy = dy + parma * cvy;}\\nreturn vec2<f32>(dx, dy);}\\nfn calcAttractive(i : i32, currentNode : vec4<f32>) -> vec2<f32> {var dx : f32 = 0.0;\\nvar dy : f32 = 0.0;\\nvar arr_offset : i32 = i32(std::floor(currentNode.z + 0.5));\\nvar length : i32 = i32(std::floor(currentNode.w + 0.5));\\nvar node_buffer : vec4<f32>;\\nfor (var p : i32 = 0; p < __DefineValuePlaceholder__MAX_EDGE_PER_VERTEX; p = p + 1) {if (p >= length) {break;}\\nvar arr_idx : i32 = arr_offset + i32(p);\\nvar buf_offset : i32 = arr_idx - ((arr_idx / 4) * 4);\\nif ((p == 0) || (buf_offset == 0)) {node_buffer = gWebGPUBuffer0.u_Data[i32(arr_idx / 4)];}\\nvar float_j : f32 = select(node_buffer.x, select(node_buffer.y, select(node_buffer.z, node_buffer.w, buf_offset == 2), buf_offset == 1), buf_offset == 0);\\nvar nextNode : vec4<f32> = gWebGPUBuffer0.u_Data[i32(float_j)];\\nvar xDist : f32 = currentNode.x - nextNode.x;\\nvar yDist : f32 = currentNode.y - nextNode.y;\\nvar dist : f32 = std::sqrt((xDist * xDist) + (yDist * yDist)) + 0.01;\\nvar attractiveF : f32 = dist / gWebGPUUniformParams.u_K;\\nif (dist > 0.0) {dx = dx - xDist * attractiveF;\\ndy = dy - yDist * attractiveF;\\nif ((xDist == 0.0) && (yDist == 0.0)) {var sign : f32 = select(1.0, -1.0, i < i32(float_j));\\ndx = dx - std::sign * attractiveF;\\ndy = dy - std::sign * attractiveF;}}}\\nreturn vec2<f32>(dx, dy);}\\nfn main() -> void {var i : i32 = globalInvocationID.x;\\nvar currentNode : vec4<f32> = gWebGPUBuffer0.u_Data[i];\\nvar dx : f32 = 0.0;\\nvar dy : f32 = 0.0;\\nif (i >= __DefineValuePlaceholder__VERTEX_COUNT) {gWebGPUBuffer0.u_Data[i] = currentNode;\\nreturn ;}\\nvar nodeAttributes : vec4<f32> = gWebGPUBuffer1.u_AttributeArray[i];\\nif ((nodeAttributes.y != 0.0) && (nodeAttributes.z != 0.0)) {gWebGPUBuffer0.u_Data[i] = vec4<f32>(nodeAttributes.y, nodeAttributes.z, currentNode.z, currentNode.w);\\nreturn ;}\\nvar repulsive : vec2<f32> = calcRepulsive(i, currentNode);\\ndx = dx + repulsive.x;\\ndy = dy + repulsive.y;\\nvar attractive : vec2<f32> = calcAttractive(i, currentNode);\\ndx = dx + attractive.x;\\ndy = dy + attractive.y;\\nvar gravity : vec2<f32> = calcGravity(currentNode, nodeAttributes);\\ndx = dx - gravity.x;\\ndy = dy - gravity.y;\\ndx = dx * gWebGPUUniformParams.u_Speed;\\ndy = dy * gWebGPUUniformParams.u_Speed;\\nvar distLength : f32 = std::sqrt((dx * dx) + (dy * dy));\\nif (distLength > 0.0) {var limitedDist : f32 = std::min(gWebGPUUniformParams.u_MaxDisplace * gWebGPUUniformParams.u_Speed, distLength);\\ngWebGPUBuffer0.u_Data[i] = vec4<f32>(currentNode.x + ((dx / distLength) * limitedDist), currentNode.y + ((dy / distLength) * limitedDist), currentNode.z, currentNode.w);}\\nreturn;}\\n\\nentry_point compute as \\"main\\" = main;\\n","GLSL450":"\\n\\n\\nbool gWebGPUDebug = false;\\nvec4 gWebGPUDebugOutput = vec4(0.0);\\n\\nivec3 globalInvocationID = ivec3(gl_GlobalInvocationID);\\nivec3 workGroupSize = ivec3(1,1,1);\\nivec3 workGroupID = ivec3(gl_WorkGroupID);\\nivec3 localInvocationID = ivec3(gl_LocalInvocationID);\\nivec3 numWorkGroups = ivec3(gl_NumWorkGroups);\\nint localInvocationIndex = int(gl_LocalInvocationIndex);\\n\\nlayout(std140, set = 0, binding = 0) uniform GWebGPUParams {\\n float u_K;\\n float u_K2;\\n vec2 u_Center;\\n float u_Gravity;\\n float u_ClusterGravity;\\n float u_Speed;\\n float u_MaxDisplace;\\n float u_Clustering;\\n} gWebGPUUniformParams;\\nlayout(std430, set = 0, binding = 1) buffer GWebGPUBuffer0 {\\n vec4 u_Data[];\\n} gWebGPUBuffer0;\\n\\nlayout(std430, set = 0, binding = 2) buffer readonly GWebGPUBuffer1 {\\n vec4 u_AttributeArray[];\\n} gWebGPUBuffer1;\\n\\nlayout(std430, set = 0, binding = 3) buffer readonly GWebGPUBuffer2 {\\n vec4 u_ClusterCenters[];\\n} gWebGPUBuffer2;\\n\\n\\n\\n#define MAX_EDGE_PER_VERTEX __DefineValuePlaceholder__MAX_EDGE_PER_VERTEX\\n#define VERTEX_COUNT __DefineValuePlaceholder__VERTEX_COUNT\\nlayout (\\n local_size_x = 1,\\n local_size_y = 1,\\n local_size_z = 1\\n) in;\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\n\\nvec2 calcRepulsive(int i, vec4 currentNode) {float dx = 0.0;\\nfloat dy = 0.0;\\nfor (int j = 0; j < VERTEX_COUNT; j++) {if (i != j) {vec4 nextNode = gWebGPUBuffer0.u_Data[j];\\nfloat xDist = currentNode.x - nextNode.x;\\nfloat yDist = currentNode.y - nextNode.y;\\nfloat dist = ((xDist * xDist) + (yDist * yDist)) + 0.01;\\nfloat param = gWebGPUUniformParams.u_K2 / dist;\\nif (dist > 0.0) {dx += param * xDist;\\ndy += param * yDist;\\nif ((xDist == 0.0) && (yDist == 0.0)) {float sign = (i < j) ? (1.0) : (-1.0);\\ndx += param * sign;\\ndy += param * sign;}}}}\\nreturn vec2(dx, dy);}\\nvec2 calcGravity(vec4 currentNode, vec4 nodeAttributes) {float dx = 0.0;\\nfloat dy = 0.0;\\nfloat vx = currentNode.x - gWebGPUUniformParams.u_Center.x;\\nfloat vy = currentNode.y - gWebGPUUniformParams.u_Center.y;\\nfloat gf = (0.01 * gWebGPUUniformParams.u_K) * gWebGPUUniformParams.u_Gravity;\\ndx = gf * vx;\\ndy = gf * vy;\\nif (gWebGPUUniformParams.u_Clustering == 1.0) {int clusterIdx = int(nodeAttributes.x);\\nvec4 center = gWebGPUBuffer2.u_ClusterCenters[clusterIdx];\\nfloat cvx = currentNode.x - center.x;\\nfloat cvy = currentNode.y - center.y;\\nfloat dist = sqrt((cvx * cvx) + (cvy * cvy)) + 0.01;\\nfloat parma = (gWebGPUUniformParams.u_K * gWebGPUUniformParams.u_ClusterGravity) / dist;\\ndx += parma * cvx;\\ndy += parma * cvy;}\\nreturn vec2(dx, dy);}\\nvec2 calcAttractive(int i, vec4 currentNode) {float dx = 0.0;\\nfloat dy = 0.0;\\nint arr_offset = int(floor(currentNode.z + 0.5));\\nint length = int(floor(currentNode.w + 0.5));\\nvec4 node_buffer;\\nfor (int p = 0; p < MAX_EDGE_PER_VERTEX; p++) {if (p >= length) {break;}\\nint arr_idx = arr_offset + int(p);\\nint buf_offset = arr_idx - ((arr_idx / 4) * 4);\\nif ((p == 0) || (buf_offset == 0)) {node_buffer = gWebGPUBuffer0.u_Data[int(arr_idx / 4)];}\\nfloat float_j = (buf_offset == 0) ? (node_buffer.x) : ((buf_offset == 1) ? (node_buffer.y) : ((buf_offset == 2) ? (node_buffer.z) : (node_buffer.w)));\\nvec4 nextNode = gWebGPUBuffer0.u_Data[int(float_j)];\\nfloat xDist = currentNode.x - nextNode.x;\\nfloat yDist = currentNode.y - nextNode.y;\\nfloat dist = sqrt((xDist * xDist) + (yDist * yDist)) + 0.01;\\nfloat attractiveF = dist / gWebGPUUniformParams.u_K;\\nif (dist > 0.0) {dx -= xDist * attractiveF;\\ndy -= yDist * attractiveF;\\nif ((xDist == 0.0) && (yDist == 0.0)) {float sign = (i < int(float_j)) ? (1.0) : (-1.0);\\ndx -= sign * attractiveF;\\ndy -= sign * attractiveF;}}}\\nreturn vec2(dx, dy);}\\nvoid main() {int i = globalInvocationID.x;\\nvec4 currentNode = gWebGPUBuffer0.u_Data[i];\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nif (i >= VERTEX_COUNT) {gWebGPUBuffer0.u_Data[i] = currentNode;\\nreturn ;}\\nvec4 nodeAttributes = gWebGPUBuffer1.u_AttributeArray[i];\\nif ((nodeAttributes.y != 0.0) && (nodeAttributes.z != 0.0)) {gWebGPUBuffer0.u_Data[i] = vec4(nodeAttributes.y, nodeAttributes.z, currentNode.z, currentNode.w);\\nreturn ;}\\nvec2 repulsive = calcRepulsive(i, currentNode);\\ndx += repulsive.x;\\ndy += repulsive.y;\\nvec2 attractive = calcAttractive(i, currentNode);\\ndx += attractive.x;\\ndy += attractive.y;\\nvec2 gravity = calcGravity(currentNode, nodeAttributes);\\ndx -= gravity.x;\\ndy -= gravity.y;\\ndx *= gWebGPUUniformParams.u_Speed;\\ndy *= gWebGPUUniformParams.u_Speed;\\nfloat distLength = sqrt((dx * dx) + (dy * dy));\\nif (distLength > 0.0) {float limitedDist = min(gWebGPUUniformParams.u_MaxDisplace * gWebGPUUniformParams.u_Speed, distLength);\\ngWebGPUBuffer0.u_Data[i] = vec4(currentNode.x + ((dx / distLength) * limitedDist), currentNode.y + ((dy / distLength) * limitedDist), currentNode.z, currentNode.w);}}\\n","GLSL100":"\\n\\nfloat epsilon = 0.00001;\\nvec2 addrTranslation_1Dto2D(float address1D, vec2 texSize) {\\n vec2 conv_const = vec2(1.0 / texSize.x, 1.0 / (texSize.x * texSize.y));\\n vec2 normAddr2D = float(address1D) * conv_const;\\n return vec2(fract(normAddr2D.x + epsilon), normAddr2D.y);\\n}\\n\\nvoid barrier() {}\\n \\n\\nuniform vec2 u_OutputTextureSize;\\nuniform int u_OutputTexelCount;\\nvarying vec2 v_TexCoord;\\n\\nbool gWebGPUDebug = false;\\nvec4 gWebGPUDebugOutput = vec4(0.0);\\n\\n#define MAX_EDGE_PER_VERTEX __DefineValuePlaceholder__MAX_EDGE_PER_VERTEX\\n#define VERTEX_COUNT __DefineValuePlaceholder__VERTEX_COUNT\\n\\nuniform sampler2D u_Data;\\nuniform vec2 u_DataSize;\\nvec4 getDatau_Data(vec2 address2D) {\\n return vec4(texture2D(u_Data, address2D).rgba);\\n}\\nvec4 getDatau_Data(float address1D) {\\n return getDatau_Data(addrTranslation_1Dto2D(address1D, u_DataSize));\\n}\\nvec4 getDatau_Data(int address1D) {\\n return getDatau_Data(float(address1D));\\n}\\nuniform float u_K;\\nuniform float u_K2;\\nuniform vec2 u_Center;\\nuniform float u_Gravity;\\nuniform float u_ClusterGravity;\\nuniform float u_Speed;\\nuniform float u_MaxDisplace;\\nuniform float u_Clustering;\\nuniform sampler2D u_AttributeArray;\\nuniform vec2 u_AttributeArraySize;\\nvec4 getDatau_AttributeArray(vec2 address2D) {\\n return vec4(texture2D(u_AttributeArray, address2D).rgba);\\n}\\nvec4 getDatau_AttributeArray(float address1D) {\\n return getDatau_AttributeArray(addrTranslation_1Dto2D(address1D, u_AttributeArraySize));\\n}\\nvec4 getDatau_AttributeArray(int address1D) {\\n return getDatau_AttributeArray(float(address1D));\\n}\\nuniform sampler2D u_ClusterCenters;\\nuniform vec2 u_ClusterCentersSize;\\nvec4 getDatau_ClusterCenters(vec2 address2D) {\\n return vec4(texture2D(u_ClusterCenters, address2D).rgba);\\n}\\nvec4 getDatau_ClusterCenters(float address1D) {\\n return getDatau_ClusterCenters(addrTranslation_1Dto2D(address1D, u_ClusterCentersSize));\\n}\\nvec4 getDatau_ClusterCenters(int address1D) {\\n return getDatau_ClusterCenters(float(address1D));\\n}\\nvec2 calcRepulsive(int i, vec4 currentNode) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nfor (int j = 0; j < VERTEX_COUNT; j++) {if (i != j) {vec4 nextNode = getDatau_Data(j);\\nfloat xDist = currentNode.x - nextNode.x;\\nfloat yDist = currentNode.y - nextNode.y;\\nfloat dist = ((xDist * xDist) + (yDist * yDist)) + 0.01;\\nfloat param = u_K2 / dist;\\nif (dist > 0.0) {dx += param * xDist;\\ndy += param * yDist;\\nif ((xDist == 0.0) && (yDist == 0.0)) {float sign = (i < j) ? (1.0) : (-1.0);\\ndx += param * sign;\\ndy += param * sign;}}}}\\nreturn vec2(dx, dy);}\\nvec2 calcGravity(vec4 currentNode, vec4 nodeAttributes) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nfloat vx = currentNode.x - u_Center.x;\\nfloat vy = currentNode.y - u_Center.y;\\nfloat gf = (0.01 * u_K) * u_Gravity;\\ndx = gf * vx;\\ndy = gf * vy;\\nif (u_Clustering == 1.0) {int clusterIdx = int(nodeAttributes.x);\\nvec4 center = getDatau_ClusterCenters(clusterIdx);\\nfloat cvx = currentNode.x - center.x;\\nfloat cvy = currentNode.y - center.y;\\nfloat dist = sqrt((cvx * cvx) + (cvy * cvy)) + 0.01;\\nfloat parma = (u_K * u_ClusterGravity) / dist;\\ndx += parma * cvx;\\ndy += parma * cvy;}\\nreturn vec2(dx, dy);}\\nvec2 calcAttractive(int i, vec4 currentNode) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nint arr_offset = int(floor(currentNode.z + 0.5));\\nint length = int(floor(currentNode.w + 0.5));\\nvec4 node_buffer;\\nfor (int p = 0; p < MAX_EDGE_PER_VERTEX; p++) {if (p >= length) {break;}\\nint arr_idx = arr_offset + int(p);\\nint buf_offset = arr_idx - ((arr_idx / 4) * 4);\\nif ((p == 0) || (buf_offset == 0)) {node_buffer = getDatau_Data(int(arr_idx / 4));}\\nfloat float_j = (buf_offset == 0) ? (node_buffer.x) : ((buf_offset == 1) ? (node_buffer.y) : ((buf_offset == 2) ? (node_buffer.z) : (node_buffer.w)));\\nvec4 nextNode = getDatau_Data(int(float_j));\\nfloat xDist = currentNode.x - nextNode.x;\\nfloat yDist = currentNode.y - nextNode.y;\\nfloat dist = sqrt((xDist * xDist) + (yDist * yDist)) + 0.01;\\nfloat attractiveF = dist / u_K;\\nif (dist > 0.0) {dx -= xDist * attractiveF;\\ndy -= yDist * attractiveF;\\nif ((xDist == 0.0) && (yDist == 0.0)) {float sign = (i < int(float_j)) ? (1.0) : (-1.0);\\ndx -= sign * attractiveF;\\ndy -= sign * attractiveF;}}}\\nreturn vec2(dx, dy);}\\nvoid main() {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nint i = globalInvocationID.x;\\nvec4 currentNode = getDatau_Data(i);\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nif (i >= VERTEX_COUNT) {gl_FragColor = vec4(currentNode);\\nreturn ;}\\nvec4 nodeAttributes = getDatau_AttributeArray(i);\\nif ((nodeAttributes.y != 0.0) && (nodeAttributes.z != 0.0)) {gl_FragColor = vec4(vec4(nodeAttributes.y, nodeAttributes.z, currentNode.z, currentNode.w));\\nreturn ;}\\nvec2 repulsive = calcRepulsive(i, currentNode);\\ndx += repulsive.x;\\ndy += repulsive.y;\\nvec2 attractive = calcAttractive(i, currentNode);\\ndx += attractive.x;\\ndy += attractive.y;\\nvec2 gravity = calcGravity(currentNode, nodeAttributes);\\ndx -= gravity.x;\\ndy -= gravity.y;\\ndx *= u_Speed;\\ndy *= u_Speed;\\nfloat distLength = sqrt((dx * dx) + (dy * dy));\\nif (distLength > 0.0) {float limitedDist = min(u_MaxDisplace * u_Speed, distLength);\\ngl_FragColor = vec4(vec4(currentNode.x + ((dx / distLength) * limitedDist), currentNode.y + ((dy / distLength) * limitedDist), currentNode.z, currentNode.w));}if (gWebGPUDebug) {\\n gl_FragColor = gWebGPUDebugOutput;\\n}}\\n"},"context":{"name":"","dispatch":[1,1,1],"threadGroupSize":[1,1,1],"maxIteration":1,"defines":[{"name":"MAX_EDGE_PER_VERTEX","type":"Float","runtime":true},{"name":"VERTEX_COUNT","type":"Float","runtime":true}],"uniforms":[{"name":"u_Data","type":"vec4<f32>[]","storageClass":"StorageBuffer","readonly":false,"writeonly":false,"size":[1,1]},{"name":"u_K","type":"Float","storageClass":"Uniform","readonly":true,"writeonly":false,"size":[1,1]},{"name":"u_K2","type":"Float","storageClass":"Uniform","readonly":true,"writeonly":false,"size":[1,1]},{"name":"u_Center","type":"vec2<f32>","storageClass":"Uniform","readonly":true,"writeonly":false,"size":[1,1]},{"name":"u_Gravity","type":"Float","storageClass":"Uniform","readonly":true,"writeonly":false,"size":[1,1]},{"name":"u_ClusterGravity","type":"Float","storageClass":"Uniform","readonly":true,"writeonly":false,"size":[1,1]},{"name":"u_Speed","type":"Float","storageClass":"Uniform","readonly":true,"writeonly":false,"size":[1,1]},{"name":"u_MaxDisplace","type":"Float","storageClass":"Uniform","readonly":true,"writeonly":false,"size":[1,1]},{"name":"u_Clustering","type":"Float","storageClass":"Uniform","readonly":true,"writeonly":false,"size":[1,1]},{"name":"u_AttributeArray","type":"vec4<f32>[]","storageClass":"StorageBuffer","readonly":true,"writeonly":false,"size":[1,1]},{"name":"u_ClusterCenters","type":"vec4<f32>[]","storageClass":"StorageBuffer","readonly":true,"writeonly":false,"size":[1,1]}],"globalDeclarations":[],"output":{"name":"u_Data","size":[1,1],"length":1},"needPingpong":true}}`;
|
|
161
|
+
export const fruchtermanBundle = `{"shaders":{"WGSL":"","GLSL450":"","GLSL100":"\\n\\nfloat epsilon = 0.00001;\\nvec2 addrTranslation_1Dto2D(float address1D, vec2 texSize) {\\n vec2 conv_const = vec2(1.0 / texSize.x, 1.0 / (texSize.x * texSize.y));\\n vec2 normAddr2D = float(address1D) * conv_const;\\n return vec2(fract(normAddr2D.x + epsilon), normAddr2D.y);\\n}\\n\\nvoid barrier() {}\\n \\n\\nuniform vec2 u_OutputTextureSize;\\nuniform int u_OutputTexelCount;\\nvarying vec2 v_TexCoord;\\n\\nbool gWebGPUDebug = false;\\nvec4 gWebGPUDebugOutput = vec4(0.0);\\n\\n#define MAX_EDGE_PER_VERTEX __DefineValuePlaceholder__MAX_EDGE_PER_VERTEX\\n#define VERTEX_COUNT __DefineValuePlaceholder__VERTEX_COUNT\\n\\nuniform sampler2D u_Data;\\nuniform vec2 u_DataSize;\\nvec4 getDatau_Data(vec2 address2D) {\\n return vec4(texture2D(u_Data, address2D).rgba);\\n}\\nvec4 getDatau_Data(float address1D) {\\n return getDatau_Data(addrTranslation_1Dto2D(address1D, u_DataSize));\\n}\\nvec4 getDatau_Data(int address1D) {\\n return getDatau_Data(float(address1D));\\n}\\nuniform float u_K;\\nuniform float u_K2;\\nuniform vec2 u_Center;\\nuniform float u_Gravity;\\nuniform float u_ClusterGravity;\\nuniform float u_Speed;\\nuniform float u_MaxDisplace;\\nuniform float u_Clustering;\\nuniform sampler2D u_AttributeArray;\\nuniform vec2 u_AttributeArraySize;\\nvec4 getDatau_AttributeArray(vec2 address2D) {\\n return vec4(texture2D(u_AttributeArray, address2D).rgba);\\n}\\nvec4 getDatau_AttributeArray(float address1D) {\\n return getDatau_AttributeArray(addrTranslation_1Dto2D(address1D, u_AttributeArraySize));\\n}\\nvec4 getDatau_AttributeArray(int address1D) {\\n return getDatau_AttributeArray(float(address1D));\\n}\\nuniform sampler2D u_ClusterCenters;\\nuniform vec2 u_ClusterCentersSize;\\nvec4 getDatau_ClusterCenters(vec2 address2D) {\\n return vec4(texture2D(u_ClusterCenters, address2D).rgba);\\n}\\nvec4 getDatau_ClusterCenters(float address1D) {\\n return getDatau_ClusterCenters(addrTranslation_1Dto2D(address1D, u_ClusterCentersSize));\\n}\\nvec4 getDatau_ClusterCenters(int address1D) {\\n return getDatau_ClusterCenters(float(address1D));\\n}\\nvec2 calcRepulsive(int i, vec4 currentNode) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nfor (int j = 0; j < VERTEX_COUNT; j++) {if (i != j) {vec4 nextNode = getDatau_Data(j);\\nfloat xDist = currentNode.x - nextNode.x;\\nfloat yDist = currentNode.y - nextNode.y;\\nfloat dist = ((xDist * xDist) + (yDist * yDist)) + 0.01;\\nfloat param = u_K2 / dist;\\nif (dist > 0.0) {dx += param * xDist;\\ndy += param * yDist;\\nif ((xDist == 0.0) && (yDist == 0.0)) {float sign = (i < j) ? (1.0) : (-1.0);\\ndx += param * sign;\\ndy += param * sign;}}}}\\nreturn vec2(dx, dy);}\\nvec2 calcGravity(vec4 currentNode, vec4 nodeAttributes) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nfloat vx = currentNode.x - u_Center.x;\\nfloat vy = currentNode.y - u_Center.y;\\nfloat gf = (0.01 * u_K) * u_Gravity;\\ndx = gf * vx;\\ndy = gf * vy;\\nif (u_Clustering == 1.0) {int clusterIdx = int(nodeAttributes.x);\\nvec4 center = getDatau_ClusterCenters(clusterIdx);\\nfloat cvx = currentNode.x - center.x;\\nfloat cvy = currentNode.y - center.y;\\nfloat dist = sqrt((cvx * cvx) + (cvy * cvy)) + 0.01;\\nfloat parma = (u_K * u_ClusterGravity) / dist;\\ndx += parma * cvx;\\ndy += parma * cvy;}\\nreturn vec2(dx, dy);}\\nvec2 calcAttractive(int i, vec4 currentNode) {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nint arr_offset = int(floor(currentNode.z + 0.5));\\nint length = int(floor(currentNode.w + 0.5));\\nvec4 node_buffer;\\nfor (int p = 0; p < MAX_EDGE_PER_VERTEX; p++) {if (p >= length) {break;}\\nint arr_idx = arr_offset + int(p);\\nint buf_offset = arr_idx - ((arr_idx / 4) * 4);\\nif ((p == 0) || (buf_offset == 0)) {node_buffer = getDatau_Data(int(arr_idx / 4));}\\nfloat float_j = (buf_offset == 0) ? (node_buffer.x) : ((buf_offset == 1) ? (node_buffer.y) : ((buf_offset == 2) ? (node_buffer.z) : (node_buffer.w)));\\nvec4 nextNode = getDatau_Data(int(float_j));\\nfloat xDist = currentNode.x - nextNode.x;\\nfloat yDist = currentNode.y - nextNode.y;\\nfloat dist = sqrt((xDist * xDist) + (yDist * yDist)) + 0.01;\\nfloat attractiveF = dist / u_K;\\nif (dist > 0.0) {dx -= xDist * attractiveF;\\ndy -= yDist * attractiveF;\\nif ((xDist == 0.0) && (yDist == 0.0)) {float sign = (i < int(float_j)) ? (1.0) : (-1.0);\\ndx -= sign * attractiveF;\\ndy -= sign * attractiveF;}}}\\nreturn vec2(dx, dy);}\\nvoid main() {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nint i = globalInvocationID.x;\\nvec4 currentNode = getDatau_Data(i);\\nfloat dx = 0.0;\\nfloat dy = 0.0;\\nif (i >= VERTEX_COUNT) {gl_FragColor = vec4(currentNode);\\nreturn ;}\\nvec4 nodeAttributes = getDatau_AttributeArray(i);\\nif ((nodeAttributes.y != 0.0) && (nodeAttributes.z != 0.0)) {gl_FragColor = vec4(vec4(nodeAttributes.y, nodeAttributes.z, currentNode.z, currentNode.w));\\nreturn ;}\\nvec2 repulsive = calcRepulsive(i, currentNode);\\ndx += repulsive.x;\\ndy += repulsive.y;\\nvec2 attractive = calcAttractive(i, currentNode);\\ndx += attractive.x;\\ndy += attractive.y;\\nvec2 gravity = calcGravity(currentNode, nodeAttributes);\\ndx -= gravity.x;\\ndy -= gravity.y;\\ndx *= u_Speed;\\ndy *= u_Speed;\\nfloat distLength = sqrt((dx * dx) + (dy * dy));\\nif (distLength > 0.0) {float limitedDist = min(u_MaxDisplace * u_Speed, distLength);\\ngl_FragColor = vec4(vec4(currentNode.x + ((dx / distLength) * limitedDist), currentNode.y + ((dy / distLength) * limitedDist), currentNode.z, currentNode.w));}if (gWebGPUDebug) {\\n gl_FragColor = gWebGPUDebugOutput;\\n}}\\n"},"context":{"name":"","dispatch":[1,1,1],"threadGroupSize":[1,1,1],"maxIteration":1,"defines":[{"name":"MAX_EDGE_PER_VERTEX","type":"Float","runtime":true},{"name":"VERTEX_COUNT","type":"Float","runtime":true}],"uniforms":[{"name":"u_Data","type":"vec4<f32>[]","storageClass":"StorageBuffer","readonly":false,"writeonly":false,"size":[1,1]},{"name":"u_K","type":"Float","storageClass":"Uniform","readonly":true,"writeonly":false,"size":[1,1]},{"name":"u_K2","type":"Float","storageClass":"Uniform","readonly":true,"writeonly":false,"size":[1,1]},{"name":"u_Center","type":"vec2<f32>","storageClass":"Uniform","readonly":true,"writeonly":false,"size":[1,1]},{"name":"u_Gravity","type":"Float","storageClass":"Uniform","readonly":true,"writeonly":false,"size":[1,1]},{"name":"u_ClusterGravity","type":"Float","storageClass":"Uniform","readonly":true,"writeonly":false,"size":[1,1]},{"name":"u_Speed","type":"Float","storageClass":"Uniform","readonly":true,"writeonly":false,"size":[1,1]},{"name":"u_MaxDisplace","type":"Float","storageClass":"Uniform","readonly":true,"writeonly":false,"size":[1,1]},{"name":"u_Clustering","type":"Float","storageClass":"Uniform","readonly":true,"writeonly":false,"size":[1,1]},{"name":"u_AttributeArray","type":"vec4<f32>[]","storageClass":"StorageBuffer","readonly":true,"writeonly":false,"size":[1,1]},{"name":"u_ClusterCenters","type":"vec4<f32>[]","storageClass":"StorageBuffer","readonly":true,"writeonly":false,"size":[1,1]}],"globalDeclarations":[],"output":{"name":"u_Data","size":[1,1],"length":1},"needPingpong":true}}`;
|
|
162
162
|
export const clusterCode = `
|
|
163
163
|
import { globalInvocationID } from 'g-webgpu';
|
|
164
164
|
const VERTEX_COUNT;
|
|
@@ -197,5 +197,5 @@ class CalcCenter {
|
|
|
197
197
|
}
|
|
198
198
|
}
|
|
199
199
|
`;
|
|
200
|
-
export const clusterBundle = `{"shaders":{"WGSL":"
|
|
200
|
+
export const clusterBundle = `{"shaders":{"WGSL":"","GLSL450":"","GLSL100":"\\n\\nfloat epsilon = 0.00001;\\nvec2 addrTranslation_1Dto2D(float address1D, vec2 texSize) {\\n vec2 conv_const = vec2(1.0 / texSize.x, 1.0 / (texSize.x * texSize.y));\\n vec2 normAddr2D = float(address1D) * conv_const;\\n return vec2(fract(normAddr2D.x + epsilon), normAddr2D.y);\\n}\\n\\nvoid barrier() {}\\n \\n\\nuniform vec2 u_OutputTextureSize;\\nuniform int u_OutputTexelCount;\\nvarying vec2 v_TexCoord;\\n\\nbool gWebGPUDebug = false;\\nvec4 gWebGPUDebugOutput = vec4(0.0);\\n\\n#define VERTEX_COUNT __DefineValuePlaceholder__VERTEX_COUNT\\n#define CLUSTER_COUNT __DefineValuePlaceholder__CLUSTER_COUNT\\n\\nuniform sampler2D u_Data;\\nuniform vec2 u_DataSize;\\nvec4 getDatau_Data(vec2 address2D) {\\n return vec4(texture2D(u_Data, address2D).rgba);\\n}\\nvec4 getDatau_Data(float address1D) {\\n return getDatau_Data(addrTranslation_1Dto2D(address1D, u_DataSize));\\n}\\nvec4 getDatau_Data(int address1D) {\\n return getDatau_Data(float(address1D));\\n}\\nuniform sampler2D u_NodeAttributes;\\nuniform vec2 u_NodeAttributesSize;\\nvec4 getDatau_NodeAttributes(vec2 address2D) {\\n return vec4(texture2D(u_NodeAttributes, address2D).rgba);\\n}\\nvec4 getDatau_NodeAttributes(float address1D) {\\n return getDatau_NodeAttributes(addrTranslation_1Dto2D(address1D, u_NodeAttributesSize));\\n}\\nvec4 getDatau_NodeAttributes(int address1D) {\\n return getDatau_NodeAttributes(float(address1D));\\n}\\nuniform sampler2D u_ClusterCenters;\\nuniform vec2 u_ClusterCentersSize;\\nvec4 getDatau_ClusterCenters(vec2 address2D) {\\n return vec4(texture2D(u_ClusterCenters, address2D).rgba);\\n}\\nvec4 getDatau_ClusterCenters(float address1D) {\\n return getDatau_ClusterCenters(addrTranslation_1Dto2D(address1D, u_ClusterCentersSize));\\n}\\nvec4 getDatau_ClusterCenters(int address1D) {\\n return getDatau_ClusterCenters(float(address1D));\\n}\\nvoid main() {\\nivec3 workGroupSize = ivec3(1, 1, 1);\\nivec3 numWorkGroups = ivec3(1, 1, 1); \\nint globalInvocationIndex = int(floor(v_TexCoord.x * u_OutputTextureSize.x))\\n + int(floor(v_TexCoord.y * u_OutputTextureSize.y)) * int(u_OutputTextureSize.x);\\nint workGroupIDLength = globalInvocationIndex / (workGroupSize.x * workGroupSize.y * workGroupSize.z);\\nivec3 workGroupID = ivec3(workGroupIDLength / numWorkGroups.y / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.z, workGroupIDLength / numWorkGroups.x / numWorkGroups.y);\\nint localInvocationIDZ = globalInvocationIndex / (workGroupSize.x * workGroupSize.y);\\nint localInvocationIDY = (globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y) / workGroupSize.x;\\nint localInvocationIDX = globalInvocationIndex - localInvocationIDZ * workGroupSize.x * workGroupSize.y - localInvocationIDY * workGroupSize.x;\\nivec3 localInvocationID = ivec3(localInvocationIDX, localInvocationIDY, localInvocationIDZ);\\nivec3 globalInvocationID = workGroupID * workGroupSize + localInvocationID;\\nint localInvocationIndex = localInvocationID.z * workGroupSize.x * workGroupSize.y\\n + localInvocationID.y * workGroupSize.x + localInvocationID.x;\\nint i = globalInvocationID.x;\\nvec4 center = getDatau_ClusterCenters(i);\\nfloat sumx = 0.0;\\nfloat sumy = 0.0;\\nfloat count = 0.0;\\nfor (int j = 0; j < VERTEX_COUNT; j++) {vec4 attributes = getDatau_NodeAttributes(j);\\nint clusterIdx = int(attributes.x);\\nvec4 vertex = getDatau_Data(j);\\nif (clusterIdx == i) {sumx += vertex.x;\\nsumy += vertex.y;\\ncount += 1.0;}}\\ngl_FragColor = vec4(vec4(sumx / count, sumy / count, count, i));if (gWebGPUDebug) {\\n gl_FragColor = gWebGPUDebugOutput;\\n}}\\n"},"context":{"name":"","dispatch":[1,1,1],"threadGroupSize":[1,1,1],"maxIteration":1,"defines":[{"name":"VERTEX_COUNT","type":"Float","runtime":true},{"name":"CLUSTER_COUNT","type":"Float","runtime":true}],"uniforms":[{"name":"u_Data","type":"vec4<f32>[]","storageClass":"StorageBuffer","readonly":true,"writeonly":false,"size":[1,1]},{"name":"u_NodeAttributes","type":"vec4<f32>[]","storageClass":"StorageBuffer","readonly":true,"writeonly":false,"size":[1,1]},{"name":"u_ClusterCenters","type":"vec4<f32>[]","storageClass":"StorageBuffer","readonly":false,"writeonly":false,"size":[1,1]}],"globalDeclarations":[],"output":{"name":"u_ClusterCenters","size":[1,1],"length":1},"needPingpong":true}}`;
|
|
201
201
|
//# sourceMappingURL=fruchtermanShader.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"fruchtermanShader.js","sourceRoot":"","sources":["../../../src/layout/gpu/fruchtermanShader.ts"],"names":[],"mappings":"AAAA,MAAM,
|
|
1
|
+
{"version":3,"file":"fruchtermanShader.js","sourceRoot":"","sources":["../../../src/layout/gpu/fruchtermanShader.ts"],"names":[],"mappings":"AAAA,MAAM,CAAC,MAAM,eAAe,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+J9B,CAAC;AAEF,MAAM,CAAC,MAAM,iBAAiB,GAAG,0xXAA0xX,CAAC;AAE5zX,MAAM,CAAC,MAAM,WAAW,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqC1B,CAAC;AAEF,MAAM,CAAC,MAAM,aAAa,GAAG,0xIAA0xI,CAAC"}
|