@deck.gl/extensions 9.0.0-alpha.5 → 9.0.0-alpha.7

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Files changed (95) hide show
  1. package/dist/dist.dev.js +4744 -4644
  2. package/dist/es5/brushing/shader-module.js +2 -2
  3. package/dist/es5/brushing/shader-module.js.map +1 -1
  4. package/dist/es5/clip/clip-extension.js +4 -4
  5. package/dist/es5/clip/clip-extension.js.map +1 -1
  6. package/dist/es5/collision-filter/shader-module.js +1 -1
  7. package/dist/es5/collision-filter/shader-module.js.map +1 -1
  8. package/dist/es5/data-filter/aggregator.js +2 -2
  9. package/dist/es5/data-filter/aggregator.js.map +1 -1
  10. package/dist/es5/data-filter/shader-module.js +2 -2
  11. package/dist/es5/data-filter/shader-module.js.map +1 -1
  12. package/dist/es5/fill-style/shaders.glsl.js +3 -3
  13. package/dist/es5/fill-style/shaders.glsl.js.map +1 -1
  14. package/dist/es5/fp64/project64.js.map +1 -1
  15. package/dist/es5/mask/shader-module.js +4 -4
  16. package/dist/es5/mask/shader-module.js.map +1 -1
  17. package/dist/es5/path-style/shaders.glsl.js +4 -4
  18. package/dist/es5/path-style/shaders.glsl.js.map +1 -1
  19. package/dist/es5/terrain/shader-module.js +5 -5
  20. package/dist/es5/terrain/shader-module.js.map +1 -1
  21. package/dist/esm/brushing/shader-module.js +4 -4
  22. package/dist/esm/brushing/shader-module.js.map +1 -1
  23. package/dist/esm/clip/clip-extension.js +4 -4
  24. package/dist/esm/clip/clip-extension.js.map +1 -1
  25. package/dist/esm/collision-filter/shader-module.js +3 -3
  26. package/dist/esm/collision-filter/shader-module.js.map +1 -1
  27. package/dist/esm/data-filter/aggregator.js +11 -7
  28. package/dist/esm/data-filter/aggregator.js.map +1 -1
  29. package/dist/esm/data-filter/shader-module.js +4 -4
  30. package/dist/esm/data-filter/shader-module.js.map +1 -1
  31. package/dist/esm/fill-style/shaders.glsl.js +10 -10
  32. package/dist/esm/fill-style/shaders.glsl.js.map +1 -1
  33. package/dist/esm/fp64/project64.js.map +1 -1
  34. package/dist/esm/mask/shader-module.js +5 -5
  35. package/dist/esm/mask/shader-module.js.map +1 -1
  36. package/dist/esm/path-style/shaders.glsl.js +9 -13
  37. package/dist/esm/path-style/shaders.glsl.js.map +1 -1
  38. package/dist/esm/terrain/shader-module.js +5 -5
  39. package/dist/esm/terrain/shader-module.js.map +1 -1
  40. package/dist.min.js +170 -173
  41. package/package.json +8 -8
  42. package/src/brushing/shader-module.ts +6 -5
  43. package/src/clip/clip-extension.ts +6 -5
  44. package/src/collision-filter/shader-module.ts +4 -4
  45. package/src/data-filter/aggregator.ts +11 -7
  46. package/src/data-filter/shader-module.ts +5 -6
  47. package/src/fill-style/shaders.glsl.ts +12 -11
  48. package/src/fp64/project64.ts +2 -1
  49. package/src/mask/shader-module.ts +6 -6
  50. package/src/path-style/shaders.glsl.ts +9 -13
  51. package/src/terrain/shader-module.ts +6 -6
  52. package/typed/brushing/brushing-extension.d.ts +1 -1
  53. package/typed/brushing/brushing-extension.d.ts.map +1 -1
  54. package/typed/brushing/shader-module.d.ts +3 -2
  55. package/typed/brushing/shader-module.d.ts.map +1 -1
  56. package/typed/clip/clip-extension.d.ts +4 -3
  57. package/typed/clip/clip-extension.d.ts.map +1 -1
  58. package/typed/collision-filter/collision-filter-extension.d.ts +1 -1
  59. package/typed/collision-filter/collision-filter-extension.d.ts.map +1 -1
  60. package/typed/collision-filter/collision-filter-pass.d.ts +1 -1
  61. package/typed/collision-filter/collision-filter-pass.d.ts.map +1 -1
  62. package/typed/collision-filter/shader-module.d.ts +2 -2
  63. package/typed/collision-filter/shader-module.d.ts.map +1 -1
  64. package/typed/data-filter/aggregator.d.ts.map +1 -1
  65. package/typed/data-filter/data-filter-extension.d.ts +2 -2
  66. package/typed/data-filter/data-filter-extension.d.ts.map +1 -1
  67. package/typed/data-filter/shader-module.d.ts +2 -2
  68. package/typed/data-filter/shader-module.d.ts.map +1 -1
  69. package/typed/fill-style/fill-style-extension.d.ts +2 -2
  70. package/typed/fill-style/fill-style-extension.d.ts.map +1 -1
  71. package/typed/fill-style/shaders.glsl.d.ts +3 -2
  72. package/typed/fill-style/shaders.glsl.d.ts.map +1 -1
  73. package/typed/fp64/project64.d.ts +3 -2
  74. package/typed/fp64/project64.d.ts.map +1 -1
  75. package/typed/mask/mask-effect.d.ts +2 -2
  76. package/typed/mask/mask-effect.d.ts.map +1 -1
  77. package/typed/mask/mask-extension.d.ts +1 -1
  78. package/typed/mask/mask-extension.d.ts.map +1 -1
  79. package/typed/mask/mask-pass.d.ts +1 -1
  80. package/typed/mask/mask-pass.d.ts.map +1 -1
  81. package/typed/mask/shader-module.d.ts +2 -2
  82. package/typed/mask/shader-module.d.ts.map +1 -1
  83. package/typed/path-style/path-style-extension.d.ts +2 -2
  84. package/typed/path-style/path-style-extension.d.ts.map +1 -1
  85. package/typed/path-style/shaders.glsl.d.ts.map +1 -1
  86. package/typed/terrain/shader-module.d.ts +2 -2
  87. package/typed/terrain/shader-module.d.ts.map +1 -1
  88. package/typed/terrain/terrain-extension.d.ts +1 -1
  89. package/typed/terrain/terrain-extension.d.ts.map +1 -1
  90. package/typed/terrain/terrain-pass.d.ts +1 -1
  91. package/typed/terrain/terrain-pass.d.ts.map +1 -1
  92. package/typed/terrain/terrain-picking-pass.d.ts +1 -1
  93. package/typed/terrain/terrain-picking-pass.d.ts.map +1 -1
  94. package/typed/utils/projection-utils.d.ts +1 -1
  95. package/typed/utils/projection-utils.d.ts.map +1 -1
@@ -7,8 +7,8 @@ exports.default = void 0;
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  var _core = require("@deck.gl/core");
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- var vs = "\n uniform bool brushing_enabled;\n uniform int brushing_target;\n uniform vec2 brushing_mousePos;\n uniform float brushing_radius;\n\n #ifdef NON_INSTANCED_MODEL\n attribute vec2 brushingTargets;\n #else\n attribute vec2 instanceBrushingTargets;\n #endif\n\n varying float brushing_isVisible;\n\n bool brushing_isPointInRange(vec2 position) {\n if (!brushing_enabled) {\n return true;\n }\n vec2 source_commonspace = project_position(position);\n vec2 target_commonspace = project_position(brushing_mousePos);\n float distance = length((target_commonspace - source_commonspace) / project_uCommonUnitsPerMeter.xy);\n\n return distance <= brushing_radius;\n }\n\n bool brushing_arePointsInRange(vec2 sourcePos, vec2 targetPos) {\n return brushing_isPointInRange(sourcePos) || brushing_isPointInRange(targetPos);\n }\n\n void brushing_setVisible(bool visible) {\n brushing_isVisible = float(visible);\n }\n";
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- var fs = "\n uniform bool brushing_enabled;\n varying float brushing_isVisible;\n";
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+ var vs = "\n uniform bool brushing_enabled;\n uniform int brushing_target;\n uniform vec2 brushing_mousePos;\n uniform float brushing_radius;\n\n #ifdef NON_INSTANCED_MODEL\n in vec2 brushingTargets;\n #else\n in vec2 instanceBrushingTargets;\n #endif\n\n out float brushing_isVisible;\n\n bool brushing_isPointInRange(vec2 position) {\n if (!brushing_enabled) {\n return true;\n }\n vec2 source_commonspace = project_position(position);\n vec2 target_commonspace = project_position(brushing_mousePos);\n float distance = length((target_commonspace - source_commonspace) / project_uCommonUnitsPerMeter.xy);\n\n return distance <= brushing_radius;\n }\n\n bool brushing_arePointsInRange(vec2 sourcePos, vec2 targetPos) {\n return brushing_isPointInRange(sourcePos) || brushing_isPointInRange(targetPos);\n }\n\n void brushing_setVisible(bool visible) {\n brushing_isVisible = float(visible);\n }\n";
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+ var fs = "\n uniform bool brushing_enabled;\n in float brushing_isVisible;\n";
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  var TARGET = {
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  source: 0,
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  target: 1,
@@ -1 +1 @@
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- {"version":3,"sources":["../../../src/brushing/shader-module.ts"],"names":["vs","fs","TARGET","source","target","custom","source_target","inject","name","dependencies","project","getUniforms","opts","brushingEnabled","brushingRadius","brushingTarget","mousePosition","viewport","brushing_enabled","Boolean","containsPixel","brushing_radius","brushing_target","brushing_mousePos","unproject","x","y"],"mappings":";;;;;;;AAoBA;;AAWA,IAAMA,EAAE,07BAAR;AAkCA,IAAMC,EAAE,8EAAR;AAKA,IAAMC,MAAM,GAAG;AACbC,EAAAA,MAAM,EAAE,CADK;AAEbC,EAAAA,MAAM,EAAE,CAFK;AAGbC,EAAAA,MAAM,EAAE,CAHK;AAIbC,EAAAA,aAAa,EAAE;AAJF,CAAf;AAOA,IAAMC,MAAM,GAAG;AACb,6zBADa;AA2Bb;AA3Ba,CAAf;eAkCe;AACbC,EAAAA,IAAI,EAAE,UADO;AAEbC,EAAAA,YAAY,EAAE,CAACC,aAAD,CAFD;AAGbV,EAAAA,EAAE,EAAFA,EAHa;AAIbC,EAAAA,EAAE,EAAFA,EAJa;AAKbM,EAAAA,MAAM,EAANA,MALa;AAMbI,EAAAA,WAAW,EAAE,qBAACC,IAAD,EAA6D;AACxE,QAAI,CAACA,IAAD,IAAS,EAAE,cAAcA,IAAhB,CAAb,EAAoC;AAClC,aAAO,EAAP;AACD;;AACD,gCAMIA,IANJ,CACEC,eADF;AAAA,QACEA,eADF,sCACoB,IADpB;AAAA,+BAMID,IANJ,CAEEE,cAFF;AAAA,QAEEA,cAFF,qCAEmB,KAFnB;AAAA,+BAMIF,IANJ,CAGEG,cAHF;AAAA,QAGEA,cAHF,qCAGmB,QAHnB;AAAA,QAIEC,aAJF,GAMIJ,IANJ,CAIEI,aAJF;AAAA,QAKEC,QALF,GAMIL,IANJ,CAKEK,QALF;AAOA,WAAO;AACLC,MAAAA,gBAAgB,EAAEC,OAAO,CACvBN,eAAe,IAAIG,aAAnB,IAAoCC,QAAQ,CAACG,aAAT,CAAuBJ,aAAvB,CADb,CADpB;AAILK,MAAAA,eAAe,EAAEP,cAJZ;AAKLQ,MAAAA,eAAe,EAAEpB,MAAM,CAACa,cAAD,CAAN,IAA0B,CALtC;AAMLQ,MAAAA,iBAAiB,EAAEP,aAAa,GAC5BC,QAAQ,CAACO,SAAT,CAAmB,CAACR,aAAa,CAACS,CAAd,GAAkBR,QAAQ,CAACQ,CAA5B,EAA+BT,aAAa,CAACU,CAAd,GAAkBT,QAAQ,CAACS,CAA1D,CAAnB,CAD4B,GAE5B,CAAC,CAAD,EAAI,CAAJ;AARC,KAAP;AAUD;AA3BY,C","sourcesContent":["// Copyright (c) 2015-2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n/* eslint-disable camelcase */\nimport {project} from '@deck.gl/core';\nimport type {Viewport, _ShaderModule as ShaderModule} from '@deck.gl/core';\n\nimport type {BrushingExtensionProps} from './brushing-extension';\n\ntype BrushingModuleSettings = {\n // From layer context\n viewport: Viewport;\n mousePosition?: {x: number; y: number};\n} & BrushingExtensionProps;\n\nconst vs = `\n uniform bool brushing_enabled;\n uniform int brushing_target;\n uniform vec2 brushing_mousePos;\n uniform float brushing_radius;\n\n #ifdef NON_INSTANCED_MODEL\n attribute vec2 brushingTargets;\n #else\n attribute vec2 instanceBrushingTargets;\n #endif\n\n varying float brushing_isVisible;\n\n bool brushing_isPointInRange(vec2 position) {\n if (!brushing_enabled) {\n return true;\n }\n vec2 source_commonspace = project_position(position);\n vec2 target_commonspace = project_position(brushing_mousePos);\n float distance = length((target_commonspace - source_commonspace) / project_uCommonUnitsPerMeter.xy);\n\n return distance <= brushing_radius;\n }\n\n bool brushing_arePointsInRange(vec2 sourcePos, vec2 targetPos) {\n return brushing_isPointInRange(sourcePos) || brushing_isPointInRange(targetPos);\n }\n\n void brushing_setVisible(bool visible) {\n brushing_isVisible = float(visible);\n }\n`;\n\nconst fs = `\n uniform bool brushing_enabled;\n varying float brushing_isVisible;\n`;\n\nconst TARGET = {\n source: 0,\n target: 1,\n custom: 2,\n source_target: 3\n};\n\nconst inject = {\n 'vs:DECKGL_FILTER_GL_POSITION': `\n vec2 brushingTarget;\n vec2 brushingSource;\n if (brushing_target == 3) {\n brushingTarget = geometry.worldPositionAlt.xy;\n brushingSource = geometry.worldPosition.xy;\n } else if (brushing_target == 0) {\n brushingTarget = geometry.worldPosition.xy;\n } else if (brushing_target == 1) {\n brushingTarget = geometry.worldPositionAlt.xy;\n } else {\n #ifdef NON_INSTANCED_MODEL\n brushingTarget = brushingTargets;\n #else\n brushingTarget = instanceBrushingTargets;\n #endif\n }\n bool visible;\n if (brushing_target == 3) {\n visible = brushing_arePointsInRange(brushingSource, brushingTarget);\n } else {\n visible = brushing_isPointInRange(brushingTarget);\n }\n brushing_setVisible(visible);\n `,\n\n 'fs:DECKGL_FILTER_COLOR': `\n if (brushing_enabled && brushing_isVisible < 0.5) {\n discard;\n }\n `\n};\n\nexport default {\n name: 'brushing',\n dependencies: [project],\n vs,\n fs,\n inject,\n getUniforms: (opts?: BrushingModuleSettings | {}): Record<string, any> => {\n if (!opts || !('viewport' in opts)) {\n return {};\n }\n const {\n brushingEnabled = true,\n brushingRadius = 10000,\n brushingTarget = 'source',\n mousePosition,\n viewport\n } = opts;\n return {\n brushing_enabled: Boolean(\n brushingEnabled && mousePosition && viewport.containsPixel(mousePosition)\n ),\n brushing_radius: brushingRadius,\n brushing_target: TARGET[brushingTarget] || 0,\n brushing_mousePos: mousePosition\n ? viewport.unproject([mousePosition.x - viewport.x, mousePosition.y - viewport.y])\n : [0, 0]\n };\n }\n} as ShaderModule<BrushingModuleSettings>;\n"],"file":"shader-module.js"}
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+ {"version":3,"sources":["../../../src/brushing/shader-module.ts"],"names":["vs","fs","TARGET","source","target","custom","source_target","inject","name","dependencies","project","getUniforms","opts","brushingEnabled","brushingRadius","brushingTarget","mousePosition","viewport","brushing_enabled","Boolean","containsPixel","brushing_radius","brushing_target","brushing_mousePos","unproject","x","y"],"mappings":";;;;;;;AAqBA;;AAWA,IAAMA,EAAE,w6BAAR;AAkCA,IAAMC,EAAE,yEAAR;AAKA,IAAMC,MAAM,GAAG;AACbC,EAAAA,MAAM,EAAE,CADK;AAEbC,EAAAA,MAAM,EAAE,CAFK;AAGbC,EAAAA,MAAM,EAAE,CAHK;AAIbC,EAAAA,aAAa,EAAE;AAJF,CAAf;AAOA,IAAMC,MAAM,GAAG;AACb,6zBADa;AA2Bb;AA3Ba,CAAf;eAkCe;AACbC,EAAAA,IAAI,EAAE,UADO;AAEbC,EAAAA,YAAY,EAAE,CAACC,aAAD,CAFD;AAGbV,EAAAA,EAAE,EAAFA,EAHa;AAIbC,EAAAA,EAAE,EAAFA,EAJa;AAKbM,EAAAA,MAAM,EAANA,MALa;AAMbI,EAAAA,WAAW,EAAE,qBAACC,IAAD,EAA6D;AACxE,QAAI,CAACA,IAAD,IAAS,EAAE,cAAcA,IAAhB,CAAb,EAAoC;AAClC,aAAO,EAAP;AACD;;AACD,gCAMIA,IANJ,CACEC,eADF;AAAA,QACEA,eADF,sCACoB,IADpB;AAAA,+BAMID,IANJ,CAEEE,cAFF;AAAA,QAEEA,cAFF,qCAEmB,KAFnB;AAAA,+BAMIF,IANJ,CAGEG,cAHF;AAAA,QAGEA,cAHF,qCAGmB,QAHnB;AAAA,QAIEC,aAJF,GAMIJ,IANJ,CAIEI,aAJF;AAAA,QAKEC,QALF,GAMIL,IANJ,CAKEK,QALF;AAOA,WAAO;AACLC,MAAAA,gBAAgB,EAAEC,OAAO,CACvBN,eAAe,IAAIG,aAAnB,IAAoCC,QAAQ,CAACG,aAAT,CAAuBJ,aAAvB,CADb,CADpB;AAILK,MAAAA,eAAe,EAAEP,cAJZ;AAKLQ,MAAAA,eAAe,EAAEpB,MAAM,CAACa,cAAD,CAAN,IAA0B,CALtC;AAMLQ,MAAAA,iBAAiB,EAAEP,aAAa,GAC5BC,QAAQ,CAACO,SAAT,CAAmB,CAACR,aAAa,CAACS,CAAd,GAAkBR,QAAQ,CAACQ,CAA5B,EAA+BT,aAAa,CAACU,CAAd,GAAkBT,QAAQ,CAACS,CAA1D,CAAnB,CAD4B,GAE5B,CAAC,CAAD,EAAI,CAAJ;AARC,KAAP;AAUD;AA3BY,C","sourcesContent":["// Copyright (c) 2015-2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n/* eslint-disable camelcase */\nimport type {ShaderModule} from '@luma.gl/shadertools';\nimport {project} from '@deck.gl/core';\nimport type {Viewport} from '@deck.gl/core';\n\nimport type {BrushingExtensionProps} from './brushing-extension';\n\ntype BrushingModuleSettings = {\n // From layer context\n viewport: Viewport;\n mousePosition?: {x: number; y: number};\n} & BrushingExtensionProps;\n\nconst vs = `\n uniform bool brushing_enabled;\n uniform int brushing_target;\n uniform vec2 brushing_mousePos;\n uniform float brushing_radius;\n\n #ifdef NON_INSTANCED_MODEL\n in vec2 brushingTargets;\n #else\n in vec2 instanceBrushingTargets;\n #endif\n\n out float brushing_isVisible;\n\n bool brushing_isPointInRange(vec2 position) {\n if (!brushing_enabled) {\n return true;\n }\n vec2 source_commonspace = project_position(position);\n vec2 target_commonspace = project_position(brushing_mousePos);\n float distance = length((target_commonspace - source_commonspace) / project_uCommonUnitsPerMeter.xy);\n\n return distance <= brushing_radius;\n }\n\n bool brushing_arePointsInRange(vec2 sourcePos, vec2 targetPos) {\n return brushing_isPointInRange(sourcePos) || brushing_isPointInRange(targetPos);\n }\n\n void brushing_setVisible(bool visible) {\n brushing_isVisible = float(visible);\n }\n`;\n\nconst fs = `\n uniform bool brushing_enabled;\n in float brushing_isVisible;\n`;\n\nconst TARGET = {\n source: 0,\n target: 1,\n custom: 2,\n source_target: 3\n};\n\nconst inject = {\n 'vs:DECKGL_FILTER_GL_POSITION': `\n vec2 brushingTarget;\n vec2 brushingSource;\n if (brushing_target == 3) {\n brushingTarget = geometry.worldPositionAlt.xy;\n brushingSource = geometry.worldPosition.xy;\n } else if (brushing_target == 0) {\n brushingTarget = geometry.worldPosition.xy;\n } else if (brushing_target == 1) {\n brushingTarget = geometry.worldPositionAlt.xy;\n } else {\n #ifdef NON_INSTANCED_MODEL\n brushingTarget = brushingTargets;\n #else\n brushingTarget = instanceBrushingTargets;\n #endif\n }\n bool visible;\n if (brushing_target == 3) {\n visible = brushing_arePointsInRange(brushingSource, brushingTarget);\n } else {\n visible = brushing_isPointInRange(brushingTarget);\n }\n brushing_setVisible(visible);\n `,\n\n 'fs:DECKGL_FILTER_COLOR': `\n if (brushing_enabled && brushing_isVisible < 0.5) {\n discard;\n }\n `\n};\n\nexport default {\n name: 'brushing',\n dependencies: [project],\n vs,\n fs,\n inject,\n getUniforms: (opts?: BrushingModuleSettings | {}): Record<string, any> => {\n if (!opts || !('viewport' in opts)) {\n return {};\n }\n const {\n brushingEnabled = true,\n brushingRadius = 10000,\n brushingTarget = 'source',\n mousePosition,\n viewport\n } = opts;\n return {\n brushing_enabled: Boolean(\n brushingEnabled && mousePosition && viewport.containsPixel(mousePosition)\n ),\n brushing_radius: brushingRadius,\n brushing_target: TARGET[brushingTarget] || 0,\n brushing_mousePos: mousePosition\n ? viewport.unproject([mousePosition.x - viewport.x, mousePosition.y - viewport.y])\n : [0, 0]\n };\n }\n} as ShaderModule<BrushingModuleSettings>;\n"],"file":"shader-module.js"}
@@ -31,9 +31,9 @@ var shaderModuleVs = {
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  vs: shaderFunction
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  };
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  var injectionVs = {
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- 'vs:#decl': "\nvarying float clip_isVisible;\n",
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+ 'vs:#decl': "\nout float clip_isVisible;\n",
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  'vs:DECKGL_FILTER_GL_POSITION': "\n clip_isVisible = float(clip_isInBounds(geometry.worldPosition.xy));\n",
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- 'fs:#decl': "\nvarying float clip_isVisible;\n",
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+ 'fs:#decl': "\nin float clip_isVisible;\n",
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  'fs:DECKGL_FILTER_COLOR': "\n if (clip_isVisible < 0.5) discard;\n"
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  };
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  var shaderModuleFs = {
@@ -41,9 +41,9 @@ var shaderModuleFs = {
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  fs: shaderFunction
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  };
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  var injectionFs = {
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- 'vs:#decl': "\nvarying vec2 clip_commonPosition;\n",
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+ 'vs:#decl': "\nout vec2 clip_commonPosition;\n",
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  'vs:DECKGL_FILTER_GL_POSITION': "\n clip_commonPosition = geometry.position.xy;\n",
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- 'fs:#decl': "\nvarying vec2 clip_commonPosition;\n",
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+ 'fs:#decl': "\nin vec2 clip_commonPosition;\n",
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  'fs:DECKGL_FILTER_COLOR': "\n if (!clip_isInBounds(clip_commonPosition)) discard;\n"
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  };
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@@ -1 +1 @@
1
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IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\nimport {LayerExtension, _ShaderModule as ShaderModule} from '@deck.gl/core';\n\nimport type {Layer} from '@deck.gl/core';\n\nconst defaultProps = {\n clipBounds: [0, 0, 1, 1],\n clipByInstance: undefined\n};\n\nexport type ClipExtensionProps = {\n /** Rectangular bounds to be used for clipping the rendered region, in `[left, bottom, right, top]`.\n * @default [0, 0, 1, 1]\n */\n clipBounds?: [number, number, number, number];\n /**\n * Controls whether an object is clipped by its anchor (e.g. icon, point) or by its geometry (e.g. path, polygon).\n * If not specified, it is automatically deduced from the layer.\n */\n clipByInstance?: boolean;\n};\n\nconst shaderFunction = `\nuniform vec4 clip_bounds;\n\nbool clip_isInBounds(vec2 position) {\n return position.x >= clip_bounds[0] && position.y >= clip_bounds[1] && position.x < clip_bounds[2] && position.y < clip_bounds[3];\n}\n`;\n\n/*\n * The vertex-shader version clips geometries by their anchor position\n * e.g. ScatterplotLayer - show if the center of a circle is within bounds\n */\nconst shaderModuleVs: ShaderModule = {\n name: 'clip-vs',\n vs: shaderFunction\n};\n\nconst injectionVs = {\n 'vs:#decl': `\nvarying float clip_isVisible;\n`,\n 'vs:DECKGL_FILTER_GL_POSITION': `\n clip_isVisible = float(clip_isInBounds(geometry.worldPosition.xy));\n`,\n 'fs:#decl': `\nvarying float clip_isVisible;\n`,\n 'fs:DECKGL_FILTER_COLOR': `\n if (clip_isVisible < 0.5) discard;\n`\n};\n\n/*\n * The fragment-shader version clips pixels at the bounds\n * e.g. PolygonLayer - show the part of the polygon that intersect with the bounds\n */\nconst shaderModuleFs: ShaderModule = {\n name: 'clip-fs',\n fs: shaderFunction\n};\n\nconst injectionFs = {\n 'vs:#decl': `\nvarying vec2 clip_commonPosition;\n`,\n 'vs:DECKGL_FILTER_GL_POSITION': `\n clip_commonPosition = geometry.position.xy;\n`,\n 'fs:#decl': `\nvarying vec2 clip_commonPosition;\n`,\n 'fs:DECKGL_FILTER_COLOR': `\n if (!clip_isInBounds(clip_commonPosition)) discard;\n`\n};\n\n/** Adds support for clipping rendered layers by rectangular bounds. */\nexport default class ClipExtension extends LayerExtension {\n static defaultProps = defaultProps;\n static extensionName = 'ClipExtension';\n\n getShaders(this: Layer<ClipExtensionProps>) {\n // If `clipByInstance: true`, the entire object is shown/hidden based on its anchor position (done by vertex shader)\n // Otherwise, the object is trimmed by the clip bounds (done by fragment shader)\n\n // Default behavior: consider a layer instanced if it has attribute `instancePositions`\n let clipByInstance = 'instancePositions' in this.getAttributeManager()!.attributes;\n // Users can override by setting the `clipByInstance` prop\n if (this.props.clipByInstance !== undefined) {\n clipByInstance = Boolean(this.props.clipByInstance);\n }\n this.state.clipByInstance = clipByInstance;\n\n return clipByInstance\n ? {\n modules: [shaderModuleVs],\n inject: injectionVs\n }\n : {\n modules: [shaderModuleFs],\n inject: injectionFs\n };\n }\n\n /* eslint-disable camelcase */\n draw(this: Layer<Required<ClipExtensionProps>>, {uniforms}: any): void {\n const {clipBounds} = this.props;\n if (this.state.clipByInstance) {\n uniforms.clip_bounds = clipBounds;\n } else {\n const corner0 = this.projectPosition([clipBounds[0], clipBounds[1], 0]);\n const corner1 = this.projectPosition([clipBounds[2], clipBounds[3], 0]);\n\n uniforms.clip_bounds = [\n Math.min(corner0[0], corner1[0]),\n Math.min(corner0[1], corner1[1]),\n Math.max(corner0[0], corner1[0]),\n Math.max(corner0[1], corner1[1])\n ];\n }\n }\n}\n"],"file":"clip-extension.js"}
1
+ {"version":3,"sources":["../../../src/clip/clip-extension.ts"],"names":["defaultProps","clipBounds","clipByInstance","undefined","shaderFunction","shaderModuleVs","name","vs","injectionVs","shaderModuleFs","fs","injectionFs","ClipExtension","getShaders","getAttributeManager","attributes","props","Boolean","state","modules","inject","draw","uniforms","clip_bounds","corner0","projectPosition","corner1","Math","min","max","LayerExtension","extensionName"],"mappings":";;;;;;;;;;;;;;;;;AAqBA;;;;;;AAIA,IAAMA,YAAY,GAAG;AACnBC,EAAAA,UAAU,EAAE,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,CADO;AAEnBC,EAAAA,cAAc,EAAEC;AAFG,CAArB;AAiBA,IAAMC,cAAc,oNAApB;AAYA,IAAMC,cAA4B,GAAG;AACnCC,EAAAA,IAAI,EAAE,SAD6B;AAEnCC,EAAAA,EAAE,EAAEH;AAF+B,CAArC;AAKA,IAAMI,WAAW,GAAG;AAClB,6CADkB;AAIlB,6GAJkB;AAOlB,4CAPkB;AAUlB;AAVkB,CAApB;AAmBA,IAAMC,cAA4B,GAAG;AACnCH,EAAAA,IAAI,EAAE,SAD6B;AAEnCI,EAAAA,EAAE,EAAEN;AAF+B,CAArC;AAKA,IAAMO,WAAW,GAAG;AAClB,iDADkB;AAIlB,qFAJkB;AAOlB,gDAPkB;AAUlB;AAVkB,CAApB;;IAgBqBC,a;;;;;;;;;;;;SAInBC,U,GAAA,sBAA4C;AAK1C,QAAIX,cAAc,IAAG,uBAAuB,KAAKY,mBAAL,GAA4BC,UAAtD,CAAlB;;AAEA,QAAI,KAAKC,KAAL,CAAWd,cAAX,KAA8BC,SAAlC,EAA6C;AAC3CD,MAAAA,cAAc,GAAGe,OAAO,CAAC,KAAKD,KAAL,CAAWd,cAAZ,CAAxB;AACD;;AACD,SAAKgB,KAAL,CAAWhB,cAAX,GAA4BA,cAA5B;AAEA,WAAOA,cAAc,GACjB;AACEiB,MAAAA,OAAO,EAAE,CAACd,cAAD,CADX;AAEEe,MAAAA,MAAM,EAAEZ;AAFV,KADiB,GAKjB;AACEW,MAAAA,OAAO,EAAE,CAACV,cAAD,CADX;AAEEW,MAAAA,MAAM,EAAET;AAFV,KALJ;AASD,G;;SAGDU,I,GAAA,oBAAuE;AAAA,QAAtBC,QAAsB,QAAtBA,QAAsB;AACrE,QAAOrB,UAAP,GAAqB,KAAKe,KAA1B,CAAOf,UAAP;;AACA,QAAI,KAAKiB,KAAL,CAAWhB,cAAf,EAA+B;AAC7BoB,MAAAA,QAAQ,CAACC,WAAT,GAAuBtB,UAAvB;AACD,KAFD,MAEO;AACL,UAAMuB,OAAO,GAAG,KAAKC,eAAL,CAAqB,CAACxB,UAAU,CAAC,CAAD,CAAX,EAAgBA,UAAU,CAAC,CAAD,CAA1B,EAA+B,CAA/B,CAArB,CAAhB;AACA,UAAMyB,OAAO,GAAG,KAAKD,eAAL,CAAqB,CAACxB,UAAU,CAAC,CAAD,CAAX,EAAgBA,UAAU,CAAC,CAAD,CAA1B,EAA+B,CAA/B,CAArB,CAAhB;AAEAqB,MAAAA,QAAQ,CAACC,WAAT,GAAuB,CACrBI,IAAI,CAACC,GAAL,CAASJ,OAAO,CAAC,CAAD,CAAhB,EAAqBE,OAAO,CAAC,CAAD,CAA5B,CADqB,EAErBC,IAAI,CAACC,GAAL,CAASJ,OAAO,CAAC,CAAD,CAAhB,EAAqBE,OAAO,CAAC,CAAD,CAA5B,CAFqB,EAGrBC,IAAI,CAACE,GAAL,CAASL,OAAO,CAAC,CAAD,CAAhB,EAAqBE,OAAO,CAAC,CAAD,CAA5B,CAHqB,EAIrBC,IAAI,CAACE,GAAL,CAASL,OAAO,CAAC,CAAD,CAAhB,EAAqBE,OAAO,CAAC,CAAD,CAA5B,CAJqB,CAAvB;AAMD;AACF,G;;;EA3CwCI,oB;;;AAAtBlB,a,CACZZ,Y,GAAeA,Y;AADHY,a,CAEZmB,a,GAAgB,e","sourcesContent":["// Copyright (c) 2015 - 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\nimport type {ShaderModule} from '@luma.gl/shadertools';\nimport {LayerExtension} from '@deck.gl/core';\n\nimport type {Layer} from '@deck.gl/core';\n\nconst defaultProps = {\n clipBounds: [0, 0, 1, 1],\n clipByInstance: undefined\n};\n\nexport type ClipExtensionProps = {\n /** Rectangular bounds to be used for clipping the rendered region, in `[left, bottom, right, top]`.\n * @default [0, 0, 1, 1]\n */\n clipBounds?: [number, number, number, number];\n /**\n * Controls whether an object is clipped by its anchor (e.g. icon, point) or by its geometry (e.g. path, polygon).\n * If not specified, it is automatically deduced from the layer.\n */\n clipByInstance?: boolean;\n};\n\nconst shaderFunction = `\nuniform vec4 clip_bounds;\n\nbool clip_isInBounds(vec2 position) {\n return position.x >= clip_bounds[0] && position.y >= clip_bounds[1] && position.x < clip_bounds[2] && position.y < clip_bounds[3];\n}\n`;\n\n/*\n * The vertex-shader version clips geometries by their anchor position\n * e.g. ScatterplotLayer - show if the center of a circle is within bounds\n */\nconst shaderModuleVs: ShaderModule = {\n name: 'clip-vs',\n vs: shaderFunction\n};\n\nconst injectionVs = {\n 'vs:#decl': `\nout float clip_isVisible;\n`,\n 'vs:DECKGL_FILTER_GL_POSITION': `\n clip_isVisible = float(clip_isInBounds(geometry.worldPosition.xy));\n`,\n 'fs:#decl': `\nin float clip_isVisible;\n`,\n 'fs:DECKGL_FILTER_COLOR': `\n if (clip_isVisible < 0.5) discard;\n`\n};\n\n/*\n * The fragment-shader version clips pixels at the bounds\n * e.g. PolygonLayer - show the part of the polygon that intersect with the bounds\n */\nconst shaderModuleFs: ShaderModule = {\n name: 'clip-fs',\n fs: shaderFunction\n};\n\nconst injectionFs = {\n 'vs:#decl': `\nout vec2 clip_commonPosition;\n`,\n 'vs:DECKGL_FILTER_GL_POSITION': `\n clip_commonPosition = geometry.position.xy;\n`,\n 'fs:#decl': `\nin vec2 clip_commonPosition;\n`,\n 'fs:DECKGL_FILTER_COLOR': `\n if (!clip_isInBounds(clip_commonPosition)) discard;\n`\n};\n\n/** Adds support for clipping rendered layers by rectangular bounds. */\nexport default class ClipExtension extends LayerExtension {\n static defaultProps = defaultProps;\n static extensionName = 'ClipExtension';\n\n getShaders(this: Layer<ClipExtensionProps>) {\n // If `clipByInstance: true`, the entire object is shown/hidden based on its anchor position (done by vertex shader)\n // Otherwise, the object is trimmed by the clip bounds (done by fragment shader)\n\n // Default behavior: consider a layer instanced if it has attribute `instancePositions`\n let clipByInstance = 'instancePositions' in this.getAttributeManager()!.attributes;\n // Users can override by setting the `clipByInstance` prop\n if (this.props.clipByInstance !== undefined) {\n clipByInstance = Boolean(this.props.clipByInstance);\n }\n this.state.clipByInstance = clipByInstance;\n\n return clipByInstance\n ? {\n modules: [shaderModuleVs],\n inject: injectionVs\n }\n : {\n modules: [shaderModuleFs],\n inject: injectionFs\n };\n }\n\n /* eslint-disable camelcase */\n draw(this: Layer<Required<ClipExtensionProps>>, {uniforms}: any): void {\n const {clipBounds} = this.props;\n if (this.state.clipByInstance) {\n uniforms.clip_bounds = clipBounds;\n } else {\n const corner0 = this.projectPosition([clipBounds[0], clipBounds[1], 0]);\n const corner1 = this.projectPosition([clipBounds[2], clipBounds[3], 0]);\n\n uniforms.clip_bounds = [\n Math.min(corner0[0], corner1[0]),\n Math.min(corner0[1], corner1[1]),\n Math.max(corner0[0], corner1[0]),\n Math.max(corner0[1], corner1[1])\n ];\n }\n }\n}\n"],"file":"clip-extension.js"}
@@ -7,7 +7,7 @@ exports.default = void 0;
7
7
 
8
8
  var _core = require("@deck.gl/core");
9
9
 
10
- var vs = "\n#ifdef NON_INSTANCED_MODEL\nattribute float collisionPriorities;\n#else\nattribute float instanceCollisionPriorities;\n#endif\n\nuniform sampler2D collision_texture;\nuniform bool collision_sort;\nuniform bool collision_enabled;\n\nvec2 collision_getCoords(vec4 position) {\n vec4 collision_clipspace = project_common_position_to_clipspace(position);\n return (1.0 + collision_clipspace.xy / collision_clipspace.w) / 2.0;\n}\n\nfloat collision_match(vec2 tex, vec3 pickingColor) {\n vec4 collision_pickingColor = texture2D(collision_texture, tex);\n float delta = dot(abs(collision_pickingColor.rgb - pickingColor), vec3(1.0));\n float e = 0.001;\n return step(delta, e);\n}\n\nfloat collision_isVisible(vec2 texCoords, vec3 pickingColor) {\n if (!collision_enabled) {\n return 1.0;\n }\n\n // Visibility test, sample area of 5x5 pixels in order to fade in/out.\n // Due to the locality, the lookups will be cached\n // This reduces the flicker present when objects are shown/hidden\n const int N = 2;\n float accumulator = 0.0;\n vec2 step = vec2(1.0 / project_uViewportSize);\n\n const float floatN = float(N);\n vec2 delta = -floatN * step;\n for(int i = -N; i <= N; i++) {\n delta.x = -step.x * floatN;\n for(int j = -N; j <= N; j++) {\n accumulator += collision_match(texCoords + delta, pickingColor);\n delta.x += step.x;\n }\n delta.y += step.y;\n }\n\n float W = 2.0 * floatN + 1.0;\n return pow(accumulator / (W * W), 2.2);\n}\n";
10
+ var vs = "\n#ifdef NON_INSTANCED_MODEL\nin float collisionPriorities;\n#else\nin float instanceCollisionPriorities;\n#endif\n\nuniform sampler2D collision_texture;\nuniform bool collision_sort;\nuniform bool collision_enabled;\n\nvec2 collision_getCoords(vec4 position) {\n vec4 collision_clipspace = project_common_position_to_clipspace(position);\n return (1.0 + collision_clipspace.xy / collision_clipspace.w) / 2.0;\n}\n\nfloat collision_match(vec2 tex, vec3 pickingColor) {\n vec4 collision_pickingColor = texture(collision_texture, tex);\n float delta = dot(abs(collision_pickingColor.rgb - pickingColor), vec3(1.0));\n float e = 0.001;\n return step(delta, e);\n}\n\nfloat collision_isVisible(vec2 texCoords, vec3 pickingColor) {\n if (!collision_enabled) {\n return 1.0;\n }\n\n // Visibility test, sample area of 5x5 pixels in order to fade in/out.\n // Due to the locality, the lookups will be cached\n // This reduces the flicker present when objects are shown/hidden\n const int N = 2;\n float accumulator = 0.0;\n vec2 step = vec2(1.0 / project_uViewportSize);\n\n const float floatN = float(N);\n vec2 delta = -floatN * step;\n for(int i = -N; i <= N; i++) {\n delta.x = -step.x * floatN;\n for(int j = -N; j <= N; j++) {\n accumulator += collision_match(texCoords + delta, pickingColor);\n delta.x += step.x;\n }\n delta.y += step.y;\n }\n\n float W = 2.0 * floatN + 1.0;\n return pow(accumulator / (W * W), 2.2);\n}\n";
11
11
  var inject = {
12
12
  'vs:#decl': "\n float collision_fade = 1.0;\n",
13
13
  'vs:DECKGL_FILTER_GL_POSITION': "\n if (collision_sort) {\n #ifdef NON_INSTANCED_MODEL\n float collisionPriority = collisionPriorities;\n #else\n float collisionPriority = instanceCollisionPriorities;\n #endif\n position.z = -0.001 * collisionPriority * position.w; // Support range -1000 -> 1000\n }\n\n if (collision_enabled) {\n vec4 collision_common_position = project_position(vec4(geometry.worldPosition, 1.0));\n vec2 collision_texCoords = collision_getCoords(collision_common_position);\n collision_fade = collision_isVisible(collision_texCoords, geometry.pickingColor / 255.0);\n if (collision_fade < 0.0001) {\n // Position outside clip space bounds to discard\n position = vec4(0.0, 0.0, 2.0, 1.0);\n }\n }\n ",
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/collision-filter/shader-module.ts"],"names":["vs","inject","getCollisionUniforms","opts","uniforms","collisionFBO","drawToCollisionMap","dummyCollisionMap","collision_sort","Boolean","collision_texture","colorAttachments","name","dependencies","project","getUniforms"],"mappings":";;;;;;;AACA;;AAGA,IAAMA,EAAE,i9CAAR;AAmDA,IAAMC,MAAM,GAAG;AACb,iDADa;AAIb,mwBAJa;AAwBb;AAxBa,CAAf;;AAsCA,IAAMC,oBAAoB,GAAG,SAAvBA,oBAAuB,CAC3BC,IAD2B,EAE3BC,QAF2B,EAGL;AACtB,MAAI,CAACD,IAAD,IAAS,EAAE,uBAAuBA,IAAzB,CAAb,EAA6C;AAC3C,WAAO,EAAP;AACD;;AACD,MAAOE,YAAP,GAA8DF,IAA9D,CAAOE,YAAP;AAAA,MAAqBC,kBAArB,GAA8DH,IAA9D,CAAqBG,kBAArB;AAAA,MAAyCC,iBAAzC,GAA8DJ,IAA9D,CAAyCI,iBAAzC;AACA,SAAO;AACLC,IAAAA,cAAc,EAAEC,OAAO,CAACH,kBAAD,CADlB;AAELI,IAAAA,iBAAiB,EACf,CAACJ,kBAAD,IAAuBD,YAAvB,GAAsCA,YAAY,CAACM,gBAAb,CAA8B,CAA9B,CAAtC,GAAyEJ;AAHtE,GAAP;AAKD,CAbD;;eAgBe;AACbK,EAAAA,IAAI,EAAE,WADO;AAEbC,EAAAA,YAAY,EAAE,CAACC,aAAD,CAFD;AAGbd,EAAAA,EAAE,EAAFA,EAHa;AAIbC,EAAAA,MAAM,EAANA,MAJa;AAKbc,EAAAA,WAAW,EAAEb;AALA,C","sourcesContent":["import {Framebuffer, Texture} from '@luma.gl/core';\nimport {project} from '@deck.gl/core';\nimport type {_ShaderModule as ShaderModule} from '@deck.gl/core';\n\nconst vs = `\n#ifdef NON_INSTANCED_MODEL\nattribute float collisionPriorities;\n#else\nattribute float instanceCollisionPriorities;\n#endif\n\nuniform sampler2D collision_texture;\nuniform bool collision_sort;\nuniform bool collision_enabled;\n\nvec2 collision_getCoords(vec4 position) {\n vec4 collision_clipspace = project_common_position_to_clipspace(position);\n return (1.0 + collision_clipspace.xy / collision_clipspace.w) / 2.0;\n}\n\nfloat collision_match(vec2 tex, vec3 pickingColor) {\n vec4 collision_pickingColor = texture2D(collision_texture, tex);\n float delta = dot(abs(collision_pickingColor.rgb - pickingColor), vec3(1.0));\n float e = 0.001;\n return step(delta, e);\n}\n\nfloat collision_isVisible(vec2 texCoords, vec3 pickingColor) {\n if (!collision_enabled) {\n return 1.0;\n }\n\n // Visibility test, sample area of 5x5 pixels in order to fade in/out.\n // Due to the locality, the lookups will be cached\n // This reduces the flicker present when objects are shown/hidden\n const int N = 2;\n float accumulator = 0.0;\n vec2 step = vec2(1.0 / project_uViewportSize);\n\n const float floatN = float(N);\n vec2 delta = -floatN * step;\n for(int i = -N; i <= N; i++) {\n delta.x = -step.x * floatN;\n for(int j = -N; j <= N; j++) {\n accumulator += collision_match(texCoords + delta, pickingColor);\n delta.x += step.x;\n }\n delta.y += step.y;\n }\n\n float W = 2.0 * floatN + 1.0;\n return pow(accumulator / (W * W), 2.2);\n}\n`;\n\nconst inject = {\n 'vs:#decl': `\n float collision_fade = 1.0;\n`,\n 'vs:DECKGL_FILTER_GL_POSITION': `\n if (collision_sort) {\n #ifdef NON_INSTANCED_MODEL\n float collisionPriority = collisionPriorities;\n #else\n float collisionPriority = instanceCollisionPriorities;\n #endif\n position.z = -0.001 * collisionPriority * position.w; // Support range -1000 -> 1000\n }\n\n if (collision_enabled) {\n vec4 collision_common_position = project_position(vec4(geometry.worldPosition, 1.0));\n vec2 collision_texCoords = collision_getCoords(collision_common_position);\n collision_fade = collision_isVisible(collision_texCoords, geometry.pickingColor / 255.0);\n if (collision_fade < 0.0001) {\n // Position outside clip space bounds to discard\n position = vec4(0.0, 0.0, 2.0, 1.0);\n }\n }\n `,\n 'vs:DECKGL_FILTER_COLOR': `\n color.a *= collision_fade;\n `\n};\n\ntype CollisionModuleSettings = {\n collisionFBO?: Framebuffer;\n drawToCollisionMap?: boolean;\n dummyCollisionMap?: Texture;\n};\n\n/* eslint-disable camelcase */\ntype CollisionUniforms = {collision_sort?: boolean; collision_texture?: Texture};\n\nconst getCollisionUniforms = (\n opts: CollisionModuleSettings | {},\n uniforms: Record<string, any>\n): CollisionUniforms => {\n if (!opts || !('dummyCollisionMap' in opts)) {\n return {};\n }\n const {collisionFBO, drawToCollisionMap, dummyCollisionMap} = opts;\n return {\n collision_sort: Boolean(drawToCollisionMap),\n collision_texture:\n !drawToCollisionMap && collisionFBO ? collisionFBO.colorAttachments[0] : dummyCollisionMap\n };\n};\n\n// @ts-expect-error\nexport default {\n name: 'collision',\n dependencies: [project],\n vs,\n inject,\n getUniforms: getCollisionUniforms\n} as ShaderModule<CollisionModuleSettings>;\n"],"file":"shader-module.js"}
1
+ {"version":3,"sources":["../../../src/collision-filter/shader-module.ts"],"names":["vs","inject","getCollisionUniforms","opts","uniforms","collisionFBO","drawToCollisionMap","dummyCollisionMap","collision_sort","Boolean","collision_texture","colorAttachments","name","dependencies","project","getUniforms"],"mappings":";;;;;;;AAEA;;AAEA,IAAMA,EAAE,i8CAAR;AAmDA,IAAMC,MAAM,GAAG;AACb,iDADa;AAIb,mwBAJa;AAwBb;AAxBa,CAAf;;AAsCA,IAAMC,oBAAoB,GAAG,SAAvBA,oBAAuB,CAC3BC,IAD2B,EAE3BC,QAF2B,EAGL;AACtB,MAAI,CAACD,IAAD,IAAS,EAAE,uBAAuBA,IAAzB,CAAb,EAA6C;AAC3C,WAAO,EAAP;AACD;;AACD,MAAOE,YAAP,GAA8DF,IAA9D,CAAOE,YAAP;AAAA,MAAqBC,kBAArB,GAA8DH,IAA9D,CAAqBG,kBAArB;AAAA,MAAyCC,iBAAzC,GAA8DJ,IAA9D,CAAyCI,iBAAzC;AACA,SAAO;AACLC,IAAAA,cAAc,EAAEC,OAAO,CAACH,kBAAD,CADlB;AAELI,IAAAA,iBAAiB,EACf,CAACJ,kBAAD,IAAuBD,YAAvB,GAAsCA,YAAY,CAACM,gBAAb,CAA8B,CAA9B,CAAtC,GAAyEJ;AAHtE,GAAP;AAKD,CAbD;;eAgBe;AACbK,EAAAA,IAAI,EAAE,WADO;AAEbC,EAAAA,YAAY,EAAE,CAACC,aAAD,CAFD;AAGbd,EAAAA,EAAE,EAAFA,EAHa;AAIbC,EAAAA,MAAM,EAANA,MAJa;AAKbc,EAAAA,WAAW,EAAEb;AALA,C","sourcesContent":["import {Framebuffer, Texture} from '@luma.gl/core';\nimport type {ShaderModule} from '@luma.gl/shadertools';\nimport {project} from '@deck.gl/core';\n\nconst vs = `\n#ifdef NON_INSTANCED_MODEL\nin float collisionPriorities;\n#else\nin float instanceCollisionPriorities;\n#endif\n\nuniform sampler2D collision_texture;\nuniform bool collision_sort;\nuniform bool collision_enabled;\n\nvec2 collision_getCoords(vec4 position) {\n vec4 collision_clipspace = project_common_position_to_clipspace(position);\n return (1.0 + collision_clipspace.xy / collision_clipspace.w) / 2.0;\n}\n\nfloat collision_match(vec2 tex, vec3 pickingColor) {\n vec4 collision_pickingColor = texture(collision_texture, tex);\n float delta = dot(abs(collision_pickingColor.rgb - pickingColor), vec3(1.0));\n float e = 0.001;\n return step(delta, e);\n}\n\nfloat collision_isVisible(vec2 texCoords, vec3 pickingColor) {\n if (!collision_enabled) {\n return 1.0;\n }\n\n // Visibility test, sample area of 5x5 pixels in order to fade in/out.\n // Due to the locality, the lookups will be cached\n // This reduces the flicker present when objects are shown/hidden\n const int N = 2;\n float accumulator = 0.0;\n vec2 step = vec2(1.0 / project_uViewportSize);\n\n const float floatN = float(N);\n vec2 delta = -floatN * step;\n for(int i = -N; i <= N; i++) {\n delta.x = -step.x * floatN;\n for(int j = -N; j <= N; j++) {\n accumulator += collision_match(texCoords + delta, pickingColor);\n delta.x += step.x;\n }\n delta.y += step.y;\n }\n\n float W = 2.0 * floatN + 1.0;\n return pow(accumulator / (W * W), 2.2);\n}\n`;\n\nconst inject = {\n 'vs:#decl': `\n float collision_fade = 1.0;\n`,\n 'vs:DECKGL_FILTER_GL_POSITION': `\n if (collision_sort) {\n #ifdef NON_INSTANCED_MODEL\n float collisionPriority = collisionPriorities;\n #else\n float collisionPriority = instanceCollisionPriorities;\n #endif\n position.z = -0.001 * collisionPriority * position.w; // Support range -1000 -> 1000\n }\n\n if (collision_enabled) {\n vec4 collision_common_position = project_position(vec4(geometry.worldPosition, 1.0));\n vec2 collision_texCoords = collision_getCoords(collision_common_position);\n collision_fade = collision_isVisible(collision_texCoords, geometry.pickingColor / 255.0);\n if (collision_fade < 0.0001) {\n // Position outside clip space bounds to discard\n position = vec4(0.0, 0.0, 2.0, 1.0);\n }\n }\n `,\n 'vs:DECKGL_FILTER_COLOR': `\n color.a *= collision_fade;\n `\n};\n\ntype CollisionModuleSettings = {\n collisionFBO?: Framebuffer;\n drawToCollisionMap?: boolean;\n dummyCollisionMap?: Texture;\n};\n\n/* eslint-disable camelcase */\ntype CollisionUniforms = {collision_sort?: boolean; collision_texture?: Texture};\n\nconst getCollisionUniforms = (\n opts: CollisionModuleSettings | {},\n uniforms: Record<string, any>\n): CollisionUniforms => {\n if (!opts || !('dummyCollisionMap' in opts)) {\n return {};\n }\n const {collisionFBO, drawToCollisionMap, dummyCollisionMap} = opts;\n return {\n collision_sort: Boolean(drawToCollisionMap),\n collision_texture:\n !drawToCollisionMap && collisionFBO ? collisionFBO.colorAttachments[0] : dummyCollisionMap\n };\n};\n\n// @ts-expect-error\nexport default {\n name: 'collision',\n dependencies: [project],\n vs,\n inject,\n getUniforms: getCollisionUniforms\n} as ShaderModule<CollisionModuleSettings>;\n"],"file":"shader-module.js"}
@@ -20,8 +20,8 @@ function ownKeys(object, enumerableOnly) { var keys = Object.keys(object); if (O
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  function _objectSpread(target) { for (var i = 1; i < arguments.length; i++) { var source = arguments[i] != null ? arguments[i] : {}; if (i % 2) { ownKeys(Object(source), true).forEach(function (key) { (0, _defineProperty2.default)(target, key, source[key]); }); } else if (Object.getOwnPropertyDescriptors) { Object.defineProperties(target, Object.getOwnPropertyDescriptors(source)); } else { ownKeys(Object(source)).forEach(function (key) { Object.defineProperty(target, key, Object.getOwnPropertyDescriptor(source, key)); }); } } return target; }
22
22
 
23
- var AGGREGATE_VS = "#define SHADER_NAME data-filter-vertex-shader\n\n#ifdef FLOAT_TARGET\n attribute float filterIndices;\n attribute float filterPrevIndices;\n#else\n attribute vec2 filterIndices;\n attribute vec2 filterPrevIndices;\n#endif\n\nvarying vec4 vColor;\nconst float component = 1.0 / 255.0;\n\nvoid main() {\n #ifdef FLOAT_TARGET\n dataFilter_value *= float(filterIndices != filterPrevIndices);\n gl_Position = vec4(0.0, 0.0, 0.0, 1.0);\n vColor = vec4(0.0, 0.0, 0.0, 1.0);\n #else\n // Float texture is not supported: pack result into 4 channels x 256 px x 64px\n dataFilter_value *= float(filterIndices.x != filterPrevIndices.x);\n float col = filterIndices.x;\n float row = filterIndices.y * 4.0;\n float channel = floor(row);\n row = fract(row);\n vColor = component * vec4(bvec4(channel == 0.0, channel == 1.0, channel == 2.0, channel == 3.0));\n gl_Position = vec4(col * 2.0 - 1.0, row * 2.0 - 1.0, 0.0, 1.0);\n #endif\n gl_PointSize = 1.0;\n}\n";
24
- var AGGREGATE_FS = "#define SHADER_NAME data-filter-fragment-shader\nprecision highp float;\n\nvarying vec4 vColor;\n\nvoid main() {\n if (dataFilter_value < 0.5) {\n discard;\n }\n gl_FragColor = vColor;\n}\n";
23
+ var AGGREGATE_VS = "#version 300 es\n#define SHADER_NAME data-filter-vertex-shader\n\n#ifdef FLOAT_TARGET\n in float filterIndices;\n in float filterPrevIndices;\n#else\n in vec2 filterIndices;\n in vec2 filterPrevIndices;\n#endif\n\nout vec4 vColor;\nconst float component = 1.0 / 255.0;\n\nvoid main() {\n #ifdef FLOAT_TARGET\n dataFilter_value *= float(filterIndices != filterPrevIndices);\n gl_Position = vec4(0.0, 0.0, 0.0, 1.0);\n vColor = vec4(0.0, 0.0, 0.0, 1.0);\n #else\n // Float texture is not supported: pack result into 4 channels x 256 px x 64px\n dataFilter_value *= float(filterIndices.x != filterPrevIndices.x);\n float col = filterIndices.x;\n float row = filterIndices.y * 4.0;\n float channel = floor(row);\n row = fract(row);\n vColor = component * vec4(bvec4(channel == 0.0, channel == 1.0, channel == 2.0, channel == 3.0));\n gl_Position = vec4(col * 2.0 - 1.0, row * 2.0 - 1.0, 0.0, 1.0);\n #endif\n gl_PointSize = 1.0;\n}\n";
24
+ var AGGREGATE_FS = "#version 300 es\n#define SHADER_NAME data-filter-fragment-shader\nprecision highp float;\n\nin vec4 vColor;\n\nout vec4 fragColor;\n\nvoid main() {\n if (dataFilter_value < 0.5) {\n discard;\n }\n fragColor = vColor;\n}\n";
25
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26
26
  function supportsFloatTarget(device) {
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  var gl = device.gl;
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/data-filter/aggregator.ts"],"names":["AGGREGATE_VS","AGGREGATE_FS","supportsFloatTarget","device","gl","Boolean","getExtension","getFramebuffer","useFloatTarget","createFramebuffer","width","height","colorAttachments","createTexture","format","info","type","mipmaps","getModel","shaderOptions","defines","NON_INSTANCED_MODEL","FLOAT_TARGET","Model","id","vertexCount","isInstanced","drawMode","vs","fs","parameters","blend","blendFunc","blendEquation","depthTest"],"mappings":";;;;;;;;;;;;;;AACA;;AACA;;;;;;AAEA,IAAMA,YAAY,89BAAlB;AAiCA,IAAMC,YAAY,wMAAlB;;AAcO,SAASC,mBAAT,CAA6BC,MAA7B,EAAsD;AAE3D,MAAMC,EAAE,GAAGD,MAAM,CAACC,EAAlB;AAGA,SAAOC,OAAO,CACZD,EAAE,CAACE,YAAH,CAAgB,iBAAhB,MAEGF,EAAE,CAACE,YAAH,CAAgB,wBAAhB,KAECF,EAAE,CAACE,YAAH,CAAgB,0BAAhB,CAJJ,CADY,CAAd;AAOD;;AAGM,SAASC,cAAT,CAAwBJ,MAAxB,EAAwCK,cAAxC,EAA8E;AACnF,MAAIA,cAAJ,EAAoB;AAClB,WAAOL,MAAM,CAACM,iBAAP,CAAyB;AAC9BC,MAAAA,KAAK,EAAE,CADuB;AAE9BC,MAAAA,MAAM,EAAE,CAFsB;AAG9BC,MAAAA,gBAAgB,EAAE,CAChBT,MAAM,CAACU,aAAP,CAAqB;AACnBC,QAAAA,MAAM,EAAEX,MAAM,CAACY,IAAP,CAAYC,IAAZ,KAAqB,QAArB,GAAgC,aAAhC,GAAgD,YADrC;AAEnBA,QAAAA,IAAI,MAFe;AAGnBC,QAAAA,OAAO,EAAE;AAHU,OAArB,CADgB;AAHY,KAAzB,CAAP;AAWD;;AACD,SAAOd,MAAM,CAACM,iBAAP,CAAyB;AAC9BC,IAAAA,KAAK,EAAE,GADuB;AAE9BC,IAAAA,MAAM,EAAE,EAFsB;AAG9BC,IAAAA,gBAAgB,EAAE,CAACT,MAAM,CAACU,aAAP,CAAqB;AAACC,MAAAA,MAAM,EAAE,YAAT;AAAuBE,MAAAA,IAAI,MAA3B;AAAuCC,MAAAA,OAAO,EAAE;AAAhD,KAArB,CAAD;AAHY,GAAzB,CAAP;AAKD;;AAGM,SAASC,QAAT,CAAkBf,MAAlB,EAAkCgB,aAAlC,EAAsDX,cAAtD,EAAsF;AAC3FW,EAAAA,aAAa,CAACC,OAAd,CAAsBC,mBAAtB,GAA4C,CAA5C;;AACA,MAAIb,cAAJ,EAAoB;AAClBW,IAAAA,aAAa,CAACC,OAAd,CAAsBE,YAAtB,GAAqC,CAArC;AACD;;AAED,SAAO,IAAIC,aAAJ,CAAUpB,MAAV;AACLqB,IAAAA,EAAE,EAAE,+BADC;AAELC,IAAAA,WAAW,EAAE,CAFR;AAGLC,IAAAA,WAAW,EAAE,KAHR;AAILC,IAAAA,QAAQ,GAJH;AAKLC,IAAAA,EAAE,EAAE5B,YALC;AAML6B,IAAAA,EAAE,EAAE5B;AANC,KAOFkB,aAPE,EAAP;AASD;;AAEM,IAAMW,UAAU,GAAG;AACxBC,EAAAA,KAAK,EAAE,IADiB;AAExBC,EAAAA,SAAS,EAAE,YAFa;AAGxBC,EAAAA,aAAa,EAAE,cAHS;AAIxBC,EAAAA,SAAS,EAAE;AAJa,CAAnB","sourcesContent":["import {Device, Framebuffer} from '@luma.gl/core';\nimport {Model} from '@luma.gl/engine';\nimport {GL} from '@luma.gl/constants';\n\nconst AGGREGATE_VS = `\\\n#define SHADER_NAME data-filter-vertex-shader\n\n#ifdef FLOAT_TARGET\n attribute float filterIndices;\n attribute float filterPrevIndices;\n#else\n attribute vec2 filterIndices;\n attribute vec2 filterPrevIndices;\n#endif\n\nvarying vec4 vColor;\nconst float component = 1.0 / 255.0;\n\nvoid main() {\n #ifdef FLOAT_TARGET\n dataFilter_value *= float(filterIndices != filterPrevIndices);\n gl_Position = vec4(0.0, 0.0, 0.0, 1.0);\n vColor = vec4(0.0, 0.0, 0.0, 1.0);\n #else\n // Float texture is not supported: pack result into 4 channels x 256 px x 64px\n dataFilter_value *= float(filterIndices.x != filterPrevIndices.x);\n float col = filterIndices.x;\n float row = filterIndices.y * 4.0;\n float channel = floor(row);\n row = fract(row);\n vColor = component * vec4(bvec4(channel == 0.0, channel == 1.0, channel == 2.0, channel == 3.0));\n gl_Position = vec4(col * 2.0 - 1.0, row * 2.0 - 1.0, 0.0, 1.0);\n #endif\n gl_PointSize = 1.0;\n}\n`;\n\nconst AGGREGATE_FS = `\\\n#define SHADER_NAME data-filter-fragment-shader\nprecision highp float;\n\nvarying vec4 vColor;\n\nvoid main() {\n if (dataFilter_value < 0.5) {\n discard;\n }\n gl_FragColor = vColor;\n}\n`;\n\nexport function supportsFloatTarget(device: Device): boolean {\n // @ts-expect-error\n const gl = device.gl;\n\n // https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/WebGL_best_practices#Support_for_float_textures_doesnt_mean_you_can_render_into_them!\n return Boolean(\n gl.getExtension('EXT_float_blend') &&\n // WebGL 2\n (gl.getExtension('EXT_color_buffer_float') ||\n // WebGL 1\n gl.getExtension('WEBGL_color_buffer_float'))\n );\n}\n\n// A 1x1 framebuffer object that encodes the total count of filtered items\nexport function getFramebuffer(device: Device, useFloatTarget: boolean): Framebuffer {\n if (useFloatTarget) {\n return device.createFramebuffer({\n width: 1,\n height: 1,\n colorAttachments: [\n device.createTexture({\n format: device.info.type === 'webgl2' ? 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1
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@@ -13,8 +13,8 @@ function ownKeys(object, enumerableOnly) { var keys = Object.keys(object); if (O
13
13
 
14
14
  function _objectSpread(target) { for (var i = 1; i < arguments.length; i++) { var source = arguments[i] != null ? arguments[i] : {}; if (i % 2) { ownKeys(Object(source), true).forEach(function (key) { (0, _defineProperty2.default)(target, key, source[key]); }); } else if (Object.getOwnPropertyDescriptors) { Object.defineProperties(target, Object.getOwnPropertyDescriptors(source)); } else { ownKeys(Object(source)).forEach(function (key) { Object.defineProperty(target, key, Object.getOwnPropertyDescriptor(source, key)); }); } } return target; }
15
15
 
16
- var vs = "\nuniform DATAFILTER_TYPE filter_min;\nuniform DATAFILTER_TYPE filter_softMin;\nuniform DATAFILTER_TYPE filter_softMax;\nuniform DATAFILTER_TYPE filter_max;\nuniform bool filter_useSoftMargin;\nuniform bool filter_enabled;\nuniform bool filter_transformSize;\n\n#ifdef NON_INSTANCED_MODEL\n #define DATAFILTER_ATTRIB filterValues\n #define DATAFILTER_ATTRIB_64LOW filterValues64Low\n#else\n #define DATAFILTER_ATTRIB instanceFilterValues\n #define DATAFILTER_ATTRIB_64LOW instanceFilterValues64Low\n#endif\n\nattribute DATAFILTER_TYPE DATAFILTER_ATTRIB;\n#ifdef DATAFILTER_DOUBLE\n attribute DATAFILTER_TYPE DATAFILTER_ATTRIB_64LOW;\n\n uniform DATAFILTER_TYPE filter_min64High;\n uniform DATAFILTER_TYPE filter_max64High;\n#endif\n\nvarying float dataFilter_value;\n\nfloat dataFilter_reduceValue(float value) {\n return value;\n}\nfloat dataFilter_reduceValue(vec2 value) {\n return min(value.x, value.y);\n}\nfloat dataFilter_reduceValue(vec3 value) {\n return min(min(value.x, value.y), value.z);\n}\nfloat dataFilter_reduceValue(vec4 value) {\n return min(min(value.x, value.y), min(value.z, value.w));\n}\nvoid dataFilter_setValue(DATAFILTER_TYPE valueFromMin, DATAFILTER_TYPE valueFromMax) {\n if (filter_enabled) {\n if (filter_useSoftMargin) {\n dataFilter_value = dataFilter_reduceValue(\n smoothstep(filter_min, filter_softMin, valueFromMin) *\n (1.0 - smoothstep(filter_softMax, filter_max, valueFromMax))\n );\n } else {\n dataFilter_value = dataFilter_reduceValue(\n step(filter_min, valueFromMin) * step(valueFromMax, filter_max)\n );\n }\n } else {\n dataFilter_value = 1.0;\n }\n}\n";
17
- var fs = "\nuniform bool filter_transformColor;\nvarying float dataFilter_value;\n";
16
+ var vs = "\nuniform DATAFILTER_TYPE filter_min;\nuniform DATAFILTER_TYPE filter_softMin;\nuniform DATAFILTER_TYPE filter_softMax;\nuniform DATAFILTER_TYPE filter_max;\nuniform bool filter_useSoftMargin;\nuniform bool filter_enabled;\nuniform bool filter_transformSize;\n\n#ifdef NON_INSTANCED_MODEL\n #define DATAFILTER_ATTRIB filterValues\n #define DATAFILTER_ATTRIB_64LOW filterValues64Low\n#else\n #define DATAFILTER_ATTRIB instanceFilterValues\n #define DATAFILTER_ATTRIB_64LOW instanceFilterValues64Low\n#endif\n\nin DATAFILTER_TYPE DATAFILTER_ATTRIB;\n#ifdef DATAFILTER_DOUBLE\n in DATAFILTER_TYPE DATAFILTER_ATTRIB_64LOW;\n\n uniform DATAFILTER_TYPE filter_min64High;\n uniform DATAFILTER_TYPE filter_max64High;\n#endif\n\nout float dataFilter_value;\n\nfloat dataFilter_reduceValue(float value) {\n return value;\n}\nfloat dataFilter_reduceValue(vec2 value) {\n return min(value.x, value.y);\n}\nfloat dataFilter_reduceValue(vec3 value) {\n return min(min(value.x, value.y), value.z);\n}\nfloat dataFilter_reduceValue(vec4 value) {\n return min(min(value.x, value.y), min(value.z, value.w));\n}\nvoid dataFilter_setValue(DATAFILTER_TYPE valueFromMin, DATAFILTER_TYPE valueFromMax) {\n if (filter_enabled) {\n if (filter_useSoftMargin) {\n dataFilter_value = dataFilter_reduceValue(\n smoothstep(filter_min, filter_softMin, valueFromMin) *\n (1.0 - smoothstep(filter_softMax, filter_max, valueFromMax))\n );\n } else {\n dataFilter_value = dataFilter_reduceValue(\n step(filter_min, valueFromMin) * step(valueFromMax, filter_max)\n );\n }\n } else {\n dataFilter_value = 1.0;\n }\n}\n";
17
+ var fs = "\nuniform bool filter_transformColor;\nin float dataFilter_value;\n";
18
18
 
19
19
  function getUniforms(opts) {
20
20
  if (!opts || !('extensions' in opts)) {
@@ -1 +1 @@
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ShaderModule<DataFilterModuleSettings> = {\n name: 'data-filter-fp64',\n vs,\n fs,\n inject,\n getUniforms: getUniforms64\n};\n"],"file":"shader-module.js"}
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type {ShaderModule} from '@luma.gl/shadertools';\nimport type {DataFilterExtensionProps} from './data-filter-extension';\n\n/*\n * data filter shader module\n */\nconst vs = `\nuniform DATAFILTER_TYPE filter_min;\nuniform DATAFILTER_TYPE filter_softMin;\nuniform DATAFILTER_TYPE filter_softMax;\nuniform DATAFILTER_TYPE filter_max;\nuniform bool filter_useSoftMargin;\nuniform bool filter_enabled;\nuniform bool filter_transformSize;\n\n#ifdef NON_INSTANCED_MODEL\n #define DATAFILTER_ATTRIB filterValues\n #define DATAFILTER_ATTRIB_64LOW filterValues64Low\n#else\n #define DATAFILTER_ATTRIB instanceFilterValues\n #define DATAFILTER_ATTRIB_64LOW instanceFilterValues64Low\n#endif\n\nin DATAFILTER_TYPE DATAFILTER_ATTRIB;\n#ifdef DATAFILTER_DOUBLE\n in DATAFILTER_TYPE DATAFILTER_ATTRIB_64LOW;\n\n uniform DATAFILTER_TYPE filter_min64High;\n uniform DATAFILTER_TYPE filter_max64High;\n#endif\n\nout float dataFilter_value;\n\nfloat dataFilter_reduceValue(float value) {\n return value;\n}\nfloat dataFilter_reduceValue(vec2 value) {\n return min(value.x, value.y);\n}\nfloat dataFilter_reduceValue(vec3 value) {\n return min(min(value.x, value.y), value.z);\n}\nfloat dataFilter_reduceValue(vec4 value) {\n return min(min(value.x, value.y), min(value.z, value.w));\n}\nvoid dataFilter_setValue(DATAFILTER_TYPE valueFromMin, DATAFILTER_TYPE valueFromMax) {\n if (filter_enabled) {\n if (filter_useSoftMargin) {\n dataFilter_value = dataFilter_reduceValue(\n smoothstep(filter_min, filter_softMin, valueFromMin) *\n (1.0 - smoothstep(filter_softMax, filter_max, valueFromMax))\n );\n } else {\n dataFilter_value = dataFilter_reduceValue(\n step(filter_min, valueFromMin) * step(valueFromMax, filter_max)\n );\n }\n } else {\n dataFilter_value = 1.0;\n }\n}\n`;\n\nconst fs = `\nuniform bool filter_transformColor;\nin float dataFilter_value;\n`;\n\ntype DataFilterModuleSettings = {\n extensions: any[]; // used to detect if layer props are present\n} & DataFilterExtensionProps;\n\n/* eslint-disable camelcase */\nfunction getUniforms(opts?: DataFilterModuleSettings | {}): Record<string, any> {\n if (!opts || !('extensions' in opts)) {\n return {};\n }\n const {\n filterRange = [-1, 1],\n filterEnabled = true,\n filterTransformSize = true,\n filterTransformColor = true\n } = opts;\n const filterSoftRange = opts.filterSoftRange || filterRange;\n\n return {\n ...(Number.isFinite(filterRange[0])\n ? {\n filter_min: filterRange[0],\n filter_softMin: filterSoftRange[0],\n filter_softMax: filterSoftRange[1],\n filter_max: filterRange[1]\n }\n : {\n filter_min: filterRange.map(r => r[0]),\n filter_softMin: filterSoftRange.map(r => r[0]),\n filter_softMax: filterSoftRange.map(r => r[1]),\n filter_max: filterRange.map(r => r[1])\n }),\n filter_enabled: filterEnabled,\n filter_useSoftMargin: Boolean(opts.filterSoftRange),\n filter_transformSize: filterEnabled && filterTransformSize,\n filter_transformColor: filterEnabled && filterTransformColor\n };\n}\n\nfunction getUniforms64(opts?: DataFilterModuleSettings | {}): Record<string, any> {\n if (!opts || !('extensions' in opts)) {\n return {};\n }\n const uniforms = getUniforms(opts);\n if (Number.isFinite(uniforms.filter_min)) {\n const min64High = Math.fround(uniforms.filter_min);\n uniforms.filter_min -= min64High;\n uniforms.filter_softMin -= min64High;\n uniforms.filter_min64High = min64High;\n\n const max64High = Math.fround(uniforms.filter_max);\n uniforms.filter_max -= max64High;\n uniforms.filter_softMax -= max64High;\n uniforms.filter_max64High = max64High;\n } else {\n const min64High = uniforms.filter_min.map(Math.fround);\n uniforms.filter_min = uniforms.filter_min.map((x, i) => x - min64High[i]);\n uniforms.filter_softMin = uniforms.filter_softMin.map((x, i) => x - min64High[i]);\n uniforms.filter_min64High = min64High;\n\n const max64High = uniforms.filter_max.map(Math.fround);\n uniforms.filter_max = uniforms.filter_max.map((x, i) => x - max64High[i]);\n uniforms.filter_softMax = 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'data-filter-fp64',\n vs,\n fs,\n inject,\n getUniforms: getUniforms64\n};\n"],"file":"shader-module.js"}
@@ -7,12 +7,12 @@ exports.patternShaders = void 0;
7
7
 
8
8
  var _core = require("@deck.gl/core");
9
9
 
10
- var patternVs = "\n#ifdef NON_INSTANCED_MODEL\n #define FILL_PATTERN_FRAME_ATTRIB fillPatternFrames\n #define FILL_PATTERN_SCALE_ATTRIB fillPatternScales\n #define FILL_PATTERN_OFFSET_ATTRIB fillPatternOffsets\n#else\n #define FILL_PATTERN_FRAME_ATTRIB instanceFillPatternFrames\n #define FILL_PATTERN_SCALE_ATTRIB instanceFillPatternScales\n #define FILL_PATTERN_OFFSET_ATTRIB instanceFillPatternOffsets\n#endif\n\nattribute vec4 FILL_PATTERN_FRAME_ATTRIB;\nattribute float FILL_PATTERN_SCALE_ATTRIB;\nattribute vec2 FILL_PATTERN_OFFSET_ATTRIB;\n\nuniform bool fill_patternEnabled;\nuniform vec2 fill_patternTextureSize;\n\nvarying vec2 fill_uv;\nvarying vec4 fill_patternBounds;\nvarying vec4 fill_patternPlacement;\n";
11
- var patternFs = "\nuniform bool fill_patternEnabled;\nuniform bool fill_patternMask;\nuniform sampler2D fill_patternTexture;\nuniform vec2 fill_uvCoordinateOrigin;\nuniform vec2 fill_uvCoordinateOrigin64Low;\n\nvarying vec4 fill_patternBounds;\nvarying vec4 fill_patternPlacement;\nvarying vec2 fill_uv;\n\nconst float FILL_UV_SCALE = 512.0 / 40000000.0;\n";
10
+ var patternVs = "\n#ifdef NON_INSTANCED_MODEL\n #define FILL_PATTERN_FRAME_ATTRIB fillPatternFrames\n #define FILL_PATTERN_SCALE_ATTRIB fillPatternScales\n #define FILL_PATTERN_OFFSET_ATTRIB fillPatternOffsets\n#else\n #define FILL_PATTERN_FRAME_ATTRIB instanceFillPatternFrames\n #define FILL_PATTERN_SCALE_ATTRIB instanceFillPatternScales\n #define FILL_PATTERN_OFFSET_ATTRIB instanceFillPatternOffsets\n#endif\n\nin vec4 FILL_PATTERN_FRAME_ATTRIB;\nin float FILL_PATTERN_SCALE_ATTRIB;\nin vec2 FILL_PATTERN_OFFSET_ATTRIB;\n\nuniform bool fill_patternEnabled;\nuniform vec2 fill_patternTextureSize;\n\nout vec2 fill_uv;\nout vec4 fill_patternBounds;\nout vec4 fill_patternPlacement;\n";
11
+ var patternFs = "\nuniform bool fill_patternEnabled;\nuniform bool fill_patternMask;\nuniform sampler2D fill_patternTexture;\nuniform vec2 fill_uvCoordinateOrigin;\nuniform vec2 fill_uvCoordinateOrigin64Low;\n\nin vec4 fill_patternBounds;\nin vec4 fill_patternPlacement;\nin vec2 fill_uv;\n\nconst float FILL_UV_SCALE = 512.0 / 40000000.0;\n";
12
12
  var inject = {
13
13
  'vs:DECKGL_FILTER_GL_POSITION': "\n fill_uv = geometry.position.xy;\n ",
14
14
  'vs:DECKGL_FILTER_COLOR': "\n if (fill_patternEnabled) {\n fill_patternBounds = FILL_PATTERN_FRAME_ATTRIB / vec4(fill_patternTextureSize, fill_patternTextureSize);\n fill_patternPlacement.xy = FILL_PATTERN_OFFSET_ATTRIB;\n fill_patternPlacement.zw = FILL_PATTERN_SCALE_ATTRIB * FILL_PATTERN_FRAME_ATTRIB.zw;\n }\n ",
15
- 'fs:DECKGL_FILTER_COLOR': "\n if (fill_patternEnabled) {\n vec2 scale = FILL_UV_SCALE * fill_patternPlacement.zw;\n vec2 patternUV = mod(mod(fill_uvCoordinateOrigin, scale) + fill_uvCoordinateOrigin64Low + fill_uv, scale) / scale;\n patternUV = mod(fill_patternPlacement.xy + patternUV, 1.0);\n\n vec2 texCoords = fill_patternBounds.xy + fill_patternBounds.zw * patternUV;\n\n vec4 patternColor = texture2D(fill_patternTexture, texCoords);\n color.a *= patternColor.a;\n if (!fill_patternMask) {\n color.rgb = patternColor.rgb;\n }\n }\n "
15
+ 'fs:DECKGL_FILTER_COLOR': "\n if (fill_patternEnabled) {\n vec2 scale = FILL_UV_SCALE * fill_patternPlacement.zw;\n vec2 patternUV = mod(mod(fill_uvCoordinateOrigin, scale) + fill_uvCoordinateOrigin64Low + fill_uv, scale) / scale;\n patternUV = mod(fill_patternPlacement.xy + patternUV, 1.0);\n\n vec2 texCoords = fill_patternBounds.xy + fill_patternBounds.zw * patternUV;\n\n vec4 patternColor = texture(fill_patternTexture, texCoords);\n color.a *= patternColor.a;\n if (!fill_patternMask) {\n color.rgb = patternColor.rgb;\n }\n }\n "
16
16
  };
17
17
 
18
18
  function getPatternUniforms(opts, uniforms) {
@@ -1 +1 @@
1
- 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{project, fp64LowPart} from '@deck.gl/core';\nimport type {Viewport, _ShaderModule as ShaderModule, ProjectUniforms} from '@deck.gl/core';\n\nimport type {Texture} from '@luma.gl/core';\n\n/*\n * fill pattern shader module\n */\nconst patternVs = `\n#ifdef NON_INSTANCED_MODEL\n #define FILL_PATTERN_FRAME_ATTRIB fillPatternFrames\n #define FILL_PATTERN_SCALE_ATTRIB fillPatternScales\n #define FILL_PATTERN_OFFSET_ATTRIB fillPatternOffsets\n#else\n #define FILL_PATTERN_FRAME_ATTRIB instanceFillPatternFrames\n #define FILL_PATTERN_SCALE_ATTRIB instanceFillPatternScales\n #define FILL_PATTERN_OFFSET_ATTRIB instanceFillPatternOffsets\n#endif\n\nattribute vec4 FILL_PATTERN_FRAME_ATTRIB;\nattribute float FILL_PATTERN_SCALE_ATTRIB;\nattribute vec2 FILL_PATTERN_OFFSET_ATTRIB;\n\nuniform bool fill_patternEnabled;\nuniform vec2 fill_patternTextureSize;\n\nvarying vec2 fill_uv;\nvarying vec4 fill_patternBounds;\nvarying vec4 fill_patternPlacement;\n`;\n\nconst patternFs = `\nuniform bool fill_patternEnabled;\nuniform bool fill_patternMask;\nuniform sampler2D fill_patternTexture;\nuniform vec2 fill_uvCoordinateOrigin;\nuniform vec2 fill_uvCoordinateOrigin64Low;\n\nvarying vec4 fill_patternBounds;\nvarying vec4 fill_patternPlacement;\nvarying vec2 fill_uv;\n\nconst float FILL_UV_SCALE = 512.0 / 40000000.0;\n`;\n\nconst inject = {\n 'vs:DECKGL_FILTER_GL_POSITION': `\n fill_uv = geometry.position.xy;\n `,\n\n 'vs:DECKGL_FILTER_COLOR': `\n if (fill_patternEnabled) {\n fill_patternBounds = FILL_PATTERN_FRAME_ATTRIB / vec4(fill_patternTextureSize, fill_patternTextureSize);\n fill_patternPlacement.xy = FILL_PATTERN_OFFSET_ATTRIB;\n fill_patternPlacement.zw = FILL_PATTERN_SCALE_ATTRIB * FILL_PATTERN_FRAME_ATTRIB.zw;\n }\n `,\n\n 'fs:DECKGL_FILTER_COLOR': `\n if (fill_patternEnabled) {\n vec2 scale = FILL_UV_SCALE * fill_patternPlacement.zw;\n vec2 patternUV = mod(mod(fill_uvCoordinateOrigin, scale) + fill_uvCoordinateOrigin64Low + fill_uv, scale) / scale;\n patternUV = mod(fill_patternPlacement.xy + patternUV, 1.0);\n\n vec2 texCoords = fill_patternBounds.xy + fill_patternBounds.zw * patternUV;\n\n vec4 patternColor = texture2D(fill_patternTexture, texCoords);\n color.a *= patternColor.a;\n if (!fill_patternMask) {\n color.rgb = patternColor.rgb;\n }\n }\n `\n};\n\ntype FillStyleModuleSettings =\n | {\n viewport: Viewport;\n fillPatternEnabled?: boolean;\n fillPatternMask?: boolean;\n }\n | {\n fillPatternTexture: Texture;\n };\n\n/* eslint-disable camelcase */\nfunction getPatternUniforms(\n opts: FillStyleModuleSettings | {},\n uniforms: Record<string, any>\n): Record<string, any> {\n if (!opts) {\n return {};\n }\n if ('fillPatternTexture' in opts) {\n const {fillPatternTexture} = opts;\n return {\n fill_patternTexture: fillPatternTexture,\n fill_patternTextureSize: [fillPatternTexture.width, fillPatternTexture.height]\n };\n }\n if ('viewport' in opts) {\n const {fillPatternMask = true, fillPatternEnabled = true} = opts;\n const {project_uCommonOrigin: coordinateOriginCommon} = uniforms as ProjectUniforms;\n\n const coordinateOriginCommon64Low = [\n fp64LowPart(coordinateOriginCommon[0]),\n fp64LowPart(coordinateOriginCommon[1])\n ];\n\n return {\n fill_uvCoordinateOrigin: coordinateOriginCommon.slice(0, 2),\n fill_uvCoordinateOrigin64Low: coordinateOriginCommon64Low,\n fill_patternMask: fillPatternMask,\n fill_patternEnabled: fillPatternEnabled\n };\n }\n return {};\n}\n\nexport const patternShaders: ShaderModule<FillStyleModuleSettings> = {\n name: 'fill-pattern',\n vs: patternVs,\n fs: patternFs,\n inject,\n dependencies: [project],\n getUniforms: getPatternUniforms\n};\n"],"file":"shaders.glsl.js"}
1
+ {"version":3,"sources":["../../../src/fill-style/shaders.glsl.ts"],"names":["patternVs","patternFs","inject","getPatternUniforms","opts","uniforms","fillPatternTexture","fill_patternTexture","fill_patternTextureSize","width","height","fillPatternMask","fillPatternEnabled","coordinateOriginCommon","project_uCommonOrigin","coordinateOriginCommon64Low","fill_uvCoordinateOrigin","slice","fill_uvCoordinateOrigin64Low","fill_patternMask","fill_patternEnabled","patternShaders","name","vs","fs","dependencies","project","getUniforms"],"mappings":";;;;;;;AACA;;AAQA,IAAMA,SAAS,wqBAAf;AAuBA,IAAMC,SAAS,yUAAf;AAcA,IAAMC,MAAM,GAAG;AACb,6EADa;AAKb,mVALa;AAab;AAba,CAAf;;AAyCA,SAASC,kBAAT,CACEC,IADF,EAEEC,QAFF,EAGuB;AACrB,MAAI,CAACD,IAAL,EAAW;AACT,WAAO,EAAP;AACD;;AACD,MAAI,wBAAwBA,IAA5B,EAAkC;AAChC,QAAOE,kBAAP,GAA6BF,IAA7B,CAAOE,kBAAP;AACA,WAAO;AACLC,MAAAA,mBAAmB,EAAED,kBADhB;AAELE,MAAAA,uBAAuB,EAAE,CAACF,kBAAkB,CAACG,KAApB,EAA2BH,kBAAkB,CAACI,MAA9C;AAFpB,KAAP;AAID;;AACD,MAAI,cAAcN,IAAlB,EAAwB;AACtB,gCAA4DA,IAA5D,CAAOO,eAAP;AAAA,QAAOA,eAAP,sCAAyB,IAAzB;AAAA,gCAA4DP,IAA5D,CAA+BQ,kBAA/B;AAAA,QAA+BA,kBAA/B,sCAAoD,IAApD;AACA,eAAwDP,QAAxD;AAAA,QAA8BQ,sBAA9B,QAAOC,qBAAP;AAEA,QAAMC,2BAA2B,GAAG,CAClC,uBAAYF,sBAAsB,CAAC,CAAD,CAAlC,CADkC,EAElC,uBAAYA,sBAAsB,CAAC,CAAD,CAAlC,CAFkC,CAApC;AAKA,WAAO;AACLG,MAAAA,uBAAuB,EAAEH,sBAAsB,CAACI,KAAvB,CAA6B,CAA7B,EAAgC,CAAhC,CADpB;AAELC,MAAAA,4BAA4B,EAAEH,2BAFzB;AAGLI,MAAAA,gBAAgB,EAAER,eAHb;AAILS,MAAAA,mBAAmB,EAAER;AAJhB,KAAP;AAMD;;AACD,SAAO,EAAP;AACD;;AAEM,IAAMS,cAAqD,GAAG;AACnEC,EAAAA,IAAI,EAAE,cAD6D;AAEnEC,EAAAA,EAAE,EAAEvB,SAF+D;AAGnEwB,EAAAA,EAAE,EAAEvB,SAH+D;AAInEC,EAAAA,MAAM,EAANA,MAJmE;AAKnEuB,EAAAA,YAAY,EAAE,CAACC,aAAD,CALqD;AAMnEC,EAAAA,WAAW,EAAExB;AANsD,CAA9D","sourcesContent":["import type {ShaderModule} from '@luma.gl/shadertools';\nimport {project, fp64LowPart} from '@deck.gl/core';\nimport type {Viewport, ProjectUniforms} from '@deck.gl/core';\n\nimport type {Texture} from '@luma.gl/core';\n\n/*\n * fill pattern shader module\n */\nconst patternVs = `\n#ifdef NON_INSTANCED_MODEL\n #define FILL_PATTERN_FRAME_ATTRIB fillPatternFrames\n #define FILL_PATTERN_SCALE_ATTRIB fillPatternScales\n #define FILL_PATTERN_OFFSET_ATTRIB fillPatternOffsets\n#else\n #define FILL_PATTERN_FRAME_ATTRIB instanceFillPatternFrames\n #define FILL_PATTERN_SCALE_ATTRIB instanceFillPatternScales\n #define FILL_PATTERN_OFFSET_ATTRIB instanceFillPatternOffsets\n#endif\n\nin vec4 FILL_PATTERN_FRAME_ATTRIB;\nin float FILL_PATTERN_SCALE_ATTRIB;\nin vec2 FILL_PATTERN_OFFSET_ATTRIB;\n\nuniform bool fill_patternEnabled;\nuniform vec2 fill_patternTextureSize;\n\nout vec2 fill_uv;\nout vec4 fill_patternBounds;\nout vec4 fill_patternPlacement;\n`;\n\nconst patternFs = `\nuniform bool fill_patternEnabled;\nuniform bool fill_patternMask;\nuniform sampler2D fill_patternTexture;\nuniform vec2 fill_uvCoordinateOrigin;\nuniform vec2 fill_uvCoordinateOrigin64Low;\n\nin vec4 fill_patternBounds;\nin vec4 fill_patternPlacement;\nin vec2 fill_uv;\n\nconst float FILL_UV_SCALE = 512.0 / 40000000.0;\n`;\n\nconst inject = {\n 'vs:DECKGL_FILTER_GL_POSITION': `\n fill_uv = geometry.position.xy;\n `,\n\n 'vs:DECKGL_FILTER_COLOR': `\n if (fill_patternEnabled) {\n fill_patternBounds = FILL_PATTERN_FRAME_ATTRIB / vec4(fill_patternTextureSize, fill_patternTextureSize);\n fill_patternPlacement.xy = FILL_PATTERN_OFFSET_ATTRIB;\n fill_patternPlacement.zw = FILL_PATTERN_SCALE_ATTRIB * FILL_PATTERN_FRAME_ATTRIB.zw;\n }\n `,\n\n 'fs:DECKGL_FILTER_COLOR': `\n if (fill_patternEnabled) {\n vec2 scale = FILL_UV_SCALE * fill_patternPlacement.zw;\n vec2 patternUV = mod(mod(fill_uvCoordinateOrigin, scale) + fill_uvCoordinateOrigin64Low + fill_uv, scale) / scale;\n patternUV = mod(fill_patternPlacement.xy + patternUV, 1.0);\n\n vec2 texCoords = fill_patternBounds.xy + fill_patternBounds.zw * patternUV;\n\n vec4 patternColor = texture(fill_patternTexture, texCoords);\n color.a *= patternColor.a;\n if (!fill_patternMask) {\n color.rgb = patternColor.rgb;\n }\n }\n `\n};\n\ntype FillStyleModuleSettings =\n | {\n viewport: Viewport;\n fillPatternEnabled?: boolean;\n fillPatternMask?: boolean;\n }\n | {\n fillPatternTexture: Texture;\n };\n\n/* eslint-disable camelcase */\nfunction getPatternUniforms(\n opts: FillStyleModuleSettings | {},\n uniforms: Record<string, any>\n): Record<string, any> {\n if (!opts) {\n return {};\n }\n if ('fillPatternTexture' in opts) {\n const {fillPatternTexture} = opts;\n return {\n fill_patternTexture: fillPatternTexture,\n fill_patternTextureSize: [fillPatternTexture.width, fillPatternTexture.height]\n };\n }\n if ('viewport' in opts) {\n const {fillPatternMask = true, fillPatternEnabled = true} = opts;\n const {project_uCommonOrigin: coordinateOriginCommon} = uniforms as ProjectUniforms;\n\n const coordinateOriginCommon64Low = [\n fp64LowPart(coordinateOriginCommon[0]),\n fp64LowPart(coordinateOriginCommon[1])\n ];\n\n return {\n fill_uvCoordinateOrigin: coordinateOriginCommon.slice(0, 2),\n fill_uvCoordinateOrigin64Low: coordinateOriginCommon64Low,\n fill_patternMask: fillPatternMask,\n fill_patternEnabled: fillPatternEnabled\n };\n }\n return {};\n}\n\nexport const patternShaders: ShaderModule<FillStyleModuleSettings> = {\n name: 'fill-pattern',\n vs: patternVs,\n fs: patternFs,\n inject,\n dependencies: [project],\n getUniforms: getPatternUniforms\n};\n"],"file":"shaders.glsl.js"}
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/fp64/project64.ts"],"names":["fp64ify","fp64","fp64ifyMatrix4","name","dependencies","project","vs","project64Shader","getUniforms","getMemoizedUniforms","calculateUniforms","opts","viewport","viewProjectionMatrix","scale","glViewProjectionMatrixFP64","scaleFP64","project_uViewProjectionMatrixFP64","project64_uViewProjectionMatrix","project64_uScale"],"mappings":";;;;;;;;;AAqBA;;AAEA;;AAGA;;AAJA,IAAOA,OAAP,GAAkCC,iBAAlC,CAAOD,OAAP;AAAA,IAAgBE,cAAhB,GAAkCD,iBAAlC,CAAgBC,cAAhB;eAUe;AACbC,EAAAA,IAAI,EAAE,WADO;AAEbC,EAAAA,YAAY,EAAE,CAACC,aAAD,EAAUJ,iBAAV,CAFD;AAGbK,EAAAA,EAAE,EAAEC,gBAHS;AAIbC,EAAAA,WAAW,EAAXA;AAJa,C;;AAUf,IAAMC,mBAAmB,GAAG,oBAAQC,iBAAR,CAA5B;;AAEA,SAASF,WAAT,CAAqBG,IAArB,EAA+E;AAC7E,MAAIA,IAAI,IAAI,cAAcA,IAA1B,EAAgC;AAC9B,yBAAsCA,IAAI,CAACC,QAA3C;AAAA,QAAOC,oBAAP,kBAAOA,oBAAP;AAAA,QAA6BC,KAA7B,kBAA6BA,KAA7B;AAEA,WAAOL,mBAAmB,CAAC;AAACI,MAAAA,oBAAoB,EAApBA,oBAAD;AAAuBC,MAAAA,KAAK,EAALA;AAAvB,KAAD,CAA1B;AACD;;AACD,SAAO,EAAP;AACD;;AAED,SAASJ,iBAAT,OAMG;AAAA,MALDG,oBAKC,QALDA,oBAKC;AAAA,MAJDC,KAIC,QAJDA,KAIC;AACD,MAAMC,0BAA0B,GAAGb,cAAc,CAACW,oBAAD,CAAjD;AACA,MAAMG,SAAS,GAAGhB,OAAO,CAACc,KAAD,CAAzB;AAEA,SAAO;AACLG,IAAAA,iCAAiC,EAAEF,0BAD9B;AAELG,IAAAA,+BAA+B,EAAEH,0BAF5B;AAGLI,IAAAA,gBAAgB,EAAEH;AAHb,GAAP;AAKD","sourcesContent":["// Copyright (c) 2015 - 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\n/* eslint-disable camelcase */\nimport {fp64} from '@luma.gl/shadertools';\nconst {fp64ify, fp64ifyMatrix4} = fp64;\nimport {project, _memoize as memoize} from '@deck.gl/core';\n\nimport type {Viewport, _ShaderModule as ShaderModule} from '@deck.gl/core';\nimport project64Shader from './project64.glsl';\n\ntype Project64ModuleSettings = {\n viewport: Viewport;\n};\n\nexport default {\n name: 'project64',\n dependencies: [project, fp64],\n vs: project64Shader,\n getUniforms\n} as ShaderModule<Project64ModuleSettings>;\n\n// TODO - this module should calculate the 64 bit uniforms\n// It is currently done by project to minimize duplicated work\n\nconst getMemoizedUniforms = memoize(calculateUniforms);\n\nfunction getUniforms(opts?: Project64ModuleSettings | {}): Record<string, any> {\n if (opts && 'viewport' in opts) {\n const {viewProjectionMatrix, scale} = opts.viewport;\n // We only need to update fp64 uniforms if fp32 projection is being updated\n return getMemoizedUniforms({viewProjectionMatrix, scale});\n }\n return {};\n}\n\nfunction calculateUniforms({\n viewProjectionMatrix,\n scale\n}: {\n viewProjectionMatrix: number[];\n scale: number;\n}) {\n const glViewProjectionMatrixFP64 = fp64ifyMatrix4(viewProjectionMatrix);\n const scaleFP64 = fp64ify(scale);\n\n return {\n project_uViewProjectionMatrixFP64: glViewProjectionMatrixFP64,\n project64_uViewProjectionMatrix: glViewProjectionMatrixFP64,\n project64_uScale: scaleFP64\n };\n}\n"],"file":"project64.js"}
1
+ {"version":3,"sources":["../../../src/fp64/project64.ts"],"names":["fp64ify","fp64","fp64ifyMatrix4","name","dependencies","project","vs","project64Shader","getUniforms","getMemoizedUniforms","calculateUniforms","opts","viewport","viewProjectionMatrix","scale","glViewProjectionMatrixFP64","scaleFP64","project_uViewProjectionMatrixFP64","project64_uViewProjectionMatrix","project64_uScale"],"mappings":";;;;;;;;;AAqBA;;AAGA;;AAGA;;AAJA,IAAOA,OAAP,GAAkCC,iBAAlC,CAAOD,OAAP;AAAA,IAAgBE,cAAhB,GAAkCD,iBAAlC,CAAgBC,cAAhB;eAUe;AACbC,EAAAA,IAAI,EAAE,WADO;AAEbC,EAAAA,YAAY,EAAE,CAACC,aAAD,EAAUJ,iBAAV,CAFD;AAGbK,EAAAA,EAAE,EAAEC,gBAHS;AAIbC,EAAAA,WAAW,EAAXA;AAJa,C;;AAUf,IAAMC,mBAAmB,GAAG,oBAAQC,iBAAR,CAA5B;;AAEA,SAASF,WAAT,CAAqBG,IAArB,EAA+E;AAC7E,MAAIA,IAAI,IAAI,cAAcA,IAA1B,EAAgC;AAC9B,yBAAsCA,IAAI,CAACC,QAA3C;AAAA,QAAOC,oBAAP,kBAAOA,oBAAP;AAAA,QAA6BC,KAA7B,kBAA6BA,KAA7B;AAEA,WAAOL,mBAAmB,CAAC;AAACI,MAAAA,oBAAoB,EAApBA,oBAAD;AAAuBC,MAAAA,KAAK,EAALA;AAAvB,KAAD,CAA1B;AACD;;AACD,SAAO,EAAP;AACD;;AAED,SAASJ,iBAAT,OAMG;AAAA,MALDG,oBAKC,QALDA,oBAKC;AAAA,MAJDC,KAIC,QAJDA,KAIC;AACD,MAAMC,0BAA0B,GAAGb,cAAc,CAACW,oBAAD,CAAjD;AACA,MAAMG,SAAS,GAAGhB,OAAO,CAACc,KAAD,CAAzB;AAEA,SAAO;AACLG,IAAAA,iCAAiC,EAAEF,0BAD9B;AAELG,IAAAA,+BAA+B,EAAEH,0BAF5B;AAGLI,IAAAA,gBAAgB,EAAEH;AAHb,GAAP;AAKD","sourcesContent":["// Copyright (c) 2015 - 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\n/* eslint-disable camelcase */\nimport {fp64} from '@luma.gl/shadertools';\nimport type {ShaderModule} from '@luma.gl/shadertools';\nconst {fp64ify, fp64ifyMatrix4} = fp64;\nimport {project, _memoize as memoize} from '@deck.gl/core';\n\nimport type {Viewport} from '@deck.gl/core';\nimport project64Shader from './project64.glsl';\n\ntype Project64ModuleSettings = {\n viewport: Viewport;\n};\n\nexport default {\n name: 'project64',\n dependencies: [project, fp64],\n vs: project64Shader,\n getUniforms\n} as ShaderModule<Project64ModuleSettings>;\n\n// TODO - this module should calculate the 64 bit uniforms\n// It is currently done by project to minimize duplicated work\n\nconst getMemoizedUniforms = memoize(calculateUniforms);\n\nfunction getUniforms(opts?: Project64ModuleSettings | {}): Record<string, any> {\n if (opts && 'viewport' in opts) {\n const {viewProjectionMatrix, scale} = opts.viewport;\n // We only need to update fp64 uniforms if fp32 projection is being updated\n return getMemoizedUniforms({viewProjectionMatrix, scale});\n }\n return {};\n}\n\nfunction calculateUniforms({\n viewProjectionMatrix,\n scale\n}: {\n viewProjectionMatrix: number[];\n scale: number;\n}) {\n const glViewProjectionMatrixFP64 = fp64ifyMatrix4(viewProjectionMatrix);\n const scaleFP64 = fp64ify(scale);\n\n return {\n project_uViewProjectionMatrixFP64: glViewProjectionMatrixFP64,\n project64_uViewProjectionMatrix: glViewProjectionMatrixFP64,\n project64_uScale: scaleFP64\n };\n}\n"],"file":"project64.js"}
@@ -8,12 +8,12 @@ exports.default = void 0;
8
8
  var _core = require("@deck.gl/core");
9
9
 
10
10
  var vs = "\nuniform vec4 mask_bounds;\nuniform bool mask_maskByInstance;\nvec2 mask_getCoords(vec4 position) {\n return (position.xy - mask_bounds.xy) / (mask_bounds.zw - mask_bounds.xy);\n}\n";
11
- var fs = "\nuniform sampler2D mask_texture;\nuniform int mask_channel;\nuniform bool mask_enabled;\nuniform bool mask_inverted;\nbool mask_isInBounds(vec2 texCoords) {\n if (!mask_enabled) {\n return true;\n }\n vec4 maskColor = texture2D(mask_texture, texCoords);\n float maskValue = 1.0;\n if (mask_channel == 0) {\n maskValue = maskColor.r;\n } else if (mask_channel == 1) {\n maskValue = maskColor.g;\n } else if (mask_channel == 2) {\n maskValue = maskColor.b;\n } else if (mask_channel == 3) {\n maskValue = maskColor.a;\n }\n\n if (mask_inverted) {\n return maskValue >= 0.5;\n } else {\n return maskValue < 0.5;\n }\n}\n";
11
+ var fs = "\nuniform sampler2D mask_texture;\nuniform int mask_channel;\nuniform bool mask_enabled;\nuniform bool mask_inverted;\nbool mask_isInBounds(vec2 texCoords) {\n if (!mask_enabled) {\n return true;\n }\n vec4 maskColor = texture(mask_texture, texCoords);\n float maskValue = 1.0;\n if (mask_channel == 0) {\n maskValue = maskColor.r;\n } else if (mask_channel == 1) {\n maskValue = maskColor.g;\n } else if (mask_channel == 2) {\n maskValue = maskColor.b;\n } else if (mask_channel == 3) {\n maskValue = maskColor.a;\n }\n\n if (mask_inverted) {\n return maskValue >= 0.5;\n } else {\n return maskValue < 0.5;\n }\n}\n";
12
12
  var inject = {
13
- 'vs:#decl': "\nvarying vec2 mask_texCoords;\n",
13
+ 'vs:#decl': "\nout vec2 mask_texCoords;\n",
14
14
  'vs:#main-end': "\n vec4 mask_common_position;\n if (mask_maskByInstance) {\n mask_common_position = project_position(vec4(geometry.worldPosition, 1.0));\n } else {\n mask_common_position = geometry.position;\n }\n mask_texCoords = mask_getCoords(mask_common_position);\n",
15
- 'fs:#decl': "\nvarying vec2 mask_texCoords;\n",
16
- 'fs:#main-start': "\n if (mask_enabled) {\n bool mask = mask_isInBounds(mask_texCoords);\n\n // Debug: show extent of render target\n // gl_FragColor = vec4(mask_texCoords, 0.0, 1.0);\n gl_FragColor = texture2D(mask_texture, mask_texCoords);\n\n if (!mask) discard;\n }\n"
15
+ 'fs:#decl': "\nin vec2 mask_texCoords;\n",
16
+ 'fs:#main-start': "\n if (mask_enabled) {\n bool mask = mask_isInBounds(mask_texCoords);\n\n // Debug: show extent of render target\n // fragColor = vec4(mask_texCoords, 0.0, 1.0);\n fragColor = texture(mask_texture, mask_texCoords);\n\n if (!mask) discard;\n }\n"
17
17
  };
18
18
 
19
19
  var getMaskUniforms = function getMaskUniforms(opts) {
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/mask/shader-module.ts"],"names":["vs","fs","inject","getMaskUniforms","opts","mask_texture","maskMap","name","dependencies","project","getUniforms"],"mappings":";;;;;;;AAAA;;AAIA,IAAMA,EAAE,4LAAR;AAQA,IAAMC,EAAE,gpBAAR;AA6BA,IAAMC,MAAM,GAAG;AACb,gDADa;AAIb,oSAJa;AAab,gDAba;AAgBb;AAhBa,CAAf;;AAkCA,IAAMC,eAAe,GAAG,SAAlBA,eAAkB,CAACC,IAAD,EAAyD;AAC/E,MAAIA,IAAI,IAAI,aAAaA,IAAzB,EAA+B;AAC7B,WAAO;AACLC,MAAAA,YAAY,EAAED,IAAI,CAACE;AADd,KAAP;AAGD;;AACD,SAAO,EAAP;AACD,CAPD;;eASe;AACbC,EAAAA,IAAI,EAAE,MADO;AAEbC,EAAAA,YAAY,EAAE,CAACC,aAAD,CAFD;AAGbT,EAAAA,EAAE,EAAFA,EAHa;AAIbC,EAAAA,EAAE,EAAFA,EAJa;AAKbC,EAAAA,MAAM,EAANA,MALa;AAMbQ,EAAAA,WAAW,EAAEP;AANA,C","sourcesContent":["import {project} from '@deck.gl/core';\nimport type {_ShaderModule as ShaderModule} from '@deck.gl/core';\nimport type {Texture} from '@luma.gl/core';\n\nconst vs = `\nuniform vec4 mask_bounds;\nuniform bool mask_maskByInstance;\nvec2 mask_getCoords(vec4 position) {\n return (position.xy - mask_bounds.xy) / (mask_bounds.zw - mask_bounds.xy);\n}\n`;\n\nconst fs = `\nuniform sampler2D mask_texture;\nuniform int mask_channel;\nuniform bool mask_enabled;\nuniform bool mask_inverted;\nbool mask_isInBounds(vec2 texCoords) {\n if (!mask_enabled) {\n return true;\n }\n vec4 maskColor = texture2D(mask_texture, texCoords);\n float maskValue = 1.0;\n if (mask_channel == 0) {\n maskValue = maskColor.r;\n } else if (mask_channel == 1) {\n maskValue = maskColor.g;\n } else if (mask_channel == 2) {\n maskValue = maskColor.b;\n } else if (mask_channel == 3) {\n maskValue = maskColor.a;\n }\n\n if (mask_inverted) {\n return maskValue >= 0.5;\n } else {\n return maskValue < 0.5;\n }\n}\n`;\n\nconst inject = {\n 'vs:#decl': `\nvarying vec2 mask_texCoords;\n`,\n 'vs:#main-end': `\n vec4 mask_common_position;\n if (mask_maskByInstance) {\n mask_common_position = project_position(vec4(geometry.worldPosition, 1.0));\n } else {\n mask_common_position = geometry.position;\n }\n mask_texCoords = mask_getCoords(mask_common_position);\n`,\n 'fs:#decl': `\nvarying vec2 mask_texCoords;\n`,\n 'fs:#main-start': `\n if (mask_enabled) {\n bool mask = mask_isInBounds(mask_texCoords);\n\n // Debug: show extent of render target\n // gl_FragColor = vec4(mask_texCoords, 0.0, 1.0);\n gl_FragColor = texture2D(mask_texture, mask_texCoords);\n\n if (!mask) discard;\n }\n`\n};\n\ntype MaskModuleSettings = {\n maskMap?: Texture;\n};\n\n/* eslint-disable camelcase */\nconst getMaskUniforms = (opts?: MaskModuleSettings | {}): Record<string, any> => {\n if (opts && 'maskMap' in opts) {\n return {\n mask_texture: opts.maskMap\n };\n }\n return {};\n};\n\nexport default {\n name: 'mask',\n dependencies: [project],\n vs,\n fs,\n inject,\n getUniforms: getMaskUniforms\n} as ShaderModule<MaskModuleSettings>;\n"],"file":"shader-module.js"}
1
+ {"version":3,"sources":["../../../src/mask/shader-module.ts"],"names":["vs","fs","inject","getMaskUniforms","opts","mask_texture","maskMap","name","dependencies","project","getUniforms"],"mappings":";;;;;;;AACA;;AAGA,IAAMA,EAAE,4LAAR;AAQA,IAAMC,EAAE,8oBAAR;AA6BA,IAAMC,MAAM,GAAG;AACb,4CADa;AAIb,oSAJa;AAab,2CAba;AAgBb;AAhBa,CAAf;;AAkCA,IAAMC,eAAe,GAAG,SAAlBA,eAAkB,CAACC,IAAD,EAAyD;AAC/E,MAAIA,IAAI,IAAI,aAAaA,IAAzB,EAA+B;AAC7B,WAAO;AACLC,MAAAA,YAAY,EAAED,IAAI,CAACE;AADd,KAAP;AAGD;;AACD,SAAO,EAAP;AACD,CAPD;;eASe;AACbC,EAAAA,IAAI,EAAE,MADO;AAEbC,EAAAA,YAAY,EAAE,CAACC,aAAD,CAFD;AAGbT,EAAAA,EAAE,EAAFA,EAHa;AAIbC,EAAAA,EAAE,EAAFA,EAJa;AAKbC,EAAAA,MAAM,EAANA,MALa;AAMbQ,EAAAA,WAAW,EAAEP;AANA,C","sourcesContent":["import type {ShaderModule} from '@luma.gl/shadertools';\nimport {project} from '@deck.gl/core';\nimport type {Texture} from '@luma.gl/core';\n\nconst vs = `\nuniform vec4 mask_bounds;\nuniform bool mask_maskByInstance;\nvec2 mask_getCoords(vec4 position) {\n return (position.xy - mask_bounds.xy) / (mask_bounds.zw - mask_bounds.xy);\n}\n`;\n\nconst fs = `\nuniform sampler2D mask_texture;\nuniform int mask_channel;\nuniform bool mask_enabled;\nuniform bool mask_inverted;\nbool mask_isInBounds(vec2 texCoords) {\n if (!mask_enabled) {\n return true;\n }\n vec4 maskColor = texture(mask_texture, texCoords);\n float maskValue = 1.0;\n if (mask_channel == 0) {\n maskValue = maskColor.r;\n } else if (mask_channel == 1) {\n maskValue = maskColor.g;\n } else if (mask_channel == 2) {\n maskValue = maskColor.b;\n } else if (mask_channel == 3) {\n maskValue = maskColor.a;\n }\n\n if (mask_inverted) {\n return maskValue >= 0.5;\n } else {\n return maskValue < 0.5;\n }\n}\n`;\n\nconst inject = {\n 'vs:#decl': `\nout vec2 mask_texCoords;\n`,\n 'vs:#main-end': `\n vec4 mask_common_position;\n if (mask_maskByInstance) {\n mask_common_position = project_position(vec4(geometry.worldPosition, 1.0));\n } else {\n mask_common_position = geometry.position;\n }\n mask_texCoords = mask_getCoords(mask_common_position);\n`,\n 'fs:#decl': `\nin vec2 mask_texCoords;\n`,\n 'fs:#main-start': `\n if (mask_enabled) {\n bool mask = mask_isInBounds(mask_texCoords);\n\n // Debug: show extent of render target\n // fragColor = vec4(mask_texCoords, 0.0, 1.0);\n fragColor = texture(mask_texture, mask_texCoords);\n\n if (!mask) discard;\n }\n`\n};\n\ntype MaskModuleSettings = {\n maskMap?: Texture;\n};\n\n/* eslint-disable camelcase */\nconst getMaskUniforms = (opts?: MaskModuleSettings | {}): Record<string, any> => {\n if (opts && 'maskMap' in opts) {\n return {\n mask_texture: opts.maskMap\n };\n }\n return {};\n};\n\nexport default {\n name: 'mask',\n dependencies: [project],\n vs,\n fs,\n inject,\n getUniforms: getMaskUniforms\n} as ShaderModule<MaskModuleSettings>;\n"],"file":"shader-module.js"}
@@ -6,16 +6,16 @@ Object.defineProperty(exports, "__esModule", {
6
6
  exports.offsetShaders = exports.dashShaders = void 0;
7
7
  var dashShaders = {
8
8
  inject: {
9
- 'vs:#decl': "\nattribute vec2 instanceDashArrays;\nattribute float instanceDashOffsets;\nvarying vec2 vDashArray;\nvarying float vDashOffset;\n",
9
+ 'vs:#decl': "\nin vec2 instanceDashArrays;\nin float instanceDashOffsets;\nout vec2 vDashArray;\nout float vDashOffset;\n",
10
10
  'vs:#main-end': "\nvDashArray = instanceDashArrays;\nvDashOffset = instanceDashOffsets / width.x;\n",
11
- 'fs:#decl': "\nuniform float dashAlignMode;\nuniform float capType;\nuniform bool dashGapPickable;\nvarying vec2 vDashArray;\nvarying float vDashOffset;\n\nfloat round(float x) {\n return floor(x + 0.5);\n}\n",
12
- 'fs:#main-start': "\n float solidLength = vDashArray.x;\n float gapLength = vDashArray.y;\n float unitLength = solidLength + gapLength;\n\n float offset;\n\n if (unitLength > 0.0) {\n if (dashAlignMode == 0.0) {\n offset = vDashOffset;\n } else {\n unitLength = vPathLength / round(vPathLength / unitLength);\n offset = solidLength / 2.0;\n }\n\n float unitOffset = mod(vPathPosition.y + offset, unitLength);\n\n if (gapLength > 0.0 && unitOffset > solidLength) {\n if (capType <= 0.5) {\n if (!(dashGapPickable && picking_uActive)) {\n discard;\n }\n } else {\n float distToEnd = length(vec2(\n min(unitOffset - solidLength, unitLength - unitOffset),\n vPathPosition.x\n ));\n if (distToEnd > 1.0) {\n if (!(dashGapPickable && picking_uActive)) {\n discard;\n }\n }\n }\n }\n }\n"
11
+ 'fs:#decl': "\nuniform float dashAlignMode;\nuniform float capType;\nuniform bool dashGapPickable;\nin vec2 vDashArray;\nin float vDashOffset;\n",
12
+ 'fs:#main-start': "\n float solidLength = vDashArray.x;\n float gapLength = vDashArray.y;\n float unitLength = solidLength + gapLength;\n\n float offset;\n\n if (unitLength > 0.0) {\n if (dashAlignMode == 0.0) {\n offset = vDashOffset;\n } else {\n unitLength = vPathLength / round(vPathLength / unitLength);\n offset = solidLength / 2.0;\n }\n\n float unitOffset = mod(vPathPosition.y + offset, unitLength);\n\n if (gapLength > 0.0 && unitOffset > solidLength) {\n if (capType <= 0.5) {\n if (!(dashGapPickable && bool(picking.isActive))) {\n discard;\n }\n } else {\n float distToEnd = length(vec2(\n min(unitOffset - solidLength, unitLength - unitOffset),\n vPathPosition.x\n ));\n if (distToEnd > 1.0) {\n if (!(dashGapPickable && bool(picking.isActive))) {\n discard;\n }\n }\n }\n }\n }\n"
13
13
  }
14
14
  };
15
15
  exports.dashShaders = dashShaders;
16
16
  var offsetShaders = {
17
17
  inject: {
18
- 'vs:#decl': "\nattribute float instanceOffsets;\n",
18
+ 'vs:#decl': "\nin float instanceOffsets;\n",
19
19
  'vs:DECKGL_FILTER_SIZE': "\n float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;\n size *= offsetWidth;\n",
20
20
  'vs:#main-end': "\n float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;\n float offsetDir = sign(instanceOffsets);\n vPathPosition.x = (vPathPosition.x + offsetDir) * offsetWidth - offsetDir;\n vPathPosition.y *= offsetWidth;\n vPathLength *= offsetWidth;\n",
21
21
  'fs:#main-start': "\n float isInside;\n isInside = step(-1.0, vPathPosition.x) * step(vPathPosition.x, 1.0);\n if (isInside == 0.0) {\n discard;\n }\n"
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/path-style/shaders.glsl.ts"],"names":["dashShaders","inject","offsetShaders"],"mappings":";;;;;;AAAO,IAAMA,WAAW,GAAG;AACzBC,EAAAA,MAAM,EAAE;AACN,oJADM;AAQN,wGARM;AAaN,sNAbM;AAiCN;AAjCM;AADiB,CAApB;;AA0EA,IAAMC,aAAa,GAAG;AAC3BD,EAAAA,MAAM,EAAE;AACN,sDADM;AAIN,kHAJM;AAQN,6QARM;AAeN;AAfM;AADmB,CAAtB","sourcesContent":["export const dashShaders = {\n inject: {\n 'vs:#decl': `\nattribute vec2 instanceDashArrays;\nattribute float instanceDashOffsets;\nvarying vec2 vDashArray;\nvarying float vDashOffset;\n`,\n\n 'vs:#main-end': `\nvDashArray = instanceDashArrays;\nvDashOffset = instanceDashOffsets / width.x;\n`,\n\n 'fs:#decl': `\nuniform float dashAlignMode;\nuniform float capType;\nuniform bool dashGapPickable;\nvarying vec2 vDashArray;\nvarying float vDashOffset;\n\nfloat round(float x) {\n return floor(x + 0.5);\n}\n`,\n\n // if given position is in the gap part of the dashed line\n // dashArray.x: solid stroke length, relative to width\n // dashArray.y: gap length, relative to width\n // alignMode:\n // 0 - no adjustment\n // o---- ---- ---- ---- o---- -o---- ---- o\n // 1 - stretch to fit, draw half dash at each end for nicer joints\n // o-- ---- ---- ---- --o-- --o-- ---- --o\n 'fs:#main-start': `\n float solidLength = vDashArray.x;\n float gapLength = vDashArray.y;\n float unitLength = solidLength + gapLength;\n\n float offset;\n\n if (unitLength > 0.0) {\n if (dashAlignMode == 0.0) {\n offset = vDashOffset;\n } else {\n unitLength = vPathLength / round(vPathLength / unitLength);\n offset = solidLength / 2.0;\n }\n\n float unitOffset = mod(vPathPosition.y + offset, unitLength);\n\n if (gapLength > 0.0 && unitOffset > solidLength) {\n if (capType <= 0.5) {\n if (!(dashGapPickable && picking_uActive)) {\n discard;\n }\n } else {\n // caps are rounded, test the distance to solid ends\n float distToEnd = length(vec2(\n min(unitOffset - solidLength, unitLength - unitOffset),\n vPathPosition.x\n ));\n if (distToEnd > 1.0) {\n if (!(dashGapPickable && picking_uActive)) {\n discard;\n }\n }\n }\n }\n }\n`\n }\n};\n\nexport const offsetShaders = {\n inject: {\n 'vs:#decl': `\nattribute float instanceOffsets;\n`,\n 'vs:DECKGL_FILTER_SIZE': `\n float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;\n size *= offsetWidth;\n`,\n 'vs:#main-end': `\n float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;\n float offsetDir = sign(instanceOffsets);\n vPathPosition.x = (vPathPosition.x + offsetDir) * offsetWidth - offsetDir;\n vPathPosition.y *= offsetWidth;\n vPathLength *= offsetWidth;\n`,\n 'fs:#main-start': `\n float isInside;\n isInside = step(-1.0, vPathPosition.x) * step(vPathPosition.x, 1.0);\n if (isInside == 0.0) {\n discard;\n }\n`\n }\n};\n"],"file":"shaders.glsl.js"}
1
+ {"version":3,"sources":["../../../src/path-style/shaders.glsl.ts"],"names":["dashShaders","inject","offsetShaders"],"mappings":";;;;;;AAAO,IAAMA,WAAW,GAAG;AACzBC,EAAAA,MAAM,EAAE;AACN,8HADM;AAQN,wGARM;AAaN,qJAbM;AA6BN;AA7BM;AADiB,CAApB;;AAsEA,IAAMC,aAAa,GAAG;AAC3BD,EAAAA,MAAM,EAAE;AACN,+CADM;AAIN,kHAJM;AAQN,6QARM;AAeN;AAfM;AADmB,CAAtB","sourcesContent":["export const dashShaders = {\n inject: {\n 'vs:#decl': `\nin vec2 instanceDashArrays;\nin float instanceDashOffsets;\nout vec2 vDashArray;\nout float vDashOffset;\n`,\n\n 'vs:#main-end': `\nvDashArray = instanceDashArrays;\nvDashOffset = instanceDashOffsets / width.x;\n`,\n\n 'fs:#decl': `\nuniform float dashAlignMode;\nuniform float capType;\nuniform bool dashGapPickable;\nin vec2 vDashArray;\nin float vDashOffset;\n`,\n\n // if given position is in the gap part of the dashed line\n // dashArray.x: solid stroke length, relative to width\n // dashArray.y: gap length, relative to width\n // alignMode:\n // 0 - no adjustment\n // o---- ---- ---- ---- o---- -o---- ---- o\n // 1 - stretch to fit, draw half dash at each end for nicer joints\n // o-- ---- ---- ---- --o-- --o-- ---- --o\n 'fs:#main-start': `\n float solidLength = vDashArray.x;\n float gapLength = vDashArray.y;\n float unitLength = solidLength + gapLength;\n\n float offset;\n\n if (unitLength > 0.0) {\n if (dashAlignMode == 0.0) {\n offset = vDashOffset;\n } else {\n unitLength = vPathLength / round(vPathLength / unitLength);\n offset = solidLength / 2.0;\n }\n\n float unitOffset = mod(vPathPosition.y + offset, unitLength);\n\n if (gapLength > 0.0 && unitOffset > solidLength) {\n if (capType <= 0.5) {\n if (!(dashGapPickable && bool(picking.isActive))) {\n discard;\n }\n } else {\n // caps are rounded, test the distance to solid ends\n float distToEnd = length(vec2(\n min(unitOffset - solidLength, unitLength - unitOffset),\n vPathPosition.x\n ));\n if (distToEnd > 1.0) {\n if (!(dashGapPickable && bool(picking.isActive))) {\n discard;\n }\n }\n }\n }\n }\n`\n }\n};\n\nexport const offsetShaders = {\n inject: {\n 'vs:#decl': `\nin float instanceOffsets;\n`,\n 'vs:DECKGL_FILTER_SIZE': `\n float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;\n size *= offsetWidth;\n`,\n 'vs:#main-end': `\n float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;\n float offsetDir = sign(instanceOffsets);\n vPathPosition.x = (vPathPosition.x + offsetDir) * offsetWidth - offsetDir;\n vPathPosition.y *= offsetWidth;\n vPathLength *= offsetWidth;\n`,\n 'fs:#main-start': `\n float isInside;\n isInside = step(-1.0, vPathPosition.x) * step(vPathPosition.x, 1.0);\n if (isInside == 0.0) {\n discard;\n }\n`\n }\n};\n"],"file":"shaders.glsl.js"}
@@ -23,12 +23,12 @@ var terrainModule = {
23
23
  name: 'terrain',
24
24
  dependencies: [_core.project],
25
25
  inject: {
26
- 'vs:#decl': "\nuniform float terrain_mode;\nuniform sampler2D terrain_map;\nuniform vec4 terrain_bounds;\nvarying vec3 commonPos;\n".concat(TERRAIN_MODE_CONSTANTS, "\n "),
26
+ 'vs:#decl': "\nuniform float terrain_mode;\nuniform sampler2D terrain_map;\nuniform vec4 terrain_bounds;\nout vec3 commonPos;\n".concat(TERRAIN_MODE_CONSTANTS, "\n "),
27
27
  'vs:#main-start': "\nif (terrain_mode == TERRAIN_MODE_SKIP) {\n gl_Position = vec4(0.0);\n return;\n}\n",
28
- 'vs:DECKGL_FILTER_GL_POSITION': "\ncommonPos = geometry.position.xyz;\nif (terrain_mode == TERRAIN_MODE_WRITE_HEIGHT_MAP) {\n vec2 texCoords = (commonPos.xy - terrain_bounds.xy) / terrain_bounds.zw;\n position = vec4(texCoords * 2.0 - 1.0, 0.0, 1.0);\n commonPos.z += project_uCommonOrigin.z;\n}\nif (terrain_mode == TERRAIN_MODE_USE_HEIGHT_MAP) {\n vec3 anchor = geometry.worldPosition;\n anchor.z = 0.0;\n vec3 anchorCommon = project_position(anchor);\n vec2 texCoords = (anchorCommon.xy - terrain_bounds.xy) / terrain_bounds.zw;\n if (texCoords.x >= 0.0 && texCoords.y >= 0.0 && texCoords.x <= 1.0 && texCoords.y <= 1.0) {\n float terrainZ = texture2D(terrain_map, texCoords).r;\n geometry.position.z += terrainZ;\n position = project_common_position_to_clipspace(geometry.position);\n }\n}\n ",
29
- 'fs:#decl': "\nuniform float terrain_mode;\nuniform sampler2D terrain_map;\nuniform vec4 terrain_bounds;\nvarying vec3 commonPos;\n".concat(TERRAIN_MODE_CONSTANTS, "\n "),
30
- 'fs:#main-start': "\nif (terrain_mode == TERRAIN_MODE_WRITE_HEIGHT_MAP) {\n gl_FragColor = vec4(commonPos.z, 0.0, 0.0, 1.0);\n return;\n}\n ",
31
- 'fs:DECKGL_FILTER_COLOR': "\nif ((terrain_mode == TERRAIN_MODE_USE_COVER) || (terrain_mode == TERRAIN_MODE_USE_COVER_ONLY)) {\n vec2 texCoords = (commonPos.xy - terrain_bounds.xy) / terrain_bounds.zw;\n vec4 pixel = texture2D(terrain_map, texCoords);\n if (terrain_mode == TERRAIN_MODE_USE_COVER_ONLY) {\n color = pixel;\n } else {\n // pixel is premultiplied\n color = pixel + color * (1.0 - pixel.a);\n }\n return;\n}\n "
28
+ 'vs:DECKGL_FILTER_GL_POSITION': "\ncommonPos = geometry.position.xyz;\nif (terrain_mode == TERRAIN_MODE_WRITE_HEIGHT_MAP) {\n vec2 texCoords = (commonPos.xy - terrain_bounds.xy) / terrain_bounds.zw;\n position = vec4(texCoords * 2.0 - 1.0, 0.0, 1.0);\n commonPos.z += project_uCommonOrigin.z;\n}\nif (terrain_mode == TERRAIN_MODE_USE_HEIGHT_MAP) {\n vec3 anchor = geometry.worldPosition;\n anchor.z = 0.0;\n vec3 anchorCommon = project_position(anchor);\n vec2 texCoords = (anchorCommon.xy - terrain_bounds.xy) / terrain_bounds.zw;\n if (texCoords.x >= 0.0 && texCoords.y >= 0.0 && texCoords.x <= 1.0 && texCoords.y <= 1.0) {\n float terrainZ = texture(terrain_map, texCoords).r;\n geometry.position.z += terrainZ;\n position = project_common_position_to_clipspace(geometry.position);\n }\n}\n ",
29
+ 'fs:#decl': "\nuniform float terrain_mode;\nuniform sampler2D terrain_map;\nuniform vec4 terrain_bounds;\nin vec3 commonPos;\n".concat(TERRAIN_MODE_CONSTANTS, "\n "),
30
+ 'fs:#main-start': "\nif (terrain_mode == TERRAIN_MODE_WRITE_HEIGHT_MAP) {\n fragColor = vec4(commonPos.z, 0.0, 0.0, 1.0);\n return;\n}\n ",
31
+ 'fs:DECKGL_FILTER_COLOR': "\nif ((terrain_mode == TERRAIN_MODE_USE_COVER) || (terrain_mode == TERRAIN_MODE_USE_COVER_ONLY)) {\n vec2 texCoords = (commonPos.xy - terrain_bounds.xy) / terrain_bounds.zw;\n vec4 pixel = texture(terrain_map, texCoords);\n if (terrain_mode == TERRAIN_MODE_USE_COVER_ONLY) {\n color = pixel;\n } else {\n // pixel is premultiplied\n color = pixel + color * (1.0 - pixel.a);\n }\n return;\n}\n "
32
32
  },
33
33
  getUniforms: function getUniforms() {
34
34
  var opts = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
@@ -1 +1 @@
1
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terrain_bounds.xy) / terrain_bounds.zw;\n vec4 pixel = texture2D(terrain_map, texCoords);\n if (terrain_mode == TERRAIN_MODE_USE_COVER_ONLY) {\n color = pixel;\n } else {\n // pixel is premultiplied\n color = pixel + color * (1.0 - pixel.a);\n }\n return;\n}\n `\n },\n // eslint-disable-next-line complexity\n getUniforms: (opts: Partial<TerrainModuleSettings> = {}, uniforms) => {\n if ('dummyHeightMap' in opts) {\n const {\n drawToTerrainHeightMap,\n heightMap,\n heightMapBounds,\n dummyHeightMap,\n terrainCover,\n useTerrainHeightMap,\n terrainSkipRender\n } = opts;\n const {project_uCommonOrigin} = uniforms;\n\n let mode: number = terrainSkipRender ? 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terrain_bounds.xy) / terrain_bounds.zw;\n position = vec4(texCoords * 2.0 - 1.0, 0.0, 1.0);\n commonPos.z += project_uCommonOrigin.z;\n}\nif (terrain_mode == TERRAIN_MODE_USE_HEIGHT_MAP) {\n vec3 anchor = geometry.worldPosition;\n anchor.z = 0.0;\n vec3 anchorCommon = project_position(anchor);\n vec2 texCoords = (anchorCommon.xy - terrain_bounds.xy) / terrain_bounds.zw;\n if (texCoords.x >= 0.0 && texCoords.y >= 0.0 && texCoords.x <= 1.0 && texCoords.y <= 1.0) {\n float terrainZ = texture(terrain_map, texCoords).r;\n geometry.position.z += terrainZ;\n position = project_common_position_to_clipspace(geometry.position);\n }\n}\n `,\n 'fs:#decl': `\nuniform float terrain_mode;\nuniform sampler2D terrain_map;\nuniform vec4 terrain_bounds;\nin vec3 commonPos;\n${TERRAIN_MODE_CONSTANTS}\n `,\n 'fs:#main-start': `\nif (terrain_mode == TERRAIN_MODE_WRITE_HEIGHT_MAP) {\n fragColor = vec4(commonPos.z, 0.0, 0.0, 1.0);\n return;\n}\n `,\n 'fs:DECKGL_FILTER_COLOR': `\nif ((terrain_mode == TERRAIN_MODE_USE_COVER) || (terrain_mode == TERRAIN_MODE_USE_COVER_ONLY)) {\n vec2 texCoords = (commonPos.xy - terrain_bounds.xy) / terrain_bounds.zw;\n vec4 pixel = texture(terrain_map, texCoords);\n if (terrain_mode == TERRAIN_MODE_USE_COVER_ONLY) {\n color = pixel;\n } else {\n // pixel is premultiplied\n color = pixel + color * (1.0 - pixel.a);\n }\n return;\n}\n `\n },\n // eslint-disable-next-line complexity\n getUniforms: (opts: Partial<TerrainModuleSettings> = {}, uniforms) => {\n if ('dummyHeightMap' in opts) {\n const {\n drawToTerrainHeightMap,\n heightMap,\n heightMapBounds,\n dummyHeightMap,\n terrainCover,\n useTerrainHeightMap,\n terrainSkipRender\n } = opts;\n const {project_uCommonOrigin} = uniforms;\n\n let mode: number = terrainSkipRender ? TERRAIN_MODE.SKIP : TERRAIN_MODE.NONE;\n // height map if case USE_HEIGHT_MAP, terrain cover if USE_COVER, otherwise empty\n let sampler = dummyHeightMap as Texture;\n // height map bounds if case USE_HEIGHT_MAP, terrain cover bounds if USE_COVER, otherwise null\n let bounds: number[] | null = null;\n if (drawToTerrainHeightMap) {\n mode = TERRAIN_MODE.WRITE_HEIGHT_MAP;\n bounds = heightMapBounds!;\n } else if (useTerrainHeightMap && heightMap) {\n mode = TERRAIN_MODE.USE_HEIGHT_MAP;\n sampler = heightMap;\n bounds = heightMapBounds!;\n } else if (terrainCover) {\n // This is a terrain layer\n const isPicking = opts.pickingActive;\n // @ts-expect-error\n sampler = isPicking\n ? terrainCover.getPickingFramebuffer()\n : terrainCover.getRenderFramebuffer();\n if (isPicking) {\n // Never render the layer itself in picking pass\n mode = TERRAIN_MODE.SKIP;\n }\n if (sampler) {\n mode = mode === TERRAIN_MODE.SKIP ? TERRAIN_MODE.USE_COVER_ONLY : TERRAIN_MODE.USE_COVER;\n bounds = terrainCover.bounds;\n } else {\n sampler = dummyHeightMap!;\n }\n }\n\n /* eslint-disable camelcase */\n return {\n terrain_mode: mode,\n terrain_map: sampler,\n // Convert bounds to the common space, as [minX, minY, width, height]\n terrain_bounds: bounds\n ? [\n bounds[0] - project_uCommonOrigin[0],\n bounds[1] - project_uCommonOrigin[1],\n bounds[2] - bounds[0],\n bounds[3] - bounds[1]\n ]\n : [0, 0, 0, 0]\n };\n }\n return null;\n }\n} as ShaderModule<TerrainModuleSettings>;\n"],"file":"shader-module.js"}
@@ -6,12 +6,12 @@ const vs = `
6
6
  uniform float brushing_radius;
7
7
 
8
8
  #ifdef NON_INSTANCED_MODEL
9
- attribute vec2 brushingTargets;
9
+ in vec2 brushingTargets;
10
10
  #else
11
- attribute vec2 instanceBrushingTargets;
11
+ in vec2 instanceBrushingTargets;
12
12
  #endif
13
13
 
14
- varying float brushing_isVisible;
14
+ out float brushing_isVisible;
15
15
 
16
16
  bool brushing_isPointInRange(vec2 position) {
17
17
  if (!brushing_enabled) {
@@ -34,7 +34,7 @@ const vs = `
34
34
  `;
35
35
  const fs = `
36
36
  uniform bool brushing_enabled;
37
- varying float brushing_isVisible;
37
+ in float brushing_isVisible;
38
38
  `;
39
39
  const TARGET = {
40
40
  source: 0,
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/brushing/shader-module.ts"],"names":["project","vs","fs","TARGET","source","target","custom","source_target","inject","name","dependencies","getUniforms","opts","brushingEnabled","brushingRadius","brushingTarget","mousePosition","viewport","brushing_enabled","Boolean","containsPixel","brushing_radius","brushing_target","brushing_mousePos","unproject","x","y"],"mappings":"AAoBA,SAAQA,OAAR,QAAsB,eAAtB;AAWA,MAAMC,EAAE,GAAI;AACZ;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAhCA;AAkCA,MAAMC,EAAE,GAAI;AACZ;AACA;AACA,CAHA;AAKA,MAAMC,MAAM,GAAG;AACbC,EAAAA,MAAM,EAAE,CADK;AAEbC,EAAAA,MAAM,EAAE,CAFK;AAGbC,EAAAA,MAAM,EAAE,CAHK;AAIbC,EAAAA,aAAa,EAAE;AAJF,CAAf;AAOA,MAAMC,MAAM,GAAG;AACb,kCAAiC;AACnC;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,GAzBe;AA2Bb,4BAA2B;AAC7B;AACA;AACA;AACA;AA/Be,CAAf;AAkCA,eAAe;AACbC,EAAAA,IAAI,EAAE,UADO;AAEbC,EAAAA,YAAY,EAAE,CAACV,OAAD,CAFD;AAGbC,EAAAA,EAHa;AAIbC,EAAAA,EAJa;AAKbM,EAAAA,MALa;AAMbG,EAAAA,WAAW,EAAGC,IAAD,IAA6D;AACxE,QAAI,CAACA,IAAD,IAAS,EAAE,cAAcA,IAAhB,CAAb,EAAoC;AAClC,aAAO,EAAP;AACD;;AACD,UAAM;AACJC,MAAAA,eAAe,GAAG,IADd;AAEJC,MAAAA,cAAc,GAAG,KAFb;AAGJC,MAAAA,cAAc,GAAG,QAHb;AAIJC,MAAAA,aAJI;AAKJC,MAAAA;AALI,QAMFL,IANJ;AAOA,WAAO;AACLM,MAAAA,gBAAgB,EAAEC,OAAO,CACvBN,eAAe,IAAIG,aAAnB,IAAoCC,QAAQ,CAACG,aAAT,CAAuBJ,aAAvB,CADb,CADpB;AAILK,MAAAA,eAAe,EAAEP,cAJZ;AAKLQ,MAAAA,eAAe,EAAEnB,MAAM,CAACY,cAAD,CAAN,IAA0B,CALtC;AAMLQ,MAAAA,iBAAiB,EAAEP,aAAa,GAC5BC,QAAQ,CAACO,SAAT,CAAmB,CAACR,aAAa,CAACS,CAAd,GAAkBR,QAAQ,CAACQ,CAA5B,EAA+BT,aAAa,CAACU,CAAd,GAAkBT,QAAQ,CAACS,CAA1D,CAAnB,CAD4B,GAE5B,CAAC,CAAD,EAAI,CAAJ;AARC,KAAP;AAUD;AA3BY,CAAf","sourcesContent":["// Copyright (c) 2015-2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n/* eslint-disable camelcase */\nimport {project} from '@deck.gl/core';\nimport type {Viewport, _ShaderModule as ShaderModule} from '@deck.gl/core';\n\nimport type {BrushingExtensionProps} from './brushing-extension';\n\ntype BrushingModuleSettings = {\n // From layer context\n viewport: Viewport;\n mousePosition?: {x: number; y: number};\n} & BrushingExtensionProps;\n\nconst vs = `\n uniform bool brushing_enabled;\n uniform int brushing_target;\n uniform vec2 brushing_mousePos;\n uniform float brushing_radius;\n\n #ifdef NON_INSTANCED_MODEL\n attribute vec2 brushingTargets;\n #else\n attribute vec2 instanceBrushingTargets;\n #endif\n\n varying float brushing_isVisible;\n\n bool brushing_isPointInRange(vec2 position) {\n if (!brushing_enabled) {\n return true;\n }\n vec2 source_commonspace = project_position(position);\n vec2 target_commonspace = project_position(brushing_mousePos);\n float distance = length((target_commonspace - source_commonspace) / project_uCommonUnitsPerMeter.xy);\n\n return distance <= brushing_radius;\n }\n\n bool brushing_arePointsInRange(vec2 sourcePos, vec2 targetPos) {\n return brushing_isPointInRange(sourcePos) || brushing_isPointInRange(targetPos);\n }\n\n void brushing_setVisible(bool visible) {\n brushing_isVisible = float(visible);\n }\n`;\n\nconst fs = `\n uniform bool brushing_enabled;\n varying float brushing_isVisible;\n`;\n\nconst TARGET = {\n source: 0,\n target: 1,\n custom: 2,\n source_target: 3\n};\n\nconst inject = {\n 'vs:DECKGL_FILTER_GL_POSITION': `\n vec2 brushingTarget;\n vec2 brushingSource;\n if (brushing_target == 3) {\n brushingTarget = geometry.worldPositionAlt.xy;\n brushingSource = geometry.worldPosition.xy;\n } else if (brushing_target == 0) {\n brushingTarget = geometry.worldPosition.xy;\n } else if (brushing_target == 1) {\n brushingTarget = geometry.worldPositionAlt.xy;\n } else {\n #ifdef NON_INSTANCED_MODEL\n brushingTarget = brushingTargets;\n #else\n brushingTarget = instanceBrushingTargets;\n #endif\n }\n bool visible;\n if (brushing_target == 3) {\n visible = brushing_arePointsInRange(brushingSource, brushingTarget);\n } else {\n visible = brushing_isPointInRange(brushingTarget);\n }\n brushing_setVisible(visible);\n `,\n\n 'fs:DECKGL_FILTER_COLOR': `\n if (brushing_enabled && brushing_isVisible < 0.5) {\n discard;\n }\n `\n};\n\nexport default {\n name: 'brushing',\n dependencies: [project],\n vs,\n fs,\n inject,\n getUniforms: (opts?: BrushingModuleSettings | {}): Record<string, any> => {\n if (!opts || !('viewport' in opts)) {\n return {};\n }\n const {\n brushingEnabled = true,\n brushingRadius = 10000,\n brushingTarget = 'source',\n mousePosition,\n viewport\n } = opts;\n return {\n brushing_enabled: Boolean(\n brushingEnabled && mousePosition && viewport.containsPixel(mousePosition)\n ),\n brushing_radius: brushingRadius,\n brushing_target: TARGET[brushingTarget] || 0,\n brushing_mousePos: mousePosition\n ? viewport.unproject([mousePosition.x - viewport.x, mousePosition.y - viewport.y])\n : [0, 0]\n };\n }\n} as ShaderModule<BrushingModuleSettings>;\n"],"file":"shader-module.js"}
1
+ {"version":3,"sources":["../../../src/brushing/shader-module.ts"],"names":["project","vs","fs","TARGET","source","target","custom","source_target","inject","name","dependencies","getUniforms","opts","brushingEnabled","brushingRadius","brushingTarget","mousePosition","viewport","brushing_enabled","Boolean","containsPixel","brushing_radius","brushing_target","brushing_mousePos","unproject","x","y"],"mappings":"AAqBA,SAAQA,OAAR,QAAsB,eAAtB;AAWA,MAAMC,EAAE,GAAI;AACZ;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAhCA;AAkCA,MAAMC,EAAE,GAAI;AACZ;AACA;AACA,CAHA;AAKA,MAAMC,MAAM,GAAG;AACbC,EAAAA,MAAM,EAAE,CADK;AAEbC,EAAAA,MAAM,EAAE,CAFK;AAGbC,EAAAA,MAAM,EAAE,CAHK;AAIbC,EAAAA,aAAa,EAAE;AAJF,CAAf;AAOA,MAAMC,MAAM,GAAG;AACb,kCAAiC;AACnC;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,GAzBe;AA2Bb,4BAA2B;AAC7B;AACA;AACA;AACA;AA/Be,CAAf;AAkCA,eAAe;AACbC,EAAAA,IAAI,EAAE,UADO;AAEbC,EAAAA,YAAY,EAAE,CAACV,OAAD,CAFD;AAGbC,EAAAA,EAHa;AAIbC,EAAAA,EAJa;AAKbM,EAAAA,MALa;AAMbG,EAAAA,WAAW,EAAGC,IAAD,IAA6D;AACxE,QAAI,CAACA,IAAD,IAAS,EAAE,cAAcA,IAAhB,CAAb,EAAoC;AAClC,aAAO,EAAP;AACD;;AACD,UAAM;AACJC,MAAAA,eAAe,GAAG,IADd;AAEJC,MAAAA,cAAc,GAAG,KAFb;AAGJC,MAAAA,cAAc,GAAG,QAHb;AAIJC,MAAAA,aAJI;AAKJC,MAAAA;AALI,QAMFL,IANJ;AAOA,WAAO;AACLM,MAAAA,gBAAgB,EAAEC,OAAO,CACvBN,eAAe,IAAIG,aAAnB,IAAoCC,QAAQ,CAACG,aAAT,CAAuBJ,aAAvB,CADb,CADpB;AAILK,MAAAA,eAAe,EAAEP,cAJZ;AAKLQ,MAAAA,eAAe,EAAEnB,MAAM,CAACY,cAAD,CAAN,IAA0B,CALtC;AAMLQ,MAAAA,iBAAiB,EAAEP,aAAa,GAC5BC,QAAQ,CAACO,SAAT,CAAmB,CAACR,aAAa,CAACS,CAAd,GAAkBR,QAAQ,CAACQ,CAA5B,EAA+BT,aAAa,CAACU,CAAd,GAAkBT,QAAQ,CAACS,CAA1D,CAAnB,CAD4B,GAE5B,CAAC,CAAD,EAAI,CAAJ;AARC,KAAP;AAUD;AA3BY,CAAf","sourcesContent":["// Copyright (c) 2015-2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n/* eslint-disable camelcase */\nimport type {ShaderModule} from '@luma.gl/shadertools';\nimport {project} from '@deck.gl/core';\nimport type {Viewport} from '@deck.gl/core';\n\nimport type {BrushingExtensionProps} from './brushing-extension';\n\ntype BrushingModuleSettings = {\n // From layer context\n viewport: Viewport;\n mousePosition?: {x: number; y: number};\n} & BrushingExtensionProps;\n\nconst vs = `\n uniform bool brushing_enabled;\n uniform int brushing_target;\n uniform vec2 brushing_mousePos;\n uniform float brushing_radius;\n\n #ifdef NON_INSTANCED_MODEL\n in vec2 brushingTargets;\n #else\n in vec2 instanceBrushingTargets;\n #endif\n\n out float brushing_isVisible;\n\n bool brushing_isPointInRange(vec2 position) {\n if (!brushing_enabled) {\n return true;\n }\n vec2 source_commonspace = project_position(position);\n vec2 target_commonspace = project_position(brushing_mousePos);\n float distance = length((target_commonspace - source_commonspace) / project_uCommonUnitsPerMeter.xy);\n\n return distance <= brushing_radius;\n }\n\n bool brushing_arePointsInRange(vec2 sourcePos, vec2 targetPos) {\n return brushing_isPointInRange(sourcePos) || brushing_isPointInRange(targetPos);\n }\n\n void brushing_setVisible(bool visible) {\n brushing_isVisible = float(visible);\n }\n`;\n\nconst fs = `\n uniform bool brushing_enabled;\n in float brushing_isVisible;\n`;\n\nconst TARGET = {\n source: 0,\n target: 1,\n custom: 2,\n source_target: 3\n};\n\nconst inject = {\n 'vs:DECKGL_FILTER_GL_POSITION': `\n vec2 brushingTarget;\n vec2 brushingSource;\n if (brushing_target == 3) {\n brushingTarget = geometry.worldPositionAlt.xy;\n brushingSource = geometry.worldPosition.xy;\n } else if (brushing_target == 0) {\n brushingTarget = geometry.worldPosition.xy;\n } else if (brushing_target == 1) {\n brushingTarget = geometry.worldPositionAlt.xy;\n } else {\n #ifdef NON_INSTANCED_MODEL\n brushingTarget = brushingTargets;\n #else\n brushingTarget = instanceBrushingTargets;\n #endif\n }\n bool visible;\n if (brushing_target == 3) {\n visible = brushing_arePointsInRange(brushingSource, brushingTarget);\n } else {\n visible = brushing_isPointInRange(brushingTarget);\n }\n brushing_setVisible(visible);\n `,\n\n 'fs:DECKGL_FILTER_COLOR': `\n if (brushing_enabled && brushing_isVisible < 0.5) {\n discard;\n }\n `\n};\n\nexport default {\n name: 'brushing',\n dependencies: [project],\n vs,\n fs,\n inject,\n getUniforms: (opts?: BrushingModuleSettings | {}): Record<string, any> => {\n if (!opts || !('viewport' in opts)) {\n return {};\n }\n const {\n brushingEnabled = true,\n brushingRadius = 10000,\n brushingTarget = 'source',\n mousePosition,\n viewport\n } = opts;\n return {\n brushing_enabled: Boolean(\n brushingEnabled && mousePosition && viewport.containsPixel(mousePosition)\n ),\n brushing_radius: brushingRadius,\n brushing_target: TARGET[brushingTarget] || 0,\n brushing_mousePos: mousePosition\n ? viewport.unproject([mousePosition.x - viewport.x, mousePosition.y - viewport.y])\n : [0, 0]\n };\n }\n} as ShaderModule<BrushingModuleSettings>;\n"],"file":"shader-module.js"}