@genome-spy/app 0.25.0 → 0.25.1

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Files changed (2) hide show
  1. package/dist/index.js +34 -34
  2. package/package.json +3 -3
package/dist/index.js CHANGED
@@ -28,10 +28,10 @@ uniform float uMinOpacity;
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  /** top-right, bottom-right, top-left, bottom-left */
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  uniform vec4 uCornerRadii;
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- flat out lowp vec4 vFillColor;
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- flat out lowp vec4 vStrokeColor;
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- flat out float vHalfStrokeWidth;
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- flat out vec4 vCornerRadii;
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+ out lowp vec4 vFillColor;
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+ out lowp vec4 vStrokeColor;
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+ out float vHalfStrokeWidth;
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+ out vec4 vCornerRadii;
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  #if defined(ROUNDED_CORNERS) || defined(STROKED)
@@ -40,7 +40,7 @@ out vec2 vPosInPixels;
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  #endif
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  /** Size of the rect in pixels */
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- flat out vec2 vHalfSizeInPixels;
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+ out vec2 vHalfSizeInPixels;
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  /**
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  * Clamps the minimumSize and returns an opacity that reflects the amount of clamping.
@@ -129,12 +129,12 @@ void main(void) {
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  in vec2 vPosInPixels;
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  #endif
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- flat in vec2 vHalfSizeInPixels;
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+ in vec2 vHalfSizeInPixels;
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- flat in lowp vec4 vFillColor;
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- flat in lowp vec4 vStrokeColor;
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- flat in float vHalfStrokeWidth;
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- flat in vec4 vCornerRadii;
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+ in lowp vec4 vFillColor;
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+ in lowp vec4 vStrokeColor;
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+ in float vHalfStrokeWidth;
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+ in vec4 vCornerRadii;
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  out lowp vec4 fragColor;
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@@ -485,7 +485,7 @@ float getSampleFacetHeight(vec2 pos) {
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  * https://deck.gl/docs/developer-guide/custom-layers/picking
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  */
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- flat out highp vec4 vPickingColor;
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+ out highp vec4 vPickingColor;
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  /**
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  * Passes the unique id to the fragment shader as a color if picking is enabled.
@@ -506,7 +506,7 @@ bool setupPicking() {
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  }
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  return false;
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  }
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- `,eD=`flat in highp vec4 vPickingColor;
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+ `,eD=`in highp vec4 vPickingColor;
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  `,rs=Symbol("cacheMap");function Ur(t,e,n){let r=ao(t).get(e);return r===void 0&&(r=n(e),ao(t).set(e,r)),r}function Rm(t,e){ao(t).delete(e)}function oo(t,e){const n=ao(t);for(const r of n.keys())r.startsWith(e)&&n.delete(r);ao(t).delete(e)}function jm(t){t[rs]=new Map}function ao(t){return t[rs]||jm(t),t[rs]}function tD(t,e,n,r){const i=te(t)?t:t.name,o=!te(t)&&t.extent||[0,1];if(n===void 0&&!te(t)&&(n=t.count),i){const a=mu(i);if(ke(a)){const s=Gm(a,{extent:o,count:n});return so(e,{minMag:e.LINEAR,format:e.RGB,height:1,wrap:e.CLAMP_TO_EDGE},s,r)}else{if(We(a))return Um(a,e);throw new Error("Unknown scheme: "+i)}}}function nD(t,e="rgb",n,r){const i=Da(t,te(e)?e:e.type,te(e)?void 0:e.gamma),o=Gm(i);return so(n,{minMag:n.LINEAR,format:n.RGB,height:1,wrap:n.CLAMP_TO_EDGE},o,r)}function rD(t,e,n,r){const i=Math.max(t.length,n||0),o=new Float32Array(i);for(let a=0;a<i;a++)o[a]=t[a%t.length];return so(e,{minMag:e.NEAREST,format:e.RED,internalFormat:e.R32F,height:1},o,r)}function Um(t,e,n,r){const i=Hm(t,n);return so(e,{minMag:e.NEAREST,format:e.RGB,height:1},i,r)}function Gm(t,{extent:e=[0,1],reverse:n=!1,count:r=256}={}){const i=e[0],o=je(e)-i,a=Yt(r).map(s=>s/(r-1)).map(s=>i+s/o).map(t);return n&&a.reverse(),Hm(a)}function Hm(t,e){const n=Math.max(t.length,e||0),r=new Uint8Array(n*3);for(let i=0;i<n;i++){const o=Bn(t[i%t.length]).rgb();r[i*3+0]=o.r,r[i*3+1]=o.g,r[i*3+2]=o.b}return r}class iD{constructor(e,n){this._container=e,this._sizeSource=n,this._shaderCache=new Map,this._listeners=[],this.rangeTextures=new WeakMap;const r=document.createElement("canvas");e.appendChild(r);const i=BE(r,{antialias:!0,depth:!1,premultipliedAlpha:!0});if(!i)throw new Error("Unable to initialize WebGL. Your browser or machine may not support it.");if(!kr(i))throw new Error("Your web browser does not support WebGL 2.0. Chrome, Firefox, and Safari Tech Preview should work.");km(i),i.blendFunc(i.ONE,i.ONE_MINUS_SRC_ALPHA),this.canvas=r,this.gl=i,this._pickingAttachmentOptions=[{format:i.RGBA,type:i.UNSIGNED_BYTE,minMag:i.LINEAR,wrap:i.CLAMP_TO_EDGE}],this._pickingBufferInfo=ME(i,this._pickingAttachmentOptions),i.bindFramebuffer(i.FRAMEBUFFER,null),this.adjustGl(),this._resizeObserver=new ResizeObserver(o=>{this.invalidateSize(),this._emit("resize")}),this._resizeObserver.observe(this._container),this._updateDpr()}invalidateSize(){this._logicalCanvasSize=void 0,this._updateDpr(),this.adjustGl()}_updateDpr(){this.dpr=window.devicePixelRatio}compileShader(e,n){const r="#version 300 es",i="precision mediump float;";We(n)&&(n=n.join(`
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  `));const o=this.gl,a=n.replaceAll(/ {2,}|^\s*\/\/.*$/gm,"");let s=this._shaderCache.get(a);if(!s){const c=[r,i,n].join(`
@@ -540,13 +540,13 @@ uniform float uMaxPointSize;
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  uniform float uZoomLevel;
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  uniform float uSemanticThreshold;
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- flat out float vRadius;
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- flat out float vRadiusWithPadding;
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- flat out lowp vec4 vFillColor;
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- flat out lowp vec4 vStrokeColor;
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- flat out lowp float vShape;
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- flat out lowp float vHalfStrokeWidth;
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- flat out mat2 vRotationMatrix;
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+ out float vRadius;
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+ out float vRadiusWithPadding;
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+ out lowp vec4 vFillColor;
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+ out lowp vec4 vStrokeColor;
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+ out lowp float vShape;
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+ out lowp float vHalfStrokeWidth;
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+ out mat2 vRotationMatrix;
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  float computeSemanticThresholdFactor() {
@@ -656,15 +656,15 @@ const lowp vec4 black = vec4(0.0, 0.0, 0.0, 1.0);
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  uniform bool uInwardStroke;
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  uniform float uGradientStrength;
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- flat in float vRadius;
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- flat in float vRadiusWithPadding;
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+ in float vRadius;
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+ in float vRadiusWithPadding;
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- flat in lowp vec4 vFillColor;
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- flat in lowp vec4 vStrokeColor;
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- flat in lowp float vShape;
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- flat in lowp float vHalfStrokeWidth;
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+ in lowp vec4 vFillColor;
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+ in lowp vec4 vStrokeColor;
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+ in lowp float vShape;
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+ in lowp float vHalfStrokeWidth;
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- flat in mat2 vRotationMatrix;
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+ in mat2 vRotationMatrix;
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  out lowp vec4 fragColor;
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@@ -793,10 +793,10 @@ uniform float uMinLength;
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  uniform mediump float uDashTextureSize;
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  uniform lowp int uStrokeCap;
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- flat out vec4 vColor;
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+ out vec4 vColor;
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  /** Stroke width */
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- flat out float vSize;
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+ out float vSize;
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  /** The distance from the line center to the direction of normal in pixels */
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  out float vNormalLengthInPixels;
@@ -875,8 +875,8 @@ uniform float uDashTextureSize;
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  uniform float uStrokeDashOffset;
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  uniform lowp int uStrokeCap;
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- flat in vec4 vColor;
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- flat in float vSize;
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+ in vec4 vColor;
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+ in float vSize;
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  /** Position on the rule along its length in pixels */
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  in vec2 vPosInPixels;
@@ -1077,8 +1077,8 @@ uniform bool uFlushY;
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  #endif
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  out vec2 vTexCoord;
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- flat out vec4 vColor;
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- flat out float vSlope;
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+ out vec4 vColor;
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+ out float vSlope;
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  out float vEdgeFadeOpacity;
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  struct RangeResult {
@@ -1296,8 +1296,8 @@ void main(void) {
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  in vec2 vTexCoord;
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  in float vEdgeFadeOpacity;
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- flat in vec4 vColor;
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- flat in float vSlope;
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+ in vec4 vColor;
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+ in float vSlope;
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  out lowp vec4 fragColor;
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package/package.json CHANGED
@@ -7,7 +7,7 @@
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  },
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  "contributors": [],
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  "license": "BSD-2-Clause",
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- "version": "0.25.0",
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+ "version": "0.25.1",
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  "main": "dist/index.js",
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  "files": [
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  "dist/"
@@ -27,7 +27,7 @@
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  "@fortawesome/fontawesome-free": "^6.1.1",
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  "@fortawesome/fontawesome-svg-core": "^6.1.1",
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  "@fortawesome/free-solid-svg-icons": "^6.1.1",
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- "@genome-spy/core": "^0.25.0",
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+ "@genome-spy/core": "^0.25.1",
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  "@reduxjs/toolkit": "^1.8.4",
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  "idb": "^7.0.1",
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  "lit": "^2.0.2",
@@ -37,5 +37,5 @@
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  "redux-undo": "^1.0.1",
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  "snarkdown": "^2.0.0"
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  },
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- "gitHead": "1b8f0acaf7aaf15b1c6d348b7a1d891e41dbc977"
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+ "gitHead": "e9c4acf0c725ce1ef46303a01a05d7ccf6dcc9c3"
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  }