@jbrowse/render-core 4.3.0 → 5.0.0-beta.10

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (352) hide show
  1. package/esm/RenderCanvas.d.ts +2 -2
  2. package/esm/RenderLifecycleMixin.d.ts +52 -20
  3. package/esm/RenderLifecycleMixin.js +89 -23
  4. package/esm/canvas2dUtils.d.ts +90 -23
  5. package/esm/canvas2dUtils.js +119 -36
  6. package/esm/colorRampLut.d.ts +5 -5
  7. package/esm/colorRampLut.js +6 -6
  8. package/esm/computePipeline.d.ts +14 -0
  9. package/esm/computePipeline.js +62 -0
  10. package/esm/contractReports.d.ts +54 -0
  11. package/esm/contractReports.js +112 -0
  12. package/esm/coverageBand.d.ts +13 -8
  13. package/esm/coverageBand.js +15 -5
  14. package/esm/coverageBandBuffers.d.ts +2 -9
  15. package/esm/coverageBandBuffers.js +1 -13
  16. package/esm/createRenderingBackend.d.ts +14 -18
  17. package/esm/createRenderingBackend.js +4 -2
  18. package/esm/displayPhase.d.ts +83 -104
  19. package/esm/displayPhase.js +42 -82
  20. package/esm/encodeMemo.d.ts +14 -0
  21. package/esm/encodeMemo.js +48 -0
  22. package/esm/gpuContextLostError.d.ts +30 -0
  23. package/esm/gpuContextLostError.js +40 -0
  24. package/esm/gpuDevice.d.ts +29 -10
  25. package/esm/gpuDevice.js +35 -16
  26. package/esm/graphicsCapabilities.d.ts +27 -19
  27. package/esm/graphicsCapabilities.js +40 -18
  28. package/esm/hal/createHal.d.ts +4 -5
  29. package/esm/hal/createHal.js +14 -4
  30. package/esm/hal/deviceGpuCache.d.ts +25 -30
  31. package/esm/hal/deviceGpuCache.js +88 -97
  32. package/esm/hal/gpuHalBase.d.ts +5 -4
  33. package/esm/hal/gpuHalBase.js +25 -14
  34. package/esm/hal/index.d.ts +2 -2
  35. package/esm/hal/index.js +1 -1
  36. package/esm/hal/mockHal.d.ts +15 -10
  37. package/esm/hal/mockHal.js +31 -18
  38. package/esm/hal/oomReporter.d.ts +7 -0
  39. package/esm/hal/oomReporter.js +10 -0
  40. package/esm/hal/passIds.d.ts +8 -7
  41. package/esm/hal/passIds.js +11 -10
  42. package/esm/hal/regionRegistry.d.ts +0 -1
  43. package/esm/hal/regionRegistry.js +3 -15
  44. package/esm/hal/types.d.ts +55 -18
  45. package/esm/hal/webgl2Hal.d.ts +23 -6
  46. package/esm/hal/webgl2Hal.js +161 -155
  47. package/esm/hal/webgpuHal.d.ts +29 -13
  48. package/esm/hal/webgpuHal.js +221 -153
  49. package/esm/installUpload.d.ts +16 -3
  50. package/esm/installUpload.js +13 -41
  51. package/esm/instanceCache.d.ts +10 -7
  52. package/esm/instanceCache.js +14 -15
  53. package/esm/instancePass.d.ts +2 -1
  54. package/esm/mapUploadSync.d.ts +2 -10
  55. package/esm/mapUploadSync.js +2 -3
  56. package/esm/marks/barMark.d.ts +30 -0
  57. package/esm/marks/barMark.js +149 -0
  58. package/esm/marks/colorFill.d.ts +17 -0
  59. package/esm/marks/colorFill.js +26 -0
  60. package/esm/marks/drawAgainstHit.d.ts +113 -0
  61. package/esm/marks/drawAgainstHit.js +407 -0
  62. package/esm/marks/ellipseDistance.d.ts +10 -0
  63. package/esm/marks/ellipseDistance.js +136 -0
  64. package/esm/marks/glyphPaint.d.ts +36 -0
  65. package/esm/marks/glyphPaint.js +77 -0
  66. package/esm/marks/index.d.ts +33 -0
  67. package/esm/marks/index.js +20 -0
  68. package/esm/marks/lineMark.d.ts +37 -0
  69. package/esm/marks/lineMark.js +416 -0
  70. package/esm/marks/linkMark.d.ts +76 -0
  71. package/esm/marks/linkMark.js +585 -0
  72. package/esm/marks/markBackend.d.ts +118 -0
  73. package/esm/marks/markBackend.js +196 -0
  74. package/esm/marks/markHit.d.ts +32 -0
  75. package/esm/marks/markHit.js +61 -0
  76. package/esm/marks/markInk.d.ts +18 -0
  77. package/esm/marks/markInk.js +71 -0
  78. package/esm/marks/markPaint.d.ts +14 -0
  79. package/esm/marks/markPaint.js +32 -0
  80. package/esm/marks/markPlan.d.ts +25 -0
  81. package/esm/marks/markPlan.js +20 -0
  82. package/esm/marks/markRamp.d.ts +72 -0
  83. package/esm/marks/markRamp.js +197 -0
  84. package/esm/marks/nearestMarkHit.d.ts +55 -0
  85. package/esm/marks/nearestMarkHit.js +158 -0
  86. package/esm/marks/pathRecorder.d.ts +14 -0
  87. package/esm/marks/pathRecorder.js +80 -0
  88. package/esm/marks/pointMark.d.ts +42 -0
  89. package/esm/marks/pointMark.js +125 -0
  90. package/esm/marks/rowLane.d.ts +39 -0
  91. package/esm/marks/rowLane.js +41 -0
  92. package/esm/marks/rowSpanIndex.d.ts +29 -0
  93. package/esm/marks/rowSpanIndex.js +141 -0
  94. package/esm/marks/rowTable.d.ts +41 -0
  95. package/esm/marks/rowTable.js +75 -0
  96. package/esm/marks/ruleMark.d.ts +21 -0
  97. package/esm/marks/ruleMark.js +91 -0
  98. package/esm/marks/spanMark.d.ts +42 -0
  99. package/esm/marks/spanMark.js +81 -0
  100. package/esm/marks/types.d.ts +261 -0
  101. package/esm/marks/types.js +175 -0
  102. package/esm/marks/valueScale.d.ts +23 -0
  103. package/esm/marks/valueScale.js +11 -0
  104. package/esm/namedReactions.d.ts +3 -4
  105. package/esm/namedReactions.js +3 -4
  106. package/esm/perRegionRenderingBackend.d.ts +21 -3
  107. package/esm/perRegionRenderingBackend.js +37 -3
  108. package/esm/regionDataMap.d.ts +2 -2
  109. package/esm/regionDataMap.js +25 -23
  110. package/esm/renderBlock.d.ts +14 -0
  111. package/esm/renderBlock.js +25 -0
  112. package/esm/renderingBackendBase.d.ts +20 -14
  113. package/esm/renderingBackendBase.js +12 -7
  114. package/esm/scoreScale.d.ts +27 -0
  115. package/esm/scoreScale.js +88 -0
  116. package/esm/shaders/barMark.generated.d.ts +3 -0
  117. package/esm/shaders/barMark.generated.js +7 -0
  118. package/esm/shaders/barMark.glsl.generated.d.ts +2 -0
  119. package/esm/shaders/barMark.glsl.generated.js +4 -0
  120. package/esm/shaders/barMark.iface.generated.d.ts +90 -0
  121. package/esm/shaders/barMark.iface.generated.js +205 -0
  122. package/esm/shaders/barMark.wgsl.generated.d.ts +1 -0
  123. package/esm/shaders/barMark.wgsl.generated.js +3 -0
  124. package/esm/shaders/capsule.js.generated.d.ts +1 -0
  125. package/esm/shaders/capsule.js.generated.js +11 -0
  126. package/esm/shaders/clipStrip.generated.d.ts +2 -0
  127. package/esm/shaders/clipStrip.generated.js +4 -0
  128. package/esm/shaders/clipStrip.js.generated.d.ts +1 -0
  129. package/esm/shaders/clipStrip.js.generated.js +21 -0
  130. package/esm/shaders/colorRampLut.js.generated.d.ts +1 -0
  131. package/esm/shaders/colorRampLut.js.generated.js +17 -0
  132. package/esm/shaders/coverageBar.generated.d.ts +2 -3
  133. package/esm/shaders/coverageBar.generated.js +4 -3
  134. package/esm/shaders/coverageBar.glsl.generated.d.ts +2 -0
  135. package/esm/shaders/coverageBar.glsl.generated.js +4 -0
  136. package/esm/shaders/coverageBar.iface.generated.js +1 -1
  137. package/esm/shaders/coverageBar.wgsl.generated.d.ts +1 -0
  138. package/esm/shaders/coverageBar.wgsl.generated.js +3 -0
  139. package/esm/shaders/coverageClip.generated.d.ts +3 -0
  140. package/esm/shaders/coverageClip.generated.js +7 -0
  141. package/esm/shaders/coverageClip.glsl.generated.d.ts +2 -0
  142. package/esm/shaders/coverageClip.glsl.generated.js +4 -0
  143. package/esm/shaders/coverageClip.iface.generated.d.ts +85 -0
  144. package/esm/shaders/coverageClip.iface.generated.js +114 -0
  145. package/esm/shaders/coverageClip.wgsl.generated.d.ts +1 -0
  146. package/esm/shaders/coverageClip.wgsl.generated.js +3 -0
  147. package/esm/shaders/coverageIndicator.generated.d.ts +2 -3
  148. package/esm/shaders/coverageIndicator.generated.js +4 -3
  149. package/esm/shaders/coverageIndicator.glsl.generated.d.ts +2 -0
  150. package/esm/shaders/coverageIndicator.glsl.generated.js +4 -0
  151. package/esm/shaders/coverageIndicator.iface.generated.js +1 -1
  152. package/esm/shaders/coverageIndicator.wgsl.generated.d.ts +1 -0
  153. package/esm/shaders/coverageIndicator.wgsl.generated.js +3 -0
  154. package/esm/shaders/coverageInterbase.generated.d.ts +2 -3
  155. package/esm/shaders/coverageInterbase.generated.js +4 -3
  156. package/esm/shaders/coverageInterbase.glsl.generated.d.ts +2 -0
  157. package/esm/shaders/coverageInterbase.glsl.generated.js +4 -0
  158. package/esm/shaders/coverageInterbase.iface.generated.js +1 -1
  159. package/esm/shaders/coverageInterbase.wgsl.generated.d.ts +1 -0
  160. package/esm/shaders/coverageInterbase.wgsl.generated.js +3 -0
  161. package/esm/shaders/coverageMod.generated.d.ts +2 -3
  162. package/esm/shaders/coverageMod.generated.js +4 -3
  163. package/esm/shaders/coverageMod.glsl.generated.d.ts +2 -0
  164. package/esm/shaders/coverageMod.glsl.generated.js +4 -0
  165. package/esm/shaders/coverageMod.iface.generated.js +1 -1
  166. package/esm/shaders/coverageMod.wgsl.generated.d.ts +1 -0
  167. package/esm/shaders/coverageMod.wgsl.generated.js +3 -0
  168. package/esm/shaders/coverageSnp.generated.d.ts +2 -3
  169. package/esm/shaders/coverageSnp.generated.js +4 -3
  170. package/esm/shaders/coverageSnp.glsl.generated.d.ts +2 -0
  171. package/esm/shaders/coverageSnp.glsl.generated.js +4 -0
  172. package/esm/shaders/coverageSnp.iface.generated.js +1 -1
  173. package/esm/shaders/coverageSnp.wgsl.generated.d.ts +1 -0
  174. package/esm/shaders/coverageSnp.wgsl.generated.js +3 -0
  175. package/esm/shaders/curveDistance.js.generated.d.ts +5 -0
  176. package/esm/shaders/curveDistance.js.generated.js +87 -0
  177. package/esm/shaders/hpmath.js.generated.d.ts +2 -1
  178. package/esm/shaders/hpmath.js.generated.js +5 -2
  179. package/esm/shaders/lineCenterMark.generated.d.ts +3 -0
  180. package/esm/shaders/lineCenterMark.generated.js +7 -0
  181. package/esm/shaders/lineCenterMark.glsl.generated.d.ts +2 -0
  182. package/esm/shaders/lineCenterMark.glsl.generated.js +4 -0
  183. package/esm/shaders/lineCenterMark.iface.generated.d.ts +104 -0
  184. package/esm/shaders/lineCenterMark.iface.generated.js +237 -0
  185. package/esm/shaders/lineCenterMark.wgsl.generated.d.ts +1 -0
  186. package/esm/shaders/lineCenterMark.wgsl.generated.js +3 -0
  187. package/esm/shaders/lineCommon.generated.d.ts +2 -0
  188. package/esm/shaders/lineCommon.generated.js +4 -0
  189. package/esm/shaders/lineStepMark.generated.d.ts +3 -0
  190. package/esm/shaders/lineStepMark.generated.js +7 -0
  191. package/esm/shaders/lineStepMark.glsl.generated.d.ts +2 -0
  192. package/esm/shaders/lineStepMark.glsl.generated.js +4 -0
  193. package/esm/shaders/lineStepMark.iface.generated.d.ts +98 -0
  194. package/esm/shaders/lineStepMark.iface.generated.js +225 -0
  195. package/esm/shaders/lineStepMark.wgsl.generated.d.ts +1 -0
  196. package/esm/shaders/lineStepMark.wgsl.generated.js +3 -0
  197. package/esm/shaders/linkMark.consts.generated.d.ts +14 -0
  198. package/esm/shaders/linkMark.consts.generated.js +16 -0
  199. package/esm/shaders/linkMark.generated.d.ts +4 -0
  200. package/esm/shaders/linkMark.generated.js +8 -0
  201. package/esm/shaders/linkMark.glsl.generated.d.ts +2 -0
  202. package/esm/shaders/linkMark.glsl.generated.js +4 -0
  203. package/esm/shaders/linkMark.iface.generated.d.ts +142 -0
  204. package/esm/shaders/linkMark.iface.generated.js +1829 -0
  205. package/esm/shaders/linkMark.js.generated.d.ts +7 -0
  206. package/esm/shaders/linkMark.js.generated.js +159 -0
  207. package/esm/shaders/linkMark.wgsl.generated.d.ts +1 -0
  208. package/esm/shaders/linkMark.wgsl.generated.js +3 -0
  209. package/esm/shaders/markColor.generated.d.ts +9 -0
  210. package/esm/shaders/markColor.generated.js +11 -0
  211. package/esm/shaders/pointGlyph.js.generated.d.ts +2 -0
  212. package/esm/shaders/pointGlyph.js.generated.js +15 -0
  213. package/esm/shaders/pointMark.consts.generated.d.ts +7 -0
  214. package/esm/shaders/pointMark.consts.generated.js +9 -0
  215. package/esm/shaders/pointMark.generated.d.ts +4 -0
  216. package/esm/shaders/pointMark.generated.js +8 -0
  217. package/esm/shaders/pointMark.glsl.generated.d.ts +2 -0
  218. package/esm/shaders/pointMark.glsl.generated.js +4 -0
  219. package/esm/shaders/pointMark.iface.generated.d.ts +98 -0
  220. package/esm/shaders/pointMark.iface.generated.js +219 -0
  221. package/esm/shaders/pointMark.js.generated.d.ts +3 -0
  222. package/esm/shaders/pointMark.js.generated.js +93 -0
  223. package/esm/shaders/pointMark.wgsl.generated.d.ts +1 -0
  224. package/esm/shaders/pointMark.wgsl.generated.js +3 -0
  225. package/esm/shaders/rowRect.generated.d.ts +0 -1
  226. package/esm/shaders/rowRect.generated.js +0 -1
  227. package/esm/shaders/rowTable.generated.d.ts +1 -0
  228. package/esm/shaders/rowTable.generated.js +3 -0
  229. package/esm/shaders/rowTable.js.generated.d.ts +5 -0
  230. package/esm/shaders/rowTable.js.generated.js +29 -0
  231. package/esm/shaders/scoreScale.generated.d.ts +2 -0
  232. package/esm/shaders/scoreScale.generated.js +4 -0
  233. package/esm/shaders/scoreScale.js.generated.d.ts +1 -0
  234. package/esm/shaders/scoreScale.js.generated.js +50 -23
  235. package/esm/shaders/spanMark.generated.d.ts +3 -0
  236. package/esm/shaders/spanMark.generated.js +7 -0
  237. package/esm/shaders/spanMark.glsl.generated.d.ts +2 -0
  238. package/esm/shaders/spanMark.glsl.generated.js +4 -0
  239. package/esm/shaders/spanMark.iface.generated.d.ts +81 -0
  240. package/esm/shaders/spanMark.iface.generated.js +215 -0
  241. package/esm/shaders/spanMark.wgsl.generated.d.ts +1 -0
  242. package/esm/shaders/spanMark.wgsl.generated.js +3 -0
  243. package/esm/sharedBackendKey.d.ts +18 -0
  244. package/esm/{keyedRenderingBackend.js → sharedBackendKey.js} +5 -0
  245. package/esm/slangPass.d.ts +18 -11
  246. package/esm/slangPass.js +12 -4
  247. package/esm/useGraphicsCapabilities.d.ts +1 -1
  248. package/esm/useGraphicsCapabilities.js +1 -1
  249. package/esm/useRenderingBackend.d.ts +13 -13
  250. package/esm/useRenderingBackend.js +58 -20
  251. package/esm/webgpuUtils.d.ts +3 -11
  252. package/esm/webgpuUtils.js +12 -33
  253. package/package.json +32 -7
  254. package/src/shaders/antialias.slang +46 -0
  255. package/src/shaders/arcHull.test.ts +267 -0
  256. package/src/shaders/barMark.generated.ts +11 -0
  257. package/src/shaders/barMark.glsl.generated.ts +6 -0
  258. package/src/shaders/barMark.iface.generated.ts +285 -0
  259. package/src/shaders/barMark.slang +167 -0
  260. package/src/shaders/barMark.wgsl.generated.ts +4 -0
  261. package/src/shaders/capsule.js.generated.ts +14 -0
  262. package/src/shaders/capsule.slang +12 -4
  263. package/src/shaders/clipStrip.generated.ts +6 -0
  264. package/src/shaders/clipStrip.js.generated.ts +22 -0
  265. package/src/shaders/clipStrip.slang +34 -0
  266. package/src/shaders/clipStrip.test.ts +39 -0
  267. package/src/shaders/colorPack.slang +5 -1
  268. package/src/shaders/colorRampLut.js.generated.ts +22 -0
  269. package/src/shaders/colorRampLut.slang +15 -1
  270. package/src/shaders/coverageBand.slang +64 -32
  271. package/src/shaders/coverageBar.generated.ts +6 -5
  272. package/src/shaders/coverageBar.glsl.generated.ts +6 -0
  273. package/src/shaders/coverageBar.iface.generated.ts +1 -1
  274. package/src/shaders/coverageBar.slang +10 -10
  275. package/src/shaders/coverageBar.wgsl.generated.ts +4 -0
  276. package/src/shaders/coverageClip.generated.ts +11 -0
  277. package/src/shaders/coverageClip.glsl.generated.ts +6 -0
  278. package/src/shaders/coverageClip.iface.generated.ts +172 -0
  279. package/src/shaders/coverageClip.slang +38 -0
  280. package/src/shaders/coverageClip.wgsl.generated.ts +4 -0
  281. package/src/shaders/coverageIndicator.generated.ts +6 -5
  282. package/src/shaders/coverageIndicator.glsl.generated.ts +6 -0
  283. package/src/shaders/coverageIndicator.iface.generated.ts +1 -1
  284. package/src/shaders/coverageIndicator.wgsl.generated.ts +4 -0
  285. package/src/shaders/coverageInterbase.generated.ts +6 -5
  286. package/src/shaders/coverageInterbase.glsl.generated.ts +6 -0
  287. package/src/shaders/coverageInterbase.iface.generated.ts +1 -1
  288. package/src/shaders/coverageInterbase.wgsl.generated.ts +4 -0
  289. package/src/shaders/coverageMod.generated.ts +6 -5
  290. package/src/shaders/coverageMod.glsl.generated.ts +6 -0
  291. package/src/shaders/coverageMod.iface.generated.ts +1 -1
  292. package/src/shaders/coverageMod.wgsl.generated.ts +4 -0
  293. package/src/shaders/coverageSnp.generated.ts +6 -5
  294. package/src/shaders/coverageSnp.glsl.generated.ts +6 -0
  295. package/src/shaders/coverageSnp.iface.generated.ts +1 -1
  296. package/src/shaders/coverageSnp.wgsl.generated.ts +4 -0
  297. package/src/shaders/curveDistance.js.generated.ts +91 -0
  298. package/src/shaders/curveDistance.slang +265 -0
  299. package/src/shaders/hpClampFloor.test.ts +87 -0
  300. package/src/shaders/hpmath.js.generated.ts +6 -2
  301. package/src/shaders/hpmath.slang +100 -48
  302. package/src/shaders/insetValueScale.test.ts +67 -0
  303. package/src/shaders/lineCenterMark.generated.ts +11 -0
  304. package/src/shaders/lineCenterMark.glsl.generated.ts +6 -0
  305. package/src/shaders/lineCenterMark.iface.generated.ts +328 -0
  306. package/src/shaders/lineCenterMark.slang +127 -0
  307. package/src/shaders/lineCenterMark.wgsl.generated.ts +4 -0
  308. package/src/shaders/lineCommon.generated.ts +6 -0
  309. package/src/shaders/lineCommon.slang +102 -0
  310. package/src/shaders/lineStepMark.generated.ts +11 -0
  311. package/src/shaders/lineStepMark.glsl.generated.ts +6 -0
  312. package/src/shaders/lineStepMark.iface.generated.ts +311 -0
  313. package/src/shaders/lineStepMark.slang +125 -0
  314. package/src/shaders/lineStepMark.wgsl.generated.ts +4 -0
  315. package/src/shaders/linkMark.consts.generated.ts +30 -0
  316. package/src/shaders/linkMark.generated.ts +12 -0
  317. package/src/shaders/linkMark.glsl.generated.ts +6 -0
  318. package/src/shaders/linkMark.iface.generated.ts +1954 -0
  319. package/src/shaders/linkMark.js.generated.ts +167 -0
  320. package/src/shaders/linkMark.slang +439 -0
  321. package/src/shaders/linkMark.wgsl.generated.ts +4 -0
  322. package/src/shaders/markColor.generated.ts +20 -0
  323. package/src/shaders/markColor.slang +128 -0
  324. package/src/shaders/pointGlyph.js.generated.ts +20 -0
  325. package/src/shaders/pointGlyph.slang +23 -7
  326. package/src/shaders/pointGlyphPad.test.ts +242 -0
  327. package/src/shaders/pointMark.consts.generated.ts +16 -0
  328. package/src/shaders/pointMark.generated.ts +12 -0
  329. package/src/shaders/pointMark.glsl.generated.ts +6 -0
  330. package/src/shaders/pointMark.iface.generated.ts +304 -0
  331. package/src/shaders/pointMark.js.generated.ts +99 -0
  332. package/src/shaders/pointMark.slang +227 -0
  333. package/src/shaders/pointMark.wgsl.generated.ts +4 -0
  334. package/src/shaders/rowRect.generated.ts +0 -2
  335. package/src/shaders/rowRect.slang +39 -58
  336. package/src/shaders/rowTable.generated.ts +4 -0
  337. package/src/shaders/rowTable.js.generated.ts +37 -0
  338. package/src/shaders/rowTable.slang +98 -0
  339. package/src/shaders/scoreScale.generated.ts +6 -0
  340. package/src/shaders/scoreScale.js.generated.ts +48 -23
  341. package/src/shaders/scoreScale.slang +49 -55
  342. package/src/shaders/sdEllipse.test.ts +211 -0
  343. package/src/shaders/spanMark.generated.ts +11 -0
  344. package/src/shaders/spanMark.glsl.generated.ts +6 -0
  345. package/src/shaders/spanMark.iface.generated.ts +289 -0
  346. package/src/shaders/spanMark.slang +77 -0
  347. package/src/shaders/spanMark.wgsl.generated.ts +4 -0
  348. package/src/shaders/valueScale.slang +26 -0
  349. package/src/shaders/wideCircleLeg.test.ts +85 -0
  350. package/esm/globalRenderingBackend.d.ts +0 -90
  351. package/esm/globalRenderingBackend.js +0 -53
  352. package/esm/keyedRenderingBackend.d.ts +0 -41
@@ -1,4 +1,3 @@
1
- export declare const WGSL_SOURCE = "struct CoverageBandUniforms_std140_0\n{\n @align(16) bpHi_0 : f32,\n @align(4) bpLo_0 : f32,\n @align(8) bpLen_0 : f32,\n @align(4) hpZero_0 : f32,\n @align(16) canvasW_0 : f32,\n @align(4) canvasH_0 : f32,\n @align(8) covHeight_0 : f32,\n @align(4) covYOffset_0 : f32,\n @align(16) covTop_0 : f32,\n @align(4) regionMaxDepth_0 : f32,\n @align(8) depthDomainMax_0 : f32,\n @align(4) depthDomainMin_0 : f32,\n @align(16) coverageSymlogConstant_0 : f32,\n @align(4) binSize_0 : f32,\n @align(8) interbaseHeight_0 : f32,\n @align(4) snpMinFreq_0 : f32,\n @align(16) reversed_0 : f32,\n @align(4) coverageScaleType_0 : i32,\n @align(8) colorCoverage_0 : u32,\n @align(4) colorBaseA_0 : u32,\n @align(16) colorBaseC_0 : u32,\n @align(4) colorBaseG_0 : u32,\n @align(8) colorBaseT_0 : u32,\n @align(4) colorBaseN_0 : u32,\n @align(16) colorInsertionIndicator_0 : u32,\n @align(4) colorSoftclipIndicator_0 : u32,\n @align(8) colorHardclipIndicator_0 : u32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : CoverageBandUniforms_std140_0;\nfn quadLocal_0( vid_0 : u32) -> vec2<f32>\n{\n var v_0 : u32 = vid_0 % u32(6);\n var _S1 : bool = v_0 == u32(0);\n var _S2 : bool;\n if(_S1)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(2);\n }\n if(_S2)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(3);\n }\n var _S3 : f32;\n if(_S2)\n {\n _S3 = 0.0f;\n }\n else\n {\n _S3 = 1.0f;\n }\n if(_S1)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(1);\n }\n if(_S2)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(4);\n }\n var _S4 : f32;\n if(_S2)\n {\n _S4 = 0.0f;\n }\n else\n {\n _S4 = 1.0f;\n }\n return vec2<f32>(_S3, _S4);\n}\n\nfn hpSplitUint_0( value_0 : u32) -> vec2<f32>\n{\n var lo_0 : u32 = (value_0 & (u32(4095)));\n return vec2<f32>(f32(value_0 - lo_0), f32(lo_0));\n}\n\nfn hpToClipX_0( splitPos_0 : vec2<f32>, bpRange_0 : vec3<f32>, hpZero_1 : f32) -> f32\n{\n var step_0 : f32 = 2.0f / bpRange_0.z;\n var _S5 : f32 = - (1.0f / hpZero_1);\n return dot(vec3<f32>(-1.0f, max(splitPos_0.x - bpRange_0.x, _S5), max(splitPos_0.y - bpRange_0.y, _S5)), vec3<f32>(1.0f, step_0, step_0));\n}\n\nfn covBpToClipX_0( bp_0 : u32, u_1 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3<f32>((*u_1).bpHi_0, (*u_1).bpLo_0, (*u_1).bpLen_0), (*u_1).hpZero_0);\n}\n\nfn expandToMinWidthPx_0( x1_0 : f32, x2_0 : f32, minWidth_0 : f32) -> vec2<f32>\n{\n if((x2_0 - x1_0) < minWidth_0)\n {\n var mid_0 : f32 = (x1_0 + x2_0) * 0.5f;\n var _S6 : f32 = minWidth_0 * 0.5f;\n return vec2<f32>(mid_0 - _S6, mid_0 + _S6);\n }\n return vec2<f32>(x1_0, x2_0);\n}\n\nfn expandToMinWidthX_0( x1_1 : f32, x2_1 : f32, minWidthPx_0 : f32, canvasWidth_0 : f32) -> vec2<f32>\n{\n return expandToMinWidthPx_0(x1_1, x2_1, minWidthPx_0 * 2.0f / canvasWidth_0);\n}\n\nfn covExpandMinWidthX_0( x1_2 : f32, x2_2 : f32, canvasWidth_1 : f32) -> vec2<f32>\n{\n return expandToMinWidthX_0(x1_2, x2_2, 1.0f, canvasWidth_1);\n}\n\nfn yPxToClipY_0( yPx_0 : f32, canvasHeight_0 : f32) -> f32\n{\n return 1.0f - yPx_0 / canvasHeight_0 * 2.0f;\n}\n\nfn covAreaTop_0( u_2 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return yPxToClipY_0((*u_2).covTop_0, (*u_2).canvasH_0);\n}\n\nfn covBottomOffsetPx_0( covHeight_1 : f32, covYOffset_1 : f32) -> f32\n{\n return covHeight_1 - covYOffset_1;\n}\n\nfn covBottom_0( u_3 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n var _S7 : f32 = covAreaTop_0(&((*u_3)));\n return _S7 - covBottomOffsetPx_0((*u_3).covHeight_0, (*u_3).covYOffset_0) / (*u_3).canvasH_0 * 2.0f;\n}\n\nfn symlogTransform_0( x_0 : f32, c_0 : f32) -> f32\n{\n return f32((i32(sign((x_0))))) * log(1.0f + abs(x_0 / c_0));\n}\n\nfn normalizeScore_0( score_0 : f32, domainMin_0 : f32, domainMax_0 : f32, scaleType_0 : i32, symlogConstant_0 : f32) -> f32\n{\n if(scaleType_0 == i32(2))\n {\n var tMin_0 : f32 = symlogTransform_0(domainMin_0, symlogConstant_0);\n var tRange_0 : f32 = symlogTransform_0(domainMax_0, symlogConstant_0) - tMin_0;\n if(tRange_0 <= 0.0f)\n {\n return 0.0f;\n }\n return clamp((symlogTransform_0(score_0, symlogConstant_0) - tMin_0) / tRange_0, 0.0f, 1.0f);\n }\n if(scaleType_0 == i32(1))\n {\n var floorV_0 : f32;\n if(domainMin_0 > 0.0f)\n {\n floorV_0 = domainMin_0;\n }\n else\n {\n floorV_0 = 1.0f;\n }\n var logMin_0 : f32 = log2(floorV_0);\n var logRange_0 : f32 = log2(max(domainMax_0, floorV_0)) - logMin_0;\n if(logRange_0 <= 0.0f)\n {\n return 0.0f;\n }\n return clamp((log2(max(score_0, floorV_0)) - logMin_0) / logRange_0, 0.0f, 1.0f);\n }\n var range_0 : f32 = domainMax_0 - domainMin_0;\n if(range_0 <= 0.0f)\n {\n return 0.0f;\n }\n return clamp((score_0 - domainMin_0) / range_0, 0.0f, 1.0f);\n}\n\nfn normalizeDepthScalar_0( rawDepth_0 : f32, domainMin_1 : f32, domainMax_1 : f32, scaleType_1 : i32, symlogConstant_1 : f32) -> f32\n{\n return normalizeScore_0(rawDepth_0, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1);\n}\n\nfn covNormalizeDepth_0( relDepth_0 : f32, u_4 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return normalizeDepthScalar_0(relDepth_0 * (*u_4).regionMaxDepth_0, (*u_4).depthDomainMin_0, (*u_4).depthDomainMax_0, (*u_4).coverageScaleType_0, (*u_4).coverageSymlogConstant_0);\n}\n\nfn covEffectiveHeightPx_0( covHeight_2 : f32, covYOffset_2 : f32) -> f32\n{\n return max(covHeight_2 - 2.0f * covYOffset_2, 0.0f);\n}\n\nfn covEffHeight_0( u_5 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return covEffectiveHeightPx_0((*u_5).covHeight_0, (*u_5).covYOffset_0);\n}\n\nfn covBarScale_0( relDepth_1 : f32, u_6 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n var _S8 : f32 = covNormalizeDepth_0(relDepth_1, &((*u_6)));\n var _S9 : f32 = covEffHeight_0(&((*u_6)));\n return _S8 * _S9 / (*u_6).canvasH_0 * 2.0f;\n}\n\nfn covFlipX_0( x_1 : f32, u_7 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return mix(x_1, - x_1, (*u_7).reversed_0);\n}\n\nfn covFlippedQuad_0( x0_0 : f32, x1_3 : f32, yBot_0 : f32, yTop_0 : f32, local_0 : vec2<f32>, u_8 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S10 : f32 = covFlipX_0(mix(x0_0, x1_3, local_0.x), &((*u_8)));\n return vec4<f32>(_S10, mix(yBot_0, yTop_0, local_0.y), 0.0f, 1.0f);\n}\n\nfn covSegQuad_0( position_0 : u32, widthBp_0 : u32, yOffset_0 : f32, segHeight_0 : f32, relDepth_2 : f32, local_1 : vec2<f32>, u_9 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S11 : f32 = covBpToClipX_0(position_0, &((*u_9)));\n var _S12 : f32 = covBpToClipX_0(position_0 + widthBp_0, &((*u_9)));\n var xx_0 : vec2<f32> = covExpandMinWidthX_0(_S11, _S12, (*u_9).canvasW_0);\n var _S13 : f32 = covBottom_0(&((*u_9)));\n var _S14 : f32 = covBarScale_0(relDepth_2, &((*u_9)));\n var segBot_0 : f32 = _S13 + yOffset_0 * _S14;\n var _S15 : vec4<f32> = covFlippedQuad_0(xx_0.x, xx_0.y, segBot_0, segBot_0 + segHeight_0 * _S14, local_1, &((*u_9)));\n return _S15;\n}\n\nfn unpackRGBA_0( c_1 : u32) -> vec4<f32>\n{\n return vec4<f32>(f32((((c_1 >> (u32(0)))) & (u32(255)))), f32((((c_1 >> (u32(8)))) & (u32(255)))), f32((((c_1 >> (u32(16)))) & (u32(255)))), f32((((c_1 >> (u32(24)))) & (u32(255))))) / vec4<f32>(255.0f);\n}\n\nstruct CoverageVsOut_0\n{\n @builtin(position) position_1 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n};\n\nstruct vertexInput_0\n{\n @location(0) position_2 : u32,\n @location(1) yOffset_1 : f32,\n @location(2) segHeight_1 : f32,\n @location(3) packedColor_0 : u32,\n @location(4) relDepth_3 : f32,\n};\n\n@vertex\nfn vs_main( _S16 : vertexInput_0, @builtin(vertex_index) vid_1 : u32) -> CoverageVsOut_0\n{\n var o_0 : CoverageVsOut_0;\n var _S17 : vec2<f32> = quadLocal_0(vid_1);\n var _S18 : CoverageBandUniforms_std140_0 = u_0;\n var _S19 : vec4<f32> = covSegQuad_0(_S16.position_2, u32(1), _S16.yOffset_1, _S16.segHeight_1, _S16.relDepth_3, _S17, &(_S18));\n o_0.position_1 = _S19;\n o_0.color_0 = unpackRGBA_0(_S16.packedColor_0);\n return o_0;\n}\n\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_1 : vec4<f32>,\n};\n\n@fragment\nfn fs_main( _S20 : pixelInput_0, @builtin(position) position_3 : vec4<f32>) -> pixelOutput_0\n{\n var _S21 : pixelOutput_0 = pixelOutput_0( _S20.color_1 );\n return _S21;\n}\n\n";
2
- export declare const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nstruct CoverageBandUniforms_0\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n};\n\n\nlayout(std140) uniform Uniforms\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n}u_0;\n\nvec2 quadLocal_0(uint vid_0)\n{\n\n uint v_0 = vid_0 % 6U;\n\n bool _S1 = v_0 == 0U;\n\n bool _S2;\n\n if(_S1)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 2U;\n\n }\n\n if(_S2)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 3U;\n\n }\n\n float _S3;\n\n if(_S2)\n {\n\n _S3 = 0.0;\n\n }\n else\n {\n\n _S3 = 1.0;\n\n }\n if(_S1)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 1U;\n\n }\n\n if(_S2)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 4U;\n\n }\n\n float _S4;\n\n if(_S2)\n {\n\n _S4 = 0.0;\n\n }\n else\n {\n\n _S4 = 1.0;\n\n }\n\n return vec2(_S3, _S4);\n}\n\n\nvec2 hpSplitUint_0(uint value_0)\n{\n\n uint lo_0 = value_0 & 4095U;\n\n return vec2(float(value_0 - lo_0), float(lo_0));\n}\n\n\nfloat hpToClipX_0(vec2 splitPos_0, vec3 bpRange_0, float hpZero_1)\n{\n float step_0 = 2.0 / bpRange_0.z;\n float _S5 = - (1.0 / hpZero_1);\n\n return dot(vec3(-1.0, max(splitPos_0.x - bpRange_0.x, _S5), max(splitPos_0.y - bpRange_0.y, _S5)), vec3(1.0, step_0, step_0));\n}\n\n\nfloat covBpToClipX_0(uint bp_0, CoverageBandUniforms_0 u_1)\n{\n\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3(u_1.bpHi_0, u_1.bpLo_0, u_1.bpLen_0), u_1.hpZero_0);\n}\n\n\nvec2 expandToMinWidthPx_0(float x1_0, float x2_0, float minWidth_0)\n{\n\n if((x2_0 - x1_0) < minWidth_0)\n {\n\n float mid_0 = (x1_0 + x2_0) * 0.5;\n float _S6 = minWidth_0 * 0.5;\n\n return vec2(mid_0 - _S6, mid_0 + _S6);\n }\n return vec2(x1_0, x2_0);\n}\n\nvec2 expandToMinWidthX_0(float x1_1, float x2_1, float minWidthPx_0, float canvasWidth_0)\n{\n\n return expandToMinWidthPx_0(x1_1, x2_1, minWidthPx_0 * 2.0 / canvasWidth_0);\n}\n\n\nvec2 covExpandMinWidthX_0(float x1_2, float x2_2, float canvasWidth_1)\n{\n\n return expandToMinWidthX_0(x1_2, x2_2, 1.0, canvasWidth_1);\n}\n\n\nfloat yPxToClipY_0(float yPx_0, float canvasHeight_0)\n{\n\n return 1.0 - yPx_0 / canvasHeight_0 * 2.0;\n}\n\n\nfloat covAreaTop_0(CoverageBandUniforms_0 u_2)\n{\n\n return yPxToClipY_0(u_2.covTop_0, u_2.canvasH_0);\n}\n\n\nfloat covBottomOffsetPx_0(float covHeight_1, float covYOffset_1)\n{\n\n return covHeight_1 - covYOffset_1;\n}\n\n\nfloat covBottom_0(CoverageBandUniforms_0 u_3)\n{\n\n return covAreaTop_0(u_3) - covBottomOffsetPx_0(u_3.covHeight_0, u_3.covYOffset_0) / u_3.canvasH_0 * 2.0;\n}\n\n\nfloat symlogTransform_0(float x_0, float c_0)\n{\n\n return float((int(sign((x_0))))) * log(1.0 + abs(x_0 / c_0));\n}\n\nfloat normalizeScore_0(float score_0, float domainMin_0, float domainMax_0, int scaleType_0, float symlogConstant_0)\n{\n\n if(scaleType_0 == 2)\n {\n\n float tMin_0 = symlogTransform_0(domainMin_0, symlogConstant_0);\n\n float tRange_0 = symlogTransform_0(domainMax_0, symlogConstant_0) - tMin_0;\n if(tRange_0 <= 0.0)\n {\n\n return 0.0;\n }\n return clamp((symlogTransform_0(score_0, symlogConstant_0) - tMin_0) / tRange_0, 0.0, 1.0);\n }\n if(scaleType_0 == 1)\n {\n\n float floorV_0;\n\n if(domainMin_0 > 0.0)\n {\n\n floorV_0 = domainMin_0;\n\n }\n else\n {\n\n floorV_0 = 1.0;\n\n }\n float logMin_0 = log2(floorV_0);\n\n float logRange_0 = log2(max(domainMax_0, floorV_0)) - logMin_0;\n if(logRange_0 <= 0.0)\n {\n\n return 0.0;\n }\n return clamp((log2(max(score_0, floorV_0)) - logMin_0) / logRange_0, 0.0, 1.0);\n }\n float range_0 = domainMax_0 - domainMin_0;\n if(range_0 <= 0.0)\n {\n\n return 0.0;\n }\n\n return clamp((score_0 - domainMin_0) / range_0, 0.0, 1.0);\n}\n\n\nfloat normalizeDepthScalar_0(float rawDepth_0, float domainMin_1, float domainMax_1, int scaleType_1, float symlogConstant_1)\n{\n\n return normalizeScore_0(rawDepth_0, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1);\n}\n\n\nfloat covNormalizeDepth_0(float relDepth_0, CoverageBandUniforms_0 u_4)\n{\n return normalizeDepthScalar_0(relDepth_0 * u_4.regionMaxDepth_0, u_4.depthDomainMin_0, u_4.depthDomainMax_0, u_4.coverageScaleType_0, u_4.coverageSymlogConstant_0);\n}\n\n\nfloat covEffectiveHeightPx_0(float covHeight_2, float covYOffset_2)\n{\n\n return max(covHeight_2 - 2.0 * covYOffset_2, 0.0);\n}\n\n\nfloat covEffHeight_0(CoverageBandUniforms_0 u_5)\n{\n\n return covEffectiveHeightPx_0(u_5.covHeight_0, u_5.covYOffset_0);\n}\n\n\nfloat covBarScale_0(float relDepth_1, CoverageBandUniforms_0 u_6)\n{\n\n return covNormalizeDepth_0(relDepth_1, u_6) * covEffHeight_0(u_6) / u_6.canvasH_0 * 2.0;\n}\n\n\nfloat covFlipX_0(float x_1, CoverageBandUniforms_0 u_7)\n{\n\n return mix(x_1, - x_1, u_7.reversed_0);\n}\n\n\nvec4 covFlippedQuad_0(float x0_0, float x1_3, float yBot_0, float yTop_0, vec2 local_0, CoverageBandUniforms_0 u_8)\n{\n return vec4(covFlipX_0(mix(x0_0, x1_3, local_0.x), u_8), mix(yBot_0, yTop_0, local_0.y), 0.0, 1.0);\n}\n\n\nvec4 covSegQuad_0(uint position_0, uint widthBp_0, float yOffset_0, float segHeight_0, float relDepth_2, vec2 local_1, CoverageBandUniforms_0 u_9)\n{\n\n vec2 xx_0 = covExpandMinWidthX_0(covBpToClipX_0(position_0, u_9), covBpToClipX_0(position_0 + widthBp_0, u_9), u_9.canvasW_0);\n\n\n float k_0 = covBarScale_0(relDepth_2, u_9);\n float segBot_0 = covBottom_0(u_9) + yOffset_0 * k_0;\n\n return covFlippedQuad_0(xx_0.x, xx_0.y, segBot_0, segBot_0 + segHeight_0 * k_0, local_1, u_9);\n}\n\n\nvec4 unpackRGBA_0(uint c_1)\n{\n\n return vec4(float((c_1 >> 0U) & 255U), float((c_1 >> 8U) & 255U), float((c_1 >> 16U) & 255U), float((c_1 >> 24U) & 255U)) / 255.0;\n}\n\n\nout vec4 v_color;\n\n\nlayout(location = 0)\nin uint a_position;\n\n\nlayout(location = 1)\nin float a_yOffset;\n\n\nlayout(location = 2)\nin float a_segHeight;\n\n\nlayout(location = 3)\nin uint a_packedColor;\n\n\nlayout(location = 4)\nin float a_relDepth;\n\n\nstruct CoverageVsOut_0\n{\n vec4 position_1;\n vec4 color_0;\n};\n\n\nvoid main()\n{\n\n CoverageVsOut_0 o_0;\n\n CoverageBandUniforms_0 _S7 = CoverageBandUniforms_0(u_0.bpHi_0, u_0.bpLo_0, u_0.bpLen_0, u_0.hpZero_0, u_0.canvasW_0, u_0.canvasH_0, u_0.covHeight_0, u_0.covYOffset_0, u_0.covTop_0, u_0.regionMaxDepth_0, u_0.depthDomainMax_0, u_0.depthDomainMin_0, u_0.coverageSymlogConstant_0, u_0.binSize_0, u_0.interbaseHeight_0, u_0.snpMinFreq_0, u_0.reversed_0, u_0.coverageScaleType_0, u_0.colorCoverage_0, u_0.colorBaseA_0, u_0.colorBaseC_0, u_0.colorBaseG_0, u_0.colorBaseT_0, u_0.colorBaseN_0, u_0.colorInsertionIndicator_0, u_0.colorSoftclipIndicator_0, u_0.colorHardclipIndicator_0);\n o_0.position_1 = covSegQuad_0(a_position, 1U, a_yOffset, a_segHeight, a_relDepth, quadLocal_0(uint(gl_VertexID)), _S7);\n\n o_0.color_0 = unpackRGBA_0(a_packedColor);\n CoverageVsOut_0 _S8 = o_0;\n\n gl_Position = o_0.position_1;\n\n v_color = _S8.color_0;\n\n return;\n}\n\n";
3
- export declare const GLSL_FRAGMENT = "#version 300 es\nprecision highp float;\nprecision highp int;\nlayout(location = 0)\nout vec4 entryPointParam_fs_main_0;\n\n\nin vec4 v_color;\n\n\nvoid main()\n{\n\n entryPointParam_fs_main_0 = v_color;\n\n return;\n}\n\n";
1
+ import type { ShaderSource } from '@jbrowse/render-core/hal';
4
2
  export * from './coverageMod.iface.generated.ts';
3
+ export declare const SOURCE: ShaderSource;
@@ -1,6 +1,7 @@
1
1
  // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageMod.slang.
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  // Do not edit. Run `pnpm gen:shaders` to regenerate.
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- export const WGSL_SOURCE = "struct CoverageBandUniforms_std140_0\n{\n @align(16) bpHi_0 : f32,\n @align(4) bpLo_0 : f32,\n @align(8) bpLen_0 : f32,\n @align(4) hpZero_0 : f32,\n @align(16) canvasW_0 : f32,\n @align(4) canvasH_0 : f32,\n @align(8) covHeight_0 : f32,\n @align(4) covYOffset_0 : f32,\n @align(16) covTop_0 : f32,\n @align(4) regionMaxDepth_0 : f32,\n @align(8) depthDomainMax_0 : f32,\n @align(4) depthDomainMin_0 : f32,\n @align(16) coverageSymlogConstant_0 : f32,\n @align(4) binSize_0 : f32,\n @align(8) interbaseHeight_0 : f32,\n @align(4) snpMinFreq_0 : f32,\n @align(16) reversed_0 : f32,\n @align(4) coverageScaleType_0 : i32,\n @align(8) colorCoverage_0 : u32,\n @align(4) colorBaseA_0 : u32,\n @align(16) colorBaseC_0 : u32,\n @align(4) colorBaseG_0 : u32,\n @align(8) colorBaseT_0 : u32,\n @align(4) colorBaseN_0 : u32,\n @align(16) colorInsertionIndicator_0 : u32,\n @align(4) colorSoftclipIndicator_0 : u32,\n @align(8) colorHardclipIndicator_0 : u32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : CoverageBandUniforms_std140_0;\nfn quadLocal_0( vid_0 : u32) -> vec2<f32>\n{\n var v_0 : u32 = vid_0 % u32(6);\n var _S1 : bool = v_0 == u32(0);\n var _S2 : bool;\n if(_S1)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(2);\n }\n if(_S2)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(3);\n }\n var _S3 : f32;\n if(_S2)\n {\n _S3 = 0.0f;\n }\n else\n {\n _S3 = 1.0f;\n }\n if(_S1)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(1);\n }\n if(_S2)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(4);\n }\n var _S4 : f32;\n if(_S2)\n {\n _S4 = 0.0f;\n }\n else\n {\n _S4 = 1.0f;\n }\n return vec2<f32>(_S3, _S4);\n}\n\nfn hpSplitUint_0( value_0 : u32) -> vec2<f32>\n{\n var lo_0 : u32 = (value_0 & (u32(4095)));\n return vec2<f32>(f32(value_0 - lo_0), f32(lo_0));\n}\n\nfn hpToClipX_0( splitPos_0 : vec2<f32>, bpRange_0 : vec3<f32>, hpZero_1 : f32) -> f32\n{\n var step_0 : f32 = 2.0f / bpRange_0.z;\n var _S5 : f32 = - (1.0f / hpZero_1);\n return dot(vec3<f32>(-1.0f, max(splitPos_0.x - bpRange_0.x, _S5), max(splitPos_0.y - bpRange_0.y, _S5)), vec3<f32>(1.0f, step_0, step_0));\n}\n\nfn covBpToClipX_0( bp_0 : u32, u_1 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3<f32>((*u_1).bpHi_0, (*u_1).bpLo_0, (*u_1).bpLen_0), (*u_1).hpZero_0);\n}\n\nfn expandToMinWidthPx_0( x1_0 : f32, x2_0 : f32, minWidth_0 : f32) -> vec2<f32>\n{\n if((x2_0 - x1_0) < minWidth_0)\n {\n var mid_0 : f32 = (x1_0 + x2_0) * 0.5f;\n var _S6 : f32 = minWidth_0 * 0.5f;\n return vec2<f32>(mid_0 - _S6, mid_0 + _S6);\n }\n return vec2<f32>(x1_0, x2_0);\n}\n\nfn expandToMinWidthX_0( x1_1 : f32, x2_1 : f32, minWidthPx_0 : f32, canvasWidth_0 : f32) -> vec2<f32>\n{\n return expandToMinWidthPx_0(x1_1, x2_1, minWidthPx_0 * 2.0f / canvasWidth_0);\n}\n\nfn covExpandMinWidthX_0( x1_2 : f32, x2_2 : f32, canvasWidth_1 : f32) -> vec2<f32>\n{\n return expandToMinWidthX_0(x1_2, x2_2, 1.0f, canvasWidth_1);\n}\n\nfn yPxToClipY_0( yPx_0 : f32, canvasHeight_0 : f32) -> f32\n{\n return 1.0f - yPx_0 / canvasHeight_0 * 2.0f;\n}\n\nfn covAreaTop_0( u_2 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return yPxToClipY_0((*u_2).covTop_0, (*u_2).canvasH_0);\n}\n\nfn covBottomOffsetPx_0( covHeight_1 : f32, covYOffset_1 : f32) -> f32\n{\n return covHeight_1 - covYOffset_1;\n}\n\nfn covBottom_0( u_3 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n var _S7 : f32 = covAreaTop_0(&((*u_3)));\n return _S7 - covBottomOffsetPx_0((*u_3).covHeight_0, (*u_3).covYOffset_0) / (*u_3).canvasH_0 * 2.0f;\n}\n\nfn symlogTransform_0( x_0 : f32, c_0 : f32) -> f32\n{\n return f32((i32(sign((x_0))))) * log(1.0f + abs(x_0 / c_0));\n}\n\nfn normalizeScore_0( score_0 : f32, domainMin_0 : f32, domainMax_0 : f32, scaleType_0 : i32, symlogConstant_0 : f32) -> f32\n{\n if(scaleType_0 == i32(2))\n {\n var tMin_0 : f32 = symlogTransform_0(domainMin_0, symlogConstant_0);\n var tRange_0 : f32 = symlogTransform_0(domainMax_0, symlogConstant_0) - tMin_0;\n if(tRange_0 <= 0.0f)\n {\n return 0.0f;\n }\n return clamp((symlogTransform_0(score_0, symlogConstant_0) - tMin_0) / tRange_0, 0.0f, 1.0f);\n }\n if(scaleType_0 == i32(1))\n {\n var floorV_0 : f32;\n if(domainMin_0 > 0.0f)\n {\n floorV_0 = domainMin_0;\n }\n else\n {\n floorV_0 = 1.0f;\n }\n var logMin_0 : f32 = log2(floorV_0);\n var logRange_0 : f32 = log2(max(domainMax_0, floorV_0)) - logMin_0;\n if(logRange_0 <= 0.0f)\n {\n return 0.0f;\n }\n return clamp((log2(max(score_0, floorV_0)) - logMin_0) / logRange_0, 0.0f, 1.0f);\n }\n var range_0 : f32 = domainMax_0 - domainMin_0;\n if(range_0 <= 0.0f)\n {\n return 0.0f;\n }\n return clamp((score_0 - domainMin_0) / range_0, 0.0f, 1.0f);\n}\n\nfn normalizeDepthScalar_0( rawDepth_0 : f32, domainMin_1 : f32, domainMax_1 : f32, scaleType_1 : i32, symlogConstant_1 : f32) -> f32\n{\n return normalizeScore_0(rawDepth_0, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1);\n}\n\nfn covNormalizeDepth_0( relDepth_0 : f32, u_4 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return normalizeDepthScalar_0(relDepth_0 * (*u_4).regionMaxDepth_0, (*u_4).depthDomainMin_0, (*u_4).depthDomainMax_0, (*u_4).coverageScaleType_0, (*u_4).coverageSymlogConstant_0);\n}\n\nfn covEffectiveHeightPx_0( covHeight_2 : f32, covYOffset_2 : f32) -> f32\n{\n return max(covHeight_2 - 2.0f * covYOffset_2, 0.0f);\n}\n\nfn covEffHeight_0( u_5 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return covEffectiveHeightPx_0((*u_5).covHeight_0, (*u_5).covYOffset_0);\n}\n\nfn covBarScale_0( relDepth_1 : f32, u_6 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n var _S8 : f32 = covNormalizeDepth_0(relDepth_1, &((*u_6)));\n var _S9 : f32 = covEffHeight_0(&((*u_6)));\n return _S8 * _S9 / (*u_6).canvasH_0 * 2.0f;\n}\n\nfn covFlipX_0( x_1 : f32, u_7 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return mix(x_1, - x_1, (*u_7).reversed_0);\n}\n\nfn covFlippedQuad_0( x0_0 : f32, x1_3 : f32, yBot_0 : f32, yTop_0 : f32, local_0 : vec2<f32>, u_8 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S10 : f32 = covFlipX_0(mix(x0_0, x1_3, local_0.x), &((*u_8)));\n return vec4<f32>(_S10, mix(yBot_0, yTop_0, local_0.y), 0.0f, 1.0f);\n}\n\nfn covSegQuad_0( position_0 : u32, widthBp_0 : u32, yOffset_0 : f32, segHeight_0 : f32, relDepth_2 : f32, local_1 : vec2<f32>, u_9 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S11 : f32 = covBpToClipX_0(position_0, &((*u_9)));\n var _S12 : f32 = covBpToClipX_0(position_0 + widthBp_0, &((*u_9)));\n var xx_0 : vec2<f32> = covExpandMinWidthX_0(_S11, _S12, (*u_9).canvasW_0);\n var _S13 : f32 = covBottom_0(&((*u_9)));\n var _S14 : f32 = covBarScale_0(relDepth_2, &((*u_9)));\n var segBot_0 : f32 = _S13 + yOffset_0 * _S14;\n var _S15 : vec4<f32> = covFlippedQuad_0(xx_0.x, xx_0.y, segBot_0, segBot_0 + segHeight_0 * _S14, local_1, &((*u_9)));\n return _S15;\n}\n\nfn unpackRGBA_0( c_1 : u32) -> vec4<f32>\n{\n return vec4<f32>(f32((((c_1 >> (u32(0)))) & (u32(255)))), f32((((c_1 >> (u32(8)))) & (u32(255)))), f32((((c_1 >> (u32(16)))) & (u32(255)))), f32((((c_1 >> (u32(24)))) & (u32(255))))) / vec4<f32>(255.0f);\n}\n\nstruct CoverageVsOut_0\n{\n @builtin(position) position_1 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n};\n\nstruct vertexInput_0\n{\n @location(0) position_2 : u32,\n @location(1) yOffset_1 : f32,\n @location(2) segHeight_1 : f32,\n @location(3) packedColor_0 : u32,\n @location(4) relDepth_3 : f32,\n};\n\n@vertex\nfn vs_main( _S16 : vertexInput_0, @builtin(vertex_index) vid_1 : u32) -> CoverageVsOut_0\n{\n var o_0 : CoverageVsOut_0;\n var _S17 : vec2<f32> = quadLocal_0(vid_1);\n var _S18 : CoverageBandUniforms_std140_0 = u_0;\n var _S19 : vec4<f32> = covSegQuad_0(_S16.position_2, u32(1), _S16.yOffset_1, _S16.segHeight_1, _S16.relDepth_3, _S17, &(_S18));\n o_0.position_1 = _S19;\n o_0.color_0 = unpackRGBA_0(_S16.packedColor_0);\n return o_0;\n}\n\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_1 : vec4<f32>,\n};\n\n@fragment\nfn fs_main( _S20 : pixelInput_0, @builtin(position) position_3 : vec4<f32>) -> pixelOutput_0\n{\n var _S21 : pixelOutput_0 = pixelOutput_0( _S20.color_1 );\n return _S21;\n}\n\n";
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- export const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nstruct CoverageBandUniforms_0\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n};\n\n\nlayout(std140) uniform Uniforms\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n}u_0;\n\nvec2 quadLocal_0(uint vid_0)\n{\n\n uint v_0 = vid_0 % 6U;\n\n bool _S1 = v_0 == 0U;\n\n bool _S2;\n\n if(_S1)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 2U;\n\n }\n\n if(_S2)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 3U;\n\n }\n\n float _S3;\n\n if(_S2)\n {\n\n _S3 = 0.0;\n\n }\n else\n {\n\n _S3 = 1.0;\n\n }\n if(_S1)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 1U;\n\n }\n\n if(_S2)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 4U;\n\n }\n\n float _S4;\n\n if(_S2)\n {\n\n _S4 = 0.0;\n\n }\n else\n {\n\n _S4 = 1.0;\n\n }\n\n return vec2(_S3, _S4);\n}\n\n\nvec2 hpSplitUint_0(uint value_0)\n{\n\n uint lo_0 = value_0 & 4095U;\n\n return vec2(float(value_0 - lo_0), float(lo_0));\n}\n\n\nfloat hpToClipX_0(vec2 splitPos_0, vec3 bpRange_0, float hpZero_1)\n{\n float step_0 = 2.0 / bpRange_0.z;\n float _S5 = - (1.0 / hpZero_1);\n\n return dot(vec3(-1.0, max(splitPos_0.x - bpRange_0.x, _S5), max(splitPos_0.y - bpRange_0.y, _S5)), vec3(1.0, step_0, step_0));\n}\n\n\nfloat covBpToClipX_0(uint bp_0, CoverageBandUniforms_0 u_1)\n{\n\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3(u_1.bpHi_0, u_1.bpLo_0, u_1.bpLen_0), u_1.hpZero_0);\n}\n\n\nvec2 expandToMinWidthPx_0(float x1_0, float x2_0, float minWidth_0)\n{\n\n if((x2_0 - x1_0) < minWidth_0)\n {\n\n float mid_0 = (x1_0 + x2_0) * 0.5;\n float _S6 = minWidth_0 * 0.5;\n\n return vec2(mid_0 - _S6, mid_0 + _S6);\n }\n return vec2(x1_0, x2_0);\n}\n\nvec2 expandToMinWidthX_0(float x1_1, float x2_1, float minWidthPx_0, float canvasWidth_0)\n{\n\n return expandToMinWidthPx_0(x1_1, x2_1, minWidthPx_0 * 2.0 / canvasWidth_0);\n}\n\n\nvec2 covExpandMinWidthX_0(float x1_2, float x2_2, float canvasWidth_1)\n{\n\n return expandToMinWidthX_0(x1_2, x2_2, 1.0, canvasWidth_1);\n}\n\n\nfloat yPxToClipY_0(float yPx_0, float canvasHeight_0)\n{\n\n return 1.0 - yPx_0 / canvasHeight_0 * 2.0;\n}\n\n\nfloat covAreaTop_0(CoverageBandUniforms_0 u_2)\n{\n\n return yPxToClipY_0(u_2.covTop_0, u_2.canvasH_0);\n}\n\n\nfloat covBottomOffsetPx_0(float covHeight_1, float covYOffset_1)\n{\n\n return covHeight_1 - covYOffset_1;\n}\n\n\nfloat covBottom_0(CoverageBandUniforms_0 u_3)\n{\n\n return covAreaTop_0(u_3) - covBottomOffsetPx_0(u_3.covHeight_0, u_3.covYOffset_0) / u_3.canvasH_0 * 2.0;\n}\n\n\nfloat symlogTransform_0(float x_0, float c_0)\n{\n\n return float((int(sign((x_0))))) * log(1.0 + abs(x_0 / c_0));\n}\n\nfloat normalizeScore_0(float score_0, float domainMin_0, float domainMax_0, int scaleType_0, float symlogConstant_0)\n{\n\n if(scaleType_0 == 2)\n {\n\n float tMin_0 = symlogTransform_0(domainMin_0, symlogConstant_0);\n\n float tRange_0 = symlogTransform_0(domainMax_0, symlogConstant_0) - tMin_0;\n if(tRange_0 <= 0.0)\n {\n\n return 0.0;\n }\n return clamp((symlogTransform_0(score_0, symlogConstant_0) - tMin_0) / tRange_0, 0.0, 1.0);\n }\n if(scaleType_0 == 1)\n {\n\n float floorV_0;\n\n if(domainMin_0 > 0.0)\n {\n\n floorV_0 = domainMin_0;\n\n }\n else\n {\n\n floorV_0 = 1.0;\n\n }\n float logMin_0 = log2(floorV_0);\n\n float logRange_0 = log2(max(domainMax_0, floorV_0)) - logMin_0;\n if(logRange_0 <= 0.0)\n {\n\n return 0.0;\n }\n return clamp((log2(max(score_0, floorV_0)) - logMin_0) / logRange_0, 0.0, 1.0);\n }\n float range_0 = domainMax_0 - domainMin_0;\n if(range_0 <= 0.0)\n {\n\n return 0.0;\n }\n\n return clamp((score_0 - domainMin_0) / range_0, 0.0, 1.0);\n}\n\n\nfloat normalizeDepthScalar_0(float rawDepth_0, float domainMin_1, float domainMax_1, int scaleType_1, float symlogConstant_1)\n{\n\n return normalizeScore_0(rawDepth_0, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1);\n}\n\n\nfloat covNormalizeDepth_0(float relDepth_0, CoverageBandUniforms_0 u_4)\n{\n return normalizeDepthScalar_0(relDepth_0 * u_4.regionMaxDepth_0, u_4.depthDomainMin_0, u_4.depthDomainMax_0, u_4.coverageScaleType_0, u_4.coverageSymlogConstant_0);\n}\n\n\nfloat covEffectiveHeightPx_0(float covHeight_2, float covYOffset_2)\n{\n\n return max(covHeight_2 - 2.0 * covYOffset_2, 0.0);\n}\n\n\nfloat covEffHeight_0(CoverageBandUniforms_0 u_5)\n{\n\n return covEffectiveHeightPx_0(u_5.covHeight_0, u_5.covYOffset_0);\n}\n\n\nfloat covBarScale_0(float relDepth_1, CoverageBandUniforms_0 u_6)\n{\n\n return covNormalizeDepth_0(relDepth_1, u_6) * covEffHeight_0(u_6) / u_6.canvasH_0 * 2.0;\n}\n\n\nfloat covFlipX_0(float x_1, CoverageBandUniforms_0 u_7)\n{\n\n return mix(x_1, - x_1, u_7.reversed_0);\n}\n\n\nvec4 covFlippedQuad_0(float x0_0, float x1_3, float yBot_0, float yTop_0, vec2 local_0, CoverageBandUniforms_0 u_8)\n{\n return vec4(covFlipX_0(mix(x0_0, x1_3, local_0.x), u_8), mix(yBot_0, yTop_0, local_0.y), 0.0, 1.0);\n}\n\n\nvec4 covSegQuad_0(uint position_0, uint widthBp_0, float yOffset_0, float segHeight_0, float relDepth_2, vec2 local_1, CoverageBandUniforms_0 u_9)\n{\n\n vec2 xx_0 = covExpandMinWidthX_0(covBpToClipX_0(position_0, u_9), covBpToClipX_0(position_0 + widthBp_0, u_9), u_9.canvasW_0);\n\n\n float k_0 = covBarScale_0(relDepth_2, u_9);\n float segBot_0 = covBottom_0(u_9) + yOffset_0 * k_0;\n\n return covFlippedQuad_0(xx_0.x, xx_0.y, segBot_0, segBot_0 + segHeight_0 * k_0, local_1, u_9);\n}\n\n\nvec4 unpackRGBA_0(uint c_1)\n{\n\n return vec4(float((c_1 >> 0U) & 255U), float((c_1 >> 8U) & 255U), float((c_1 >> 16U) & 255U), float((c_1 >> 24U) & 255U)) / 255.0;\n}\n\n\nout vec4 v_color;\n\n\nlayout(location = 0)\nin uint a_position;\n\n\nlayout(location = 1)\nin float a_yOffset;\n\n\nlayout(location = 2)\nin float a_segHeight;\n\n\nlayout(location = 3)\nin uint a_packedColor;\n\n\nlayout(location = 4)\nin float a_relDepth;\n\n\nstruct CoverageVsOut_0\n{\n vec4 position_1;\n vec4 color_0;\n};\n\n\nvoid main()\n{\n\n CoverageVsOut_0 o_0;\n\n CoverageBandUniforms_0 _S7 = CoverageBandUniforms_0(u_0.bpHi_0, u_0.bpLo_0, u_0.bpLen_0, u_0.hpZero_0, u_0.canvasW_0, u_0.canvasH_0, u_0.covHeight_0, u_0.covYOffset_0, u_0.covTop_0, u_0.regionMaxDepth_0, u_0.depthDomainMax_0, u_0.depthDomainMin_0, u_0.coverageSymlogConstant_0, u_0.binSize_0, u_0.interbaseHeight_0, u_0.snpMinFreq_0, u_0.reversed_0, u_0.coverageScaleType_0, u_0.colorCoverage_0, u_0.colorBaseA_0, u_0.colorBaseC_0, u_0.colorBaseG_0, u_0.colorBaseT_0, u_0.colorBaseN_0, u_0.colorInsertionIndicator_0, u_0.colorSoftclipIndicator_0, u_0.colorHardclipIndicator_0);\n o_0.position_1 = covSegQuad_0(a_position, 1U, a_yOffset, a_segHeight, a_relDepth, quadLocal_0(uint(gl_VertexID)), _S7);\n\n o_0.color_0 = unpackRGBA_0(a_packedColor);\n CoverageVsOut_0 _S8 = o_0;\n\n gl_Position = o_0.position_1;\n\n v_color = _S8.color_0;\n\n return;\n}\n\n";
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- export const GLSL_FRAGMENT = "#version 300 es\nprecision highp float;\nprecision highp int;\nlayout(location = 0)\nout vec4 entryPointParam_fs_main_0;\n\n\nin vec4 v_color;\n\n\nvoid main()\n{\n\n entryPointParam_fs_main_0 = v_color;\n\n return;\n}\n\n";
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  export * from './coverageMod.iface.generated.js';
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+ export const SOURCE = {
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+ wgsl: () => import('./coverageMod.wgsl.generated.js'),
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+ glsl: () => import('./coverageMod.glsl.generated.js'),
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+ };
@@ -0,0 +1,2 @@
1
+ export declare const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nstruct CoverageBandUniforms_0\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n};\n\n\nlayout(std140) uniform Uniforms\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n}u_0;\n\nvec2 quadLocal_0(uint vid_0)\n{\n\n uint v_0 = vid_0 % 6U;\n\n bool _S1 = v_0 == 0U;\n\n bool _S2;\n\n if(_S1)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 2U;\n\n }\n\n if(_S2)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 3U;\n\n }\n\n float _S3;\n\n if(_S2)\n {\n\n _S3 = 0.0;\n\n }\n else\n {\n\n _S3 = 1.0;\n\n }\n if(_S1)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 1U;\n\n }\n\n if(_S2)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 4U;\n\n }\n\n float _S4;\n\n if(_S2)\n {\n\n _S4 = 0.0;\n\n }\n else\n {\n\n _S4 = 1.0;\n\n }\n\n return vec2(_S3, _S4);\n}\n\n\nvec2 hpSplitUint_0(uint value_0)\n{\n\n uint lo_0 = value_0 & 4095U;\n\n return vec2(float(value_0 - lo_0), float(lo_0));\n}\n\n\nfloat hpToClipX_0(vec2 splitPos_0, vec3 bpRange_0, float hpZero_1)\n{\n\n float floorBp_0 = -3.00000000549775576e+38 + hpZero_1;\n float step_0 = 2.0 / bpRange_0.z;\n\n\n return dot(vec3(-1.0, max(splitPos_0.x - bpRange_0.x, floorBp_0), max(splitPos_0.y - bpRange_0.y, floorBp_0)), vec3(1.0, step_0, step_0));\n}\n\n\nfloat covBpToClipX_0(uint bp_0, CoverageBandUniforms_0 u_1)\n{\n\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3(u_1.bpHi_0, u_1.bpLo_0, u_1.bpLen_0), u_1.hpZero_0);\n}\n\n\nfloat pxToClipLen_0(float px_0, float size_0)\n{\n\n return px_0 * 2.0 / size_0;\n}\n\n\nfloat expandToMinWidthLeftPx_0(float x1_0, float x2_0, float minWidth_0)\n{\n\n float _S5;\n if((x2_0 - x1_0) < minWidth_0)\n {\n\n _S5 = (x1_0 + x2_0) * 0.5 - minWidth_0 * 0.5;\n\n }\n else\n {\n\n _S5 = x1_0;\n\n }\n\n return _S5;\n}\n\nfloat expandToMinWidthRightPx_0(float x1_1, float x2_1, float minWidth_1)\n{\n\n float _S6;\n if((x2_1 - x1_1) < minWidth_1)\n {\n\n _S6 = (x1_1 + x2_1) * 0.5 + minWidth_1 * 0.5;\n\n }\n else\n {\n\n _S6 = x2_1;\n\n }\n\n return _S6;\n}\n\nvec2 expandToMinWidthPx_0(float x1_2, float x2_2, float minWidth_2)\n{\n\n return vec2(expandToMinWidthLeftPx_0(x1_2, x2_2, minWidth_2), expandToMinWidthRightPx_0(x1_2, x2_2, minWidth_2));\n}\n\n\n\n\nvec2 expandToMinWidthX_0(float x1_3, float x2_3, float minWidthPx_0, float canvasWidth_0)\n{\n\n return expandToMinWidthPx_0(x1_3, x2_3, pxToClipLen_0(minWidthPx_0, canvasWidth_0));\n}\n\n\nvec2 covExpandMinWidthX_0(float x1_4, float x2_4, float canvasWidth_1)\n{\n\n return expandToMinWidthX_0(x1_4, x2_4, 1.0, canvasWidth_1);\n}\n\n\nfloat covBottomOffsetPx_0(float covHeight_1, float covYOffset_1)\n{\n\n return covHeight_1 - covYOffset_1;\n}\n\n\nfloat covBaselinePx_0(CoverageBandUniforms_0 u_2)\n{\n\n return u_2.covTop_0 + covBottomOffsetPx_0(u_2.covHeight_0, u_2.covYOffset_0);\n}\n\n\nfloat log1pf_0(float x_0)\n{\n\n float u_3 = 1.0 + x_0;\n\n float _S7;\n if(u_3 == 1.0)\n {\n\n _S7 = x_0;\n\n }\n else\n {\n\n _S7 = log(u_3) * (x_0 / (u_3 - 1.0));\n\n }\n\n return _S7;\n}\n\nfloat symlogTransform_0(float x_1, float c_0)\n{\n\n return float((int(sign((x_1))))) * log1pf_0(abs(x_1 / c_0));\n}\n\n\nfloat normalizeScoreUnclamped_0(float score_0, float domainMin_0, float domainMax_0, int scaleType_0, float symlogConstant_0)\n{\n\n float tMax_0;\n\n float tMin_0;\n\n float t_0;\n\n\n\n if(scaleType_0 == 2)\n {\n\n float _S8 = symlogTransform_0(score_0, symlogConstant_0);\n float _S9 = symlogTransform_0(domainMin_0, symlogConstant_0);\n\n tMax_0 = symlogTransform_0(domainMax_0, symlogConstant_0);\n\n tMin_0 = _S9;\n\n t_0 = _S8;\n\n }\n else\n {\n\n if(scaleType_0 == 1)\n {\n if(domainMin_0 > 0.0)\n {\n\n tMax_0 = domainMin_0;\n\n }\n else\n {\n\n tMax_0 = 1.0;\n\n }\n float _S10 = log2(max(score_0, tMax_0));\n float _S11 = log2(tMax_0);\n\n tMax_0 = log2(max(domainMax_0, tMax_0));\n\n tMin_0 = _S11;\n\n t_0 = _S10;\n\n }\n else\n {\n\n tMax_0 = domainMax_0;\n\n tMin_0 = domainMin_0;\n\n t_0 = score_0;\n\n }\n\n }\n\n float tRange_0 = tMax_0 - tMin_0;\n if(tRange_0 <= 0.0)\n {\n\n if(t_0 > tMin_0)\n {\n\n tMax_0 = 1.0;\n\n }\n else\n {\n\n tMax_0 = 0.0;\n\n }\n\n return tMax_0;\n }\n return (t_0 - tMin_0) / tRange_0;\n}\n\nfloat normalizeScore_0(float score_1, float domainMin_1, float domainMax_1, int scaleType_1, float symlogConstant_1)\n{\n\n return clamp(normalizeScoreUnclamped_0(score_1, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1), 0.0, 1.0);\n}\n\n\nfloat normalizeDepthScalar_0(float rawDepth_0, float domainMin_2, float domainMax_2, int scaleType_2, float symlogConstant_2)\n{\n\n return normalizeScore_0(rawDepth_0, domainMin_2, domainMax_2, scaleType_2, symlogConstant_2);\n}\n\n\nfloat covNormalizeDepth_0(float relDepth_0, CoverageBandUniforms_0 u_4)\n{\n return normalizeDepthScalar_0(relDepth_0 * u_4.regionMaxDepth_0, u_4.depthDomainMin_0, u_4.depthDomainMax_0, u_4.coverageScaleType_0, u_4.coverageSymlogConstant_0);\n}\n\n\nfloat covEffectiveHeightPx_0(float covHeight_2, float covYOffset_2)\n{\n\n return max(covHeight_2 - 2.0 * covYOffset_2, 0.0);\n}\n\n\nfloat covEffHeight_0(CoverageBandUniforms_0 u_5)\n{\n\n return covEffectiveHeightPx_0(u_5.covHeight_0, u_5.covYOffset_0);\n}\n\n\nfloat covBarHeightPx_0(float depthFraction_0, float effectiveHeightPx_0)\n{\n\n return depthFraction_0 * effectiveHeightPx_0;\n}\n\n\nfloat covSegBottomPx_0(float baselinePx_0, float yOffset_0, float barHeightPx_0)\n{\n return baselinePx_0 - yOffset_0 * barHeightPx_0;\n}\n\n\nfloat yPxToClipY_0(float yPx_0, float canvasHeight_0)\n{\n\n return 1.0 - yPx_0 / canvasHeight_0 * 2.0;\n}\n\n\nfloat covSegTopPx_0(float baselinePx_1, float yOffset_1, float segHeight_0, float barHeightPx_1)\n{\n return covSegBottomPx_0(baselinePx_1, yOffset_1, barHeightPx_1) - segHeight_0 * barHeightPx_1;\n}\n\n\nfloat covFlipX_0(float x_2, CoverageBandUniforms_0 u_6)\n{\n\n return mix(x_2, - x_2, u_6.reversed_0);\n}\n\n\nvec4 covFlippedQuad_0(float x0_0, float x1_5, float yBot_0, float yTop_0, vec2 local_0, CoverageBandUniforms_0 u_7)\n{\n return vec4(covFlipX_0(mix(x0_0, x1_5, local_0.x), u_7), mix(yBot_0, yTop_0, local_0.y), 0.0, 1.0);\n}\n\n\nvec4 covSegQuad_0(uint position_0, uint widthBp_0, float yOffset_2, float segHeight_1, float relDepth_1, vec2 local_1, CoverageBandUniforms_0 u_8)\n{\n\n vec2 xx_0 = covExpandMinWidthX_0(covBpToClipX_0(position_0, u_8), covBpToClipX_0(position_0 + widthBp_0, u_8), u_8.canvasW_0);\n\n float basePx_0 = covBaselinePx_0(u_8);\n float barPx_0 = covBarHeightPx_0(covNormalizeDepth_0(relDepth_1, u_8), covEffHeight_0(u_8));\n return covFlippedQuad_0(xx_0.x, xx_0.y, yPxToClipY_0(covSegBottomPx_0(basePx_0, yOffset_2, barPx_0), u_8.canvasH_0), yPxToClipY_0(covSegTopPx_0(basePx_0, yOffset_2, segHeight_1, barPx_0), u_8.canvasH_0), local_1, u_8);\n}\n\n\nvec4 unpackRGBA_0(uint c_1)\n{\n\n return vec4(float((c_1 >> 0U) & 255U), float((c_1 >> 8U) & 255U), float((c_1 >> 16U) & 255U), float((c_1 >> 24U) & 255U)) / 255.0;\n}\n\n\nout vec4 v_color;\n\n\nlayout(location = 0)\nin uint a_position;\n\n\nlayout(location = 1)\nin float a_yOffset;\n\n\nlayout(location = 2)\nin float a_segHeight;\n\n\nlayout(location = 3)\nin uint a_packedColor;\n\n\nlayout(location = 4)\nin float a_relDepth;\n\n\nstruct CoverageVsOut_0\n{\n vec4 position_1;\n vec4 color_0;\n};\n\n\nvoid main()\n{\n\n CoverageVsOut_0 o_0;\n\n CoverageBandUniforms_0 _S12 = CoverageBandUniforms_0(u_0.bpHi_0, u_0.bpLo_0, u_0.bpLen_0, u_0.hpZero_0, u_0.canvasW_0, u_0.canvasH_0, u_0.covHeight_0, u_0.covYOffset_0, u_0.covTop_0, u_0.regionMaxDepth_0, u_0.depthDomainMax_0, u_0.depthDomainMin_0, u_0.coverageSymlogConstant_0, u_0.binSize_0, u_0.interbaseHeight_0, u_0.snpMinFreq_0, u_0.reversed_0, u_0.coverageScaleType_0, u_0.colorCoverage_0, u_0.colorBaseA_0, u_0.colorBaseC_0, u_0.colorBaseG_0, u_0.colorBaseT_0, u_0.colorBaseN_0, u_0.colorInsertionIndicator_0, u_0.colorSoftclipIndicator_0, u_0.colorHardclipIndicator_0);\n o_0.position_1 = covSegQuad_0(a_position, 1U, a_yOffset, a_segHeight, a_relDepth, quadLocal_0(uint(gl_VertexID)), _S12);\n\n o_0.color_0 = unpackRGBA_0(a_packedColor);\n CoverageVsOut_0 _S13 = o_0;\n\n gl_Position = o_0.position_1;\n\n v_color = _S13.color_0;\n\n return;\n}\n\n";
2
+ export declare const GLSL_FRAGMENT = "#version 300 es\nprecision highp float;\nprecision highp int;\nlayout(location = 0)\nout vec4 entryPointParam_fs_main_0;\n\n\nin vec4 v_color;\n\n\nvoid main()\n{\n\n entryPointParam_fs_main_0 = v_color;\n\n return;\n}\n\n";
@@ -0,0 +1,4 @@
1
+ // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageMod.slang.
2
+ // Do not edit. Run `pnpm gen:shaders` to regenerate.
3
+ export const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nstruct CoverageBandUniforms_0\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n};\n\n\nlayout(std140) uniform Uniforms\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n}u_0;\n\nvec2 quadLocal_0(uint vid_0)\n{\n\n uint v_0 = vid_0 % 6U;\n\n bool _S1 = v_0 == 0U;\n\n bool _S2;\n\n if(_S1)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 2U;\n\n }\n\n if(_S2)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 3U;\n\n }\n\n float _S3;\n\n if(_S2)\n {\n\n _S3 = 0.0;\n\n }\n else\n {\n\n _S3 = 1.0;\n\n }\n if(_S1)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 1U;\n\n }\n\n if(_S2)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 4U;\n\n }\n\n float _S4;\n\n if(_S2)\n {\n\n _S4 = 0.0;\n\n }\n else\n {\n\n _S4 = 1.0;\n\n }\n\n return vec2(_S3, _S4);\n}\n\n\nvec2 hpSplitUint_0(uint value_0)\n{\n\n uint lo_0 = value_0 & 4095U;\n\n return vec2(float(value_0 - lo_0), float(lo_0));\n}\n\n\nfloat hpToClipX_0(vec2 splitPos_0, vec3 bpRange_0, float hpZero_1)\n{\n\n float floorBp_0 = -3.00000000549775576e+38 + hpZero_1;\n float step_0 = 2.0 / bpRange_0.z;\n\n\n return dot(vec3(-1.0, max(splitPos_0.x - bpRange_0.x, floorBp_0), max(splitPos_0.y - bpRange_0.y, floorBp_0)), vec3(1.0, step_0, step_0));\n}\n\n\nfloat covBpToClipX_0(uint bp_0, CoverageBandUniforms_0 u_1)\n{\n\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3(u_1.bpHi_0, u_1.bpLo_0, u_1.bpLen_0), u_1.hpZero_0);\n}\n\n\nfloat pxToClipLen_0(float px_0, float size_0)\n{\n\n return px_0 * 2.0 / size_0;\n}\n\n\nfloat expandToMinWidthLeftPx_0(float x1_0, float x2_0, float minWidth_0)\n{\n\n float _S5;\n if((x2_0 - x1_0) < minWidth_0)\n {\n\n _S5 = (x1_0 + x2_0) * 0.5 - minWidth_0 * 0.5;\n\n }\n else\n {\n\n _S5 = x1_0;\n\n }\n\n return _S5;\n}\n\nfloat expandToMinWidthRightPx_0(float x1_1, float x2_1, float minWidth_1)\n{\n\n float _S6;\n if((x2_1 - x1_1) < minWidth_1)\n {\n\n _S6 = (x1_1 + x2_1) * 0.5 + minWidth_1 * 0.5;\n\n }\n else\n {\n\n _S6 = x2_1;\n\n }\n\n return _S6;\n}\n\nvec2 expandToMinWidthPx_0(float x1_2, float x2_2, float minWidth_2)\n{\n\n return vec2(expandToMinWidthLeftPx_0(x1_2, x2_2, minWidth_2), expandToMinWidthRightPx_0(x1_2, x2_2, minWidth_2));\n}\n\n\n\n\nvec2 expandToMinWidthX_0(float x1_3, float x2_3, float minWidthPx_0, float canvasWidth_0)\n{\n\n return expandToMinWidthPx_0(x1_3, x2_3, pxToClipLen_0(minWidthPx_0, canvasWidth_0));\n}\n\n\nvec2 covExpandMinWidthX_0(float x1_4, float x2_4, float canvasWidth_1)\n{\n\n return expandToMinWidthX_0(x1_4, x2_4, 1.0, canvasWidth_1);\n}\n\n\nfloat covBottomOffsetPx_0(float covHeight_1, float covYOffset_1)\n{\n\n return covHeight_1 - covYOffset_1;\n}\n\n\nfloat covBaselinePx_0(CoverageBandUniforms_0 u_2)\n{\n\n return u_2.covTop_0 + covBottomOffsetPx_0(u_2.covHeight_0, u_2.covYOffset_0);\n}\n\n\nfloat log1pf_0(float x_0)\n{\n\n float u_3 = 1.0 + x_0;\n\n float _S7;\n if(u_3 == 1.0)\n {\n\n _S7 = x_0;\n\n }\n else\n {\n\n _S7 = log(u_3) * (x_0 / (u_3 - 1.0));\n\n }\n\n return _S7;\n}\n\nfloat symlogTransform_0(float x_1, float c_0)\n{\n\n return float((int(sign((x_1))))) * log1pf_0(abs(x_1 / c_0));\n}\n\n\nfloat normalizeScoreUnclamped_0(float score_0, float domainMin_0, float domainMax_0, int scaleType_0, float symlogConstant_0)\n{\n\n float tMax_0;\n\n float tMin_0;\n\n float t_0;\n\n\n\n if(scaleType_0 == 2)\n {\n\n float _S8 = symlogTransform_0(score_0, symlogConstant_0);\n float _S9 = symlogTransform_0(domainMin_0, symlogConstant_0);\n\n tMax_0 = symlogTransform_0(domainMax_0, symlogConstant_0);\n\n tMin_0 = _S9;\n\n t_0 = _S8;\n\n }\n else\n {\n\n if(scaleType_0 == 1)\n {\n if(domainMin_0 > 0.0)\n {\n\n tMax_0 = domainMin_0;\n\n }\n else\n {\n\n tMax_0 = 1.0;\n\n }\n float _S10 = log2(max(score_0, tMax_0));\n float _S11 = log2(tMax_0);\n\n tMax_0 = log2(max(domainMax_0, tMax_0));\n\n tMin_0 = _S11;\n\n t_0 = _S10;\n\n }\n else\n {\n\n tMax_0 = domainMax_0;\n\n tMin_0 = domainMin_0;\n\n t_0 = score_0;\n\n }\n\n }\n\n float tRange_0 = tMax_0 - tMin_0;\n if(tRange_0 <= 0.0)\n {\n\n if(t_0 > tMin_0)\n {\n\n tMax_0 = 1.0;\n\n }\n else\n {\n\n tMax_0 = 0.0;\n\n }\n\n return tMax_0;\n }\n return (t_0 - tMin_0) / tRange_0;\n}\n\nfloat normalizeScore_0(float score_1, float domainMin_1, float domainMax_1, int scaleType_1, float symlogConstant_1)\n{\n\n return clamp(normalizeScoreUnclamped_0(score_1, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1), 0.0, 1.0);\n}\n\n\nfloat normalizeDepthScalar_0(float rawDepth_0, float domainMin_2, float domainMax_2, int scaleType_2, float symlogConstant_2)\n{\n\n return normalizeScore_0(rawDepth_0, domainMin_2, domainMax_2, scaleType_2, symlogConstant_2);\n}\n\n\nfloat covNormalizeDepth_0(float relDepth_0, CoverageBandUniforms_0 u_4)\n{\n return normalizeDepthScalar_0(relDepth_0 * u_4.regionMaxDepth_0, u_4.depthDomainMin_0, u_4.depthDomainMax_0, u_4.coverageScaleType_0, u_4.coverageSymlogConstant_0);\n}\n\n\nfloat covEffectiveHeightPx_0(float covHeight_2, float covYOffset_2)\n{\n\n return max(covHeight_2 - 2.0 * covYOffset_2, 0.0);\n}\n\n\nfloat covEffHeight_0(CoverageBandUniforms_0 u_5)\n{\n\n return covEffectiveHeightPx_0(u_5.covHeight_0, u_5.covYOffset_0);\n}\n\n\nfloat covBarHeightPx_0(float depthFraction_0, float effectiveHeightPx_0)\n{\n\n return depthFraction_0 * effectiveHeightPx_0;\n}\n\n\nfloat covSegBottomPx_0(float baselinePx_0, float yOffset_0, float barHeightPx_0)\n{\n return baselinePx_0 - yOffset_0 * barHeightPx_0;\n}\n\n\nfloat yPxToClipY_0(float yPx_0, float canvasHeight_0)\n{\n\n return 1.0 - yPx_0 / canvasHeight_0 * 2.0;\n}\n\n\nfloat covSegTopPx_0(float baselinePx_1, float yOffset_1, float segHeight_0, float barHeightPx_1)\n{\n return covSegBottomPx_0(baselinePx_1, yOffset_1, barHeightPx_1) - segHeight_0 * barHeightPx_1;\n}\n\n\nfloat covFlipX_0(float x_2, CoverageBandUniforms_0 u_6)\n{\n\n return mix(x_2, - x_2, u_6.reversed_0);\n}\n\n\nvec4 covFlippedQuad_0(float x0_0, float x1_5, float yBot_0, float yTop_0, vec2 local_0, CoverageBandUniforms_0 u_7)\n{\n return vec4(covFlipX_0(mix(x0_0, x1_5, local_0.x), u_7), mix(yBot_0, yTop_0, local_0.y), 0.0, 1.0);\n}\n\n\nvec4 covSegQuad_0(uint position_0, uint widthBp_0, float yOffset_2, float segHeight_1, float relDepth_1, vec2 local_1, CoverageBandUniforms_0 u_8)\n{\n\n vec2 xx_0 = covExpandMinWidthX_0(covBpToClipX_0(position_0, u_8), covBpToClipX_0(position_0 + widthBp_0, u_8), u_8.canvasW_0);\n\n float basePx_0 = covBaselinePx_0(u_8);\n float barPx_0 = covBarHeightPx_0(covNormalizeDepth_0(relDepth_1, u_8), covEffHeight_0(u_8));\n return covFlippedQuad_0(xx_0.x, xx_0.y, yPxToClipY_0(covSegBottomPx_0(basePx_0, yOffset_2, barPx_0), u_8.canvasH_0), yPxToClipY_0(covSegTopPx_0(basePx_0, yOffset_2, segHeight_1, barPx_0), u_8.canvasH_0), local_1, u_8);\n}\n\n\nvec4 unpackRGBA_0(uint c_1)\n{\n\n return vec4(float((c_1 >> 0U) & 255U), float((c_1 >> 8U) & 255U), float((c_1 >> 16U) & 255U), float((c_1 >> 24U) & 255U)) / 255.0;\n}\n\n\nout vec4 v_color;\n\n\nlayout(location = 0)\nin uint a_position;\n\n\nlayout(location = 1)\nin float a_yOffset;\n\n\nlayout(location = 2)\nin float a_segHeight;\n\n\nlayout(location = 3)\nin uint a_packedColor;\n\n\nlayout(location = 4)\nin float a_relDepth;\n\n\nstruct CoverageVsOut_0\n{\n vec4 position_1;\n vec4 color_0;\n};\n\n\nvoid main()\n{\n\n CoverageVsOut_0 o_0;\n\n CoverageBandUniforms_0 _S12 = CoverageBandUniforms_0(u_0.bpHi_0, u_0.bpLo_0, u_0.bpLen_0, u_0.hpZero_0, u_0.canvasW_0, u_0.canvasH_0, u_0.covHeight_0, u_0.covYOffset_0, u_0.covTop_0, u_0.regionMaxDepth_0, u_0.depthDomainMax_0, u_0.depthDomainMin_0, u_0.coverageSymlogConstant_0, u_0.binSize_0, u_0.interbaseHeight_0, u_0.snpMinFreq_0, u_0.reversed_0, u_0.coverageScaleType_0, u_0.colorCoverage_0, u_0.colorBaseA_0, u_0.colorBaseC_0, u_0.colorBaseG_0, u_0.colorBaseT_0, u_0.colorBaseN_0, u_0.colorInsertionIndicator_0, u_0.colorSoftclipIndicator_0, u_0.colorHardclipIndicator_0);\n o_0.position_1 = covSegQuad_0(a_position, 1U, a_yOffset, a_segHeight, a_relDepth, quadLocal_0(uint(gl_VertexID)), _S12);\n\n o_0.color_0 = unpackRGBA_0(a_packedColor);\n CoverageVsOut_0 _S13 = o_0;\n\n gl_Position = o_0.position_1;\n\n v_color = _S13.color_0;\n\n return;\n}\n\n";
4
+ export const GLSL_FRAGMENT = "#version 300 es\nprecision highp float;\nprecision highp int;\nlayout(location = 0)\nout vec4 entryPointParam_fs_main_0;\n\n\nin vec4 v_color;\n\n\nvoid main()\n{\n\n entryPointParam_fs_main_0 = v_color;\n\n return;\n}\n\n";
@@ -1,7 +1,7 @@
1
1
  // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageMod.slang.
2
2
  // Do not edit. Run `pnpm gen:shaders` to regenerate.
3
3
  export const BINDINGS = [
4
- { index: 1, kind: 'uniform', name: 'u' },
4
+ { index: 1, kind: 'uniform', name: 'u', stages: ['vertex'] },
5
5
  ];
6
6
  export const VERTS_PER_INSTANCE = 6;
7
7
  export const UNIFORMS_SIZE_BYTES = 112;
@@ -0,0 +1 @@
1
+ export declare const WGSL_SOURCE = "struct CoverageBandUniforms_std140_0\n{\n @align(16) bpHi_0 : f32,\n @align(4) bpLo_0 : f32,\n @align(8) bpLen_0 : f32,\n @align(4) hpZero_0 : f32,\n @align(16) canvasW_0 : f32,\n @align(4) canvasH_0 : f32,\n @align(8) covHeight_0 : f32,\n @align(4) covYOffset_0 : f32,\n @align(16) covTop_0 : f32,\n @align(4) regionMaxDepth_0 : f32,\n @align(8) depthDomainMax_0 : f32,\n @align(4) depthDomainMin_0 : f32,\n @align(16) coverageSymlogConstant_0 : f32,\n @align(4) binSize_0 : f32,\n @align(8) interbaseHeight_0 : f32,\n @align(4) snpMinFreq_0 : f32,\n @align(16) reversed_0 : f32,\n @align(4) coverageScaleType_0 : i32,\n @align(8) colorCoverage_0 : u32,\n @align(4) colorBaseA_0 : u32,\n @align(16) colorBaseC_0 : u32,\n @align(4) colorBaseG_0 : u32,\n @align(8) colorBaseT_0 : u32,\n @align(4) colorBaseN_0 : u32,\n @align(16) colorInsertionIndicator_0 : u32,\n @align(4) colorSoftclipIndicator_0 : u32,\n @align(8) colorHardclipIndicator_0 : u32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : CoverageBandUniforms_std140_0;\nfn quadLocal_0( vid_0 : u32) -> vec2<f32>\n{\n var v_0 : u32 = vid_0 % u32(6);\n var _S1 : bool = v_0 == u32(0);\n var _S2 : bool;\n if(_S1)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(2);\n }\n if(_S2)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(3);\n }\n var _S3 : f32;\n if(_S2)\n {\n _S3 = 0.0f;\n }\n else\n {\n _S3 = 1.0f;\n }\n if(_S1)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(1);\n }\n if(_S2)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(4);\n }\n var _S4 : f32;\n if(_S2)\n {\n _S4 = 0.0f;\n }\n else\n {\n _S4 = 1.0f;\n }\n return vec2<f32>(_S3, _S4);\n}\n\nfn hpSplitUint_0( value_0 : u32) -> vec2<f32>\n{\n var lo_0 : u32 = (value_0 & (u32(4095)));\n return vec2<f32>(f32(value_0 - lo_0), f32(lo_0));\n}\n\nfn hpToClipX_0( splitPos_0 : vec2<f32>, bpRange_0 : vec3<f32>, hpZero_1 : f32) -> f32\n{\n var floorBp_0 : f32 = -3.00000000549775576e+38f + hpZero_1;\n var step_0 : f32 = 2.0f / bpRange_0.z;\n return dot(vec3<f32>(-1.0f, max(splitPos_0.x - bpRange_0.x, floorBp_0), max(splitPos_0.y - bpRange_0.y, floorBp_0)), vec3<f32>(1.0f, step_0, step_0));\n}\n\nfn covBpToClipX_0( bp_0 : u32, u_1 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3<f32>((*u_1).bpHi_0, (*u_1).bpLo_0, (*u_1).bpLen_0), (*u_1).hpZero_0);\n}\n\nfn pxToClipLen_0( px_0 : f32, size_0 : f32) -> f32\n{\n return px_0 * 2.0f / size_0;\n}\n\nfn expandToMinWidthLeftPx_0( x1_0 : f32, x2_0 : f32, minWidth_0 : f32) -> f32\n{\n var _S5 : f32;\n if((x2_0 - x1_0) < minWidth_0)\n {\n _S5 = (x1_0 + x2_0) * 0.5f - minWidth_0 * 0.5f;\n }\n else\n {\n _S5 = x1_0;\n }\n return _S5;\n}\n\nfn expandToMinWidthRightPx_0( x1_1 : f32, x2_1 : f32, minWidth_1 : f32) -> f32\n{\n var _S6 : f32;\n if((x2_1 - x1_1) < minWidth_1)\n {\n _S6 = (x1_1 + x2_1) * 0.5f + minWidth_1 * 0.5f;\n }\n else\n {\n _S6 = x2_1;\n }\n return _S6;\n}\n\nfn expandToMinWidthPx_0( x1_2 : f32, x2_2 : f32, minWidth_2 : f32) -> vec2<f32>\n{\n return vec2<f32>(expandToMinWidthLeftPx_0(x1_2, x2_2, minWidth_2), expandToMinWidthRightPx_0(x1_2, x2_2, minWidth_2));\n}\n\nfn expandToMinWidthX_0( x1_3 : f32, x2_3 : f32, minWidthPx_0 : f32, canvasWidth_0 : f32) -> vec2<f32>\n{\n return expandToMinWidthPx_0(x1_3, x2_3, pxToClipLen_0(minWidthPx_0, canvasWidth_0));\n}\n\nfn covExpandMinWidthX_0( x1_4 : f32, x2_4 : f32, canvasWidth_1 : f32) -> vec2<f32>\n{\n return expandToMinWidthX_0(x1_4, x2_4, 1.0f, canvasWidth_1);\n}\n\nfn covBottomOffsetPx_0( covHeight_1 : f32, covYOffset_1 : f32) -> f32\n{\n return covHeight_1 - covYOffset_1;\n}\n\nfn covBaselinePx_0( u_2 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return (*u_2).covTop_0 + covBottomOffsetPx_0((*u_2).covHeight_0, (*u_2).covYOffset_0);\n}\n\nfn log1pf_0( x_0 : f32) -> f32\n{\n var u_3 : f32 = 1.0f + x_0;\n var _S7 : f32;\n if(u_3 == 1.0f)\n {\n _S7 = x_0;\n }\n else\n {\n _S7 = log(u_3) * (x_0 / (u_3 - 1.0f));\n }\n return _S7;\n}\n\nfn symlogTransform_0( x_1 : f32, c_0 : f32) -> f32\n{\n return f32((i32(sign((x_1))))) * log1pf_0(abs(x_1 / c_0));\n}\n\nfn normalizeScoreUnclamped_0( score_0 : f32, domainMin_0 : f32, domainMax_0 : f32, scaleType_0 : i32, symlogConstant_0 : f32) -> f32\n{\n var tMax_0 : f32;\n var tMin_0 : f32;\n var t_0 : f32;\n if(scaleType_0 == i32(2))\n {\n var _S8 : f32 = symlogTransform_0(score_0, symlogConstant_0);\n var _S9 : f32 = symlogTransform_0(domainMin_0, symlogConstant_0);\n tMax_0 = symlogTransform_0(domainMax_0, symlogConstant_0);\n tMin_0 = _S9;\n t_0 = _S8;\n }\n else\n {\n if(scaleType_0 == i32(1))\n {\n if(domainMin_0 > 0.0f)\n {\n tMax_0 = domainMin_0;\n }\n else\n {\n tMax_0 = 1.0f;\n }\n var _S10 : f32 = log2(max(score_0, tMax_0));\n var _S11 : f32 = log2(tMax_0);\n tMax_0 = log2(max(domainMax_0, tMax_0));\n tMin_0 = _S11;\n t_0 = _S10;\n }\n else\n {\n tMax_0 = domainMax_0;\n tMin_0 = domainMin_0;\n t_0 = score_0;\n }\n }\n var tRange_0 : f32 = tMax_0 - tMin_0;\n if(tRange_0 <= 0.0f)\n {\n if(t_0 > tMin_0)\n {\n tMax_0 = 1.0f;\n }\n else\n {\n tMax_0 = 0.0f;\n }\n return tMax_0;\n }\n return (t_0 - tMin_0) / tRange_0;\n}\n\nfn normalizeScore_0( score_1 : f32, domainMin_1 : f32, domainMax_1 : f32, scaleType_1 : i32, symlogConstant_1 : f32) -> f32\n{\n return clamp(normalizeScoreUnclamped_0(score_1, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1), 0.0f, 1.0f);\n}\n\nfn normalizeDepthScalar_0( rawDepth_0 : f32, domainMin_2 : f32, domainMax_2 : f32, scaleType_2 : i32, symlogConstant_2 : f32) -> f32\n{\n return normalizeScore_0(rawDepth_0, domainMin_2, domainMax_2, scaleType_2, symlogConstant_2);\n}\n\nfn covNormalizeDepth_0( relDepth_0 : f32, u_4 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return normalizeDepthScalar_0(relDepth_0 * (*u_4).regionMaxDepth_0, (*u_4).depthDomainMin_0, (*u_4).depthDomainMax_0, (*u_4).coverageScaleType_0, (*u_4).coverageSymlogConstant_0);\n}\n\nfn covEffectiveHeightPx_0( covHeight_2 : f32, covYOffset_2 : f32) -> f32\n{\n return max(covHeight_2 - 2.0f * covYOffset_2, 0.0f);\n}\n\nfn covEffHeight_0( u_5 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return covEffectiveHeightPx_0((*u_5).covHeight_0, (*u_5).covYOffset_0);\n}\n\nfn covBarHeightPx_0( depthFraction_0 : f32, effectiveHeightPx_0 : f32) -> f32\n{\n return depthFraction_0 * effectiveHeightPx_0;\n}\n\nfn covSegBottomPx_0( baselinePx_0 : f32, yOffset_0 : f32, barHeightPx_0 : f32) -> f32\n{\n return baselinePx_0 - yOffset_0 * barHeightPx_0;\n}\n\nfn yPxToClipY_0( yPx_0 : f32, canvasHeight_0 : f32) -> f32\n{\n return 1.0f - yPx_0 / canvasHeight_0 * 2.0f;\n}\n\nfn covSegTopPx_0( baselinePx_1 : f32, yOffset_1 : f32, segHeight_0 : f32, barHeightPx_1 : f32) -> f32\n{\n return covSegBottomPx_0(baselinePx_1, yOffset_1, barHeightPx_1) - segHeight_0 * barHeightPx_1;\n}\n\nfn covFlipX_0( x_2 : f32, u_6 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return mix(x_2, - x_2, (*u_6).reversed_0);\n}\n\nfn covFlippedQuad_0( x0_0 : f32, x1_5 : f32, yBot_0 : f32, yTop_0 : f32, local_0 : vec2<f32>, u_7 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S12 : f32 = covFlipX_0(mix(x0_0, x1_5, local_0.x), &((*u_7)));\n return vec4<f32>(_S12, mix(yBot_0, yTop_0, local_0.y), 0.0f, 1.0f);\n}\n\nfn covSegQuad_0( position_0 : u32, widthBp_0 : u32, yOffset_2 : f32, segHeight_1 : f32, relDepth_1 : f32, local_1 : vec2<f32>, u_8 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S13 : f32 = covBpToClipX_0(position_0, &((*u_8)));\n var _S14 : f32 = covBpToClipX_0(position_0 + widthBp_0, &((*u_8)));\n var xx_0 : vec2<f32> = covExpandMinWidthX_0(_S13, _S14, (*u_8).canvasW_0);\n var _S15 : f32 = covBaselinePx_0(&((*u_8)));\n var _S16 : f32 = covNormalizeDepth_0(relDepth_1, &((*u_8)));\n var _S17 : f32 = covEffHeight_0(&((*u_8)));\n var barPx_0 : f32 = covBarHeightPx_0(_S16, _S17);\n var _S18 : vec4<f32> = covFlippedQuad_0(xx_0.x, xx_0.y, yPxToClipY_0(covSegBottomPx_0(_S15, yOffset_2, barPx_0), (*u_8).canvasH_0), yPxToClipY_0(covSegTopPx_0(_S15, yOffset_2, segHeight_1, barPx_0), (*u_8).canvasH_0), local_1, &((*u_8)));\n return _S18;\n}\n\nfn unpackRGBA_0( c_1 : u32) -> vec4<f32>\n{\n return vec4<f32>(f32((((c_1 >> (u32(0)))) & (u32(255)))), f32((((c_1 >> (u32(8)))) & (u32(255)))), f32((((c_1 >> (u32(16)))) & (u32(255)))), f32((((c_1 >> (u32(24)))) & (u32(255))))) / vec4<f32>(255.0f);\n}\n\nstruct CoverageVsOut_0\n{\n @builtin(position) position_1 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n};\n\nstruct vertexInput_0\n{\n @location(0) position_2 : u32,\n @location(1) yOffset_3 : f32,\n @location(2) segHeight_2 : f32,\n @location(3) packedColor_0 : u32,\n @location(4) relDepth_2 : f32,\n};\n\n@vertex\nfn vs_main( _S19 : vertexInput_0, @builtin(vertex_index) vid_1 : u32) -> CoverageVsOut_0\n{\n var o_0 : CoverageVsOut_0;\n var _S20 : vec2<f32> = quadLocal_0(vid_1);\n var _S21 : CoverageBandUniforms_std140_0 = u_0;\n var _S22 : vec4<f32> = covSegQuad_0(_S19.position_2, u32(1), _S19.yOffset_3, _S19.segHeight_2, _S19.relDepth_2, _S20, &(_S21));\n o_0.position_1 = _S22;\n o_0.color_0 = unpackRGBA_0(_S19.packedColor_0);\n return o_0;\n}\n\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_1 : vec4<f32>,\n};\n\n@fragment\nfn fs_main( _S23 : pixelInput_0, @builtin(position) position_3 : vec4<f32>) -> pixelOutput_0\n{\n var _S24 : pixelOutput_0 = pixelOutput_0( _S23.color_1 );\n return _S24;\n}\n\n";
@@ -0,0 +1,3 @@
1
+ // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageMod.slang.
2
+ // Do not edit. Run `pnpm gen:shaders` to regenerate.
3
+ export const WGSL_SOURCE = "struct CoverageBandUniforms_std140_0\n{\n @align(16) bpHi_0 : f32,\n @align(4) bpLo_0 : f32,\n @align(8) bpLen_0 : f32,\n @align(4) hpZero_0 : f32,\n @align(16) canvasW_0 : f32,\n @align(4) canvasH_0 : f32,\n @align(8) covHeight_0 : f32,\n @align(4) covYOffset_0 : f32,\n @align(16) covTop_0 : f32,\n @align(4) regionMaxDepth_0 : f32,\n @align(8) depthDomainMax_0 : f32,\n @align(4) depthDomainMin_0 : f32,\n @align(16) coverageSymlogConstant_0 : f32,\n @align(4) binSize_0 : f32,\n @align(8) interbaseHeight_0 : f32,\n @align(4) snpMinFreq_0 : f32,\n @align(16) reversed_0 : f32,\n @align(4) coverageScaleType_0 : i32,\n @align(8) colorCoverage_0 : u32,\n @align(4) colorBaseA_0 : u32,\n @align(16) colorBaseC_0 : u32,\n @align(4) colorBaseG_0 : u32,\n @align(8) colorBaseT_0 : u32,\n @align(4) colorBaseN_0 : u32,\n @align(16) colorInsertionIndicator_0 : u32,\n @align(4) colorSoftclipIndicator_0 : u32,\n @align(8) colorHardclipIndicator_0 : u32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : CoverageBandUniforms_std140_0;\nfn quadLocal_0( vid_0 : u32) -> vec2<f32>\n{\n var v_0 : u32 = vid_0 % u32(6);\n var _S1 : bool = v_0 == u32(0);\n var _S2 : bool;\n if(_S1)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(2);\n }\n if(_S2)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(3);\n }\n var _S3 : f32;\n if(_S2)\n {\n _S3 = 0.0f;\n }\n else\n {\n _S3 = 1.0f;\n }\n if(_S1)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(1);\n }\n if(_S2)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(4);\n }\n var _S4 : f32;\n if(_S2)\n {\n _S4 = 0.0f;\n }\n else\n {\n _S4 = 1.0f;\n }\n return vec2<f32>(_S3, _S4);\n}\n\nfn hpSplitUint_0( value_0 : u32) -> vec2<f32>\n{\n var lo_0 : u32 = (value_0 & (u32(4095)));\n return vec2<f32>(f32(value_0 - lo_0), f32(lo_0));\n}\n\nfn hpToClipX_0( splitPos_0 : vec2<f32>, bpRange_0 : vec3<f32>, hpZero_1 : f32) -> f32\n{\n var floorBp_0 : f32 = -3.00000000549775576e+38f + hpZero_1;\n var step_0 : f32 = 2.0f / bpRange_0.z;\n return dot(vec3<f32>(-1.0f, max(splitPos_0.x - bpRange_0.x, floorBp_0), max(splitPos_0.y - bpRange_0.y, floorBp_0)), vec3<f32>(1.0f, step_0, step_0));\n}\n\nfn covBpToClipX_0( bp_0 : u32, u_1 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3<f32>((*u_1).bpHi_0, (*u_1).bpLo_0, (*u_1).bpLen_0), (*u_1).hpZero_0);\n}\n\nfn pxToClipLen_0( px_0 : f32, size_0 : f32) -> f32\n{\n return px_0 * 2.0f / size_0;\n}\n\nfn expandToMinWidthLeftPx_0( x1_0 : f32, x2_0 : f32, minWidth_0 : f32) -> f32\n{\n var _S5 : f32;\n if((x2_0 - x1_0) < minWidth_0)\n {\n _S5 = (x1_0 + x2_0) * 0.5f - minWidth_0 * 0.5f;\n }\n else\n {\n _S5 = x1_0;\n }\n return _S5;\n}\n\nfn expandToMinWidthRightPx_0( x1_1 : f32, x2_1 : f32, minWidth_1 : f32) -> f32\n{\n var _S6 : f32;\n if((x2_1 - x1_1) < minWidth_1)\n {\n _S6 = (x1_1 + x2_1) * 0.5f + minWidth_1 * 0.5f;\n }\n else\n {\n _S6 = x2_1;\n }\n return _S6;\n}\n\nfn expandToMinWidthPx_0( x1_2 : f32, x2_2 : f32, minWidth_2 : f32) -> vec2<f32>\n{\n return vec2<f32>(expandToMinWidthLeftPx_0(x1_2, x2_2, minWidth_2), expandToMinWidthRightPx_0(x1_2, x2_2, minWidth_2));\n}\n\nfn expandToMinWidthX_0( x1_3 : f32, x2_3 : f32, minWidthPx_0 : f32, canvasWidth_0 : f32) -> vec2<f32>\n{\n return expandToMinWidthPx_0(x1_3, x2_3, pxToClipLen_0(minWidthPx_0, canvasWidth_0));\n}\n\nfn covExpandMinWidthX_0( x1_4 : f32, x2_4 : f32, canvasWidth_1 : f32) -> vec2<f32>\n{\n return expandToMinWidthX_0(x1_4, x2_4, 1.0f, canvasWidth_1);\n}\n\nfn covBottomOffsetPx_0( covHeight_1 : f32, covYOffset_1 : f32) -> f32\n{\n return covHeight_1 - covYOffset_1;\n}\n\nfn covBaselinePx_0( u_2 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return (*u_2).covTop_0 + covBottomOffsetPx_0((*u_2).covHeight_0, (*u_2).covYOffset_0);\n}\n\nfn log1pf_0( x_0 : f32) -> f32\n{\n var u_3 : f32 = 1.0f + x_0;\n var _S7 : f32;\n if(u_3 == 1.0f)\n {\n _S7 = x_0;\n }\n else\n {\n _S7 = log(u_3) * (x_0 / (u_3 - 1.0f));\n }\n return _S7;\n}\n\nfn symlogTransform_0( x_1 : f32, c_0 : f32) -> f32\n{\n return f32((i32(sign((x_1))))) * log1pf_0(abs(x_1 / c_0));\n}\n\nfn normalizeScoreUnclamped_0( score_0 : f32, domainMin_0 : f32, domainMax_0 : f32, scaleType_0 : i32, symlogConstant_0 : f32) -> f32\n{\n var tMax_0 : f32;\n var tMin_0 : f32;\n var t_0 : f32;\n if(scaleType_0 == i32(2))\n {\n var _S8 : f32 = symlogTransform_0(score_0, symlogConstant_0);\n var _S9 : f32 = symlogTransform_0(domainMin_0, symlogConstant_0);\n tMax_0 = symlogTransform_0(domainMax_0, symlogConstant_0);\n tMin_0 = _S9;\n t_0 = _S8;\n }\n else\n {\n if(scaleType_0 == i32(1))\n {\n if(domainMin_0 > 0.0f)\n {\n tMax_0 = domainMin_0;\n }\n else\n {\n tMax_0 = 1.0f;\n }\n var _S10 : f32 = log2(max(score_0, tMax_0));\n var _S11 : f32 = log2(tMax_0);\n tMax_0 = log2(max(domainMax_0, tMax_0));\n tMin_0 = _S11;\n t_0 = _S10;\n }\n else\n {\n tMax_0 = domainMax_0;\n tMin_0 = domainMin_0;\n t_0 = score_0;\n }\n }\n var tRange_0 : f32 = tMax_0 - tMin_0;\n if(tRange_0 <= 0.0f)\n {\n if(t_0 > tMin_0)\n {\n tMax_0 = 1.0f;\n }\n else\n {\n tMax_0 = 0.0f;\n }\n return tMax_0;\n }\n return (t_0 - tMin_0) / tRange_0;\n}\n\nfn normalizeScore_0( score_1 : f32, domainMin_1 : f32, domainMax_1 : f32, scaleType_1 : i32, symlogConstant_1 : f32) -> f32\n{\n return clamp(normalizeScoreUnclamped_0(score_1, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1), 0.0f, 1.0f);\n}\n\nfn normalizeDepthScalar_0( rawDepth_0 : f32, domainMin_2 : f32, domainMax_2 : f32, scaleType_2 : i32, symlogConstant_2 : f32) -> f32\n{\n return normalizeScore_0(rawDepth_0, domainMin_2, domainMax_2, scaleType_2, symlogConstant_2);\n}\n\nfn covNormalizeDepth_0( relDepth_0 : f32, u_4 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return normalizeDepthScalar_0(relDepth_0 * (*u_4).regionMaxDepth_0, (*u_4).depthDomainMin_0, (*u_4).depthDomainMax_0, (*u_4).coverageScaleType_0, (*u_4).coverageSymlogConstant_0);\n}\n\nfn covEffectiveHeightPx_0( covHeight_2 : f32, covYOffset_2 : f32) -> f32\n{\n return max(covHeight_2 - 2.0f * covYOffset_2, 0.0f);\n}\n\nfn covEffHeight_0( u_5 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return covEffectiveHeightPx_0((*u_5).covHeight_0, (*u_5).covYOffset_0);\n}\n\nfn covBarHeightPx_0( depthFraction_0 : f32, effectiveHeightPx_0 : f32) -> f32\n{\n return depthFraction_0 * effectiveHeightPx_0;\n}\n\nfn covSegBottomPx_0( baselinePx_0 : f32, yOffset_0 : f32, barHeightPx_0 : f32) -> f32\n{\n return baselinePx_0 - yOffset_0 * barHeightPx_0;\n}\n\nfn yPxToClipY_0( yPx_0 : f32, canvasHeight_0 : f32) -> f32\n{\n return 1.0f - yPx_0 / canvasHeight_0 * 2.0f;\n}\n\nfn covSegTopPx_0( baselinePx_1 : f32, yOffset_1 : f32, segHeight_0 : f32, barHeightPx_1 : f32) -> f32\n{\n return covSegBottomPx_0(baselinePx_1, yOffset_1, barHeightPx_1) - segHeight_0 * barHeightPx_1;\n}\n\nfn covFlipX_0( x_2 : f32, u_6 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return mix(x_2, - x_2, (*u_6).reversed_0);\n}\n\nfn covFlippedQuad_0( x0_0 : f32, x1_5 : f32, yBot_0 : f32, yTop_0 : f32, local_0 : vec2<f32>, u_7 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S12 : f32 = covFlipX_0(mix(x0_0, x1_5, local_0.x), &((*u_7)));\n return vec4<f32>(_S12, mix(yBot_0, yTop_0, local_0.y), 0.0f, 1.0f);\n}\n\nfn covSegQuad_0( position_0 : u32, widthBp_0 : u32, yOffset_2 : f32, segHeight_1 : f32, relDepth_1 : f32, local_1 : vec2<f32>, u_8 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S13 : f32 = covBpToClipX_0(position_0, &((*u_8)));\n var _S14 : f32 = covBpToClipX_0(position_0 + widthBp_0, &((*u_8)));\n var xx_0 : vec2<f32> = covExpandMinWidthX_0(_S13, _S14, (*u_8).canvasW_0);\n var _S15 : f32 = covBaselinePx_0(&((*u_8)));\n var _S16 : f32 = covNormalizeDepth_0(relDepth_1, &((*u_8)));\n var _S17 : f32 = covEffHeight_0(&((*u_8)));\n var barPx_0 : f32 = covBarHeightPx_0(_S16, _S17);\n var _S18 : vec4<f32> = covFlippedQuad_0(xx_0.x, xx_0.y, yPxToClipY_0(covSegBottomPx_0(_S15, yOffset_2, barPx_0), (*u_8).canvasH_0), yPxToClipY_0(covSegTopPx_0(_S15, yOffset_2, segHeight_1, barPx_0), (*u_8).canvasH_0), local_1, &((*u_8)));\n return _S18;\n}\n\nfn unpackRGBA_0( c_1 : u32) -> vec4<f32>\n{\n return vec4<f32>(f32((((c_1 >> (u32(0)))) & (u32(255)))), f32((((c_1 >> (u32(8)))) & (u32(255)))), f32((((c_1 >> (u32(16)))) & (u32(255)))), f32((((c_1 >> (u32(24)))) & (u32(255))))) / vec4<f32>(255.0f);\n}\n\nstruct CoverageVsOut_0\n{\n @builtin(position) position_1 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n};\n\nstruct vertexInput_0\n{\n @location(0) position_2 : u32,\n @location(1) yOffset_3 : f32,\n @location(2) segHeight_2 : f32,\n @location(3) packedColor_0 : u32,\n @location(4) relDepth_2 : f32,\n};\n\n@vertex\nfn vs_main( _S19 : vertexInput_0, @builtin(vertex_index) vid_1 : u32) -> CoverageVsOut_0\n{\n var o_0 : CoverageVsOut_0;\n var _S20 : vec2<f32> = quadLocal_0(vid_1);\n var _S21 : CoverageBandUniforms_std140_0 = u_0;\n var _S22 : vec4<f32> = covSegQuad_0(_S19.position_2, u32(1), _S19.yOffset_3, _S19.segHeight_2, _S19.relDepth_2, _S20, &(_S21));\n o_0.position_1 = _S22;\n o_0.color_0 = unpackRGBA_0(_S19.packedColor_0);\n return o_0;\n}\n\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_1 : vec4<f32>,\n};\n\n@fragment\nfn fs_main( _S23 : pixelInput_0, @builtin(position) position_3 : vec4<f32>) -> pixelOutput_0\n{\n var _S24 : pixelOutput_0 = pixelOutput_0( _S23.color_1 );\n return _S24;\n}\n\n";
@@ -1,4 +1,3 @@
1
- export declare const WGSL_SOURCE = "struct CoverageBandUniforms_std140_0\n{\n @align(16) bpHi_0 : f32,\n @align(4) bpLo_0 : f32,\n @align(8) bpLen_0 : f32,\n @align(4) hpZero_0 : f32,\n @align(16) canvasW_0 : f32,\n @align(4) canvasH_0 : f32,\n @align(8) covHeight_0 : f32,\n @align(4) covYOffset_0 : f32,\n @align(16) covTop_0 : f32,\n @align(4) regionMaxDepth_0 : f32,\n @align(8) depthDomainMax_0 : f32,\n @align(4) depthDomainMin_0 : f32,\n @align(16) coverageSymlogConstant_0 : f32,\n @align(4) binSize_0 : f32,\n @align(8) interbaseHeight_0 : f32,\n @align(4) snpMinFreq_0 : f32,\n @align(16) reversed_0 : f32,\n @align(4) coverageScaleType_0 : i32,\n @align(8) colorCoverage_0 : u32,\n @align(4) colorBaseA_0 : u32,\n @align(16) colorBaseC_0 : u32,\n @align(4) colorBaseG_0 : u32,\n @align(8) colorBaseT_0 : u32,\n @align(4) colorBaseN_0 : u32,\n @align(16) colorInsertionIndicator_0 : u32,\n @align(4) colorSoftclipIndicator_0 : u32,\n @align(8) colorHardclipIndicator_0 : u32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : CoverageBandUniforms_std140_0;\nstruct CoverageVsOut_0\n{\n @builtin(position) position_0 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n};\n\nfn covDiscardVertex_0() -> CoverageVsOut_0\n{\n var o_0 : CoverageVsOut_0;\n var _S1 : vec4<f32> = vec4<f32>(0.0f);\n o_0.position_0 = _S1;\n o_0.color_0 = _S1;\n return o_0;\n}\n\nfn quadLocal_0( vid_0 : u32) -> vec2<f32>\n{\n var v_0 : u32 = vid_0 % u32(6);\n var _S2 : bool = v_0 == u32(0);\n var _S3 : bool;\n if(_S2)\n {\n _S3 = true;\n }\n else\n {\n _S3 = v_0 == u32(2);\n }\n if(_S3)\n {\n _S3 = true;\n }\n else\n {\n _S3 = v_0 == u32(3);\n }\n var _S4 : f32;\n if(_S3)\n {\n _S4 = 0.0f;\n }\n else\n {\n _S4 = 1.0f;\n }\n if(_S2)\n {\n _S3 = true;\n }\n else\n {\n _S3 = v_0 == u32(1);\n }\n if(_S3)\n {\n _S3 = true;\n }\n else\n {\n _S3 = v_0 == u32(4);\n }\n var _S5 : f32;\n if(_S3)\n {\n _S5 = 0.0f;\n }\n else\n {\n _S5 = 1.0f;\n }\n return vec2<f32>(_S4, _S5);\n}\n\nfn hpSplitUint_0( value_0 : u32) -> vec2<f32>\n{\n var lo_0 : u32 = (value_0 & (u32(4095)));\n return vec2<f32>(f32(value_0 - lo_0), f32(lo_0));\n}\n\nfn hpToClipX_0( splitPos_0 : vec2<f32>, bpRange_0 : vec3<f32>, hpZero_1 : f32) -> f32\n{\n var step_0 : f32 = 2.0f / bpRange_0.z;\n var _S6 : f32 = - (1.0f / hpZero_1);\n return dot(vec3<f32>(-1.0f, max(splitPos_0.x - bpRange_0.x, _S6), max(splitPos_0.y - bpRange_0.y, _S6)), vec3<f32>(1.0f, step_0, step_0));\n}\n\nfn covBpToClipX_0( bp_0 : u32, u_1 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3<f32>((*u_1).bpHi_0, (*u_1).bpLo_0, (*u_1).bpLen_0), (*u_1).hpZero_0);\n}\n\nfn expandToMinWidthPx_0( x1_0 : f32, x2_0 : f32, minWidth_0 : f32) -> vec2<f32>\n{\n if((x2_0 - x1_0) < minWidth_0)\n {\n var mid_0 : f32 = (x1_0 + x2_0) * 0.5f;\n var _S7 : f32 = minWidth_0 * 0.5f;\n return vec2<f32>(mid_0 - _S7, mid_0 + _S7);\n }\n return vec2<f32>(x1_0, x2_0);\n}\n\nfn expandToMinWidthX_0( x1_1 : f32, x2_1 : f32, minWidthPx_0 : f32, canvasWidth_0 : f32) -> vec2<f32>\n{\n return expandToMinWidthPx_0(x1_1, x2_1, minWidthPx_0 * 2.0f / canvasWidth_0);\n}\n\nfn covExpandMinWidthX_0( x1_2 : f32, x2_2 : f32, canvasWidth_1 : f32) -> vec2<f32>\n{\n return expandToMinWidthX_0(x1_2, x2_2, 1.0f, canvasWidth_1);\n}\n\nfn yPxToClipY_0( yPx_0 : f32, canvasHeight_0 : f32) -> f32\n{\n return 1.0f - yPx_0 / canvasHeight_0 * 2.0f;\n}\n\nfn covAreaTop_0( u_2 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return yPxToClipY_0((*u_2).covTop_0, (*u_2).canvasH_0);\n}\n\nfn covBottomOffsetPx_0( covHeight_1 : f32, covYOffset_1 : f32) -> f32\n{\n return covHeight_1 - covYOffset_1;\n}\n\nfn covBottom_0( u_3 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n var _S8 : f32 = covAreaTop_0(&((*u_3)));\n return _S8 - covBottomOffsetPx_0((*u_3).covHeight_0, (*u_3).covYOffset_0) / (*u_3).canvasH_0 * 2.0f;\n}\n\nfn symlogTransform_0( x_0 : f32, c_0 : f32) -> f32\n{\n return f32((i32(sign((x_0))))) * log(1.0f + abs(x_0 / c_0));\n}\n\nfn normalizeScore_0( score_0 : f32, domainMin_0 : f32, domainMax_0 : f32, scaleType_0 : i32, symlogConstant_0 : f32) -> f32\n{\n if(scaleType_0 == i32(2))\n {\n var tMin_0 : f32 = symlogTransform_0(domainMin_0, symlogConstant_0);\n var tRange_0 : f32 = symlogTransform_0(domainMax_0, symlogConstant_0) - tMin_0;\n if(tRange_0 <= 0.0f)\n {\n return 0.0f;\n }\n return clamp((symlogTransform_0(score_0, symlogConstant_0) - tMin_0) / tRange_0, 0.0f, 1.0f);\n }\n if(scaleType_0 == i32(1))\n {\n var floorV_0 : f32;\n if(domainMin_0 > 0.0f)\n {\n floorV_0 = domainMin_0;\n }\n else\n {\n floorV_0 = 1.0f;\n }\n var logMin_0 : f32 = log2(floorV_0);\n var logRange_0 : f32 = log2(max(domainMax_0, floorV_0)) - logMin_0;\n if(logRange_0 <= 0.0f)\n {\n return 0.0f;\n }\n return clamp((log2(max(score_0, floorV_0)) - logMin_0) / logRange_0, 0.0f, 1.0f);\n }\n var range_0 : f32 = domainMax_0 - domainMin_0;\n if(range_0 <= 0.0f)\n {\n return 0.0f;\n }\n return clamp((score_0 - domainMin_0) / range_0, 0.0f, 1.0f);\n}\n\nfn normalizeDepthScalar_0( rawDepth_0 : f32, domainMin_1 : f32, domainMax_1 : f32, scaleType_1 : i32, symlogConstant_1 : f32) -> f32\n{\n return normalizeScore_0(rawDepth_0, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1);\n}\n\nfn covNormalizeDepth_0( relDepth_0 : f32, u_4 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return normalizeDepthScalar_0(relDepth_0 * (*u_4).regionMaxDepth_0, (*u_4).depthDomainMin_0, (*u_4).depthDomainMax_0, (*u_4).coverageScaleType_0, (*u_4).coverageSymlogConstant_0);\n}\n\nfn covEffectiveHeightPx_0( covHeight_2 : f32, covYOffset_2 : f32) -> f32\n{\n return max(covHeight_2 - 2.0f * covYOffset_2, 0.0f);\n}\n\nfn covEffHeight_0( u_5 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return covEffectiveHeightPx_0((*u_5).covHeight_0, (*u_5).covYOffset_0);\n}\n\nfn covBarScale_0( relDepth_1 : f32, u_6 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n var _S9 : f32 = covNormalizeDepth_0(relDepth_1, &((*u_6)));\n var _S10 : f32 = covEffHeight_0(&((*u_6)));\n return _S9 * _S10 / (*u_6).canvasH_0 * 2.0f;\n}\n\nfn covFlipX_0( x_1 : f32, u_7 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return mix(x_1, - x_1, (*u_7).reversed_0);\n}\n\nfn covFlippedQuad_0( x0_0 : f32, x1_3 : f32, yBot_0 : f32, yTop_0 : f32, local_0 : vec2<f32>, u_8 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S11 : f32 = covFlipX_0(mix(x0_0, x1_3, local_0.x), &((*u_8)));\n return vec4<f32>(_S11, mix(yBot_0, yTop_0, local_0.y), 0.0f, 1.0f);\n}\n\nfn covSegQuad_0( position_1 : u32, widthBp_0 : u32, yOffset_0 : f32, segHeight_0 : f32, relDepth_2 : f32, local_1 : vec2<f32>, u_9 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S12 : f32 = covBpToClipX_0(position_1, &((*u_9)));\n var _S13 : f32 = covBpToClipX_0(position_1 + widthBp_0, &((*u_9)));\n var xx_0 : vec2<f32> = covExpandMinWidthX_0(_S12, _S13, (*u_9).canvasW_0);\n var _S14 : f32 = covBottom_0(&((*u_9)));\n var _S15 : f32 = covBarScale_0(relDepth_2, &((*u_9)));\n var segBot_0 : f32 = _S14 + yOffset_0 * _S15;\n var _S16 : vec4<f32> = covFlippedQuad_0(xx_0.x, xx_0.y, segBot_0, segBot_0 + segHeight_0 * _S15, local_1, &((*u_9)));\n return _S16;\n}\n\nfn unpackRGBA_0( c_1 : u32) -> vec4<f32>\n{\n return vec4<f32>(f32((((c_1 >> (u32(0)))) & (u32(255)))), f32((((c_1 >> (u32(8)))) & (u32(255)))), f32((((c_1 >> (u32(16)))) & (u32(255)))), f32((((c_1 >> (u32(24)))) & (u32(255))))) / vec4<f32>(255.0f);\n}\n\nfn covSnpColor_0( ct_0 : f32, u_10 : ptr<function, CoverageBandUniforms_std140_0>) -> vec3<f32>\n{\n switch(i32(ct_0))\n {\n case i32(1):\n {\n return unpackRGBA_0((*u_10).colorBaseA_0).xyz;\n }\n case i32(2):\n {\n return unpackRGBA_0((*u_10).colorBaseC_0).xyz;\n }\n case i32(3):\n {\n return unpackRGBA_0((*u_10).colorBaseG_0).xyz;\n }\n case i32(4):\n {\n return unpackRGBA_0((*u_10).colorBaseT_0).xyz;\n }\n default :\n {\n return unpackRGBA_0((*u_10).colorBaseN_0).xyz;\n }\n }\n}\n\nstruct vertexInput_0\n{\n @location(0) position_2 : u32,\n @location(1) yOffset_1 : f32,\n @location(2) segHeight_1 : f32,\n @location(3) colorType_0 : f32,\n @location(4) relDepth_3 : f32,\n};\n\n@vertex\nfn vs_main( _S17 : vertexInput_0, @builtin(vertex_index) vid_1 : u32) -> CoverageVsOut_0\n{\n if((_S17.segHeight_1) < (u_0.snpMinFreq_0))\n {\n return covDiscardVertex_0();\n }\n var o_1 : CoverageVsOut_0;\n var _S18 : vec2<f32> = quadLocal_0(vid_1);\n var _S19 : CoverageBandUniforms_std140_0 = u_0;\n var _S20 : vec4<f32> = covSegQuad_0(_S17.position_2, u32(1), _S17.yOffset_1, _S17.segHeight_1, _S17.relDepth_3, _S18, &(_S19));\n o_1.position_0 = _S20;\n var _S21 : vec3<f32> = covSnpColor_0(_S17.colorType_0, &(_S19));\n o_1.color_0 = vec4<f32>(_S21, 1.0f);\n return o_1;\n}\n\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_1 : vec4<f32>,\n};\n\n@fragment\nfn fs_main( _S22 : pixelInput_0, @builtin(position) position_3 : vec4<f32>) -> pixelOutput_0\n{\n var _S23 : pixelOutput_0 = pixelOutput_0( _S22.color_1 );\n return _S23;\n}\n\n";
2
- export declare const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nstruct CoverageBandUniforms_0\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n};\n\n\nlayout(std140) uniform Uniforms\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n}u_0;\n\nstruct CoverageVsOut_0\n{\n vec4 position_0;\n vec4 color_0;\n};\n\n\n\nCoverageVsOut_0 covDiscardVertex_0()\n{\n\n CoverageVsOut_0 o_0;\n const vec4 _S1 = vec4(0.0);\n\n o_0.position_0 = _S1;\n o_0.color_0 = _S1;\n return o_0;\n}\n\n\nvec2 quadLocal_0(uint vid_0)\n{\n\n uint v_0 = vid_0 % 6U;\n\n bool _S2 = v_0 == 0U;\n\n bool _S3;\n\n if(_S2)\n {\n\n _S3 = true;\n\n }\n else\n {\n\n _S3 = v_0 == 2U;\n\n }\n\n if(_S3)\n {\n\n _S3 = true;\n\n }\n else\n {\n\n _S3 = v_0 == 3U;\n\n }\n\n float _S4;\n\n if(_S3)\n {\n\n _S4 = 0.0;\n\n }\n else\n {\n\n _S4 = 1.0;\n\n }\n if(_S2)\n {\n\n _S3 = true;\n\n }\n else\n {\n\n _S3 = v_0 == 1U;\n\n }\n\n if(_S3)\n {\n\n _S3 = true;\n\n }\n else\n {\n\n _S3 = v_0 == 4U;\n\n }\n\n float _S5;\n\n if(_S3)\n {\n\n _S5 = 0.0;\n\n }\n else\n {\n\n _S5 = 1.0;\n\n }\n\n return vec2(_S4, _S5);\n}\n\n\nvec2 hpSplitUint_0(uint value_0)\n{\n\n uint lo_0 = value_0 & 4095U;\n\n return vec2(float(value_0 - lo_0), float(lo_0));\n}\n\n\nfloat hpToClipX_0(vec2 splitPos_0, vec3 bpRange_0, float hpZero_1)\n{\n float step_0 = 2.0 / bpRange_0.z;\n float _S6 = - (1.0 / hpZero_1);\n\n return dot(vec3(-1.0, max(splitPos_0.x - bpRange_0.x, _S6), max(splitPos_0.y - bpRange_0.y, _S6)), vec3(1.0, step_0, step_0));\n}\n\n\nfloat covBpToClipX_0(uint bp_0, CoverageBandUniforms_0 u_1)\n{\n\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3(u_1.bpHi_0, u_1.bpLo_0, u_1.bpLen_0), u_1.hpZero_0);\n}\n\n\nvec2 expandToMinWidthPx_0(float x1_0, float x2_0, float minWidth_0)\n{\n\n if((x2_0 - x1_0) < minWidth_0)\n {\n\n float mid_0 = (x1_0 + x2_0) * 0.5;\n float _S7 = minWidth_0 * 0.5;\n\n return vec2(mid_0 - _S7, mid_0 + _S7);\n }\n return vec2(x1_0, x2_0);\n}\n\nvec2 expandToMinWidthX_0(float x1_1, float x2_1, float minWidthPx_0, float canvasWidth_0)\n{\n\n return expandToMinWidthPx_0(x1_1, x2_1, minWidthPx_0 * 2.0 / canvasWidth_0);\n}\n\n\nvec2 covExpandMinWidthX_0(float x1_2, float x2_2, float canvasWidth_1)\n{\n\n return expandToMinWidthX_0(x1_2, x2_2, 1.0, canvasWidth_1);\n}\n\n\nfloat yPxToClipY_0(float yPx_0, float canvasHeight_0)\n{\n\n return 1.0 - yPx_0 / canvasHeight_0 * 2.0;\n}\n\n\nfloat covAreaTop_0(CoverageBandUniforms_0 u_2)\n{\n\n return yPxToClipY_0(u_2.covTop_0, u_2.canvasH_0);\n}\n\n\nfloat covBottomOffsetPx_0(float covHeight_1, float covYOffset_1)\n{\n\n return covHeight_1 - covYOffset_1;\n}\n\n\nfloat covBottom_0(CoverageBandUniforms_0 u_3)\n{\n\n return covAreaTop_0(u_3) - covBottomOffsetPx_0(u_3.covHeight_0, u_3.covYOffset_0) / u_3.canvasH_0 * 2.0;\n}\n\n\nfloat symlogTransform_0(float x_0, float c_0)\n{\n\n return float((int(sign((x_0))))) * log(1.0 + abs(x_0 / c_0));\n}\n\nfloat normalizeScore_0(float score_0, float domainMin_0, float domainMax_0, int scaleType_0, float symlogConstant_0)\n{\n\n if(scaleType_0 == 2)\n {\n\n float tMin_0 = symlogTransform_0(domainMin_0, symlogConstant_0);\n\n float tRange_0 = symlogTransform_0(domainMax_0, symlogConstant_0) - tMin_0;\n if(tRange_0 <= 0.0)\n {\n\n return 0.0;\n }\n return clamp((symlogTransform_0(score_0, symlogConstant_0) - tMin_0) / tRange_0, 0.0, 1.0);\n }\n if(scaleType_0 == 1)\n {\n\n float floorV_0;\n\n if(domainMin_0 > 0.0)\n {\n\n floorV_0 = domainMin_0;\n\n }\n else\n {\n\n floorV_0 = 1.0;\n\n }\n float logMin_0 = log2(floorV_0);\n\n float logRange_0 = log2(max(domainMax_0, floorV_0)) - logMin_0;\n if(logRange_0 <= 0.0)\n {\n\n return 0.0;\n }\n return clamp((log2(max(score_0, floorV_0)) - logMin_0) / logRange_0, 0.0, 1.0);\n }\n float range_0 = domainMax_0 - domainMin_0;\n if(range_0 <= 0.0)\n {\n\n return 0.0;\n }\n\n return clamp((score_0 - domainMin_0) / range_0, 0.0, 1.0);\n}\n\n\nfloat normalizeDepthScalar_0(float rawDepth_0, float domainMin_1, float domainMax_1, int scaleType_1, float symlogConstant_1)\n{\n\n return normalizeScore_0(rawDepth_0, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1);\n}\n\n\nfloat covNormalizeDepth_0(float relDepth_0, CoverageBandUniforms_0 u_4)\n{\n return normalizeDepthScalar_0(relDepth_0 * u_4.regionMaxDepth_0, u_4.depthDomainMin_0, u_4.depthDomainMax_0, u_4.coverageScaleType_0, u_4.coverageSymlogConstant_0);\n}\n\n\nfloat covEffectiveHeightPx_0(float covHeight_2, float covYOffset_2)\n{\n\n return max(covHeight_2 - 2.0 * covYOffset_2, 0.0);\n}\n\n\nfloat covEffHeight_0(CoverageBandUniforms_0 u_5)\n{\n\n return covEffectiveHeightPx_0(u_5.covHeight_0, u_5.covYOffset_0);\n}\n\n\nfloat covBarScale_0(float relDepth_1, CoverageBandUniforms_0 u_6)\n{\n\n return covNormalizeDepth_0(relDepth_1, u_6) * covEffHeight_0(u_6) / u_6.canvasH_0 * 2.0;\n}\n\n\nfloat covFlipX_0(float x_1, CoverageBandUniforms_0 u_7)\n{\n\n return mix(x_1, - x_1, u_7.reversed_0);\n}\n\n\nvec4 covFlippedQuad_0(float x0_0, float x1_3, float yBot_0, float yTop_0, vec2 local_0, CoverageBandUniforms_0 u_8)\n{\n return vec4(covFlipX_0(mix(x0_0, x1_3, local_0.x), u_8), mix(yBot_0, yTop_0, local_0.y), 0.0, 1.0);\n}\n\n\nvec4 covSegQuad_0(uint position_1, uint widthBp_0, float yOffset_0, float segHeight_0, float relDepth_2, vec2 local_1, CoverageBandUniforms_0 u_9)\n{\n\n vec2 xx_0 = covExpandMinWidthX_0(covBpToClipX_0(position_1, u_9), covBpToClipX_0(position_1 + widthBp_0, u_9), u_9.canvasW_0);\n\n\n float k_0 = covBarScale_0(relDepth_2, u_9);\n float segBot_0 = covBottom_0(u_9) + yOffset_0 * k_0;\n\n return covFlippedQuad_0(xx_0.x, xx_0.y, segBot_0, segBot_0 + segHeight_0 * k_0, local_1, u_9);\n}\n\n\nvec4 unpackRGBA_0(uint c_1)\n{\n\n return vec4(float((c_1 >> 0U) & 255U), float((c_1 >> 8U) & 255U), float((c_1 >> 16U) & 255U), float((c_1 >> 24U) & 255U)) / 255.0;\n}\n\n\nvec3 covSnpColor_0(float ct_0, CoverageBandUniforms_0 u_10)\n{\n\n switch(int(ct_0))\n {\n case 1:\n {\n\n return unpackRGBA_0(u_10.colorBaseA_0).xyz;\n }\n case 2:\n {\n\n return unpackRGBA_0(u_10.colorBaseC_0).xyz;\n }\n case 3:\n {\n\n return unpackRGBA_0(u_10.colorBaseG_0).xyz;\n }\n case 4:\n {\n\n return unpackRGBA_0(u_10.colorBaseT_0).xyz;\n }\n default:\n {\n\n return unpackRGBA_0(u_10.colorBaseN_0).xyz;\n }\n }\n\n}\n\n\nout vec4 v_color;\n\n\nlayout(location = 0)\nin uint a_position;\n\n\nlayout(location = 1)\nin float a_yOffset;\n\n\nlayout(location = 2)\nin float a_segHeight;\n\n\nlayout(location = 3)\nin float a_colorType;\n\n\nlayout(location = 4)\nin float a_relDepth;\n\n\nvoid main()\n{\n\n if(a_segHeight < (u_0.snpMinFreq_0))\n {\n\n CoverageVsOut_0 _S8 = covDiscardVertex_0();\n\n gl_Position = _S8.position_0;\n\n v_color = _S8.color_0;\n\n return;\n }\n CoverageVsOut_0 o_1;\n\n CoverageBandUniforms_0 _S9 = CoverageBandUniforms_0(u_0.bpHi_0, u_0.bpLo_0, u_0.bpLen_0, u_0.hpZero_0, u_0.canvasW_0, u_0.canvasH_0, u_0.covHeight_0, u_0.covYOffset_0, u_0.covTop_0, u_0.regionMaxDepth_0, u_0.depthDomainMax_0, u_0.depthDomainMin_0, u_0.coverageSymlogConstant_0, u_0.binSize_0, u_0.interbaseHeight_0, u_0.snpMinFreq_0, u_0.reversed_0, u_0.coverageScaleType_0, u_0.colorCoverage_0, u_0.colorBaseA_0, u_0.colorBaseC_0, u_0.colorBaseG_0, u_0.colorBaseT_0, u_0.colorBaseN_0, u_0.colorInsertionIndicator_0, u_0.colorSoftclipIndicator_0, u_0.colorHardclipIndicator_0);\n o_1.position_0 = covSegQuad_0(a_position, 1U, a_yOffset, a_segHeight, a_relDepth, quadLocal_0(uint(gl_VertexID)), _S9);\n\n o_1.color_0 = vec4(covSnpColor_0(a_colorType, _S9), 1.0);\n CoverageVsOut_0 _S10 = o_1;\n\n gl_Position = o_1.position_0;\n\n v_color = _S10.color_0;\n\n return;\n}\n\n";
3
- export declare const GLSL_FRAGMENT = "#version 300 es\nprecision highp float;\nprecision highp int;\nlayout(location = 0)\nout vec4 entryPointParam_fs_main_0;\n\n\nin vec4 v_color;\n\n\nvoid main()\n{\n\n entryPointParam_fs_main_0 = v_color;\n\n return;\n}\n\n";
1
+ import type { ShaderSource } from '@jbrowse/render-core/hal';
4
2
  export * from './coverageSnp.iface.generated.ts';
3
+ export declare const SOURCE: ShaderSource;
@@ -1,6 +1,7 @@
1
1
  // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageSnp.slang.
2
2
  // Do not edit. Run `pnpm gen:shaders` to regenerate.
3
- export const WGSL_SOURCE = "struct CoverageBandUniforms_std140_0\n{\n @align(16) bpHi_0 : f32,\n @align(4) bpLo_0 : f32,\n @align(8) bpLen_0 : f32,\n @align(4) hpZero_0 : f32,\n @align(16) canvasW_0 : f32,\n @align(4) canvasH_0 : f32,\n @align(8) covHeight_0 : f32,\n @align(4) covYOffset_0 : f32,\n @align(16) covTop_0 : f32,\n @align(4) regionMaxDepth_0 : f32,\n @align(8) depthDomainMax_0 : f32,\n @align(4) depthDomainMin_0 : f32,\n @align(16) coverageSymlogConstant_0 : f32,\n @align(4) binSize_0 : f32,\n @align(8) interbaseHeight_0 : f32,\n @align(4) snpMinFreq_0 : f32,\n @align(16) reversed_0 : f32,\n @align(4) coverageScaleType_0 : i32,\n @align(8) colorCoverage_0 : u32,\n @align(4) colorBaseA_0 : u32,\n @align(16) colorBaseC_0 : u32,\n @align(4) colorBaseG_0 : u32,\n @align(8) colorBaseT_0 : u32,\n @align(4) colorBaseN_0 : u32,\n @align(16) colorInsertionIndicator_0 : u32,\n @align(4) colorSoftclipIndicator_0 : u32,\n @align(8) colorHardclipIndicator_0 : u32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : CoverageBandUniforms_std140_0;\nstruct CoverageVsOut_0\n{\n @builtin(position) position_0 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n};\n\nfn covDiscardVertex_0() -> CoverageVsOut_0\n{\n var o_0 : CoverageVsOut_0;\n var _S1 : vec4<f32> = vec4<f32>(0.0f);\n o_0.position_0 = _S1;\n o_0.color_0 = _S1;\n return o_0;\n}\n\nfn quadLocal_0( vid_0 : u32) -> vec2<f32>\n{\n var v_0 : u32 = vid_0 % u32(6);\n var _S2 : bool = v_0 == u32(0);\n var _S3 : bool;\n if(_S2)\n {\n _S3 = true;\n }\n else\n {\n _S3 = v_0 == u32(2);\n }\n if(_S3)\n {\n _S3 = true;\n }\n else\n {\n _S3 = v_0 == u32(3);\n }\n var _S4 : f32;\n if(_S3)\n {\n _S4 = 0.0f;\n }\n else\n {\n _S4 = 1.0f;\n }\n if(_S2)\n {\n _S3 = true;\n }\n else\n {\n _S3 = v_0 == u32(1);\n }\n if(_S3)\n {\n _S3 = true;\n }\n else\n {\n _S3 = v_0 == u32(4);\n }\n var _S5 : f32;\n if(_S3)\n {\n _S5 = 0.0f;\n }\n else\n {\n _S5 = 1.0f;\n }\n return vec2<f32>(_S4, _S5);\n}\n\nfn hpSplitUint_0( value_0 : u32) -> vec2<f32>\n{\n var lo_0 : u32 = (value_0 & (u32(4095)));\n return vec2<f32>(f32(value_0 - lo_0), f32(lo_0));\n}\n\nfn hpToClipX_0( splitPos_0 : vec2<f32>, bpRange_0 : vec3<f32>, hpZero_1 : f32) -> f32\n{\n var step_0 : f32 = 2.0f / bpRange_0.z;\n var _S6 : f32 = - (1.0f / hpZero_1);\n return dot(vec3<f32>(-1.0f, max(splitPos_0.x - bpRange_0.x, _S6), max(splitPos_0.y - bpRange_0.y, _S6)), vec3<f32>(1.0f, step_0, step_0));\n}\n\nfn covBpToClipX_0( bp_0 : u32, u_1 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3<f32>((*u_1).bpHi_0, (*u_1).bpLo_0, (*u_1).bpLen_0), (*u_1).hpZero_0);\n}\n\nfn expandToMinWidthPx_0( x1_0 : f32, x2_0 : f32, minWidth_0 : f32) -> vec2<f32>\n{\n if((x2_0 - x1_0) < minWidth_0)\n {\n var mid_0 : f32 = (x1_0 + x2_0) * 0.5f;\n var _S7 : f32 = minWidth_0 * 0.5f;\n return vec2<f32>(mid_0 - _S7, mid_0 + _S7);\n }\n return vec2<f32>(x1_0, x2_0);\n}\n\nfn expandToMinWidthX_0( x1_1 : f32, x2_1 : f32, minWidthPx_0 : f32, canvasWidth_0 : f32) -> vec2<f32>\n{\n return expandToMinWidthPx_0(x1_1, x2_1, minWidthPx_0 * 2.0f / canvasWidth_0);\n}\n\nfn covExpandMinWidthX_0( x1_2 : f32, x2_2 : f32, canvasWidth_1 : f32) -> vec2<f32>\n{\n return expandToMinWidthX_0(x1_2, x2_2, 1.0f, canvasWidth_1);\n}\n\nfn yPxToClipY_0( yPx_0 : f32, canvasHeight_0 : f32) -> f32\n{\n return 1.0f - yPx_0 / canvasHeight_0 * 2.0f;\n}\n\nfn covAreaTop_0( u_2 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return yPxToClipY_0((*u_2).covTop_0, (*u_2).canvasH_0);\n}\n\nfn covBottomOffsetPx_0( covHeight_1 : f32, covYOffset_1 : f32) -> f32\n{\n return covHeight_1 - covYOffset_1;\n}\n\nfn covBottom_0( u_3 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n var _S8 : f32 = covAreaTop_0(&((*u_3)));\n return _S8 - covBottomOffsetPx_0((*u_3).covHeight_0, (*u_3).covYOffset_0) / (*u_3).canvasH_0 * 2.0f;\n}\n\nfn symlogTransform_0( x_0 : f32, c_0 : f32) -> f32\n{\n return f32((i32(sign((x_0))))) * log(1.0f + abs(x_0 / c_0));\n}\n\nfn normalizeScore_0( score_0 : f32, domainMin_0 : f32, domainMax_0 : f32, scaleType_0 : i32, symlogConstant_0 : f32) -> f32\n{\n if(scaleType_0 == i32(2))\n {\n var tMin_0 : f32 = symlogTransform_0(domainMin_0, symlogConstant_0);\n var tRange_0 : f32 = symlogTransform_0(domainMax_0, symlogConstant_0) - tMin_0;\n if(tRange_0 <= 0.0f)\n {\n return 0.0f;\n }\n return clamp((symlogTransform_0(score_0, symlogConstant_0) - tMin_0) / tRange_0, 0.0f, 1.0f);\n }\n if(scaleType_0 == i32(1))\n {\n var floorV_0 : f32;\n if(domainMin_0 > 0.0f)\n {\n floorV_0 = domainMin_0;\n }\n else\n {\n floorV_0 = 1.0f;\n }\n var logMin_0 : f32 = log2(floorV_0);\n var logRange_0 : f32 = log2(max(domainMax_0, floorV_0)) - logMin_0;\n if(logRange_0 <= 0.0f)\n {\n return 0.0f;\n }\n return clamp((log2(max(score_0, floorV_0)) - logMin_0) / logRange_0, 0.0f, 1.0f);\n }\n var range_0 : f32 = domainMax_0 - domainMin_0;\n if(range_0 <= 0.0f)\n {\n return 0.0f;\n }\n return clamp((score_0 - domainMin_0) / range_0, 0.0f, 1.0f);\n}\n\nfn normalizeDepthScalar_0( rawDepth_0 : f32, domainMin_1 : f32, domainMax_1 : f32, scaleType_1 : i32, symlogConstant_1 : f32) -> f32\n{\n return normalizeScore_0(rawDepth_0, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1);\n}\n\nfn covNormalizeDepth_0( relDepth_0 : f32, u_4 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return normalizeDepthScalar_0(relDepth_0 * (*u_4).regionMaxDepth_0, (*u_4).depthDomainMin_0, (*u_4).depthDomainMax_0, (*u_4).coverageScaleType_0, (*u_4).coverageSymlogConstant_0);\n}\n\nfn covEffectiveHeightPx_0( covHeight_2 : f32, covYOffset_2 : f32) -> f32\n{\n return max(covHeight_2 - 2.0f * covYOffset_2, 0.0f);\n}\n\nfn covEffHeight_0( u_5 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return covEffectiveHeightPx_0((*u_5).covHeight_0, (*u_5).covYOffset_0);\n}\n\nfn covBarScale_0( relDepth_1 : f32, u_6 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n var _S9 : f32 = covNormalizeDepth_0(relDepth_1, &((*u_6)));\n var _S10 : f32 = covEffHeight_0(&((*u_6)));\n return _S9 * _S10 / (*u_6).canvasH_0 * 2.0f;\n}\n\nfn covFlipX_0( x_1 : f32, u_7 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return mix(x_1, - x_1, (*u_7).reversed_0);\n}\n\nfn covFlippedQuad_0( x0_0 : f32, x1_3 : f32, yBot_0 : f32, yTop_0 : f32, local_0 : vec2<f32>, u_8 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S11 : f32 = covFlipX_0(mix(x0_0, x1_3, local_0.x), &((*u_8)));\n return vec4<f32>(_S11, mix(yBot_0, yTop_0, local_0.y), 0.0f, 1.0f);\n}\n\nfn covSegQuad_0( position_1 : u32, widthBp_0 : u32, yOffset_0 : f32, segHeight_0 : f32, relDepth_2 : f32, local_1 : vec2<f32>, u_9 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S12 : f32 = covBpToClipX_0(position_1, &((*u_9)));\n var _S13 : f32 = covBpToClipX_0(position_1 + widthBp_0, &((*u_9)));\n var xx_0 : vec2<f32> = covExpandMinWidthX_0(_S12, _S13, (*u_9).canvasW_0);\n var _S14 : f32 = covBottom_0(&((*u_9)));\n var _S15 : f32 = covBarScale_0(relDepth_2, &((*u_9)));\n var segBot_0 : f32 = _S14 + yOffset_0 * _S15;\n var _S16 : vec4<f32> = covFlippedQuad_0(xx_0.x, xx_0.y, segBot_0, segBot_0 + segHeight_0 * _S15, local_1, &((*u_9)));\n return _S16;\n}\n\nfn unpackRGBA_0( c_1 : u32) -> vec4<f32>\n{\n return vec4<f32>(f32((((c_1 >> (u32(0)))) & (u32(255)))), f32((((c_1 >> (u32(8)))) & (u32(255)))), f32((((c_1 >> (u32(16)))) & (u32(255)))), f32((((c_1 >> (u32(24)))) & (u32(255))))) / vec4<f32>(255.0f);\n}\n\nfn covSnpColor_0( ct_0 : f32, u_10 : ptr<function, CoverageBandUniforms_std140_0>) -> vec3<f32>\n{\n switch(i32(ct_0))\n {\n case i32(1):\n {\n return unpackRGBA_0((*u_10).colorBaseA_0).xyz;\n }\n case i32(2):\n {\n return unpackRGBA_0((*u_10).colorBaseC_0).xyz;\n }\n case i32(3):\n {\n return unpackRGBA_0((*u_10).colorBaseG_0).xyz;\n }\n case i32(4):\n {\n return unpackRGBA_0((*u_10).colorBaseT_0).xyz;\n }\n default :\n {\n return unpackRGBA_0((*u_10).colorBaseN_0).xyz;\n }\n }\n}\n\nstruct vertexInput_0\n{\n @location(0) position_2 : u32,\n @location(1) yOffset_1 : f32,\n @location(2) segHeight_1 : f32,\n @location(3) colorType_0 : f32,\n @location(4) relDepth_3 : f32,\n};\n\n@vertex\nfn vs_main( _S17 : vertexInput_0, @builtin(vertex_index) vid_1 : u32) -> CoverageVsOut_0\n{\n if((_S17.segHeight_1) < (u_0.snpMinFreq_0))\n {\n return covDiscardVertex_0();\n }\n var o_1 : CoverageVsOut_0;\n var _S18 : vec2<f32> = quadLocal_0(vid_1);\n var _S19 : CoverageBandUniforms_std140_0 = u_0;\n var _S20 : vec4<f32> = covSegQuad_0(_S17.position_2, u32(1), _S17.yOffset_1, _S17.segHeight_1, _S17.relDepth_3, _S18, &(_S19));\n o_1.position_0 = _S20;\n var _S21 : vec3<f32> = covSnpColor_0(_S17.colorType_0, &(_S19));\n o_1.color_0 = vec4<f32>(_S21, 1.0f);\n return o_1;\n}\n\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_1 : vec4<f32>,\n};\n\n@fragment\nfn fs_main( _S22 : pixelInput_0, @builtin(position) position_3 : vec4<f32>) -> pixelOutput_0\n{\n var _S23 : pixelOutput_0 = pixelOutput_0( _S22.color_1 );\n return _S23;\n}\n\n";
4
- export const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nstruct CoverageBandUniforms_0\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n};\n\n\nlayout(std140) uniform Uniforms\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n}u_0;\n\nstruct CoverageVsOut_0\n{\n vec4 position_0;\n vec4 color_0;\n};\n\n\n\nCoverageVsOut_0 covDiscardVertex_0()\n{\n\n CoverageVsOut_0 o_0;\n const vec4 _S1 = vec4(0.0);\n\n o_0.position_0 = _S1;\n o_0.color_0 = _S1;\n return o_0;\n}\n\n\nvec2 quadLocal_0(uint vid_0)\n{\n\n uint v_0 = vid_0 % 6U;\n\n bool _S2 = v_0 == 0U;\n\n bool _S3;\n\n if(_S2)\n {\n\n _S3 = true;\n\n }\n else\n {\n\n _S3 = v_0 == 2U;\n\n }\n\n if(_S3)\n {\n\n _S3 = true;\n\n }\n else\n {\n\n _S3 = v_0 == 3U;\n\n }\n\n float _S4;\n\n if(_S3)\n {\n\n _S4 = 0.0;\n\n }\n else\n {\n\n _S4 = 1.0;\n\n }\n if(_S2)\n {\n\n _S3 = true;\n\n }\n else\n {\n\n _S3 = v_0 == 1U;\n\n }\n\n if(_S3)\n {\n\n _S3 = true;\n\n }\n else\n {\n\n _S3 = v_0 == 4U;\n\n }\n\n float _S5;\n\n if(_S3)\n {\n\n _S5 = 0.0;\n\n }\n else\n {\n\n _S5 = 1.0;\n\n }\n\n return vec2(_S4, _S5);\n}\n\n\nvec2 hpSplitUint_0(uint value_0)\n{\n\n uint lo_0 = value_0 & 4095U;\n\n return vec2(float(value_0 - lo_0), float(lo_0));\n}\n\n\nfloat hpToClipX_0(vec2 splitPos_0, vec3 bpRange_0, float hpZero_1)\n{\n float step_0 = 2.0 / bpRange_0.z;\n float _S6 = - (1.0 / hpZero_1);\n\n return dot(vec3(-1.0, max(splitPos_0.x - bpRange_0.x, _S6), max(splitPos_0.y - bpRange_0.y, _S6)), vec3(1.0, step_0, step_0));\n}\n\n\nfloat covBpToClipX_0(uint bp_0, CoverageBandUniforms_0 u_1)\n{\n\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3(u_1.bpHi_0, u_1.bpLo_0, u_1.bpLen_0), u_1.hpZero_0);\n}\n\n\nvec2 expandToMinWidthPx_0(float x1_0, float x2_0, float minWidth_0)\n{\n\n if((x2_0 - x1_0) < minWidth_0)\n {\n\n float mid_0 = (x1_0 + x2_0) * 0.5;\n float _S7 = minWidth_0 * 0.5;\n\n return vec2(mid_0 - _S7, mid_0 + _S7);\n }\n return vec2(x1_0, x2_0);\n}\n\nvec2 expandToMinWidthX_0(float x1_1, float x2_1, float minWidthPx_0, float canvasWidth_0)\n{\n\n return expandToMinWidthPx_0(x1_1, x2_1, minWidthPx_0 * 2.0 / canvasWidth_0);\n}\n\n\nvec2 covExpandMinWidthX_0(float x1_2, float x2_2, float canvasWidth_1)\n{\n\n return expandToMinWidthX_0(x1_2, x2_2, 1.0, canvasWidth_1);\n}\n\n\nfloat yPxToClipY_0(float yPx_0, float canvasHeight_0)\n{\n\n return 1.0 - yPx_0 / canvasHeight_0 * 2.0;\n}\n\n\nfloat covAreaTop_0(CoverageBandUniforms_0 u_2)\n{\n\n return yPxToClipY_0(u_2.covTop_0, u_2.canvasH_0);\n}\n\n\nfloat covBottomOffsetPx_0(float covHeight_1, float covYOffset_1)\n{\n\n return covHeight_1 - covYOffset_1;\n}\n\n\nfloat covBottom_0(CoverageBandUniforms_0 u_3)\n{\n\n return covAreaTop_0(u_3) - covBottomOffsetPx_0(u_3.covHeight_0, u_3.covYOffset_0) / u_3.canvasH_0 * 2.0;\n}\n\n\nfloat symlogTransform_0(float x_0, float c_0)\n{\n\n return float((int(sign((x_0))))) * log(1.0 + abs(x_0 / c_0));\n}\n\nfloat normalizeScore_0(float score_0, float domainMin_0, float domainMax_0, int scaleType_0, float symlogConstant_0)\n{\n\n if(scaleType_0 == 2)\n {\n\n float tMin_0 = symlogTransform_0(domainMin_0, symlogConstant_0);\n\n float tRange_0 = symlogTransform_0(domainMax_0, symlogConstant_0) - tMin_0;\n if(tRange_0 <= 0.0)\n {\n\n return 0.0;\n }\n return clamp((symlogTransform_0(score_0, symlogConstant_0) - tMin_0) / tRange_0, 0.0, 1.0);\n }\n if(scaleType_0 == 1)\n {\n\n float floorV_0;\n\n if(domainMin_0 > 0.0)\n {\n\n floorV_0 = domainMin_0;\n\n }\n else\n {\n\n floorV_0 = 1.0;\n\n }\n float logMin_0 = log2(floorV_0);\n\n float logRange_0 = log2(max(domainMax_0, floorV_0)) - logMin_0;\n if(logRange_0 <= 0.0)\n {\n\n return 0.0;\n }\n return clamp((log2(max(score_0, floorV_0)) - logMin_0) / logRange_0, 0.0, 1.0);\n }\n float range_0 = domainMax_0 - domainMin_0;\n if(range_0 <= 0.0)\n {\n\n return 0.0;\n }\n\n return clamp((score_0 - domainMin_0) / range_0, 0.0, 1.0);\n}\n\n\nfloat normalizeDepthScalar_0(float rawDepth_0, float domainMin_1, float domainMax_1, int scaleType_1, float symlogConstant_1)\n{\n\n return normalizeScore_0(rawDepth_0, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1);\n}\n\n\nfloat covNormalizeDepth_0(float relDepth_0, CoverageBandUniforms_0 u_4)\n{\n return normalizeDepthScalar_0(relDepth_0 * u_4.regionMaxDepth_0, u_4.depthDomainMin_0, u_4.depthDomainMax_0, u_4.coverageScaleType_0, u_4.coverageSymlogConstant_0);\n}\n\n\nfloat covEffectiveHeightPx_0(float covHeight_2, float covYOffset_2)\n{\n\n return max(covHeight_2 - 2.0 * covYOffset_2, 0.0);\n}\n\n\nfloat covEffHeight_0(CoverageBandUniforms_0 u_5)\n{\n\n return covEffectiveHeightPx_0(u_5.covHeight_0, u_5.covYOffset_0);\n}\n\n\nfloat covBarScale_0(float relDepth_1, CoverageBandUniforms_0 u_6)\n{\n\n return covNormalizeDepth_0(relDepth_1, u_6) * covEffHeight_0(u_6) / u_6.canvasH_0 * 2.0;\n}\n\n\nfloat covFlipX_0(float x_1, CoverageBandUniforms_0 u_7)\n{\n\n return mix(x_1, - x_1, u_7.reversed_0);\n}\n\n\nvec4 covFlippedQuad_0(float x0_0, float x1_3, float yBot_0, float yTop_0, vec2 local_0, CoverageBandUniforms_0 u_8)\n{\n return vec4(covFlipX_0(mix(x0_0, x1_3, local_0.x), u_8), mix(yBot_0, yTop_0, local_0.y), 0.0, 1.0);\n}\n\n\nvec4 covSegQuad_0(uint position_1, uint widthBp_0, float yOffset_0, float segHeight_0, float relDepth_2, vec2 local_1, CoverageBandUniforms_0 u_9)\n{\n\n vec2 xx_0 = covExpandMinWidthX_0(covBpToClipX_0(position_1, u_9), covBpToClipX_0(position_1 + widthBp_0, u_9), u_9.canvasW_0);\n\n\n float k_0 = covBarScale_0(relDepth_2, u_9);\n float segBot_0 = covBottom_0(u_9) + yOffset_0 * k_0;\n\n return covFlippedQuad_0(xx_0.x, xx_0.y, segBot_0, segBot_0 + segHeight_0 * k_0, local_1, u_9);\n}\n\n\nvec4 unpackRGBA_0(uint c_1)\n{\n\n return vec4(float((c_1 >> 0U) & 255U), float((c_1 >> 8U) & 255U), float((c_1 >> 16U) & 255U), float((c_1 >> 24U) & 255U)) / 255.0;\n}\n\n\nvec3 covSnpColor_0(float ct_0, CoverageBandUniforms_0 u_10)\n{\n\n switch(int(ct_0))\n {\n case 1:\n {\n\n return unpackRGBA_0(u_10.colorBaseA_0).xyz;\n }\n case 2:\n {\n\n return unpackRGBA_0(u_10.colorBaseC_0).xyz;\n }\n case 3:\n {\n\n return unpackRGBA_0(u_10.colorBaseG_0).xyz;\n }\n case 4:\n {\n\n return unpackRGBA_0(u_10.colorBaseT_0).xyz;\n }\n default:\n {\n\n return unpackRGBA_0(u_10.colorBaseN_0).xyz;\n }\n }\n\n}\n\n\nout vec4 v_color;\n\n\nlayout(location = 0)\nin uint a_position;\n\n\nlayout(location = 1)\nin float a_yOffset;\n\n\nlayout(location = 2)\nin float a_segHeight;\n\n\nlayout(location = 3)\nin float a_colorType;\n\n\nlayout(location = 4)\nin float a_relDepth;\n\n\nvoid main()\n{\n\n if(a_segHeight < (u_0.snpMinFreq_0))\n {\n\n CoverageVsOut_0 _S8 = covDiscardVertex_0();\n\n gl_Position = _S8.position_0;\n\n v_color = _S8.color_0;\n\n return;\n }\n CoverageVsOut_0 o_1;\n\n CoverageBandUniforms_0 _S9 = CoverageBandUniforms_0(u_0.bpHi_0, u_0.bpLo_0, u_0.bpLen_0, u_0.hpZero_0, u_0.canvasW_0, u_0.canvasH_0, u_0.covHeight_0, u_0.covYOffset_0, u_0.covTop_0, u_0.regionMaxDepth_0, u_0.depthDomainMax_0, u_0.depthDomainMin_0, u_0.coverageSymlogConstant_0, u_0.binSize_0, u_0.interbaseHeight_0, u_0.snpMinFreq_0, u_0.reversed_0, u_0.coverageScaleType_0, u_0.colorCoverage_0, u_0.colorBaseA_0, u_0.colorBaseC_0, u_0.colorBaseG_0, u_0.colorBaseT_0, u_0.colorBaseN_0, u_0.colorInsertionIndicator_0, u_0.colorSoftclipIndicator_0, u_0.colorHardclipIndicator_0);\n o_1.position_0 = covSegQuad_0(a_position, 1U, a_yOffset, a_segHeight, a_relDepth, quadLocal_0(uint(gl_VertexID)), _S9);\n\n o_1.color_0 = vec4(covSnpColor_0(a_colorType, _S9), 1.0);\n CoverageVsOut_0 _S10 = o_1;\n\n gl_Position = o_1.position_0;\n\n v_color = _S10.color_0;\n\n return;\n}\n\n";
5
- export const GLSL_FRAGMENT = "#version 300 es\nprecision highp float;\nprecision highp int;\nlayout(location = 0)\nout vec4 entryPointParam_fs_main_0;\n\n\nin vec4 v_color;\n\n\nvoid main()\n{\n\n entryPointParam_fs_main_0 = v_color;\n\n return;\n}\n\n";
6
3
  export * from './coverageSnp.iface.generated.js';
4
+ export const SOURCE = {
5
+ wgsl: () => import('./coverageSnp.wgsl.generated.js'),
6
+ glsl: () => import('./coverageSnp.glsl.generated.js'),
7
+ };
@@ -0,0 +1,2 @@
1
+ export declare const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nstruct CoverageBandUniforms_0\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n};\n\n\nlayout(std140) uniform Uniforms\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n}u_0;\n\nstruct CoverageVsOut_0\n{\n vec4 position_0;\n vec4 color_0;\n};\n\n\nCoverageVsOut_0 covDiscardVertex_0()\n{\n\n CoverageVsOut_0 o_0;\n o_0.position_0 = vec4(2.0, 2.0, 0.0, 1.0);\n o_0.color_0 = vec4(0.0);\n return o_0;\n}\n\n\nvec2 quadLocal_0(uint vid_0)\n{\n\n uint v_0 = vid_0 % 6U;\n\n bool _S1 = v_0 == 0U;\n\n bool _S2;\n\n if(_S1)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 2U;\n\n }\n\n if(_S2)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 3U;\n\n }\n\n float _S3;\n\n if(_S2)\n {\n\n _S3 = 0.0;\n\n }\n else\n {\n\n _S3 = 1.0;\n\n }\n if(_S1)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 1U;\n\n }\n\n if(_S2)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 4U;\n\n }\n\n float _S4;\n\n if(_S2)\n {\n\n _S4 = 0.0;\n\n }\n else\n {\n\n _S4 = 1.0;\n\n }\n\n return vec2(_S3, _S4);\n}\n\n\nvec2 hpSplitUint_0(uint value_0)\n{\n\n uint lo_0 = value_0 & 4095U;\n\n return vec2(float(value_0 - lo_0), float(lo_0));\n}\n\n\nfloat hpToClipX_0(vec2 splitPos_0, vec3 bpRange_0, float hpZero_1)\n{\n\n float floorBp_0 = -3.00000000549775576e+38 + hpZero_1;\n float step_0 = 2.0 / bpRange_0.z;\n\n\n return dot(vec3(-1.0, max(splitPos_0.x - bpRange_0.x, floorBp_0), max(splitPos_0.y - bpRange_0.y, floorBp_0)), vec3(1.0, step_0, step_0));\n}\n\n\nfloat covBpToClipX_0(uint bp_0, CoverageBandUniforms_0 u_1)\n{\n\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3(u_1.bpHi_0, u_1.bpLo_0, u_1.bpLen_0), u_1.hpZero_0);\n}\n\n\nfloat pxToClipLen_0(float px_0, float size_0)\n{\n\n return px_0 * 2.0 / size_0;\n}\n\n\nfloat expandToMinWidthLeftPx_0(float x1_0, float x2_0, float minWidth_0)\n{\n\n float _S5;\n if((x2_0 - x1_0) < minWidth_0)\n {\n\n _S5 = (x1_0 + x2_0) * 0.5 - minWidth_0 * 0.5;\n\n }\n else\n {\n\n _S5 = x1_0;\n\n }\n\n return _S5;\n}\n\nfloat expandToMinWidthRightPx_0(float x1_1, float x2_1, float minWidth_1)\n{\n\n float _S6;\n if((x2_1 - x1_1) < minWidth_1)\n {\n\n _S6 = (x1_1 + x2_1) * 0.5 + minWidth_1 * 0.5;\n\n }\n else\n {\n\n _S6 = x2_1;\n\n }\n\n return _S6;\n}\n\nvec2 expandToMinWidthPx_0(float x1_2, float x2_2, float minWidth_2)\n{\n\n return vec2(expandToMinWidthLeftPx_0(x1_2, x2_2, minWidth_2), expandToMinWidthRightPx_0(x1_2, x2_2, minWidth_2));\n}\n\n\n\n\nvec2 expandToMinWidthX_0(float x1_3, float x2_3, float minWidthPx_0, float canvasWidth_0)\n{\n\n return expandToMinWidthPx_0(x1_3, x2_3, pxToClipLen_0(minWidthPx_0, canvasWidth_0));\n}\n\n\nvec2 covExpandMinWidthX_0(float x1_4, float x2_4, float canvasWidth_1)\n{\n\n return expandToMinWidthX_0(x1_4, x2_4, 1.0, canvasWidth_1);\n}\n\n\nfloat covBottomOffsetPx_0(float covHeight_1, float covYOffset_1)\n{\n\n return covHeight_1 - covYOffset_1;\n}\n\n\nfloat covBaselinePx_0(CoverageBandUniforms_0 u_2)\n{\n\n return u_2.covTop_0 + covBottomOffsetPx_0(u_2.covHeight_0, u_2.covYOffset_0);\n}\n\n\nfloat log1pf_0(float x_0)\n{\n\n float u_3 = 1.0 + x_0;\n\n float _S7;\n if(u_3 == 1.0)\n {\n\n _S7 = x_0;\n\n }\n else\n {\n\n _S7 = log(u_3) * (x_0 / (u_3 - 1.0));\n\n }\n\n return _S7;\n}\n\nfloat symlogTransform_0(float x_1, float c_0)\n{\n\n return float((int(sign((x_1))))) * log1pf_0(abs(x_1 / c_0));\n}\n\n\nfloat normalizeScoreUnclamped_0(float score_0, float domainMin_0, float domainMax_0, int scaleType_0, float symlogConstant_0)\n{\n\n float tMax_0;\n\n float tMin_0;\n\n float t_0;\n\n\n\n if(scaleType_0 == 2)\n {\n\n float _S8 = symlogTransform_0(score_0, symlogConstant_0);\n float _S9 = symlogTransform_0(domainMin_0, symlogConstant_0);\n\n tMax_0 = symlogTransform_0(domainMax_0, symlogConstant_0);\n\n tMin_0 = _S9;\n\n t_0 = _S8;\n\n }\n else\n {\n\n if(scaleType_0 == 1)\n {\n if(domainMin_0 > 0.0)\n {\n\n tMax_0 = domainMin_0;\n\n }\n else\n {\n\n tMax_0 = 1.0;\n\n }\n float _S10 = log2(max(score_0, tMax_0));\n float _S11 = log2(tMax_0);\n\n tMax_0 = log2(max(domainMax_0, tMax_0));\n\n tMin_0 = _S11;\n\n t_0 = _S10;\n\n }\n else\n {\n\n tMax_0 = domainMax_0;\n\n tMin_0 = domainMin_0;\n\n t_0 = score_0;\n\n }\n\n }\n\n float tRange_0 = tMax_0 - tMin_0;\n if(tRange_0 <= 0.0)\n {\n\n if(t_0 > tMin_0)\n {\n\n tMax_0 = 1.0;\n\n }\n else\n {\n\n tMax_0 = 0.0;\n\n }\n\n return tMax_0;\n }\n return (t_0 - tMin_0) / tRange_0;\n}\n\nfloat normalizeScore_0(float score_1, float domainMin_1, float domainMax_1, int scaleType_1, float symlogConstant_1)\n{\n\n return clamp(normalizeScoreUnclamped_0(score_1, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1), 0.0, 1.0);\n}\n\n\nfloat normalizeDepthScalar_0(float rawDepth_0, float domainMin_2, float domainMax_2, int scaleType_2, float symlogConstant_2)\n{\n\n return normalizeScore_0(rawDepth_0, domainMin_2, domainMax_2, scaleType_2, symlogConstant_2);\n}\n\n\nfloat covNormalizeDepth_0(float relDepth_0, CoverageBandUniforms_0 u_4)\n{\n return normalizeDepthScalar_0(relDepth_0 * u_4.regionMaxDepth_0, u_4.depthDomainMin_0, u_4.depthDomainMax_0, u_4.coverageScaleType_0, u_4.coverageSymlogConstant_0);\n}\n\n\nfloat covEffectiveHeightPx_0(float covHeight_2, float covYOffset_2)\n{\n\n return max(covHeight_2 - 2.0 * covYOffset_2, 0.0);\n}\n\n\nfloat covEffHeight_0(CoverageBandUniforms_0 u_5)\n{\n\n return covEffectiveHeightPx_0(u_5.covHeight_0, u_5.covYOffset_0);\n}\n\n\nfloat covBarHeightPx_0(float depthFraction_0, float effectiveHeightPx_0)\n{\n\n return depthFraction_0 * effectiveHeightPx_0;\n}\n\n\nfloat covSegBottomPx_0(float baselinePx_0, float yOffset_0, float barHeightPx_0)\n{\n return baselinePx_0 - yOffset_0 * barHeightPx_0;\n}\n\n\nfloat yPxToClipY_0(float yPx_0, float canvasHeight_0)\n{\n\n return 1.0 - yPx_0 / canvasHeight_0 * 2.0;\n}\n\n\nfloat covSegTopPx_0(float baselinePx_1, float yOffset_1, float segHeight_0, float barHeightPx_1)\n{\n return covSegBottomPx_0(baselinePx_1, yOffset_1, barHeightPx_1) - segHeight_0 * barHeightPx_1;\n}\n\n\nfloat covFlipX_0(float x_2, CoverageBandUniforms_0 u_6)\n{\n\n return mix(x_2, - x_2, u_6.reversed_0);\n}\n\n\nvec4 covFlippedQuad_0(float x0_0, float x1_5, float yBot_0, float yTop_0, vec2 local_0, CoverageBandUniforms_0 u_7)\n{\n return vec4(covFlipX_0(mix(x0_0, x1_5, local_0.x), u_7), mix(yBot_0, yTop_0, local_0.y), 0.0, 1.0);\n}\n\n\nvec4 covSegQuad_0(uint position_1, uint widthBp_0, float yOffset_2, float segHeight_1, float relDepth_1, vec2 local_1, CoverageBandUniforms_0 u_8)\n{\n\n vec2 xx_0 = covExpandMinWidthX_0(covBpToClipX_0(position_1, u_8), covBpToClipX_0(position_1 + widthBp_0, u_8), u_8.canvasW_0);\n\n float basePx_0 = covBaselinePx_0(u_8);\n float barPx_0 = covBarHeightPx_0(covNormalizeDepth_0(relDepth_1, u_8), covEffHeight_0(u_8));\n return covFlippedQuad_0(xx_0.x, xx_0.y, yPxToClipY_0(covSegBottomPx_0(basePx_0, yOffset_2, barPx_0), u_8.canvasH_0), yPxToClipY_0(covSegTopPx_0(basePx_0, yOffset_2, segHeight_1, barPx_0), u_8.canvasH_0), local_1, u_8);\n}\n\n\nvec4 unpackRGBA_0(uint c_1)\n{\n\n return vec4(float((c_1 >> 0U) & 255U), float((c_1 >> 8U) & 255U), float((c_1 >> 16U) & 255U), float((c_1 >> 24U) & 255U)) / 255.0;\n}\n\n\nvec3 covSnpColor_0(float ct_0, CoverageBandUniforms_0 u_9)\n{\n\n switch(int(ct_0))\n {\n case 1:\n {\n\n return unpackRGBA_0(u_9.colorBaseA_0).xyz;\n }\n case 2:\n {\n\n return unpackRGBA_0(u_9.colorBaseC_0).xyz;\n }\n case 3:\n {\n\n return unpackRGBA_0(u_9.colorBaseG_0).xyz;\n }\n case 4:\n {\n\n return unpackRGBA_0(u_9.colorBaseT_0).xyz;\n }\n default:\n {\n\n return unpackRGBA_0(u_9.colorBaseN_0).xyz;\n }\n }\n\n}\n\n\nout vec4 v_color;\n\n\nlayout(location = 0)\nin uint a_position;\n\n\nlayout(location = 1)\nin float a_yOffset;\n\n\nlayout(location = 2)\nin float a_segHeight;\n\n\nlayout(location = 3)\nin float a_colorType;\n\n\nlayout(location = 4)\nin float a_relDepth;\n\n\nvoid main()\n{\n\n if(a_segHeight < (u_0.snpMinFreq_0))\n {\n\n CoverageVsOut_0 _S12 = covDiscardVertex_0();\n\n gl_Position = _S12.position_0;\n\n v_color = _S12.color_0;\n\n return;\n }\n CoverageVsOut_0 o_1;\n\n CoverageBandUniforms_0 _S13 = CoverageBandUniforms_0(u_0.bpHi_0, u_0.bpLo_0, u_0.bpLen_0, u_0.hpZero_0, u_0.canvasW_0, u_0.canvasH_0, u_0.covHeight_0, u_0.covYOffset_0, u_0.covTop_0, u_0.regionMaxDepth_0, u_0.depthDomainMax_0, u_0.depthDomainMin_0, u_0.coverageSymlogConstant_0, u_0.binSize_0, u_0.interbaseHeight_0, u_0.snpMinFreq_0, u_0.reversed_0, u_0.coverageScaleType_0, u_0.colorCoverage_0, u_0.colorBaseA_0, u_0.colorBaseC_0, u_0.colorBaseG_0, u_0.colorBaseT_0, u_0.colorBaseN_0, u_0.colorInsertionIndicator_0, u_0.colorSoftclipIndicator_0, u_0.colorHardclipIndicator_0);\n o_1.position_0 = covSegQuad_0(a_position, 1U, a_yOffset, a_segHeight, a_relDepth, quadLocal_0(uint(gl_VertexID)), _S13);\n\n o_1.color_0 = vec4(covSnpColor_0(a_colorType, _S13), 1.0);\n CoverageVsOut_0 _S14 = o_1;\n\n gl_Position = o_1.position_0;\n\n v_color = _S14.color_0;\n\n return;\n}\n\n";
2
+ export declare const GLSL_FRAGMENT = "#version 300 es\nprecision highp float;\nprecision highp int;\nlayout(location = 0)\nout vec4 entryPointParam_fs_main_0;\n\n\nin vec4 v_color;\n\n\nvoid main()\n{\n\n entryPointParam_fs_main_0 = v_color;\n\n return;\n}\n\n";
@@ -0,0 +1,4 @@
1
+ // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageSnp.slang.
2
+ // Do not edit. Run `pnpm gen:shaders` to regenerate.
3
+ export const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nstruct CoverageBandUniforms_0\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n};\n\n\nlayout(std140) uniform Uniforms\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n}u_0;\n\nstruct CoverageVsOut_0\n{\n vec4 position_0;\n vec4 color_0;\n};\n\n\nCoverageVsOut_0 covDiscardVertex_0()\n{\n\n CoverageVsOut_0 o_0;\n o_0.position_0 = vec4(2.0, 2.0, 0.0, 1.0);\n o_0.color_0 = vec4(0.0);\n return o_0;\n}\n\n\nvec2 quadLocal_0(uint vid_0)\n{\n\n uint v_0 = vid_0 % 6U;\n\n bool _S1 = v_0 == 0U;\n\n bool _S2;\n\n if(_S1)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 2U;\n\n }\n\n if(_S2)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 3U;\n\n }\n\n float _S3;\n\n if(_S2)\n {\n\n _S3 = 0.0;\n\n }\n else\n {\n\n _S3 = 1.0;\n\n }\n if(_S1)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 1U;\n\n }\n\n if(_S2)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 4U;\n\n }\n\n float _S4;\n\n if(_S2)\n {\n\n _S4 = 0.0;\n\n }\n else\n {\n\n _S4 = 1.0;\n\n }\n\n return vec2(_S3, _S4);\n}\n\n\nvec2 hpSplitUint_0(uint value_0)\n{\n\n uint lo_0 = value_0 & 4095U;\n\n return vec2(float(value_0 - lo_0), float(lo_0));\n}\n\n\nfloat hpToClipX_0(vec2 splitPos_0, vec3 bpRange_0, float hpZero_1)\n{\n\n float floorBp_0 = -3.00000000549775576e+38 + hpZero_1;\n float step_0 = 2.0 / bpRange_0.z;\n\n\n return dot(vec3(-1.0, max(splitPos_0.x - bpRange_0.x, floorBp_0), max(splitPos_0.y - bpRange_0.y, floorBp_0)), vec3(1.0, step_0, step_0));\n}\n\n\nfloat covBpToClipX_0(uint bp_0, CoverageBandUniforms_0 u_1)\n{\n\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3(u_1.bpHi_0, u_1.bpLo_0, u_1.bpLen_0), u_1.hpZero_0);\n}\n\n\nfloat pxToClipLen_0(float px_0, float size_0)\n{\n\n return px_0 * 2.0 / size_0;\n}\n\n\nfloat expandToMinWidthLeftPx_0(float x1_0, float x2_0, float minWidth_0)\n{\n\n float _S5;\n if((x2_0 - x1_0) < minWidth_0)\n {\n\n _S5 = (x1_0 + x2_0) * 0.5 - minWidth_0 * 0.5;\n\n }\n else\n {\n\n _S5 = x1_0;\n\n }\n\n return _S5;\n}\n\nfloat expandToMinWidthRightPx_0(float x1_1, float x2_1, float minWidth_1)\n{\n\n float _S6;\n if((x2_1 - x1_1) < minWidth_1)\n {\n\n _S6 = (x1_1 + x2_1) * 0.5 + minWidth_1 * 0.5;\n\n }\n else\n {\n\n _S6 = x2_1;\n\n }\n\n return _S6;\n}\n\nvec2 expandToMinWidthPx_0(float x1_2, float x2_2, float minWidth_2)\n{\n\n return vec2(expandToMinWidthLeftPx_0(x1_2, x2_2, minWidth_2), expandToMinWidthRightPx_0(x1_2, x2_2, minWidth_2));\n}\n\n\n\n\nvec2 expandToMinWidthX_0(float x1_3, float x2_3, float minWidthPx_0, float canvasWidth_0)\n{\n\n return expandToMinWidthPx_0(x1_3, x2_3, pxToClipLen_0(minWidthPx_0, canvasWidth_0));\n}\n\n\nvec2 covExpandMinWidthX_0(float x1_4, float x2_4, float canvasWidth_1)\n{\n\n return expandToMinWidthX_0(x1_4, x2_4, 1.0, canvasWidth_1);\n}\n\n\nfloat covBottomOffsetPx_0(float covHeight_1, float covYOffset_1)\n{\n\n return covHeight_1 - covYOffset_1;\n}\n\n\nfloat covBaselinePx_0(CoverageBandUniforms_0 u_2)\n{\n\n return u_2.covTop_0 + covBottomOffsetPx_0(u_2.covHeight_0, u_2.covYOffset_0);\n}\n\n\nfloat log1pf_0(float x_0)\n{\n\n float u_3 = 1.0 + x_0;\n\n float _S7;\n if(u_3 == 1.0)\n {\n\n _S7 = x_0;\n\n }\n else\n {\n\n _S7 = log(u_3) * (x_0 / (u_3 - 1.0));\n\n }\n\n return _S7;\n}\n\nfloat symlogTransform_0(float x_1, float c_0)\n{\n\n return float((int(sign((x_1))))) * log1pf_0(abs(x_1 / c_0));\n}\n\n\nfloat normalizeScoreUnclamped_0(float score_0, float domainMin_0, float domainMax_0, int scaleType_0, float symlogConstant_0)\n{\n\n float tMax_0;\n\n float tMin_0;\n\n float t_0;\n\n\n\n if(scaleType_0 == 2)\n {\n\n float _S8 = symlogTransform_0(score_0, symlogConstant_0);\n float _S9 = symlogTransform_0(domainMin_0, symlogConstant_0);\n\n tMax_0 = symlogTransform_0(domainMax_0, symlogConstant_0);\n\n tMin_0 = _S9;\n\n t_0 = _S8;\n\n }\n else\n {\n\n if(scaleType_0 == 1)\n {\n if(domainMin_0 > 0.0)\n {\n\n tMax_0 = domainMin_0;\n\n }\n else\n {\n\n tMax_0 = 1.0;\n\n }\n float _S10 = log2(max(score_0, tMax_0));\n float _S11 = log2(tMax_0);\n\n tMax_0 = log2(max(domainMax_0, tMax_0));\n\n tMin_0 = _S11;\n\n t_0 = _S10;\n\n }\n else\n {\n\n tMax_0 = domainMax_0;\n\n tMin_0 = domainMin_0;\n\n t_0 = score_0;\n\n }\n\n }\n\n float tRange_0 = tMax_0 - tMin_0;\n if(tRange_0 <= 0.0)\n {\n\n if(t_0 > tMin_0)\n {\n\n tMax_0 = 1.0;\n\n }\n else\n {\n\n tMax_0 = 0.0;\n\n }\n\n return tMax_0;\n }\n return (t_0 - tMin_0) / tRange_0;\n}\n\nfloat normalizeScore_0(float score_1, float domainMin_1, float domainMax_1, int scaleType_1, float symlogConstant_1)\n{\n\n return clamp(normalizeScoreUnclamped_0(score_1, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1), 0.0, 1.0);\n}\n\n\nfloat normalizeDepthScalar_0(float rawDepth_0, float domainMin_2, float domainMax_2, int scaleType_2, float symlogConstant_2)\n{\n\n return normalizeScore_0(rawDepth_0, domainMin_2, domainMax_2, scaleType_2, symlogConstant_2);\n}\n\n\nfloat covNormalizeDepth_0(float relDepth_0, CoverageBandUniforms_0 u_4)\n{\n return normalizeDepthScalar_0(relDepth_0 * u_4.regionMaxDepth_0, u_4.depthDomainMin_0, u_4.depthDomainMax_0, u_4.coverageScaleType_0, u_4.coverageSymlogConstant_0);\n}\n\n\nfloat covEffectiveHeightPx_0(float covHeight_2, float covYOffset_2)\n{\n\n return max(covHeight_2 - 2.0 * covYOffset_2, 0.0);\n}\n\n\nfloat covEffHeight_0(CoverageBandUniforms_0 u_5)\n{\n\n return covEffectiveHeightPx_0(u_5.covHeight_0, u_5.covYOffset_0);\n}\n\n\nfloat covBarHeightPx_0(float depthFraction_0, float effectiveHeightPx_0)\n{\n\n return depthFraction_0 * effectiveHeightPx_0;\n}\n\n\nfloat covSegBottomPx_0(float baselinePx_0, float yOffset_0, float barHeightPx_0)\n{\n return baselinePx_0 - yOffset_0 * barHeightPx_0;\n}\n\n\nfloat yPxToClipY_0(float yPx_0, float canvasHeight_0)\n{\n\n return 1.0 - yPx_0 / canvasHeight_0 * 2.0;\n}\n\n\nfloat covSegTopPx_0(float baselinePx_1, float yOffset_1, float segHeight_0, float barHeightPx_1)\n{\n return covSegBottomPx_0(baselinePx_1, yOffset_1, barHeightPx_1) - segHeight_0 * barHeightPx_1;\n}\n\n\nfloat covFlipX_0(float x_2, CoverageBandUniforms_0 u_6)\n{\n\n return mix(x_2, - x_2, u_6.reversed_0);\n}\n\n\nvec4 covFlippedQuad_0(float x0_0, float x1_5, float yBot_0, float yTop_0, vec2 local_0, CoverageBandUniforms_0 u_7)\n{\n return vec4(covFlipX_0(mix(x0_0, x1_5, local_0.x), u_7), mix(yBot_0, yTop_0, local_0.y), 0.0, 1.0);\n}\n\n\nvec4 covSegQuad_0(uint position_1, uint widthBp_0, float yOffset_2, float segHeight_1, float relDepth_1, vec2 local_1, CoverageBandUniforms_0 u_8)\n{\n\n vec2 xx_0 = covExpandMinWidthX_0(covBpToClipX_0(position_1, u_8), covBpToClipX_0(position_1 + widthBp_0, u_8), u_8.canvasW_0);\n\n float basePx_0 = covBaselinePx_0(u_8);\n float barPx_0 = covBarHeightPx_0(covNormalizeDepth_0(relDepth_1, u_8), covEffHeight_0(u_8));\n return covFlippedQuad_0(xx_0.x, xx_0.y, yPxToClipY_0(covSegBottomPx_0(basePx_0, yOffset_2, barPx_0), u_8.canvasH_0), yPxToClipY_0(covSegTopPx_0(basePx_0, yOffset_2, segHeight_1, barPx_0), u_8.canvasH_0), local_1, u_8);\n}\n\n\nvec4 unpackRGBA_0(uint c_1)\n{\n\n return vec4(float((c_1 >> 0U) & 255U), float((c_1 >> 8U) & 255U), float((c_1 >> 16U) & 255U), float((c_1 >> 24U) & 255U)) / 255.0;\n}\n\n\nvec3 covSnpColor_0(float ct_0, CoverageBandUniforms_0 u_9)\n{\n\n switch(int(ct_0))\n {\n case 1:\n {\n\n return unpackRGBA_0(u_9.colorBaseA_0).xyz;\n }\n case 2:\n {\n\n return unpackRGBA_0(u_9.colorBaseC_0).xyz;\n }\n case 3:\n {\n\n return unpackRGBA_0(u_9.colorBaseG_0).xyz;\n }\n case 4:\n {\n\n return unpackRGBA_0(u_9.colorBaseT_0).xyz;\n }\n default:\n {\n\n return unpackRGBA_0(u_9.colorBaseN_0).xyz;\n }\n }\n\n}\n\n\nout vec4 v_color;\n\n\nlayout(location = 0)\nin uint a_position;\n\n\nlayout(location = 1)\nin float a_yOffset;\n\n\nlayout(location = 2)\nin float a_segHeight;\n\n\nlayout(location = 3)\nin float a_colorType;\n\n\nlayout(location = 4)\nin float a_relDepth;\n\n\nvoid main()\n{\n\n if(a_segHeight < (u_0.snpMinFreq_0))\n {\n\n CoverageVsOut_0 _S12 = covDiscardVertex_0();\n\n gl_Position = _S12.position_0;\n\n v_color = _S12.color_0;\n\n return;\n }\n CoverageVsOut_0 o_1;\n\n CoverageBandUniforms_0 _S13 = CoverageBandUniforms_0(u_0.bpHi_0, u_0.bpLo_0, u_0.bpLen_0, u_0.hpZero_0, u_0.canvasW_0, u_0.canvasH_0, u_0.covHeight_0, u_0.covYOffset_0, u_0.covTop_0, u_0.regionMaxDepth_0, u_0.depthDomainMax_0, u_0.depthDomainMin_0, u_0.coverageSymlogConstant_0, u_0.binSize_0, u_0.interbaseHeight_0, u_0.snpMinFreq_0, u_0.reversed_0, u_0.coverageScaleType_0, u_0.colorCoverage_0, u_0.colorBaseA_0, u_0.colorBaseC_0, u_0.colorBaseG_0, u_0.colorBaseT_0, u_0.colorBaseN_0, u_0.colorInsertionIndicator_0, u_0.colorSoftclipIndicator_0, u_0.colorHardclipIndicator_0);\n o_1.position_0 = covSegQuad_0(a_position, 1U, a_yOffset, a_segHeight, a_relDepth, quadLocal_0(uint(gl_VertexID)), _S13);\n\n o_1.color_0 = vec4(covSnpColor_0(a_colorType, _S13), 1.0);\n CoverageVsOut_0 _S14 = o_1;\n\n gl_Position = o_1.position_0;\n\n v_color = _S14.color_0;\n\n return;\n}\n\n";
4
+ export const GLSL_FRAGMENT = "#version 300 es\nprecision highp float;\nprecision highp int;\nlayout(location = 0)\nout vec4 entryPointParam_fs_main_0;\n\n\nin vec4 v_color;\n\n\nvoid main()\n{\n\n entryPointParam_fs_main_0 = v_color;\n\n return;\n}\n\n";
@@ -1,7 +1,7 @@
1
1
  // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageSnp.slang.
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  // Do not edit. Run `pnpm gen:shaders` to regenerate.
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3
  export const BINDINGS = [
4
- { index: 1, kind: 'uniform', name: 'u' },
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+ { index: 1, kind: 'uniform', name: 'u', stages: ['vertex'] },
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5
  ];
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  export const VERTS_PER_INSTANCE = 6;
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  export const UNIFORMS_SIZE_BYTES = 112;
@@ -0,0 +1 @@
1
+ export declare const WGSL_SOURCE = "struct CoverageBandUniforms_std140_0\n{\n @align(16) bpHi_0 : f32,\n @align(4) bpLo_0 : f32,\n @align(8) bpLen_0 : f32,\n @align(4) hpZero_0 : f32,\n @align(16) canvasW_0 : f32,\n @align(4) canvasH_0 : f32,\n @align(8) covHeight_0 : f32,\n @align(4) covYOffset_0 : f32,\n @align(16) covTop_0 : f32,\n @align(4) regionMaxDepth_0 : f32,\n @align(8) depthDomainMax_0 : f32,\n @align(4) depthDomainMin_0 : f32,\n @align(16) coverageSymlogConstant_0 : f32,\n @align(4) binSize_0 : f32,\n @align(8) interbaseHeight_0 : f32,\n @align(4) snpMinFreq_0 : f32,\n @align(16) reversed_0 : f32,\n @align(4) coverageScaleType_0 : i32,\n @align(8) colorCoverage_0 : u32,\n @align(4) colorBaseA_0 : u32,\n @align(16) colorBaseC_0 : u32,\n @align(4) colorBaseG_0 : u32,\n @align(8) colorBaseT_0 : u32,\n @align(4) colorBaseN_0 : u32,\n @align(16) colorInsertionIndicator_0 : u32,\n @align(4) colorSoftclipIndicator_0 : u32,\n @align(8) colorHardclipIndicator_0 : u32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : CoverageBandUniforms_std140_0;\nstruct CoverageVsOut_0\n{\n @builtin(position) position_0 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n};\n\nfn covDiscardVertex_0() -> CoverageVsOut_0\n{\n var o_0 : CoverageVsOut_0;\n o_0.position_0 = vec4<f32>(2.0f, 2.0f, 0.0f, 1.0f);\n o_0.color_0 = vec4<f32>(0.0f);\n return o_0;\n}\n\nfn quadLocal_0( vid_0 : u32) -> vec2<f32>\n{\n var v_0 : u32 = vid_0 % u32(6);\n var _S1 : bool = v_0 == u32(0);\n var _S2 : bool;\n if(_S1)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(2);\n }\n if(_S2)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(3);\n }\n var _S3 : f32;\n if(_S2)\n {\n _S3 = 0.0f;\n }\n else\n {\n _S3 = 1.0f;\n }\n if(_S1)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(1);\n }\n if(_S2)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(4);\n }\n var _S4 : f32;\n if(_S2)\n {\n _S4 = 0.0f;\n }\n else\n {\n _S4 = 1.0f;\n }\n return vec2<f32>(_S3, _S4);\n}\n\nfn hpSplitUint_0( value_0 : u32) -> vec2<f32>\n{\n var lo_0 : u32 = (value_0 & (u32(4095)));\n return vec2<f32>(f32(value_0 - lo_0), f32(lo_0));\n}\n\nfn hpToClipX_0( splitPos_0 : vec2<f32>, bpRange_0 : vec3<f32>, hpZero_1 : f32) -> f32\n{\n var floorBp_0 : f32 = -3.00000000549775576e+38f + hpZero_1;\n var step_0 : f32 = 2.0f / bpRange_0.z;\n return dot(vec3<f32>(-1.0f, max(splitPos_0.x - bpRange_0.x, floorBp_0), max(splitPos_0.y - bpRange_0.y, floorBp_0)), vec3<f32>(1.0f, step_0, step_0));\n}\n\nfn covBpToClipX_0( bp_0 : u32, u_1 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3<f32>((*u_1).bpHi_0, (*u_1).bpLo_0, (*u_1).bpLen_0), (*u_1).hpZero_0);\n}\n\nfn pxToClipLen_0( px_0 : f32, size_0 : f32) -> f32\n{\n return px_0 * 2.0f / size_0;\n}\n\nfn expandToMinWidthLeftPx_0( x1_0 : f32, x2_0 : f32, minWidth_0 : f32) -> f32\n{\n var _S5 : f32;\n if((x2_0 - x1_0) < minWidth_0)\n {\n _S5 = (x1_0 + x2_0) * 0.5f - minWidth_0 * 0.5f;\n }\n else\n {\n _S5 = x1_0;\n }\n return _S5;\n}\n\nfn expandToMinWidthRightPx_0( x1_1 : f32, x2_1 : f32, minWidth_1 : f32) -> f32\n{\n var _S6 : f32;\n if((x2_1 - x1_1) < minWidth_1)\n {\n _S6 = (x1_1 + x2_1) * 0.5f + minWidth_1 * 0.5f;\n }\n else\n {\n _S6 = x2_1;\n }\n return _S6;\n}\n\nfn expandToMinWidthPx_0( x1_2 : f32, x2_2 : f32, minWidth_2 : f32) -> vec2<f32>\n{\n return vec2<f32>(expandToMinWidthLeftPx_0(x1_2, x2_2, minWidth_2), expandToMinWidthRightPx_0(x1_2, x2_2, minWidth_2));\n}\n\nfn expandToMinWidthX_0( x1_3 : f32, x2_3 : f32, minWidthPx_0 : f32, canvasWidth_0 : f32) -> vec2<f32>\n{\n return expandToMinWidthPx_0(x1_3, x2_3, pxToClipLen_0(minWidthPx_0, canvasWidth_0));\n}\n\nfn covExpandMinWidthX_0( x1_4 : f32, x2_4 : f32, canvasWidth_1 : f32) -> vec2<f32>\n{\n return expandToMinWidthX_0(x1_4, x2_4, 1.0f, canvasWidth_1);\n}\n\nfn covBottomOffsetPx_0( covHeight_1 : f32, covYOffset_1 : f32) -> f32\n{\n return covHeight_1 - covYOffset_1;\n}\n\nfn covBaselinePx_0( u_2 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return (*u_2).covTop_0 + covBottomOffsetPx_0((*u_2).covHeight_0, (*u_2).covYOffset_0);\n}\n\nfn log1pf_0( x_0 : f32) -> f32\n{\n var u_3 : f32 = 1.0f + x_0;\n var _S7 : f32;\n if(u_3 == 1.0f)\n {\n _S7 = x_0;\n }\n else\n {\n _S7 = log(u_3) * (x_0 / (u_3 - 1.0f));\n }\n return _S7;\n}\n\nfn symlogTransform_0( x_1 : f32, c_0 : f32) -> f32\n{\n return f32((i32(sign((x_1))))) * log1pf_0(abs(x_1 / c_0));\n}\n\nfn normalizeScoreUnclamped_0( score_0 : f32, domainMin_0 : f32, domainMax_0 : f32, scaleType_0 : i32, symlogConstant_0 : f32) -> f32\n{\n var tMax_0 : f32;\n var tMin_0 : f32;\n var t_0 : f32;\n if(scaleType_0 == i32(2))\n {\n var _S8 : f32 = symlogTransform_0(score_0, symlogConstant_0);\n var _S9 : f32 = symlogTransform_0(domainMin_0, symlogConstant_0);\n tMax_0 = symlogTransform_0(domainMax_0, symlogConstant_0);\n tMin_0 = _S9;\n t_0 = _S8;\n }\n else\n {\n if(scaleType_0 == i32(1))\n {\n if(domainMin_0 > 0.0f)\n {\n tMax_0 = domainMin_0;\n }\n else\n {\n tMax_0 = 1.0f;\n }\n var _S10 : f32 = log2(max(score_0, tMax_0));\n var _S11 : f32 = log2(tMax_0);\n tMax_0 = log2(max(domainMax_0, tMax_0));\n tMin_0 = _S11;\n t_0 = _S10;\n }\n else\n {\n tMax_0 = domainMax_0;\n tMin_0 = domainMin_0;\n t_0 = score_0;\n }\n }\n var tRange_0 : f32 = tMax_0 - tMin_0;\n if(tRange_0 <= 0.0f)\n {\n if(t_0 > tMin_0)\n {\n tMax_0 = 1.0f;\n }\n else\n {\n tMax_0 = 0.0f;\n }\n return tMax_0;\n }\n return (t_0 - tMin_0) / tRange_0;\n}\n\nfn normalizeScore_0( score_1 : f32, domainMin_1 : f32, domainMax_1 : f32, scaleType_1 : i32, symlogConstant_1 : f32) -> f32\n{\n return clamp(normalizeScoreUnclamped_0(score_1, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1), 0.0f, 1.0f);\n}\n\nfn normalizeDepthScalar_0( rawDepth_0 : f32, domainMin_2 : f32, domainMax_2 : f32, scaleType_2 : i32, symlogConstant_2 : f32) -> f32\n{\n return normalizeScore_0(rawDepth_0, domainMin_2, domainMax_2, scaleType_2, symlogConstant_2);\n}\n\nfn covNormalizeDepth_0( relDepth_0 : f32, u_4 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return normalizeDepthScalar_0(relDepth_0 * (*u_4).regionMaxDepth_0, (*u_4).depthDomainMin_0, (*u_4).depthDomainMax_0, (*u_4).coverageScaleType_0, (*u_4).coverageSymlogConstant_0);\n}\n\nfn covEffectiveHeightPx_0( covHeight_2 : f32, covYOffset_2 : f32) -> f32\n{\n return max(covHeight_2 - 2.0f * covYOffset_2, 0.0f);\n}\n\nfn covEffHeight_0( u_5 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return covEffectiveHeightPx_0((*u_5).covHeight_0, (*u_5).covYOffset_0);\n}\n\nfn covBarHeightPx_0( depthFraction_0 : f32, effectiveHeightPx_0 : f32) -> f32\n{\n return depthFraction_0 * effectiveHeightPx_0;\n}\n\nfn covSegBottomPx_0( baselinePx_0 : f32, yOffset_0 : f32, barHeightPx_0 : f32) -> f32\n{\n return baselinePx_0 - yOffset_0 * barHeightPx_0;\n}\n\nfn yPxToClipY_0( yPx_0 : f32, canvasHeight_0 : f32) -> f32\n{\n return 1.0f - yPx_0 / canvasHeight_0 * 2.0f;\n}\n\nfn covSegTopPx_0( baselinePx_1 : f32, yOffset_1 : f32, segHeight_0 : f32, barHeightPx_1 : f32) -> f32\n{\n return covSegBottomPx_0(baselinePx_1, yOffset_1, barHeightPx_1) - segHeight_0 * barHeightPx_1;\n}\n\nfn covFlipX_0( x_2 : f32, u_6 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return mix(x_2, - x_2, (*u_6).reversed_0);\n}\n\nfn covFlippedQuad_0( x0_0 : f32, x1_5 : f32, yBot_0 : f32, yTop_0 : f32, local_0 : vec2<f32>, u_7 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S12 : f32 = covFlipX_0(mix(x0_0, x1_5, local_0.x), &((*u_7)));\n return vec4<f32>(_S12, mix(yBot_0, yTop_0, local_0.y), 0.0f, 1.0f);\n}\n\nfn covSegQuad_0( position_1 : u32, widthBp_0 : u32, yOffset_2 : f32, segHeight_1 : f32, relDepth_1 : f32, local_1 : vec2<f32>, u_8 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S13 : f32 = covBpToClipX_0(position_1, &((*u_8)));\n var _S14 : f32 = covBpToClipX_0(position_1 + widthBp_0, &((*u_8)));\n var xx_0 : vec2<f32> = covExpandMinWidthX_0(_S13, _S14, (*u_8).canvasW_0);\n var _S15 : f32 = covBaselinePx_0(&((*u_8)));\n var _S16 : f32 = covNormalizeDepth_0(relDepth_1, &((*u_8)));\n var _S17 : f32 = covEffHeight_0(&((*u_8)));\n var barPx_0 : f32 = covBarHeightPx_0(_S16, _S17);\n var _S18 : vec4<f32> = covFlippedQuad_0(xx_0.x, xx_0.y, yPxToClipY_0(covSegBottomPx_0(_S15, yOffset_2, barPx_0), (*u_8).canvasH_0), yPxToClipY_0(covSegTopPx_0(_S15, yOffset_2, segHeight_1, barPx_0), (*u_8).canvasH_0), local_1, &((*u_8)));\n return _S18;\n}\n\nfn unpackRGBA_0( c_1 : u32) -> vec4<f32>\n{\n return vec4<f32>(f32((((c_1 >> (u32(0)))) & (u32(255)))), f32((((c_1 >> (u32(8)))) & (u32(255)))), f32((((c_1 >> (u32(16)))) & (u32(255)))), f32((((c_1 >> (u32(24)))) & (u32(255))))) / vec4<f32>(255.0f);\n}\n\nfn covSnpColor_0( ct_0 : f32, u_9 : ptr<function, CoverageBandUniforms_std140_0>) -> vec3<f32>\n{\n switch(i32(ct_0))\n {\n case i32(1):\n {\n return unpackRGBA_0((*u_9).colorBaseA_0).xyz;\n }\n case i32(2):\n {\n return unpackRGBA_0((*u_9).colorBaseC_0).xyz;\n }\n case i32(3):\n {\n return unpackRGBA_0((*u_9).colorBaseG_0).xyz;\n }\n case i32(4):\n {\n return unpackRGBA_0((*u_9).colorBaseT_0).xyz;\n }\n default :\n {\n return unpackRGBA_0((*u_9).colorBaseN_0).xyz;\n }\n }\n}\n\nstruct vertexInput_0\n{\n @location(0) position_2 : u32,\n @location(1) yOffset_3 : f32,\n @location(2) segHeight_2 : f32,\n @location(3) colorType_0 : f32,\n @location(4) relDepth_2 : f32,\n};\n\n@vertex\nfn vs_main( _S19 : vertexInput_0, @builtin(vertex_index) vid_1 : u32) -> CoverageVsOut_0\n{\n if((_S19.segHeight_2) < (u_0.snpMinFreq_0))\n {\n return covDiscardVertex_0();\n }\n var o_1 : CoverageVsOut_0;\n var _S20 : vec2<f32> = quadLocal_0(vid_1);\n var _S21 : CoverageBandUniforms_std140_0 = u_0;\n var _S22 : vec4<f32> = covSegQuad_0(_S19.position_2, u32(1), _S19.yOffset_3, _S19.segHeight_2, _S19.relDepth_2, _S20, &(_S21));\n o_1.position_0 = _S22;\n var _S23 : vec3<f32> = covSnpColor_0(_S19.colorType_0, &(_S21));\n o_1.color_0 = vec4<f32>(_S23, 1.0f);\n return o_1;\n}\n\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_1 : vec4<f32>,\n};\n\n@fragment\nfn fs_main( _S24 : pixelInput_0, @builtin(position) position_3 : vec4<f32>) -> pixelOutput_0\n{\n var _S25 : pixelOutput_0 = pixelOutput_0( _S24.color_1 );\n return _S25;\n}\n\n";
@@ -0,0 +1,3 @@
1
+ // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageSnp.slang.
2
+ // Do not edit. Run `pnpm gen:shaders` to regenerate.
3
+ export const WGSL_SOURCE = "struct CoverageBandUniforms_std140_0\n{\n @align(16) bpHi_0 : f32,\n @align(4) bpLo_0 : f32,\n @align(8) bpLen_0 : f32,\n @align(4) hpZero_0 : f32,\n @align(16) canvasW_0 : f32,\n @align(4) canvasH_0 : f32,\n @align(8) covHeight_0 : f32,\n @align(4) covYOffset_0 : f32,\n @align(16) covTop_0 : f32,\n @align(4) regionMaxDepth_0 : f32,\n @align(8) depthDomainMax_0 : f32,\n @align(4) depthDomainMin_0 : f32,\n @align(16) coverageSymlogConstant_0 : f32,\n @align(4) binSize_0 : f32,\n @align(8) interbaseHeight_0 : f32,\n @align(4) snpMinFreq_0 : f32,\n @align(16) reversed_0 : f32,\n @align(4) coverageScaleType_0 : i32,\n @align(8) colorCoverage_0 : u32,\n @align(4) colorBaseA_0 : u32,\n @align(16) colorBaseC_0 : u32,\n @align(4) colorBaseG_0 : u32,\n @align(8) colorBaseT_0 : u32,\n @align(4) colorBaseN_0 : u32,\n @align(16) colorInsertionIndicator_0 : u32,\n @align(4) colorSoftclipIndicator_0 : u32,\n @align(8) colorHardclipIndicator_0 : u32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : CoverageBandUniforms_std140_0;\nstruct CoverageVsOut_0\n{\n @builtin(position) position_0 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n};\n\nfn covDiscardVertex_0() -> CoverageVsOut_0\n{\n var o_0 : CoverageVsOut_0;\n o_0.position_0 = vec4<f32>(2.0f, 2.0f, 0.0f, 1.0f);\n o_0.color_0 = vec4<f32>(0.0f);\n return o_0;\n}\n\nfn quadLocal_0( vid_0 : u32) -> vec2<f32>\n{\n var v_0 : u32 = vid_0 % u32(6);\n var _S1 : bool = v_0 == u32(0);\n var _S2 : bool;\n if(_S1)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(2);\n }\n if(_S2)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(3);\n }\n var _S3 : f32;\n if(_S2)\n {\n _S3 = 0.0f;\n }\n else\n {\n _S3 = 1.0f;\n }\n if(_S1)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(1);\n }\n if(_S2)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(4);\n }\n var _S4 : f32;\n if(_S2)\n {\n _S4 = 0.0f;\n }\n else\n {\n _S4 = 1.0f;\n }\n return vec2<f32>(_S3, _S4);\n}\n\nfn hpSplitUint_0( value_0 : u32) -> vec2<f32>\n{\n var lo_0 : u32 = (value_0 & (u32(4095)));\n return vec2<f32>(f32(value_0 - lo_0), f32(lo_0));\n}\n\nfn hpToClipX_0( splitPos_0 : vec2<f32>, bpRange_0 : vec3<f32>, hpZero_1 : f32) -> f32\n{\n var floorBp_0 : f32 = -3.00000000549775576e+38f + hpZero_1;\n var step_0 : f32 = 2.0f / bpRange_0.z;\n return dot(vec3<f32>(-1.0f, max(splitPos_0.x - bpRange_0.x, floorBp_0), max(splitPos_0.y - bpRange_0.y, floorBp_0)), vec3<f32>(1.0f, step_0, step_0));\n}\n\nfn covBpToClipX_0( bp_0 : u32, u_1 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3<f32>((*u_1).bpHi_0, (*u_1).bpLo_0, (*u_1).bpLen_0), (*u_1).hpZero_0);\n}\n\nfn pxToClipLen_0( px_0 : f32, size_0 : f32) -> f32\n{\n return px_0 * 2.0f / size_0;\n}\n\nfn expandToMinWidthLeftPx_0( x1_0 : f32, x2_0 : f32, minWidth_0 : f32) -> f32\n{\n var _S5 : f32;\n if((x2_0 - x1_0) < minWidth_0)\n {\n _S5 = (x1_0 + x2_0) * 0.5f - minWidth_0 * 0.5f;\n }\n else\n {\n _S5 = x1_0;\n }\n return _S5;\n}\n\nfn expandToMinWidthRightPx_0( x1_1 : f32, x2_1 : f32, minWidth_1 : f32) -> f32\n{\n var _S6 : f32;\n if((x2_1 - x1_1) < minWidth_1)\n {\n _S6 = (x1_1 + x2_1) * 0.5f + minWidth_1 * 0.5f;\n }\n else\n {\n _S6 = x2_1;\n }\n return _S6;\n}\n\nfn expandToMinWidthPx_0( x1_2 : f32, x2_2 : f32, minWidth_2 : f32) -> vec2<f32>\n{\n return vec2<f32>(expandToMinWidthLeftPx_0(x1_2, x2_2, minWidth_2), expandToMinWidthRightPx_0(x1_2, x2_2, minWidth_2));\n}\n\nfn expandToMinWidthX_0( x1_3 : f32, x2_3 : f32, minWidthPx_0 : f32, canvasWidth_0 : f32) -> vec2<f32>\n{\n return expandToMinWidthPx_0(x1_3, x2_3, pxToClipLen_0(minWidthPx_0, canvasWidth_0));\n}\n\nfn covExpandMinWidthX_0( x1_4 : f32, x2_4 : f32, canvasWidth_1 : f32) -> vec2<f32>\n{\n return expandToMinWidthX_0(x1_4, x2_4, 1.0f, canvasWidth_1);\n}\n\nfn covBottomOffsetPx_0( covHeight_1 : f32, covYOffset_1 : f32) -> f32\n{\n return covHeight_1 - covYOffset_1;\n}\n\nfn covBaselinePx_0( u_2 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return (*u_2).covTop_0 + covBottomOffsetPx_0((*u_2).covHeight_0, (*u_2).covYOffset_0);\n}\n\nfn log1pf_0( x_0 : f32) -> f32\n{\n var u_3 : f32 = 1.0f + x_0;\n var _S7 : f32;\n if(u_3 == 1.0f)\n {\n _S7 = x_0;\n }\n else\n {\n _S7 = log(u_3) * (x_0 / (u_3 - 1.0f));\n }\n return _S7;\n}\n\nfn symlogTransform_0( x_1 : f32, c_0 : f32) -> f32\n{\n return f32((i32(sign((x_1))))) * log1pf_0(abs(x_1 / c_0));\n}\n\nfn normalizeScoreUnclamped_0( score_0 : f32, domainMin_0 : f32, domainMax_0 : f32, scaleType_0 : i32, symlogConstant_0 : f32) -> f32\n{\n var tMax_0 : f32;\n var tMin_0 : f32;\n var t_0 : f32;\n if(scaleType_0 == i32(2))\n {\n var _S8 : f32 = symlogTransform_0(score_0, symlogConstant_0);\n var _S9 : f32 = symlogTransform_0(domainMin_0, symlogConstant_0);\n tMax_0 = symlogTransform_0(domainMax_0, symlogConstant_0);\n tMin_0 = _S9;\n t_0 = _S8;\n }\n else\n {\n if(scaleType_0 == i32(1))\n {\n if(domainMin_0 > 0.0f)\n {\n tMax_0 = domainMin_0;\n }\n else\n {\n tMax_0 = 1.0f;\n }\n var _S10 : f32 = log2(max(score_0, tMax_0));\n var _S11 : f32 = log2(tMax_0);\n tMax_0 = log2(max(domainMax_0, tMax_0));\n tMin_0 = _S11;\n t_0 = _S10;\n }\n else\n {\n tMax_0 = domainMax_0;\n tMin_0 = domainMin_0;\n t_0 = score_0;\n }\n }\n var tRange_0 : f32 = tMax_0 - tMin_0;\n if(tRange_0 <= 0.0f)\n {\n if(t_0 > tMin_0)\n {\n tMax_0 = 1.0f;\n }\n else\n {\n tMax_0 = 0.0f;\n }\n return tMax_0;\n }\n return (t_0 - tMin_0) / tRange_0;\n}\n\nfn normalizeScore_0( score_1 : f32, domainMin_1 : f32, domainMax_1 : f32, scaleType_1 : i32, symlogConstant_1 : f32) -> f32\n{\n return clamp(normalizeScoreUnclamped_0(score_1, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1), 0.0f, 1.0f);\n}\n\nfn normalizeDepthScalar_0( rawDepth_0 : f32, domainMin_2 : f32, domainMax_2 : f32, scaleType_2 : i32, symlogConstant_2 : f32) -> f32\n{\n return normalizeScore_0(rawDepth_0, domainMin_2, domainMax_2, scaleType_2, symlogConstant_2);\n}\n\nfn covNormalizeDepth_0( relDepth_0 : f32, u_4 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return normalizeDepthScalar_0(relDepth_0 * (*u_4).regionMaxDepth_0, (*u_4).depthDomainMin_0, (*u_4).depthDomainMax_0, (*u_4).coverageScaleType_0, (*u_4).coverageSymlogConstant_0);\n}\n\nfn covEffectiveHeightPx_0( covHeight_2 : f32, covYOffset_2 : f32) -> f32\n{\n return max(covHeight_2 - 2.0f * covYOffset_2, 0.0f);\n}\n\nfn covEffHeight_0( u_5 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return covEffectiveHeightPx_0((*u_5).covHeight_0, (*u_5).covYOffset_0);\n}\n\nfn covBarHeightPx_0( depthFraction_0 : f32, effectiveHeightPx_0 : f32) -> f32\n{\n return depthFraction_0 * effectiveHeightPx_0;\n}\n\nfn covSegBottomPx_0( baselinePx_0 : f32, yOffset_0 : f32, barHeightPx_0 : f32) -> f32\n{\n return baselinePx_0 - yOffset_0 * barHeightPx_0;\n}\n\nfn yPxToClipY_0( yPx_0 : f32, canvasHeight_0 : f32) -> f32\n{\n return 1.0f - yPx_0 / canvasHeight_0 * 2.0f;\n}\n\nfn covSegTopPx_0( baselinePx_1 : f32, yOffset_1 : f32, segHeight_0 : f32, barHeightPx_1 : f32) -> f32\n{\n return covSegBottomPx_0(baselinePx_1, yOffset_1, barHeightPx_1) - segHeight_0 * barHeightPx_1;\n}\n\nfn covFlipX_0( x_2 : f32, u_6 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return mix(x_2, - x_2, (*u_6).reversed_0);\n}\n\nfn covFlippedQuad_0( x0_0 : f32, x1_5 : f32, yBot_0 : f32, yTop_0 : f32, local_0 : vec2<f32>, u_7 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S12 : f32 = covFlipX_0(mix(x0_0, x1_5, local_0.x), &((*u_7)));\n return vec4<f32>(_S12, mix(yBot_0, yTop_0, local_0.y), 0.0f, 1.0f);\n}\n\nfn covSegQuad_0( position_1 : u32, widthBp_0 : u32, yOffset_2 : f32, segHeight_1 : f32, relDepth_1 : f32, local_1 : vec2<f32>, u_8 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S13 : f32 = covBpToClipX_0(position_1, &((*u_8)));\n var _S14 : f32 = covBpToClipX_0(position_1 + widthBp_0, &((*u_8)));\n var xx_0 : vec2<f32> = covExpandMinWidthX_0(_S13, _S14, (*u_8).canvasW_0);\n var _S15 : f32 = covBaselinePx_0(&((*u_8)));\n var _S16 : f32 = covNormalizeDepth_0(relDepth_1, &((*u_8)));\n var _S17 : f32 = covEffHeight_0(&((*u_8)));\n var barPx_0 : f32 = covBarHeightPx_0(_S16, _S17);\n var _S18 : vec4<f32> = covFlippedQuad_0(xx_0.x, xx_0.y, yPxToClipY_0(covSegBottomPx_0(_S15, yOffset_2, barPx_0), (*u_8).canvasH_0), yPxToClipY_0(covSegTopPx_0(_S15, yOffset_2, segHeight_1, barPx_0), (*u_8).canvasH_0), local_1, &((*u_8)));\n return _S18;\n}\n\nfn unpackRGBA_0( c_1 : u32) -> vec4<f32>\n{\n return vec4<f32>(f32((((c_1 >> (u32(0)))) & (u32(255)))), f32((((c_1 >> (u32(8)))) & (u32(255)))), f32((((c_1 >> (u32(16)))) & (u32(255)))), f32((((c_1 >> (u32(24)))) & (u32(255))))) / vec4<f32>(255.0f);\n}\n\nfn covSnpColor_0( ct_0 : f32, u_9 : ptr<function, CoverageBandUniforms_std140_0>) -> vec3<f32>\n{\n switch(i32(ct_0))\n {\n case i32(1):\n {\n return unpackRGBA_0((*u_9).colorBaseA_0).xyz;\n }\n case i32(2):\n {\n return unpackRGBA_0((*u_9).colorBaseC_0).xyz;\n }\n case i32(3):\n {\n return unpackRGBA_0((*u_9).colorBaseG_0).xyz;\n }\n case i32(4):\n {\n return unpackRGBA_0((*u_9).colorBaseT_0).xyz;\n }\n default :\n {\n return unpackRGBA_0((*u_9).colorBaseN_0).xyz;\n }\n }\n}\n\nstruct vertexInput_0\n{\n @location(0) position_2 : u32,\n @location(1) yOffset_3 : f32,\n @location(2) segHeight_2 : f32,\n @location(3) colorType_0 : f32,\n @location(4) relDepth_2 : f32,\n};\n\n@vertex\nfn vs_main( _S19 : vertexInput_0, @builtin(vertex_index) vid_1 : u32) -> CoverageVsOut_0\n{\n if((_S19.segHeight_2) < (u_0.snpMinFreq_0))\n {\n return covDiscardVertex_0();\n }\n var o_1 : CoverageVsOut_0;\n var _S20 : vec2<f32> = quadLocal_0(vid_1);\n var _S21 : CoverageBandUniforms_std140_0 = u_0;\n var _S22 : vec4<f32> = covSegQuad_0(_S19.position_2, u32(1), _S19.yOffset_3, _S19.segHeight_2, _S19.relDepth_2, _S20, &(_S21));\n o_1.position_0 = _S22;\n var _S23 : vec3<f32> = covSnpColor_0(_S19.colorType_0, &(_S21));\n o_1.color_0 = vec4<f32>(_S23, 1.0f);\n return o_1;\n}\n\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_1 : vec4<f32>,\n};\n\n@fragment\nfn fs_main( _S24 : pixelInput_0, @builtin(position) position_3 : vec4<f32>) -> pixelOutput_0\n{\n var _S25 : pixelOutput_0 = pixelOutput_0( _S24.color_1 );\n return _S25;\n}\n\n";
@@ -0,0 +1,5 @@
1
+ export declare function distToWideCirclePx(x: number, y: number, r: number): number;
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+ export declare function wideCircleLeg(seg: number, segments: number, legSweep: number): [number, number];
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+ export declare function wideCircleLegStep(seg: number, segments: number, legSweep: number): number;
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+ export declare function ellipseHullPoint(cosA: number, sinA: number, cosHalf: number, sinHalf: number, rx: number, ry: number, padPx: number): [number, number];
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+ export declare function wideCircleHullPoint(sinB: number, sinHalfB: number, cosHalf: number, radiusPx: number, padPx: number): [number, number];
@@ -0,0 +1,87 @@
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+ // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from curveDistance.slang.
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+ // Do not edit. Run `pnpm gen:shaders` to regenerate.
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+ // Scalar twins of curveDistance.slang, transliterated from slangc's WGSL so
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+ // the Canvas2D and SVG paths run the shader's own math. See adr-051.
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+ function _max(a, b) {
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+ return b > a || Number.isNaN(a) ? b : a;
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+ }
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+ export function distToWideCirclePx(x, y, r) {
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+ let rk = ((2.0 * x) + (((x * x) + (y * y)) / r));
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+ return Math.abs((rk / (Math.sqrt(_max((1.0 + (rk / r)), 0.0)) + 1.0)));
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+ }
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+ export function wideCircleLeg(seg, segments, legSweep) {
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+ let half = Math.trunc(segments / 2);
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+ if ((seg <= half)) {
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+ return [1.0, (((seg) / (half)) * legSweep)];
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+ }
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+ return [-1.0, (((((segments - seg) >>> 0)) / (((((segments - half) >>> 0) - 1) >>> 0))) * legSweep)];
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+ }
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+ export function wideCircleLegStep(seg, segments, legSweep) {
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+ let half = Math.trunc(segments / 2);
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+ let _t0;
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+ if ((seg <= half)) {
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+ _t0 = half;
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+ }
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+ else {
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+ _t0 = ((((segments - half) >>> 0) - 1) >>> 0);
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+ }
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+ return (legSweep / (_t0));
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+ }
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+ export function ellipseHullPoint(cosA, sinA, cosHalf, sinHalf, rx, ry, padPx) {
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+ let px = (cosA * rx);
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+ let py = (sinA * ry);
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+ if ((padPx <= 0.0)) {
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+ let d = -padPx;
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+ let gx = (ry * cosA);
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+ let gy = (rx * sinA);
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+ let glen = Math.sqrt(((gx * gx) + (gy * gy)));
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+ let acrossX = ((ry * glen) < (d * rx));
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+ let acrossY = ((rx * glen) < (d * ry));
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+ let _t0;
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+ if (acrossX) {
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+ _t0 = acrossY;
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+ }
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+ else {
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+ _t0 = false;
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+ }
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+ if (_t0) {
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+ return [0.0, 0.0];
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+ }
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+ if (acrossX) {
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+ let _t1 = (ry * ry);
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+ return [(((((Math.sign(cosA)) | 0)) * Math.sqrt((_max((_t1 - (d * d)), 0.0) * _max(((rx * rx) - _t1), 0.0)))) / _max(ry, 9.99999997475242708e-07)), 0.0];
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+ }
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+ if (acrossY) {
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+ let _t2 = (rx * rx);
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+ return [0.0, (((((Math.sign(sinA)) | 0)) * Math.sqrt((_max((_t2 - (d * d)), 0.0) * _max(((ry * ry) - _t2), 0.0)))) / _max(rx, 9.99999997475242708e-07))];
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+ }
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+ let k = (d / _max(glen, 9.99999997475242708e-07));
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+ return [(px - (gx * k)), (py - (gy * k))];
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+ }
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+ let _t3 = (cosA * cosHalf);
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+ let _t4 = (sinA * sinHalf);
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+ let ax = (ry * (_t3 + _t4));
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+ let _t5 = (sinA * cosHalf);
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+ let _t6 = (cosA * sinHalf);
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+ let ay = (rx * (_t5 - _t6));
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+ let bx = (ry * (_t3 - _t4));
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+ let by = (rx * (_t5 + _t6));
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+ let _t7 = _max(Math.sqrt(((ax * ax) + (ay * ay))), 9.99999968265522539e-21);
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+ let _t8 = _max(Math.sqrt(((bx * bx) + (by * by))), 9.99999968265522539e-21);
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+ let nx = ((ax / _t7) + (bx / _t8));
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+ let ny = ((ay / _t7) + (by / _t8));
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+ let m = ((2.0 * padPx) / _max(((nx * nx) + (ny * ny)), 0.00019999999494758));
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+ return [((px / cosHalf) + (nx * m)), ((py / cosHalf) + (ny * m))];
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+ }
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+ export function wideCircleHullPoint(sinB, sinHalfB, cosHalf, radiusPx, padPx) {
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+ let sec;
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+ if ((padPx > 0.0)) {
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+ sec = (1.0 / _max(cosHalf, 9.99999997475242708e-07));
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+ }
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+ else {
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+ sec = 1.0;
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+ }
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+ let grow = ((radiusPx * (sec - 1.0)) + (sec * padPx));
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+ let sh2 = (sinHalfB * sinHalfB);
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+ return [((grow * (1.0 - (2.0 * sh2))) - ((2.0 * radiusPx) * sh2)), ((radiusPx + grow) * sinB)];
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+ }
@@ -1,3 +1,4 @@
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  export declare function snapBoxHeightPx(heightPx: number): number;
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- export declare function snapBoxCenterYPx(centerY: number, heightPx: number, scrollY: number): number;
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+ export declare function snapBoxTopPx(topY: number, heightPx: number, scrollY: number): number;
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+ export declare function snapBoxCenterYPx(centerY: number, scrollY: number): number;
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  export declare function extendToMinWidthPx(x1: number, x2: number, minWidth: number): number;
@@ -26,8 +26,11 @@ export function snapBoxHeightPx(heightPx) {
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  }
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  return _t1;
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  }
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- export function snapBoxCenterYPx(centerY, heightPx, scrollY) {
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- return ((Math.floor((((centerY - (heightPx * 0.5)) - scrollY) + 0.5)) + Math.floor((snapBoxHeightPx(heightPx) * 0.5))) + 0.5);
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+ export function snapBoxTopPx(topY, heightPx, scrollY) {
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+ return Math.floor((((((topY + (heightPx * 0.5)) - (snapBoxHeightPx(heightPx) * 0.5)) - scrollY) + 0.5) + 0.015625));
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+ }
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+ export function snapBoxCenterYPx(centerY, scrollY) {
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+ return (Math.floor(((centerY - scrollY) + 0.015625)) + 0.5);
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  }
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  export function extendToMinWidthPx(x1, x2, minWidth) {
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  let dx = (x2 - x1);
@@ -0,0 +1,3 @@
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+ import type { ShaderSource } from '@jbrowse/render-core/hal';
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+ export * from './lineCenterMark.iface.generated.ts';
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+ export declare const SOURCE: ShaderSource;