@jbrowse/render-core 4.3.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/esm/OverlayCanvas.d.ts +29 -0
- package/esm/OverlayCanvas.js +43 -0
- package/esm/RenderCanvas.d.ts +76 -0
- package/esm/RenderCanvas.js +38 -0
- package/esm/RenderLifecycleMixin.d.ts +180 -0
- package/esm/RenderLifecycleMixin.js +279 -0
- package/esm/ScrollLockedOverlay.d.ts +28 -0
- package/esm/ScrollLockedOverlay.js +42 -0
- package/esm/blockClipUtils.d.ts +27 -0
- package/esm/blockClipUtils.js +101 -0
- package/esm/canvas2dUtils.d.ts +372 -0
- package/esm/canvas2dUtils.js +564 -0
- package/esm/canvasContext.d.ts +68 -0
- package/esm/canvasContext.js +74 -0
- package/esm/colorRampLut.d.ts +17 -0
- package/esm/colorRampLut.js +25 -0
- package/esm/coverageBand.d.ts +107 -0
- package/esm/coverageBand.js +109 -0
- package/esm/coverageBandBuffers.d.ts +30 -0
- package/esm/coverageBandBuffers.js +13 -0
- package/esm/createRenderingBackend.d.ts +52 -0
- package/esm/createRenderingBackend.js +58 -0
- package/esm/displayPhase.d.ts +155 -0
- package/esm/displayPhase.js +97 -0
- package/esm/globalRenderingBackend.d.ts +90 -0
- package/esm/globalRenderingBackend.js +53 -0
- package/esm/gpuDevice.d.ts +91 -0
- package/esm/gpuDevice.js +277 -0
- package/esm/graphicsCapabilities.d.ts +98 -0
- package/esm/graphicsCapabilities.js +165 -0
- package/esm/hal/createHal.d.ts +22 -0
- package/esm/hal/createHal.js +91 -0
- package/esm/hal/deviceGpuCache.d.ts +36 -0
- package/esm/hal/deviceGpuCache.js +120 -0
- package/esm/hal/gpuHalBase.d.ts +55 -0
- package/esm/hal/gpuHalBase.js +81 -0
- package/esm/hal/index.d.ts +7 -0
- package/esm/hal/index.js +5 -0
- package/esm/hal/mockHal.d.ts +153 -0
- package/esm/hal/mockHal.js +297 -0
- package/esm/hal/oomReporter.d.ts +15 -0
- package/esm/hal/oomReporter.js +22 -0
- package/esm/hal/passIds.d.ts +22 -0
- package/esm/hal/passIds.js +36 -0
- package/esm/hal/regionRegistry.d.ts +11 -0
- package/esm/hal/regionRegistry.js +66 -0
- package/esm/hal/types.d.ts +116 -0
- package/esm/hal/types.js +1 -0
- package/esm/hal/webgl2Hal.d.ts +47 -0
- package/esm/hal/webgl2Hal.js +490 -0
- package/esm/hal/webgpuHal.d.ts +169 -0
- package/esm/hal/webgpuHal.js +722 -0
- package/esm/installUpload.d.ts +91 -0
- package/esm/installUpload.js +94 -0
- package/esm/instanceCache.d.ts +43 -0
- package/esm/instanceCache.js +53 -0
- package/esm/instancePass.d.ts +50 -0
- package/esm/instancePass.js +34 -0
- package/esm/keyedRenderingBackend.d.ts +41 -0
- package/esm/keyedRenderingBackend.js +19 -0
- package/esm/mapUploadSync.d.ts +31 -0
- package/esm/mapUploadSync.js +45 -0
- package/esm/namedReactions.d.ts +29 -0
- package/esm/namedReactions.js +62 -0
- package/esm/perRegionRenderingBackend.d.ts +114 -0
- package/esm/perRegionRenderingBackend.js +93 -0
- package/esm/recoveryBudget.d.ts +40 -0
- package/esm/recoveryBudget.js +56 -0
- package/esm/regionDataMap.d.ts +60 -0
- package/esm/regionDataMap.js +98 -0
- package/esm/renderBlock.d.ts +25 -0
- package/esm/renderBlock.js +10 -0
- package/esm/renderingBackendBase.d.ts +71 -0
- package/esm/renderingBackendBase.js +50 -0
- package/esm/shaders/antialias.js.generated.d.ts +4 -0
- package/esm/shaders/antialias.js.generated.js +25 -0
- package/esm/shaders/capsule.generated.d.ts +1 -0
- package/esm/shaders/capsule.generated.js +3 -0
- package/esm/shaders/colorRampLut.generated.d.ts +1 -0
- package/esm/shaders/colorRampLut.generated.js +3 -0
- package/esm/shaders/coverageBand.generated.d.ts +2 -0
- package/esm/shaders/coverageBand.generated.js +4 -0
- package/esm/shaders/coverageBar.generated.d.ts +4 -0
- package/esm/shaders/coverageBar.generated.js +6 -0
- package/esm/shaders/coverageBar.iface.generated.d.ts +85 -0
- package/esm/shaders/coverageBar.iface.generated.js +114 -0
- package/esm/shaders/coverageIndicator.generated.d.ts +4 -0
- package/esm/shaders/coverageIndicator.generated.js +6 -0
- package/esm/shaders/coverageIndicator.iface.generated.d.ts +85 -0
- package/esm/shaders/coverageIndicator.iface.generated.js +114 -0
- package/esm/shaders/coverageInterbase.generated.d.ts +4 -0
- package/esm/shaders/coverageInterbase.generated.js +6 -0
- package/esm/shaders/coverageInterbase.iface.generated.d.ts +93 -0
- package/esm/shaders/coverageInterbase.iface.generated.js +134 -0
- package/esm/shaders/coverageMod.generated.d.ts +4 -0
- package/esm/shaders/coverageMod.generated.js +6 -0
- package/esm/shaders/coverageMod.iface.generated.d.ts +97 -0
- package/esm/shaders/coverageMod.iface.generated.js +144 -0
- package/esm/shaders/coverageSnp.generated.d.ts +4 -0
- package/esm/shaders/coverageSnp.generated.js +6 -0
- package/esm/shaders/coverageSnp.iface.generated.d.ts +97 -0
- package/esm/shaders/coverageSnp.iface.generated.js +144 -0
- package/esm/shaders/hpmath.js.generated.d.ts +3 -0
- package/esm/shaders/hpmath.js.generated.js +48 -0
- package/esm/shaders/pointGlyph.generated.d.ts +1 -0
- package/esm/shaders/pointGlyph.generated.js +3 -0
- package/esm/shaders/pointGlyph.js.generated.d.ts +1 -0
- package/esm/shaders/pointGlyph.js.generated.js +7 -0
- package/esm/shaders/rowRect.generated.d.ts +3 -0
- package/esm/shaders/rowRect.generated.js +5 -0
- package/esm/shaders/rowRect.js.generated.d.ts +2 -0
- package/esm/shaders/rowRect.js.generated.js +13 -0
- package/esm/shaders/scoreScale.js.generated.d.ts +1 -0
- package/esm/shaders/scoreScale.js.generated.js +46 -0
- package/esm/slangPass.d.ts +49 -0
- package/esm/slangPass.js +22 -0
- package/esm/useEventCallback.d.ts +1 -0
- package/esm/useEventCallback.js +19 -0
- package/esm/useGraphicsCapabilities.d.ts +17 -0
- package/esm/useGraphicsCapabilities.js +38 -0
- package/esm/useRenderingBackend.d.ts +83 -0
- package/esm/useRenderingBackend.js +422 -0
- package/esm/useTabVisibilityRerender.d.ts +13 -0
- package/esm/useTabVisibilityRerender.js +39 -0
- package/esm/webgpuUtils.d.ts +23 -0
- package/esm/webgpuUtils.js +76 -0
- package/package.json +91 -0
- package/src/shaders/antialias.js.generated.ts +33 -0
- package/src/shaders/antialias.slang +112 -0
- package/src/shaders/capsule.generated.ts +4 -0
- package/src/shaders/capsule.slang +62 -0
- package/src/shaders/colorPack.slang +26 -0
- package/src/shaders/colorRampLut.generated.ts +4 -0
- package/src/shaders/colorRampLut.slang +51 -0
- package/src/shaders/coverageBand.generated.ts +6 -0
- package/src/shaders/coverageBand.slang +276 -0
- package/src/shaders/coverageBar.generated.ts +10 -0
- package/src/shaders/coverageBar.iface.generated.ts +172 -0
- package/src/shaders/coverageBar.slang +37 -0
- package/src/shaders/coverageIndicator.generated.ts +10 -0
- package/src/shaders/coverageIndicator.iface.generated.ts +172 -0
- package/src/shaders/coverageIndicator.slang +61 -0
- package/src/shaders/coverageInterbase.generated.ts +10 -0
- package/src/shaders/coverageInterbase.iface.generated.ts +198 -0
- package/src/shaders/coverageInterbase.slang +63 -0
- package/src/shaders/coverageMod.generated.ts +10 -0
- package/src/shaders/coverageMod.iface.generated.ts +211 -0
- package/src/shaders/coverageMod.slang +36 -0
- package/src/shaders/coverageSnp.generated.ts +10 -0
- package/src/shaders/coverageSnp.iface.generated.ts +211 -0
- package/src/shaders/coverageSnp.slang +52 -0
- package/src/shaders/diagonalGrid.slang +25 -0
- package/src/shaders/glyphEdgeAlpha.test.ts +241 -0
- package/src/shaders/hpmath.js.generated.ts +47 -0
- package/src/shaders/hpmath.slang +226 -0
- package/src/shaders/pointGlyph.generated.ts +4 -0
- package/src/shaders/pointGlyph.js.generated.ts +9 -0
- package/src/shaders/pointGlyph.slang +93 -0
- package/src/shaders/rowRect.generated.ts +8 -0
- package/src/shaders/rowRect.js.generated.ts +17 -0
- package/src/shaders/rowRect.slang +160 -0
- package/src/shaders/scoreScale.js.generated.ts +51 -0
- package/src/shaders/scoreScale.slang +68 -0
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// AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageIndicator.slang.
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// Do not edit. Run `pnpm gen:shaders` to regenerate.
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import type { VertexAttributeLayout, ShaderBinding } from '@jbrowse/render-core/hal'
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export const BINDINGS: readonly ShaderBinding[] = [
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{ index: 1, kind: 'uniform', name: 'u' },
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]
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export const VERTS_PER_INSTANCE = 3
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export const UNIFORMS_SIZE_BYTES = 112
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// Word indices into a Float32Array view over the uniform buffer.
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export const UNIFORM_OFFSET_F32 = {
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bpHi: 0,
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bpLo: 1,
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bpLen: 2,
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hpZero: 3,
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canvasW: 4,
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canvasH: 5,
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covHeight: 6,
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covYOffset: 7,
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covTop: 8,
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regionMaxDepth: 9,
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depthDomainMax: 10,
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depthDomainMin: 11,
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coverageSymlogConstant: 12,
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binSize: 13,
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interbaseHeight: 14,
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snpMinFreq: 15,
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reversed: 16,
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} as const
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// Word indices into a Uint32Array view over the uniform buffer.
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export const UNIFORM_OFFSET_U32 = {
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colorCoverage: 18,
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colorBaseA: 19,
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colorBaseC: 20,
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colorBaseG: 21,
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colorBaseT: 22,
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colorBaseN: 23,
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colorInsertionIndicator: 24,
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colorSoftclipIndicator: 25,
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colorHardclipIndicator: 26,
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} as const
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// Word indices into a Int32Array view over the uniform buffer.
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export const UNIFORM_OFFSET_I32 = {
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coverageScaleType: 17,
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} as const
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export interface Uniforms {
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bpHi: number
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bpLo: number
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bpLen: number
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hpZero: number
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canvasW: number
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canvasH: number
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covHeight: number
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covYOffset: number
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covTop: number
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regionMaxDepth: number
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depthDomainMax: number
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depthDomainMin: number
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coverageSymlogConstant: number
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binSize: number
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interbaseHeight: number
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snpMinFreq: number
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reversed: number
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coverageScaleType: number
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colorCoverage: number
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colorBaseA: number
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colorBaseC: number
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colorBaseG: number
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colorBaseT: number
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colorBaseN: number
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colorInsertionIndicator: number
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colorSoftclipIndicator: number
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colorHardclipIndicator: number
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}
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export function writeUniforms(buf: ArrayBuffer, uniforms: Uniforms) {
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const f32 = new Float32Array(buf)
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const u32 = new Uint32Array(buf)
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const i32 = new Int32Array(buf)
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f32[0] = uniforms.bpHi
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f32[1] = uniforms.bpLo
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f32[2] = uniforms.bpLen
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f32[3] = uniforms.hpZero
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f32[4] = uniforms.canvasW
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f32[5] = uniforms.canvasH
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f32[6] = uniforms.covHeight
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f32[7] = uniforms.covYOffset
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f32[8] = uniforms.covTop
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f32[9] = uniforms.regionMaxDepth
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f32[10] = uniforms.depthDomainMax
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f32[11] = uniforms.depthDomainMin
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f32[12] = uniforms.coverageSymlogConstant
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f32[13] = uniforms.binSize
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f32[14] = uniforms.interbaseHeight
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f32[15] = uniforms.snpMinFreq
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f32[16] = uniforms.reversed
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i32[17] = uniforms.coverageScaleType
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u32[18] = uniforms.colorCoverage
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u32[19] = uniforms.colorBaseA
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u32[20] = uniforms.colorBaseC
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u32[21] = uniforms.colorBaseG
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u32[22] = uniforms.colorBaseT
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u32[23] = uniforms.colorBaseN
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u32[24] = uniforms.colorInsertionIndicator
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u32[25] = uniforms.colorSoftclipIndicator
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u32[26] = uniforms.colorHardclipIndicator
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}
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export const INSTANCE_STRIDE_BYTES = 8
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export const INSTANCE_STRIDE_WORDS = 2
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// Word indices into a Float32Array view over the instance buffer.
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export const INSTANCE_OFFSET_F32 = {
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colorType: 1,
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} as const
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// Word indices into a Uint32Array view over the instance buffer.
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export const INSTANCE_OFFSET_U32 = {
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position: 0,
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} as const
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export const VERTEX_ATTRIBUTES: readonly VertexAttributeLayout[] = [
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{ name: 'a_position', components: 1, type: 'uint', offsetBytes: 0, integer: true },
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{ name: 'a_colorType', components: 1, type: 'float', offsetBytes: 4, integer: false },
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]
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export interface InstanceArrays {
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position: ArrayLike<number>
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colorType: ArrayLike<number>
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}
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export function packInstances(
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arrays: InstanceArrays,
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numInstances: number,
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buf: ArrayBuffer = new ArrayBuffer(numInstances * INSTANCE_STRIDE_BYTES),
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) {
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const f32 = new Float32Array(buf)
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const u32 = new Uint32Array(buf)
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const { position, colorType } = arrays
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for (let i = 0; i < numInstances; i++) {
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const o = i * INSTANCE_STRIDE_WORDS
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u32[o + 0] = position[i]!
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f32[o + 1] = colorType[i]!
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}
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return buf
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}
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// Instance `i`'s `position`.
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export function getInstancePosition(u32: Uint32Array, i: number) {
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return u32[i * INSTANCE_STRIDE_WORDS]!
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}
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export function setInstancePosition(u32: Uint32Array, i: number, v: number) {
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u32[i * INSTANCE_STRIDE_WORDS] = v
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}
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// Instance `i`'s `colorType`.
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export function getInstanceColorType(f32: Float32Array, i: number) {
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return f32[i * INSTANCE_STRIDE_WORDS + 1]!
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}
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export function setInstanceColorType(f32: Float32Array, i: number, v: number) {
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f32[i * INSTANCE_STRIDE_WORDS + 1] = v
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}
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// Indicator triangles: a single 7x4.5px triangle per instance pinned to the top
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// of the coverage band, marking an insertion / softclip / hardclip site whose
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// histogram bar hangs below it. Barycentric coords in the fragment shader give
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// cheap diagonal-edge anti-aliasing. See coverageBand.slang.
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//! targets: wgsl, glsl
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//! layout-out: packages/alignments-core/src/indicatorLayout.generated.ts
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import coverageBand;
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import hpmath;
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public static const uint VERTS_PER_INSTANCE = 3u;
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// TRIANGLE_HW / TRIANGLE_H come from coverageBand — coverageInterbase hangs its
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// bars below this triangle and must use the same height.
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[[vk::binding(1, 0)]] ConstantBuffer<CoverageBandUniforms> u;
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16
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+
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struct Instance {
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uint position : ATTR0;
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float colorType : ATTR1; // 1=insertion 2=softclip 3=hardclip
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};
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+
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struct VsOut {
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float4 position : SV_Position;
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float4 color : COLOR0;
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float3 bary : COLOR1;
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};
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+
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[shader("vertex")]
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VsOut vs_main(Instance inst, uint vid : SV_VertexID) {
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VsOut o;
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uint v = vid % 3u;
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float cx = covBpToClipX(inst.position, u);
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float tw = pxToClipLen(TRIANGLE_HW * 2.0, u.canvasW); // full triangle width
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float th = pxToClipLen(TRIANGLE_H, u.canvasH);
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float top = covAreaTop(u);
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float sx, sy;
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if (v == 0u) { sx = cx - tw * 0.5; sy = top; o.bary = float3(1.0, 0.0, 0.0); }
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else if (v == 1u) { sx = cx + tw * 0.5; sy = top; o.bary = float3(0.0, 1.0, 0.0); }
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else { sx = cx; sy = top - th; o.bary = float3(0.0, 0.0, 1.0); }
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o.position = float4(covFlipX(sx, u), sy, 0.0, 1.0);
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o.color = float4(covClipKindColor(inst.colorType, u), 1.0);
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return o;
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}
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// Barycentric -> approximate px distance from each diagonal edge, for the
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// smoothstep fade below. NOT the triangle's altitude despite the round number:
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// for the 7x4.5 triangle that is 7*4.5/hypot(3.5, 4.5) = 5.53px, so this scale
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// spreads the fade over ~1.5px rather than 1px. Left as-is — it is a softness
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// knob, and tightening it visibly sharpens every indicator.
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static const float EDGE_FADE_SCALE_PX = 3.7;
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[shader("fragment")]
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float4 fs_main(VsOut fragIn) : SV_Target {
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float dLeft = fragIn.bary.y * EDGE_FADE_SCALE_PX;
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float dRight = fragIn.bary.x * EDGE_FADE_SCALE_PX;
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float aa = smoothstep(0.0, 1.0, min(dLeft, dRight));
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return float4(fragIn.color.rgb, fragIn.color.a * aa);
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}
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@@ -0,0 +1,10 @@
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// AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageInterbase.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 pxToClipLen_0( px_0 : f32, size_0 : f32) -> f32\n{\n return px_0 * 2.0f / size_0;\n}\n\nfn interbaseEdgePx_0( offset_0 : f32, interbaseHeight_1 : f32) -> f32\n{\n return floor(4.5f + offset_0 * interbaseHeight_1 + 0.5f);\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 covFlipX_0( x_0 : f32, u_3 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return mix(x_0, - x_0, (*u_3).reversed_0);\n}\n\nfn covFlippedQuad_0( x0_0 : f32, x1_0 : f32, yBot_0 : f32, yTop_0 : f32, local_0 : vec2<f32>, u_4 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S6 : f32 = covFlipX_0(mix(x0_0, x1_0, local_0.x), &((*u_4)));\n return vec4<f32>(_S6, mix(yBot_0, yTop_0, local_0.y), 0.0f, 1.0f);\n}\n\nfn unpackRGBA_0( c_0 : u32) -> vec4<f32>\n{\n return vec4<f32>(f32((((c_0 >> (u32(0)))) & (u32(255)))), f32((((c_0 >> (u32(8)))) & (u32(255)))), f32((((c_0 >> (u32(16)))) & (u32(255)))), f32((((c_0 >> (u32(24)))) & (u32(255))))) / vec4<f32>(255.0f);\n}\n\nfn covClipKindColor_0( ct_0 : f32, u_5 : ptr<function, CoverageBandUniforms_std140_0>) -> vec3<f32>\n{\n var ci_0 : i32 = i32(ct_0);\n if(ci_0 == i32(2))\n {\n return unpackRGBA_0((*u_5).colorSoftclipIndicator_0).xyz;\n }\n if(ci_0 == i32(3))\n {\n return unpackRGBA_0((*u_5).colorHardclipIndicator_0).xyz;\n }\n return unpackRGBA_0((*u_5).colorInsertionIndicator_0).xyz;\n}\n\nstruct CoverageVsOut_0\n{\n @builtin(position) position_0 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n};\n\nstruct vertexInput_0\n{\n @location(0) position_1 : u32,\n @location(1) yOffset_0 : f32,\n @location(2) segHeight_0 : f32,\n @location(3) colorType_0 : f32,\n};\n\n@vertex\nfn vs_main( _S7 : vertexInput_0, @builtin(vertex_index) vid_1 : u32) -> CoverageVsOut_0\n{\n var local_1 : vec2<f32> = quadLocal_0(vid_1);\n var _S8 : CoverageBandUniforms_std140_0 = u_0;\n var _S9 : f32 = covBpToClipX_0(_S7.position_1, &(_S8));\n var barW_0 : f32 = pxToClipLen_0(1.0f, u_0.canvasW_0);\n var topPx_0 : f32 = interbaseEdgePx_0(_S7.yOffset_0, u_0.interbaseHeight_0);\n var botPx_0 : f32 = interbaseEdgePx_0(_S7.yOffset_0 + _S7.segHeight_0, u_0.interbaseHeight_0);\n var _S10 : f32 = covAreaTop_0(&(_S8));\n var o_0 : CoverageVsOut_0;\n var _S11 : f32 = barW_0 * 0.5f;\n var _S12 : vec4<f32> = covFlippedQuad_0(_S9 - _S11, _S9 + _S11, _S10 - pxToClipLen_0(botPx_0, u_0.canvasH_0), _S10 - pxToClipLen_0(topPx_0, u_0.canvasH_0), local_1, &(_S8));\n o_0.position_0 = _S12;\n var _S13 : vec3<f32> = covClipKindColor_0(_S7.colorType_0, &(_S8));\n o_0.color_0 = vec4<f32>(_S13, 1.0f);\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( _S14 : pixelInput_0, @builtin(position) position_2 : vec4<f32>) -> pixelOutput_0\n{\n var _S15 : pixelOutput_0 = pixelOutput_0( _S14.color_1 );\n return _S15;\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\nfloat pxToClipLen_0(float px_0, float size_0)\n{\n\n return px_0 * 2.0 / size_0;\n}\n\n\nfloat interbaseEdgePx_0(float offset_0, float interbaseHeight_1)\n{\n\n return floor(4.5 + offset_0 * interbaseHeight_1 + 0.5);\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 covFlipX_0(float x_0, CoverageBandUniforms_0 u_3)\n{\n\n return mix(x_0, - x_0, u_3.reversed_0);\n}\n\n\nvec4 covFlippedQuad_0(float x0_0, float x1_0, float yBot_0, float yTop_0, vec2 local_0, CoverageBandUniforms_0 u_4)\n{\n return vec4(covFlipX_0(mix(x0_0, x1_0, local_0.x), u_4), mix(yBot_0, yTop_0, local_0.y), 0.0, 1.0);\n}\n\n\nvec4 unpackRGBA_0(uint c_0)\n{\n\n return vec4(float((c_0 >> 0U) & 255U), float((c_0 >> 8U) & 255U), float((c_0 >> 16U) & 255U), float((c_0 >> 24U) & 255U)) / 255.0;\n}\n\n\nvec3 covClipKindColor_0(float ct_0, CoverageBandUniforms_0 u_5)\n{\n\n int ci_0 = int(ct_0);\n if(ci_0 == 2)\n {\n\n return unpackRGBA_0(u_5.colorSoftclipIndicator_0).xyz;\n }\n\n if(ci_0 == 3)\n {\n\n return unpackRGBA_0(u_5.colorHardclipIndicator_0).xyz;\n }\n\n return unpackRGBA_0(u_5.colorInsertionIndicator_0).xyz;\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\nstruct CoverageVsOut_0\n{\n vec4 position_0;\n vec4 color_0;\n};\n\n\nvoid main()\n{\n\n CoverageBandUniforms_0 _S6 = 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\n\n\n float cx_0 = covBpToClipX_0(a_position, _S6);\n\n float _S7 = covAreaTop_0(_S6);\n\n CoverageVsOut_0 o_0;\n\n float _S8 = pxToClipLen_0(1.0, u_0.canvasW_0) * 0.5;\n\n o_0.position_0 = covFlippedQuad_0(cx_0 - _S8, cx_0 + _S8, _S7 - pxToClipLen_0(interbaseEdgePx_0(a_yOffset + a_segHeight, u_0.interbaseHeight_0), u_0.canvasH_0), _S7 - pxToClipLen_0(interbaseEdgePx_0(a_yOffset, u_0.interbaseHeight_0), u_0.canvasH_0), quadLocal_0(uint(gl_VertexID)), _S6);\n o_0.color_0 = vec4(covClipKindColor_0(a_colorType, _S6), 1.0);\n CoverageVsOut_0 _S9 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S9.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 './coverageInterbase.iface.generated.ts'
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@@ -0,0 +1,198 @@
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// AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageInterbase.slang.
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// Do not edit. Run `pnpm gen:shaders` to regenerate.
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import type { VertexAttributeLayout, ShaderBinding } from '@jbrowse/render-core/hal'
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export const BINDINGS: readonly ShaderBinding[] = [
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{ index: 1, kind: 'uniform', name: 'u' },
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]
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export const VERTS_PER_INSTANCE = 6
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+
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export const UNIFORMS_SIZE_BYTES = 112
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// Word indices into a Float32Array view over the uniform buffer.
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export const UNIFORM_OFFSET_F32 = {
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bpHi: 0,
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bpLo: 1,
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bpLen: 2,
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hpZero: 3,
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canvasW: 4,
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canvasH: 5,
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covHeight: 6,
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covYOffset: 7,
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covTop: 8,
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regionMaxDepth: 9,
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depthDomainMax: 10,
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depthDomainMin: 11,
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coverageSymlogConstant: 12,
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binSize: 13,
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interbaseHeight: 14,
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snpMinFreq: 15,
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reversed: 16,
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} as const
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// Word indices into a Uint32Array view over the uniform buffer.
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export const UNIFORM_OFFSET_U32 = {
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colorCoverage: 18,
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colorBaseA: 19,
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colorBaseC: 20,
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colorBaseG: 21,
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colorBaseT: 22,
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colorBaseN: 23,
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colorInsertionIndicator: 24,
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colorSoftclipIndicator: 25,
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colorHardclipIndicator: 26,
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} as const
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// Word indices into a Int32Array view over the uniform buffer.
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export const UNIFORM_OFFSET_I32 = {
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coverageScaleType: 17,
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} as const
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export interface Uniforms {
|
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55
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bpHi: number
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56
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+
bpLo: number
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57
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bpLen: number
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58
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hpZero: number
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canvasW: number
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60
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canvasH: number
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61
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covHeight: number
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covYOffset: number
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63
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covTop: number
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64
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regionMaxDepth: number
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65
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depthDomainMax: number
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66
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depthDomainMin: number
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67
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coverageSymlogConstant: number
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68
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binSize: number
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69
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interbaseHeight: number
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70
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snpMinFreq: number
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71
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reversed: number
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72
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coverageScaleType: number
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73
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colorCoverage: number
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74
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colorBaseA: number
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75
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colorBaseC: number
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76
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colorBaseG: number
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77
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colorBaseT: number
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78
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colorBaseN: number
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79
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colorInsertionIndicator: number
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80
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colorSoftclipIndicator: number
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81
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colorHardclipIndicator: number
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82
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}
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83
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+
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84
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export function writeUniforms(buf: ArrayBuffer, uniforms: Uniforms) {
|
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85
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const f32 = new Float32Array(buf)
|
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86
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+
const u32 = new Uint32Array(buf)
|
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87
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const i32 = new Int32Array(buf)
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88
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f32[0] = uniforms.bpHi
|
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89
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f32[1] = uniforms.bpLo
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90
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f32[2] = uniforms.bpLen
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91
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f32[3] = uniforms.hpZero
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92
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f32[4] = uniforms.canvasW
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93
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+
f32[5] = uniforms.canvasH
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94
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f32[6] = uniforms.covHeight
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95
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+
f32[7] = uniforms.covYOffset
|
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96
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+
f32[8] = uniforms.covTop
|
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97
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+
f32[9] = uniforms.regionMaxDepth
|
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98
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+
f32[10] = uniforms.depthDomainMax
|
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99
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+
f32[11] = uniforms.depthDomainMin
|
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100
|
+
f32[12] = uniforms.coverageSymlogConstant
|
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101
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+
f32[13] = uniforms.binSize
|
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102
|
+
f32[14] = uniforms.interbaseHeight
|
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103
|
+
f32[15] = uniforms.snpMinFreq
|
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104
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+
f32[16] = uniforms.reversed
|
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105
|
+
i32[17] = uniforms.coverageScaleType
|
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106
|
+
u32[18] = uniforms.colorCoverage
|
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107
|
+
u32[19] = uniforms.colorBaseA
|
|
108
|
+
u32[20] = uniforms.colorBaseC
|
|
109
|
+
u32[21] = uniforms.colorBaseG
|
|
110
|
+
u32[22] = uniforms.colorBaseT
|
|
111
|
+
u32[23] = uniforms.colorBaseN
|
|
112
|
+
u32[24] = uniforms.colorInsertionIndicator
|
|
113
|
+
u32[25] = uniforms.colorSoftclipIndicator
|
|
114
|
+
u32[26] = uniforms.colorHardclipIndicator
|
|
115
|
+
}
|
|
116
|
+
|
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117
|
+
export const INSTANCE_STRIDE_BYTES = 16
|
|
118
|
+
export const INSTANCE_STRIDE_WORDS = 4
|
|
119
|
+
|
|
120
|
+
// Word indices into a Float32Array view over the instance buffer.
|
|
121
|
+
export const INSTANCE_OFFSET_F32 = {
|
|
122
|
+
yOffset: 1,
|
|
123
|
+
segHeight: 2,
|
|
124
|
+
colorType: 3,
|
|
125
|
+
} as const
|
|
126
|
+
|
|
127
|
+
// Word indices into a Uint32Array view over the instance buffer.
|
|
128
|
+
export const INSTANCE_OFFSET_U32 = {
|
|
129
|
+
position: 0,
|
|
130
|
+
} as const
|
|
131
|
+
|
|
132
|
+
export const VERTEX_ATTRIBUTES: readonly VertexAttributeLayout[] = [
|
|
133
|
+
{ name: 'a_position', components: 1, type: 'uint', offsetBytes: 0, integer: true },
|
|
134
|
+
{ name: 'a_yOffset', components: 1, type: 'float', offsetBytes: 4, integer: false },
|
|
135
|
+
{ name: 'a_segHeight', components: 1, type: 'float', offsetBytes: 8, integer: false },
|
|
136
|
+
{ name: 'a_colorType', components: 1, type: 'float', offsetBytes: 12, integer: false },
|
|
137
|
+
]
|
|
138
|
+
|
|
139
|
+
export interface InstanceArrays {
|
|
140
|
+
position: ArrayLike<number>
|
|
141
|
+
yOffset: ArrayLike<number>
|
|
142
|
+
segHeight: ArrayLike<number>
|
|
143
|
+
colorType: ArrayLike<number>
|
|
144
|
+
}
|
|
145
|
+
|
|
146
|
+
export function packInstances(
|
|
147
|
+
arrays: InstanceArrays,
|
|
148
|
+
numInstances: number,
|
|
149
|
+
buf: ArrayBuffer = new ArrayBuffer(numInstances * INSTANCE_STRIDE_BYTES),
|
|
150
|
+
) {
|
|
151
|
+
const f32 = new Float32Array(buf)
|
|
152
|
+
const u32 = new Uint32Array(buf)
|
|
153
|
+
const { position, yOffset, segHeight, colorType } = arrays
|
|
154
|
+
for (let i = 0; i < numInstances; i++) {
|
|
155
|
+
const o = i * INSTANCE_STRIDE_WORDS
|
|
156
|
+
u32[o + 0] = position[i]!
|
|
157
|
+
f32[o + 1] = yOffset[i]!
|
|
158
|
+
f32[o + 2] = segHeight[i]!
|
|
159
|
+
f32[o + 3] = colorType[i]!
|
|
160
|
+
}
|
|
161
|
+
return buf
|
|
162
|
+
}
|
|
163
|
+
|
|
164
|
+
// Instance `i`'s `position`.
|
|
165
|
+
export function getInstancePosition(u32: Uint32Array, i: number) {
|
|
166
|
+
return u32[i * INSTANCE_STRIDE_WORDS]!
|
|
167
|
+
}
|
|
168
|
+
|
|
169
|
+
export function setInstancePosition(u32: Uint32Array, i: number, v: number) {
|
|
170
|
+
u32[i * INSTANCE_STRIDE_WORDS] = v
|
|
171
|
+
}
|
|
172
|
+
|
|
173
|
+
// Instance `i`'s `yOffset`.
|
|
174
|
+
export function getInstanceYOffset(f32: Float32Array, i: number) {
|
|
175
|
+
return f32[i * INSTANCE_STRIDE_WORDS + 1]!
|
|
176
|
+
}
|
|
177
|
+
|
|
178
|
+
export function setInstanceYOffset(f32: Float32Array, i: number, v: number) {
|
|
179
|
+
f32[i * INSTANCE_STRIDE_WORDS + 1] = v
|
|
180
|
+
}
|
|
181
|
+
|
|
182
|
+
// Instance `i`'s `segHeight`.
|
|
183
|
+
export function getInstanceSegHeight(f32: Float32Array, i: number) {
|
|
184
|
+
return f32[i * INSTANCE_STRIDE_WORDS + 2]!
|
|
185
|
+
}
|
|
186
|
+
|
|
187
|
+
export function setInstanceSegHeight(f32: Float32Array, i: number, v: number) {
|
|
188
|
+
f32[i * INSTANCE_STRIDE_WORDS + 2] = v
|
|
189
|
+
}
|
|
190
|
+
|
|
191
|
+
// Instance `i`'s `colorType`.
|
|
192
|
+
export function getInstanceColorType(f32: Float32Array, i: number) {
|
|
193
|
+
return f32[i * INSTANCE_STRIDE_WORDS + 3]!
|
|
194
|
+
}
|
|
195
|
+
|
|
196
|
+
export function setInstanceColorType(f32: Float32Array, i: number, v: number) {
|
|
197
|
+
f32[i * INSTANCE_STRIDE_WORDS + 3] = v
|
|
198
|
+
}
|
|
@@ -0,0 +1,63 @@
|
|
|
1
|
+
// Interbase histogram: slim 1px-wide bars indicating insertion / softclip /
|
|
2
|
+
// hardclip density across the coverage band, hanging from just below the
|
|
3
|
+
// indicator triangles. See coverageBand.slang.
|
|
4
|
+
//! targets: wgsl, glsl
|
|
5
|
+
//! layout-out: packages/alignments-core/src/interbaseHistogramLayout.generated.ts
|
|
6
|
+
//! js-export: interbaseEdgePx
|
|
7
|
+
//! js-export-out: packages/alignments-core/src/interbaseEdge.generated.ts
|
|
8
|
+
|
|
9
|
+
import coverageBand;
|
|
10
|
+
import hpmath;
|
|
11
|
+
|
|
12
|
+
public static const uint VERTS_PER_INSTANCE = 6u;
|
|
13
|
+
[[vk::binding(1, 0)]] ConstantBuffer<CoverageBandUniforms> u;
|
|
14
|
+
|
|
15
|
+
struct Instance {
|
|
16
|
+
uint position : ATTR0;
|
|
17
|
+
float yOffset : ATTR1;
|
|
18
|
+
float segHeight : ATTR2;
|
|
19
|
+
float colorType : ATTR3; // 1=insertion 2=softclip 3=hardclip
|
|
20
|
+
};
|
|
21
|
+
|
|
22
|
+
// Screen-pixel Y of one edge of a bar, `offset` bars' worth of stacked height
|
|
23
|
+
// below the coverage-area top.
|
|
24
|
+
//
|
|
25
|
+
// Rounded to a whole pixel, and that rounding is the whole reason this is a
|
|
26
|
+
// named function rather than two expressions inline. TRIANGLE_H is 4.5, so an
|
|
27
|
+
// unsnapped edge half-covers a row — and the backends do not agree on a
|
|
28
|
+
// half-covered row: Canvas2D composites each of the ~40 bars that stack in one
|
|
29
|
+
// column at 40bp/px separately and saturates to opaque, while this pass resolves
|
|
30
|
+
// the union coverage once and stays at 50%. That read as a full row of 128,0,128
|
|
31
|
+
// against 191,127,191 and was the largest remaining cross-backend divergence.
|
|
32
|
+
// Whole-pixel edges leave no partial coverage to disagree about — which only
|
|
33
|
+
// holds while both sides round the same numbers the same way, so
|
|
34
|
+
// drawInterbaseSegments `//! js-export`s this rather than repeating it.
|
|
35
|
+
float interbaseEdgePx(float offset, float interbaseHeight) {
|
|
36
|
+
return floor(TRIANGLE_H + offset * interbaseHeight + 0.5);
|
|
37
|
+
}
|
|
38
|
+
|
|
39
|
+
[shader("vertex")]
|
|
40
|
+
CoverageVsOut vs_main(Instance inst, uint vid : SV_VertexID) {
|
|
41
|
+
CoverageVsOut o;
|
|
42
|
+
float2 local = quadLocal(vid);
|
|
43
|
+
|
|
44
|
+
float cx = covBpToClipX(inst.position, u);
|
|
45
|
+
float barW = pxToClipLen(1.0, u.canvasW);
|
|
46
|
+
|
|
47
|
+
// Hang from the coverage-area top, starting just below the indicator
|
|
48
|
+
// triangle row (TRIANGLE_H is the same const coverageIndicator.slang draws
|
|
49
|
+
// with). Both edges snap to whole pixels BEFORE the clip-space conversion.
|
|
50
|
+
float topPx = interbaseEdgePx(inst.yOffset, u.interbaseHeight);
|
|
51
|
+
float botPx = interbaseEdgePx(inst.yOffset + inst.segHeight, u.interbaseHeight);
|
|
52
|
+
float sTop = covAreaTop(u) - pxToClipLen(topPx, u.canvasH);
|
|
53
|
+
float sBot = covAreaTop(u) - pxToClipLen(botPx, u.canvasH);
|
|
54
|
+
|
|
55
|
+
o.position = covFlippedQuad(cx - barW * 0.5, cx + barW * 0.5, sBot, sTop, local, u);
|
|
56
|
+
o.color = float4(covClipKindColor(inst.colorType, u), 1.0);
|
|
57
|
+
return o;
|
|
58
|
+
}
|
|
59
|
+
|
|
60
|
+
[shader("fragment")]
|
|
61
|
+
float4 fs_main(CoverageVsOut fragIn) : SV_Target {
|
|
62
|
+
return fragIn.color;
|
|
63
|
+
}
|
|
@@ -0,0 +1,10 @@
|
|
|
1
|
+
// AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageMod.slang.
|
|
2
|
+
// Do not edit. Run `pnpm gen:shaders` to regenerate.
|
|
3
|
+
|
|
4
|
+
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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7
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8
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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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9
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10
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export * from './coverageMod.iface.generated.ts'
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