@jbrowse/render-core 5.0.0-beta.1 → 5.0.0-beta.11

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 (353) hide show
  1. package/esm/RenderCanvas.d.ts +3 -3
  2. package/esm/RenderCanvas.js +1 -1
  3. package/esm/RenderLifecycleMixin.d.ts +52 -20
  4. package/esm/RenderLifecycleMixin.js +89 -23
  5. package/esm/canvas2dUtils.d.ts +90 -23
  6. package/esm/canvas2dUtils.js +120 -37
  7. package/esm/colorRampLut.d.ts +5 -5
  8. package/esm/colorRampLut.js +6 -6
  9. package/esm/computePipeline.d.ts +14 -0
  10. package/esm/computePipeline.js +62 -0
  11. package/esm/contractReports.d.ts +54 -0
  12. package/esm/contractReports.js +112 -0
  13. package/esm/coverageBand.d.ts +13 -8
  14. package/esm/coverageBand.js +15 -5
  15. package/esm/coverageBandBuffers.d.ts +2 -9
  16. package/esm/coverageBandBuffers.js +1 -13
  17. package/esm/createRenderingBackend.d.ts +16 -20
  18. package/esm/createRenderingBackend.js +6 -4
  19. package/esm/displayPhase.d.ts +83 -104
  20. package/esm/displayPhase.js +42 -82
  21. package/esm/encodeMemo.d.ts +14 -0
  22. package/esm/encodeMemo.js +48 -0
  23. package/esm/gpuContextLostError.d.ts +30 -0
  24. package/esm/gpuContextLostError.js +40 -0
  25. package/esm/gpuDevice.d.ts +29 -10
  26. package/esm/gpuDevice.js +35 -16
  27. package/esm/graphicsCapabilities.d.ts +27 -19
  28. package/esm/graphicsCapabilities.js +41 -19
  29. package/esm/hal/createHal.d.ts +4 -5
  30. package/esm/hal/createHal.js +15 -5
  31. package/esm/hal/deviceGpuCache.d.ts +25 -30
  32. package/esm/hal/deviceGpuCache.js +85 -97
  33. package/esm/hal/gpuHalBase.d.ts +5 -4
  34. package/esm/hal/gpuHalBase.js +25 -14
  35. package/esm/hal/index.d.ts +2 -2
  36. package/esm/hal/index.js +1 -1
  37. package/esm/hal/mockHal.d.ts +15 -10
  38. package/esm/hal/mockHal.js +31 -18
  39. package/esm/hal/oomReporter.d.ts +7 -0
  40. package/esm/hal/oomReporter.js +10 -0
  41. package/esm/hal/passIds.d.ts +8 -7
  42. package/esm/hal/passIds.js +11 -10
  43. package/esm/hal/regionRegistry.d.ts +0 -1
  44. package/esm/hal/regionRegistry.js +3 -15
  45. package/esm/hal/types.d.ts +53 -18
  46. package/esm/hal/webgl2Hal.d.ts +23 -6
  47. package/esm/hal/webgl2Hal.js +158 -155
  48. package/esm/hal/webgpuHal.d.ts +29 -13
  49. package/esm/hal/webgpuHal.js +220 -153
  50. package/esm/installUpload.d.ts +16 -3
  51. package/esm/installUpload.js +13 -41
  52. package/esm/instanceCache.d.ts +10 -7
  53. package/esm/instanceCache.js +14 -15
  54. package/esm/instancePass.d.ts +2 -1
  55. package/esm/mapUploadSync.d.ts +2 -10
  56. package/esm/mapUploadSync.js +2 -3
  57. package/esm/marks/barMark.d.ts +30 -0
  58. package/esm/marks/barMark.js +149 -0
  59. package/esm/marks/colorFill.d.ts +17 -0
  60. package/esm/marks/colorFill.js +26 -0
  61. package/esm/marks/drawAgainstHit.d.ts +113 -0
  62. package/esm/marks/drawAgainstHit.js +407 -0
  63. package/esm/marks/ellipseDistance.d.ts +10 -0
  64. package/esm/marks/ellipseDistance.js +136 -0
  65. package/esm/marks/glyphPaint.d.ts +36 -0
  66. package/esm/marks/glyphPaint.js +77 -0
  67. package/esm/marks/index.d.ts +33 -0
  68. package/esm/marks/index.js +20 -0
  69. package/esm/marks/lineMark.d.ts +37 -0
  70. package/esm/marks/lineMark.js +416 -0
  71. package/esm/marks/linkMark.d.ts +76 -0
  72. package/esm/marks/linkMark.js +585 -0
  73. package/esm/marks/markBackend.d.ts +118 -0
  74. package/esm/marks/markBackend.js +196 -0
  75. package/esm/marks/markHit.d.ts +32 -0
  76. package/esm/marks/markHit.js +61 -0
  77. package/esm/marks/markInk.d.ts +18 -0
  78. package/esm/marks/markInk.js +71 -0
  79. package/esm/marks/markPaint.d.ts +14 -0
  80. package/esm/marks/markPaint.js +32 -0
  81. package/esm/marks/markPlan.d.ts +25 -0
  82. package/esm/marks/markPlan.js +20 -0
  83. package/esm/marks/markRamp.d.ts +74 -0
  84. package/esm/marks/markRamp.js +205 -0
  85. package/esm/marks/nearestMarkHit.d.ts +55 -0
  86. package/esm/marks/nearestMarkHit.js +158 -0
  87. package/esm/marks/pathRecorder.d.ts +14 -0
  88. package/esm/marks/pathRecorder.js +80 -0
  89. package/esm/marks/pointMark.d.ts +42 -0
  90. package/esm/marks/pointMark.js +125 -0
  91. package/esm/marks/rowLane.d.ts +39 -0
  92. package/esm/marks/rowLane.js +41 -0
  93. package/esm/marks/rowSpanIndex.d.ts +30 -0
  94. package/esm/marks/rowSpanIndex.js +151 -0
  95. package/esm/marks/rowTable.d.ts +41 -0
  96. package/esm/marks/rowTable.js +75 -0
  97. package/esm/marks/ruleMark.d.ts +21 -0
  98. package/esm/marks/ruleMark.js +91 -0
  99. package/esm/marks/spanMark.d.ts +42 -0
  100. package/esm/marks/spanMark.js +81 -0
  101. package/esm/marks/types.d.ts +261 -0
  102. package/esm/marks/types.js +175 -0
  103. package/esm/marks/valueScale.d.ts +23 -0
  104. package/esm/marks/valueScale.js +11 -0
  105. package/esm/namedReactions.d.ts +3 -4
  106. package/esm/namedReactions.js +3 -4
  107. package/esm/perRegionRenderingBackend.d.ts +21 -3
  108. package/esm/perRegionRenderingBackend.js +37 -3
  109. package/esm/regionDataMap.d.ts +2 -2
  110. package/esm/regionDataMap.js +25 -23
  111. package/esm/renderBlock.d.ts +14 -0
  112. package/esm/renderBlock.js +25 -0
  113. package/esm/renderingBackendBase.d.ts +20 -14
  114. package/esm/renderingBackendBase.js +12 -7
  115. package/esm/scoreScale.d.ts +27 -0
  116. package/esm/scoreScale.js +88 -0
  117. package/esm/shaders/barMark.generated.d.ts +3 -0
  118. package/esm/shaders/barMark.generated.js +7 -0
  119. package/esm/shaders/barMark.glsl.generated.d.ts +2 -0
  120. package/esm/shaders/barMark.glsl.generated.js +4 -0
  121. package/esm/shaders/barMark.iface.generated.d.ts +90 -0
  122. package/esm/shaders/barMark.iface.generated.js +205 -0
  123. package/esm/shaders/barMark.wgsl.generated.d.ts +1 -0
  124. package/esm/shaders/barMark.wgsl.generated.js +3 -0
  125. package/esm/shaders/capsule.js.generated.d.ts +1 -0
  126. package/esm/shaders/capsule.js.generated.js +11 -0
  127. package/esm/shaders/clipStrip.generated.d.ts +2 -0
  128. package/esm/shaders/clipStrip.generated.js +4 -0
  129. package/esm/shaders/clipStrip.js.generated.d.ts +1 -0
  130. package/esm/shaders/clipStrip.js.generated.js +21 -0
  131. package/esm/shaders/colorRampLut.js.generated.d.ts +1 -0
  132. package/esm/shaders/colorRampLut.js.generated.js +17 -0
  133. package/esm/shaders/coverageBar.generated.d.ts +2 -3
  134. package/esm/shaders/coverageBar.generated.js +4 -3
  135. package/esm/shaders/coverageBar.glsl.generated.d.ts +2 -0
  136. package/esm/shaders/coverageBar.glsl.generated.js +4 -0
  137. package/esm/shaders/coverageBar.iface.generated.js +1 -1
  138. package/esm/shaders/coverageBar.wgsl.generated.d.ts +1 -0
  139. package/esm/shaders/coverageBar.wgsl.generated.js +3 -0
  140. package/esm/shaders/coverageClip.generated.d.ts +3 -0
  141. package/esm/shaders/coverageClip.generated.js +7 -0
  142. package/esm/shaders/coverageClip.glsl.generated.d.ts +2 -0
  143. package/esm/shaders/coverageClip.glsl.generated.js +4 -0
  144. package/esm/shaders/coverageClip.iface.generated.d.ts +85 -0
  145. package/esm/shaders/coverageClip.iface.generated.js +114 -0
  146. package/esm/shaders/coverageClip.wgsl.generated.d.ts +1 -0
  147. package/esm/shaders/coverageClip.wgsl.generated.js +3 -0
  148. package/esm/shaders/coverageIndicator.generated.d.ts +2 -3
  149. package/esm/shaders/coverageIndicator.generated.js +4 -3
  150. package/esm/shaders/coverageIndicator.glsl.generated.d.ts +2 -0
  151. package/esm/shaders/coverageIndicator.glsl.generated.js +4 -0
  152. package/esm/shaders/coverageIndicator.iface.generated.js +1 -1
  153. package/esm/shaders/coverageIndicator.wgsl.generated.d.ts +1 -0
  154. package/esm/shaders/coverageIndicator.wgsl.generated.js +3 -0
  155. package/esm/shaders/coverageInterbase.generated.d.ts +2 -3
  156. package/esm/shaders/coverageInterbase.generated.js +4 -3
  157. package/esm/shaders/coverageInterbase.glsl.generated.d.ts +2 -0
  158. package/esm/shaders/coverageInterbase.glsl.generated.js +4 -0
  159. package/esm/shaders/coverageInterbase.iface.generated.js +1 -1
  160. package/esm/shaders/coverageInterbase.wgsl.generated.d.ts +1 -0
  161. package/esm/shaders/coverageInterbase.wgsl.generated.js +3 -0
  162. package/esm/shaders/coverageMod.generated.d.ts +2 -3
  163. package/esm/shaders/coverageMod.generated.js +4 -3
  164. package/esm/shaders/coverageMod.glsl.generated.d.ts +2 -0
  165. package/esm/shaders/coverageMod.glsl.generated.js +4 -0
  166. package/esm/shaders/coverageMod.iface.generated.js +1 -1
  167. package/esm/shaders/coverageMod.wgsl.generated.d.ts +1 -0
  168. package/esm/shaders/coverageMod.wgsl.generated.js +3 -0
  169. package/esm/shaders/coverageSnp.generated.d.ts +2 -3
  170. package/esm/shaders/coverageSnp.generated.js +4 -3
  171. package/esm/shaders/coverageSnp.glsl.generated.d.ts +2 -0
  172. package/esm/shaders/coverageSnp.glsl.generated.js +4 -0
  173. package/esm/shaders/coverageSnp.iface.generated.js +1 -1
  174. package/esm/shaders/coverageSnp.wgsl.generated.d.ts +1 -0
  175. package/esm/shaders/coverageSnp.wgsl.generated.js +3 -0
  176. package/esm/shaders/curveDistance.js.generated.d.ts +5 -0
  177. package/esm/shaders/curveDistance.js.generated.js +87 -0
  178. package/esm/shaders/hpmath.js.generated.d.ts +2 -1
  179. package/esm/shaders/hpmath.js.generated.js +5 -2
  180. package/esm/shaders/lineCenterMark.generated.d.ts +3 -0
  181. package/esm/shaders/lineCenterMark.generated.js +7 -0
  182. package/esm/shaders/lineCenterMark.glsl.generated.d.ts +2 -0
  183. package/esm/shaders/lineCenterMark.glsl.generated.js +4 -0
  184. package/esm/shaders/lineCenterMark.iface.generated.d.ts +104 -0
  185. package/esm/shaders/lineCenterMark.iface.generated.js +237 -0
  186. package/esm/shaders/lineCenterMark.wgsl.generated.d.ts +1 -0
  187. package/esm/shaders/lineCenterMark.wgsl.generated.js +3 -0
  188. package/esm/shaders/lineCommon.generated.d.ts +2 -0
  189. package/esm/shaders/lineCommon.generated.js +4 -0
  190. package/esm/shaders/lineStepMark.generated.d.ts +3 -0
  191. package/esm/shaders/lineStepMark.generated.js +7 -0
  192. package/esm/shaders/lineStepMark.glsl.generated.d.ts +2 -0
  193. package/esm/shaders/lineStepMark.glsl.generated.js +4 -0
  194. package/esm/shaders/lineStepMark.iface.generated.d.ts +98 -0
  195. package/esm/shaders/lineStepMark.iface.generated.js +225 -0
  196. package/esm/shaders/lineStepMark.wgsl.generated.d.ts +1 -0
  197. package/esm/shaders/lineStepMark.wgsl.generated.js +3 -0
  198. package/esm/shaders/linkMark.consts.generated.d.ts +14 -0
  199. package/esm/shaders/linkMark.consts.generated.js +16 -0
  200. package/esm/shaders/linkMark.generated.d.ts +4 -0
  201. package/esm/shaders/linkMark.generated.js +8 -0
  202. package/esm/shaders/linkMark.glsl.generated.d.ts +2 -0
  203. package/esm/shaders/linkMark.glsl.generated.js +4 -0
  204. package/esm/shaders/linkMark.iface.generated.d.ts +142 -0
  205. package/esm/shaders/linkMark.iface.generated.js +1829 -0
  206. package/esm/shaders/linkMark.js.generated.d.ts +7 -0
  207. package/esm/shaders/linkMark.js.generated.js +159 -0
  208. package/esm/shaders/linkMark.wgsl.generated.d.ts +1 -0
  209. package/esm/shaders/linkMark.wgsl.generated.js +3 -0
  210. package/esm/shaders/markColor.generated.d.ts +9 -0
  211. package/esm/shaders/markColor.generated.js +11 -0
  212. package/esm/shaders/pointGlyph.js.generated.d.ts +2 -0
  213. package/esm/shaders/pointGlyph.js.generated.js +15 -0
  214. package/esm/shaders/pointMark.consts.generated.d.ts +7 -0
  215. package/esm/shaders/pointMark.consts.generated.js +9 -0
  216. package/esm/shaders/pointMark.generated.d.ts +4 -0
  217. package/esm/shaders/pointMark.generated.js +8 -0
  218. package/esm/shaders/pointMark.glsl.generated.d.ts +2 -0
  219. package/esm/shaders/pointMark.glsl.generated.js +4 -0
  220. package/esm/shaders/pointMark.iface.generated.d.ts +98 -0
  221. package/esm/shaders/pointMark.iface.generated.js +219 -0
  222. package/esm/shaders/pointMark.js.generated.d.ts +3 -0
  223. package/esm/shaders/pointMark.js.generated.js +93 -0
  224. package/esm/shaders/pointMark.wgsl.generated.d.ts +1 -0
  225. package/esm/shaders/pointMark.wgsl.generated.js +3 -0
  226. package/esm/shaders/rowRect.generated.d.ts +0 -1
  227. package/esm/shaders/rowRect.generated.js +0 -1
  228. package/esm/shaders/rowTable.generated.d.ts +1 -0
  229. package/esm/shaders/rowTable.generated.js +3 -0
  230. package/esm/shaders/rowTable.js.generated.d.ts +5 -0
  231. package/esm/shaders/rowTable.js.generated.js +29 -0
  232. package/esm/shaders/scoreScale.generated.d.ts +2 -0
  233. package/esm/shaders/scoreScale.generated.js +4 -0
  234. package/esm/shaders/scoreScale.js.generated.d.ts +1 -0
  235. package/esm/shaders/scoreScale.js.generated.js +50 -23
  236. package/esm/shaders/spanMark.generated.d.ts +3 -0
  237. package/esm/shaders/spanMark.generated.js +7 -0
  238. package/esm/shaders/spanMark.glsl.generated.d.ts +2 -0
  239. package/esm/shaders/spanMark.glsl.generated.js +4 -0
  240. package/esm/shaders/spanMark.iface.generated.d.ts +81 -0
  241. package/esm/shaders/spanMark.iface.generated.js +215 -0
  242. package/esm/shaders/spanMark.wgsl.generated.d.ts +1 -0
  243. package/esm/shaders/spanMark.wgsl.generated.js +3 -0
  244. package/esm/sharedBackendKey.d.ts +18 -0
  245. package/esm/{keyedRenderingBackend.js → sharedBackendKey.js} +5 -0
  246. package/esm/slangPass.d.ts +17 -11
  247. package/esm/slangPass.js +12 -4
  248. package/esm/useGraphicsCapabilities.d.ts +1 -1
  249. package/esm/useGraphicsCapabilities.js +1 -1
  250. package/esm/useRenderingBackend.d.ts +13 -13
  251. package/esm/useRenderingBackend.js +58 -20
  252. package/esm/webgpuUtils.d.ts +3 -11
  253. package/esm/webgpuUtils.js +12 -33
  254. package/package.json +32 -7
  255. package/src/shaders/antialias.slang +46 -0
  256. package/src/shaders/arcHull.test.ts +267 -0
  257. package/src/shaders/barMark.generated.ts +11 -0
  258. package/src/shaders/barMark.glsl.generated.ts +6 -0
  259. package/src/shaders/barMark.iface.generated.ts +285 -0
  260. package/src/shaders/barMark.slang +167 -0
  261. package/src/shaders/barMark.wgsl.generated.ts +4 -0
  262. package/src/shaders/capsule.js.generated.ts +14 -0
  263. package/src/shaders/capsule.slang +13 -5
  264. package/src/shaders/clipStrip.generated.ts +6 -0
  265. package/src/shaders/clipStrip.js.generated.ts +22 -0
  266. package/src/shaders/clipStrip.slang +34 -0
  267. package/src/shaders/clipStrip.test.ts +39 -0
  268. package/src/shaders/colorPack.slang +5 -1
  269. package/src/shaders/colorRampLut.js.generated.ts +22 -0
  270. package/src/shaders/colorRampLut.slang +15 -1
  271. package/src/shaders/coverageBand.slang +64 -32
  272. package/src/shaders/coverageBar.generated.ts +6 -5
  273. package/src/shaders/coverageBar.glsl.generated.ts +6 -0
  274. package/src/shaders/coverageBar.iface.generated.ts +1 -1
  275. package/src/shaders/coverageBar.slang +10 -10
  276. package/src/shaders/coverageBar.wgsl.generated.ts +4 -0
  277. package/src/shaders/coverageClip.generated.ts +11 -0
  278. package/src/shaders/coverageClip.glsl.generated.ts +6 -0
  279. package/src/shaders/coverageClip.iface.generated.ts +172 -0
  280. package/src/shaders/coverageClip.slang +38 -0
  281. package/src/shaders/coverageClip.wgsl.generated.ts +4 -0
  282. package/src/shaders/coverageIndicator.generated.ts +6 -5
  283. package/src/shaders/coverageIndicator.glsl.generated.ts +6 -0
  284. package/src/shaders/coverageIndicator.iface.generated.ts +1 -1
  285. package/src/shaders/coverageIndicator.wgsl.generated.ts +4 -0
  286. package/src/shaders/coverageInterbase.generated.ts +6 -5
  287. package/src/shaders/coverageInterbase.glsl.generated.ts +6 -0
  288. package/src/shaders/coverageInterbase.iface.generated.ts +1 -1
  289. package/src/shaders/coverageInterbase.wgsl.generated.ts +4 -0
  290. package/src/shaders/coverageMod.generated.ts +6 -5
  291. package/src/shaders/coverageMod.glsl.generated.ts +6 -0
  292. package/src/shaders/coverageMod.iface.generated.ts +1 -1
  293. package/src/shaders/coverageMod.wgsl.generated.ts +4 -0
  294. package/src/shaders/coverageSnp.generated.ts +6 -5
  295. package/src/shaders/coverageSnp.glsl.generated.ts +6 -0
  296. package/src/shaders/coverageSnp.iface.generated.ts +1 -1
  297. package/src/shaders/coverageSnp.wgsl.generated.ts +4 -0
  298. package/src/shaders/curveDistance.js.generated.ts +91 -0
  299. package/src/shaders/curveDistance.slang +265 -0
  300. package/src/shaders/hpClampFloor.test.ts +87 -0
  301. package/src/shaders/hpmath.js.generated.ts +6 -2
  302. package/src/shaders/hpmath.slang +100 -48
  303. package/src/shaders/insetValueScale.test.ts +67 -0
  304. package/src/shaders/lineCenterMark.generated.ts +11 -0
  305. package/src/shaders/lineCenterMark.glsl.generated.ts +6 -0
  306. package/src/shaders/lineCenterMark.iface.generated.ts +328 -0
  307. package/src/shaders/lineCenterMark.slang +127 -0
  308. package/src/shaders/lineCenterMark.wgsl.generated.ts +4 -0
  309. package/src/shaders/lineCommon.generated.ts +6 -0
  310. package/src/shaders/lineCommon.slang +102 -0
  311. package/src/shaders/lineStepMark.generated.ts +11 -0
  312. package/src/shaders/lineStepMark.glsl.generated.ts +6 -0
  313. package/src/shaders/lineStepMark.iface.generated.ts +311 -0
  314. package/src/shaders/lineStepMark.slang +125 -0
  315. package/src/shaders/lineStepMark.wgsl.generated.ts +4 -0
  316. package/src/shaders/linkMark.consts.generated.ts +30 -0
  317. package/src/shaders/linkMark.generated.ts +12 -0
  318. package/src/shaders/linkMark.glsl.generated.ts +6 -0
  319. package/src/shaders/linkMark.iface.generated.ts +1954 -0
  320. package/src/shaders/linkMark.js.generated.ts +167 -0
  321. package/src/shaders/linkMark.slang +439 -0
  322. package/src/shaders/linkMark.wgsl.generated.ts +4 -0
  323. package/src/shaders/markColor.generated.ts +20 -0
  324. package/src/shaders/markColor.slang +128 -0
  325. package/src/shaders/pointGlyph.js.generated.ts +20 -0
  326. package/src/shaders/pointGlyph.slang +23 -7
  327. package/src/shaders/pointGlyphPad.test.ts +242 -0
  328. package/src/shaders/pointMark.consts.generated.ts +16 -0
  329. package/src/shaders/pointMark.generated.ts +12 -0
  330. package/src/shaders/pointMark.glsl.generated.ts +6 -0
  331. package/src/shaders/pointMark.iface.generated.ts +304 -0
  332. package/src/shaders/pointMark.js.generated.ts +99 -0
  333. package/src/shaders/pointMark.slang +227 -0
  334. package/src/shaders/pointMark.wgsl.generated.ts +4 -0
  335. package/src/shaders/rowRect.generated.ts +0 -2
  336. package/src/shaders/rowRect.slang +39 -58
  337. package/src/shaders/rowTable.generated.ts +4 -0
  338. package/src/shaders/rowTable.js.generated.ts +37 -0
  339. package/src/shaders/rowTable.slang +98 -0
  340. package/src/shaders/scoreScale.generated.ts +6 -0
  341. package/src/shaders/scoreScale.js.generated.ts +48 -23
  342. package/src/shaders/scoreScale.slang +49 -55
  343. package/src/shaders/sdEllipse.test.ts +211 -0
  344. package/src/shaders/spanMark.generated.ts +11 -0
  345. package/src/shaders/spanMark.glsl.generated.ts +6 -0
  346. package/src/shaders/spanMark.iface.generated.ts +289 -0
  347. package/src/shaders/spanMark.slang +77 -0
  348. package/src/shaders/spanMark.wgsl.generated.ts +4 -0
  349. package/src/shaders/valueScale.slang +26 -0
  350. package/src/shaders/wideCircleLeg.test.ts +85 -0
  351. package/esm/globalRenderingBackend.d.ts +0 -90
  352. package/esm/globalRenderingBackend.js +0 -53
  353. package/esm/keyedRenderingBackend.d.ts +0 -41
@@ -0,0 +1,4 @@
1
+ // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageClip.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\nint clipSide_0(float value_0, float domainMin_0, float domainMax_0, int scaleType_0)\n{\n\n float tolerance_0 = (domainMax_0 - domainMin_0) * 0.00000999999974738;\n if(value_0 > (domainMax_0 + tolerance_0))\n {\n\n return 1;\n }\n\n bool _S1;\n\n if(value_0 < (domainMin_0 - tolerance_0))\n {\n\n _S1 = scaleType_0 != 1;\n\n }\n else\n {\n\n _S1 = false;\n\n }\n\n if(_S1)\n {\n\n return -1;\n }\n return 0;\n}\n\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 hpSplitUint_0(uint value_1)\n{\n\n uint lo_0 = value_1 & 4095U;\n\n return vec2(float(value_1 - 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 _S2;\n if((x2_0 - x1_0) < minWidth_0)\n {\n\n _S2 = (x1_0 + x2_0) * 0.5 - minWidth_0 * 0.5;\n\n }\n else\n {\n\n _S2 = x1_0;\n\n }\n\n return _S2;\n}\n\nfloat expandToMinWidthRightPx_0(float x1_1, float x2_1, float minWidth_1)\n{\n\n float _S3;\n if((x2_1 - x1_1) < minWidth_1)\n {\n\n _S3 = (x1_1 + x2_1) * 0.5 + minWidth_1 * 0.5;\n\n }\n else\n {\n\n _S3 = x2_1;\n\n }\n\n return _S3;\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 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_3)\n{\n\n return covEffectiveHeightPx_0(u_3.covHeight_0, u_3.covYOffset_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\nvec2 quadLocal_0(uint vid_0)\n{\n\n uint v_0 = vid_0 % 6U;\n\n bool _S4 = v_0 == 0U;\n\n bool _S5;\n\n if(_S4)\n {\n\n _S5 = true;\n\n }\n else\n {\n\n _S5 = v_0 == 2U;\n\n }\n\n if(_S5)\n {\n\n _S5 = true;\n\n }\n else\n {\n\n _S5 = v_0 == 3U;\n\n }\n\n float _S6;\n\n if(_S5)\n {\n\n _S6 = 0.0;\n\n }\n else\n {\n\n _S6 = 1.0;\n\n }\n if(_S4)\n {\n\n _S5 = true;\n\n }\n else\n {\n\n _S5 = v_0 == 1U;\n\n }\n\n if(_S5)\n {\n\n _S5 = true;\n\n }\n else\n {\n\n _S5 = v_0 == 4U;\n\n }\n\n float _S7;\n\n if(_S5)\n {\n\n _S7 = 0.0;\n\n }\n else\n {\n\n _S7 = 1.0;\n\n }\n\n return vec2(_S6, _S7);\n}\n\n\nfloat covFlipX_0(float x_0, CoverageBandUniforms_0 u_4)\n{\n\n return mix(x_0, - x_0, u_4.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_5)\n{\n return vec4(covFlipX_0(mix(x0_0, x1_5, local_0.x), u_5), 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\nout vec4 v_color;\n\n\nlayout(location = 0)\nin uint a_position;\n\n\nlayout(location = 1)\nin float a_relDepth;\n\n\nvoid main()\n{\n if((clipSide_0(a_relDepth * u_0.regionMaxDepth_0, u_0.depthDomainMin_0, u_0.depthDomainMax_0, u_0.coverageScaleType_0)) != 1)\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\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\n vec2 xx_0 = covExpandMinWidthX_0(covBpToClipX_0(a_position, _S9), covBpToClipX_0(a_position + uint(u_0.binSize_0), _S9), u_0.canvasW_0);\n\n float topPx_0 = covBaselinePx_0(_S9) - covEffHeight_0(_S9);\n CoverageVsOut_0 o_1;\n o_1.position_0 = covFlippedQuad_0(xx_0.x, xx_0.y, yPxToClipY_0(topPx_0 + 2.0, u_0.canvasH_0), yPxToClipY_0(topPx_0, u_0.canvasH_0), quadLocal_0(uint(gl_VertexID)), _S9);\n\n o_1.color_0 = vec4(unpackRGBA_0(4280821958U).xyz, 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";
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";
@@ -0,0 +1,85 @@
1
+ import type { VertexAttributeLayout, ShaderBinding } from '@jbrowse/render-core/hal';
2
+ export declare const BINDINGS: readonly ShaderBinding[];
3
+ export declare const VERTS_PER_INSTANCE = 6;
4
+ export declare const UNIFORMS_SIZE_BYTES = 112;
5
+ export declare const UNIFORM_OFFSET_F32: {
6
+ readonly bpHi: 0;
7
+ readonly bpLo: 1;
8
+ readonly bpLen: 2;
9
+ readonly hpZero: 3;
10
+ readonly canvasW: 4;
11
+ readonly canvasH: 5;
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+ readonly covHeight: 6;
13
+ readonly covYOffset: 7;
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+ readonly covTop: 8;
15
+ readonly regionMaxDepth: 9;
16
+ readonly depthDomainMax: 10;
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+ readonly depthDomainMin: 11;
18
+ readonly coverageSymlogConstant: 12;
19
+ readonly binSize: 13;
20
+ readonly interbaseHeight: 14;
21
+ readonly snpMinFreq: 15;
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+ readonly reversed: 16;
23
+ };
24
+ export declare const UNIFORM_OFFSET_U32: {
25
+ readonly colorCoverage: 18;
26
+ readonly colorBaseA: 19;
27
+ readonly colorBaseC: 20;
28
+ readonly colorBaseG: 21;
29
+ readonly colorBaseT: 22;
30
+ readonly colorBaseN: 23;
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+ readonly colorInsertionIndicator: 24;
32
+ readonly colorSoftclipIndicator: 25;
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+ readonly colorHardclipIndicator: 26;
34
+ };
35
+ export declare const UNIFORM_OFFSET_I32: {
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+ readonly coverageScaleType: 17;
37
+ };
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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;
46
+ covYOffset: number;
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+ covTop: number;
48
+ regionMaxDepth: number;
49
+ depthDomainMax: number;
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+ depthDomainMin: number;
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+ coverageSymlogConstant: number;
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+ binSize: number;
53
+ interbaseHeight: number;
54
+ snpMinFreq: number;
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+ reversed: number;
56
+ 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;
66
+ }
67
+ export declare function writeUniforms(buf: ArrayBuffer, uniforms: Uniforms): void;
68
+ export declare const INSTANCE_STRIDE_BYTES = 8;
69
+ export declare const INSTANCE_STRIDE_WORDS = 2;
70
+ export declare const INSTANCE_OFFSET_F32: {
71
+ readonly relDepth: 1;
72
+ };
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+ export declare const INSTANCE_OFFSET_U32: {
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+ readonly position: 0;
75
+ };
76
+ export declare const VERTEX_ATTRIBUTES: readonly VertexAttributeLayout[];
77
+ export interface InstanceArrays {
78
+ position: ArrayLike<number>;
79
+ relDepth: ArrayLike<number>;
80
+ }
81
+ export declare function packInstances(arrays: InstanceArrays, numInstances: number, buf?: ArrayBuffer): ArrayBuffer;
82
+ export declare function getInstancePosition(u32: Uint32Array, i: number): number;
83
+ export declare function setInstancePosition(u32: Uint32Array, i: number, v: number): void;
84
+ export declare function getInstanceRelDepth(f32: Float32Array, i: number): number;
85
+ export declare function setInstanceRelDepth(f32: Float32Array, i: number, v: number): void;
@@ -0,0 +1,114 @@
1
+ // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageClip.slang.
2
+ // Do not edit. Run `pnpm gen:shaders` to regenerate.
3
+ export const BINDINGS = [
4
+ { index: 1, kind: 'uniform', name: 'u', stages: ['vertex'] },
5
+ ];
6
+ export const VERTS_PER_INSTANCE = 6;
7
+ export const UNIFORMS_SIZE_BYTES = 112;
8
+ // Word indices into a Float32Array view over the uniform buffer.
9
+ export const UNIFORM_OFFSET_F32 = {
10
+ bpHi: 0,
11
+ bpLo: 1,
12
+ bpLen: 2,
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+ hpZero: 3,
14
+ canvasW: 4,
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+ canvasH: 5,
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+ covHeight: 6,
17
+ covYOffset: 7,
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+ covTop: 8,
19
+ regionMaxDepth: 9,
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+ depthDomainMax: 10,
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+ depthDomainMin: 11,
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+ coverageSymlogConstant: 12,
23
+ binSize: 13,
24
+ interbaseHeight: 14,
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+ snpMinFreq: 15,
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+ reversed: 16,
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+ };
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+ // Word indices into a Uint32Array view over the uniform buffer.
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+ export const UNIFORM_OFFSET_U32 = {
30
+ 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,
39
+ };
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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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+ };
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+ export function writeUniforms(buf, 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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+ relDepth: 1,
81
+ };
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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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+ };
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+ export const VERTEX_ATTRIBUTES = [
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+ { name: 'a_position', components: 1, type: 'uint', offsetBytes: 0, integer: true },
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+ { name: 'a_relDepth', components: 1, type: 'float', offsetBytes: 4, integer: false },
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+ ];
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+ export function packInstances(arrays, numInstances, buf = new ArrayBuffer(numInstances * INSTANCE_STRIDE_BYTES)) {
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+ const f32 = new Float32Array(buf);
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+ const u32 = new Uint32Array(buf);
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+ const { position, relDepth } = arrays;
94
+ 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] = relDepth[i];
98
+ }
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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, i) {
103
+ return u32[i * INSTANCE_STRIDE_WORDS];
104
+ }
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+ export function setInstancePosition(u32, i, v) {
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+ u32[i * INSTANCE_STRIDE_WORDS] = v;
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+ }
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+ // Instance `i`'s `relDepth`.
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+ export function getInstanceRelDepth(f32, i) {
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+ return f32[i * INSTANCE_STRIDE_WORDS + 1];
111
+ }
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+ export function setInstanceRelDepth(f32, i, v) {
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+ f32[i * INSTANCE_STRIDE_WORDS + 1] = v;
114
+ }
@@ -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 clipSide_0( value_0 : f32, domainMin_0 : f32, domainMax_0 : f32, scaleType_0 : i32) -> i32\n{\n var tolerance_0 : f32 = (domainMax_0 - domainMin_0) * 0.00000999999974738f;\n if(value_0 > (domainMax_0 + tolerance_0))\n {\n return i32(1);\n }\n var _S1 : bool;\n if(value_0 < (domainMin_0 - tolerance_0))\n {\n _S1 = scaleType_0 != i32(1);\n }\n else\n {\n _S1 = false;\n }\n if(_S1)\n {\n return i32(-1);\n }\n return i32(0);\n}\n\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 hpSplitUint_0( value_1 : u32) -> vec2<f32>\n{\n var lo_0 : u32 = (value_1 & (u32(4095)));\n return vec2<f32>(f32(value_1 - 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 _S2 : f32;\n if((x2_0 - x1_0) < minWidth_0)\n {\n _S2 = (x1_0 + x2_0) * 0.5f - minWidth_0 * 0.5f;\n }\n else\n {\n _S2 = x1_0;\n }\n return _S2;\n}\n\nfn expandToMinWidthRightPx_0( x1_1 : f32, x2_1 : f32, minWidth_1 : f32) -> f32\n{\n var _S3 : f32;\n if((x2_1 - x1_1) < minWidth_1)\n {\n _S3 = (x1_1 + x2_1) * 0.5f + minWidth_1 * 0.5f;\n }\n else\n {\n _S3 = x2_1;\n }\n return _S3;\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 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_3 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return covEffectiveHeightPx_0((*u_3).covHeight_0, (*u_3).covYOffset_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 quadLocal_0( vid_0 : u32) -> vec2<f32>\n{\n var v_0 : u32 = vid_0 % u32(6);\n var _S4 : bool = v_0 == u32(0);\n var _S5 : bool;\n if(_S4)\n {\n _S5 = true;\n }\n else\n {\n _S5 = v_0 == u32(2);\n }\n if(_S5)\n {\n _S5 = true;\n }\n else\n {\n _S5 = v_0 == u32(3);\n }\n var _S6 : f32;\n if(_S5)\n {\n _S6 = 0.0f;\n }\n else\n {\n _S6 = 1.0f;\n }\n if(_S4)\n {\n _S5 = true;\n }\n else\n {\n _S5 = v_0 == u32(1);\n }\n if(_S5)\n {\n _S5 = true;\n }\n else\n {\n _S5 = v_0 == u32(4);\n }\n var _S7 : f32;\n if(_S5)\n {\n _S7 = 0.0f;\n }\n else\n {\n _S7 = 1.0f;\n }\n return vec2<f32>(_S6, _S7);\n}\n\nfn covFlipX_0( x_0 : f32, u_4 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return mix(x_0, - x_0, (*u_4).reversed_0);\n}\n\nfn covFlippedQuad_0( x0_0 : f32, x1_5 : f32, yBot_0 : f32, yTop_0 : f32, local_0 : vec2<f32>, u_5 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S8 : f32 = covFlipX_0(mix(x0_0, x1_5, local_0.x), &((*u_5)));\n return vec4<f32>(_S8, 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\nstruct vertexInput_0\n{\n @location(0) position_1 : u32,\n @location(1) relDepth_0 : f32,\n};\n\n@vertex\nfn vs_main( _S9 : vertexInput_0, @builtin(vertex_index) vid_1 : u32) -> CoverageVsOut_0\n{\n if((clipSide_0(_S9.relDepth_0 * u_0.regionMaxDepth_0, u_0.depthDomainMin_0, u_0.depthDomainMax_0, u_0.coverageScaleType_0)) != i32(1))\n {\n return covDiscardVertex_0();\n }\n var _S10 : CoverageBandUniforms_std140_0 = u_0;\n var _S11 : f32 = covBpToClipX_0(_S9.position_1, &(_S10));\n var _S12 : f32 = covBpToClipX_0(_S9.position_1 + u32(u_0.binSize_0), &(_S10));\n var xx_0 : vec2<f32> = covExpandMinWidthX_0(_S11, _S12, u_0.canvasW_0);\n var _S13 : f32 = covBaselinePx_0(&(_S10));\n var _S14 : f32 = covEffHeight_0(&(_S10));\n var topPx_0 : f32 = _S13 - _S14;\n var o_1 : CoverageVsOut_0;\n var _S15 : vec4<f32> = covFlippedQuad_0(xx_0.x, xx_0.y, yPxToClipY_0(topPx_0 + 2.0f, u_0.canvasH_0), yPxToClipY_0(topPx_0, u_0.canvasH_0), quadLocal_0(vid_1), &(_S10));\n o_1.position_0 = _S15;\n o_1.color_0 = vec4<f32>(unpackRGBA_0(u32(4280821958)).xyz, 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( _S16 : pixelInput_0, @builtin(position) position_2 : vec4<f32>) -> pixelOutput_0\n{\n var _S17 : pixelOutput_0 = pixelOutput_0( _S16.color_1 );\n return _S17;\n}\n\n";
@@ -0,0 +1,3 @@
1
+ // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageClip.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 clipSide_0( value_0 : f32, domainMin_0 : f32, domainMax_0 : f32, scaleType_0 : i32) -> i32\n{\n var tolerance_0 : f32 = (domainMax_0 - domainMin_0) * 0.00000999999974738f;\n if(value_0 > (domainMax_0 + tolerance_0))\n {\n return i32(1);\n }\n var _S1 : bool;\n if(value_0 < (domainMin_0 - tolerance_0))\n {\n _S1 = scaleType_0 != i32(1);\n }\n else\n {\n _S1 = false;\n }\n if(_S1)\n {\n return i32(-1);\n }\n return i32(0);\n}\n\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 hpSplitUint_0( value_1 : u32) -> vec2<f32>\n{\n var lo_0 : u32 = (value_1 & (u32(4095)));\n return vec2<f32>(f32(value_1 - 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 _S2 : f32;\n if((x2_0 - x1_0) < minWidth_0)\n {\n _S2 = (x1_0 + x2_0) * 0.5f - minWidth_0 * 0.5f;\n }\n else\n {\n _S2 = x1_0;\n }\n return _S2;\n}\n\nfn expandToMinWidthRightPx_0( x1_1 : f32, x2_1 : f32, minWidth_1 : f32) -> f32\n{\n var _S3 : f32;\n if((x2_1 - x1_1) < minWidth_1)\n {\n _S3 = (x1_1 + x2_1) * 0.5f + minWidth_1 * 0.5f;\n }\n else\n {\n _S3 = x2_1;\n }\n return _S3;\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 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_3 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return covEffectiveHeightPx_0((*u_3).covHeight_0, (*u_3).covYOffset_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 quadLocal_0( vid_0 : u32) -> vec2<f32>\n{\n var v_0 : u32 = vid_0 % u32(6);\n var _S4 : bool = v_0 == u32(0);\n var _S5 : bool;\n if(_S4)\n {\n _S5 = true;\n }\n else\n {\n _S5 = v_0 == u32(2);\n }\n if(_S5)\n {\n _S5 = true;\n }\n else\n {\n _S5 = v_0 == u32(3);\n }\n var _S6 : f32;\n if(_S5)\n {\n _S6 = 0.0f;\n }\n else\n {\n _S6 = 1.0f;\n }\n if(_S4)\n {\n _S5 = true;\n }\n else\n {\n _S5 = v_0 == u32(1);\n }\n if(_S5)\n {\n _S5 = true;\n }\n else\n {\n _S5 = v_0 == u32(4);\n }\n var _S7 : f32;\n if(_S5)\n {\n _S7 = 0.0f;\n }\n else\n {\n _S7 = 1.0f;\n }\n return vec2<f32>(_S6, _S7);\n}\n\nfn covFlipX_0( x_0 : f32, u_4 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return mix(x_0, - x_0, (*u_4).reversed_0);\n}\n\nfn covFlippedQuad_0( x0_0 : f32, x1_5 : f32, yBot_0 : f32, yTop_0 : f32, local_0 : vec2<f32>, u_5 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S8 : f32 = covFlipX_0(mix(x0_0, x1_5, local_0.x), &((*u_5)));\n return vec4<f32>(_S8, 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\nstruct vertexInput_0\n{\n @location(0) position_1 : u32,\n @location(1) relDepth_0 : f32,\n};\n\n@vertex\nfn vs_main( _S9 : vertexInput_0, @builtin(vertex_index) vid_1 : u32) -> CoverageVsOut_0\n{\n if((clipSide_0(_S9.relDepth_0 * u_0.regionMaxDepth_0, u_0.depthDomainMin_0, u_0.depthDomainMax_0, u_0.coverageScaleType_0)) != i32(1))\n {\n return covDiscardVertex_0();\n }\n var _S10 : CoverageBandUniforms_std140_0 = u_0;\n var _S11 : f32 = covBpToClipX_0(_S9.position_1, &(_S10));\n var _S12 : f32 = covBpToClipX_0(_S9.position_1 + u32(u_0.binSize_0), &(_S10));\n var xx_0 : vec2<f32> = covExpandMinWidthX_0(_S11, _S12, u_0.canvasW_0);\n var _S13 : f32 = covBaselinePx_0(&(_S10));\n var _S14 : f32 = covEffHeight_0(&(_S10));\n var topPx_0 : f32 = _S13 - _S14;\n var o_1 : CoverageVsOut_0;\n var _S15 : vec4<f32> = covFlippedQuad_0(xx_0.x, xx_0.y, yPxToClipY_0(topPx_0 + 2.0f, u_0.canvasH_0), yPxToClipY_0(topPx_0, u_0.canvasH_0), quadLocal_0(vid_1), &(_S10));\n o_1.position_0 = _S15;\n o_1.color_0 = vec4<f32>(unpackRGBA_0(u32(4280821958)).xyz, 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( _S16 : pixelInput_0, @builtin(position) position_2 : vec4<f32>) -> pixelOutput_0\n{\n var _S17 : pixelOutput_0 = pixelOutput_0( _S16.color_1 );\n return _S17;\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;\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 _S1 : f32 = - (1.0f / hpZero_1);\n return dot(vec3<f32>(-1.0f, max(splitPos_0.x - bpRange_0.x, _S1), max(splitPos_0.y - bpRange_0.y, _S1)), 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 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 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_4 : 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_4).colorSoftclipIndicator_0).xyz;\n }\n if(ci_0 == i32(3))\n {\n return unpackRGBA_0((*u_4).colorHardclipIndicator_0).xyz;\n }\n return unpackRGBA_0((*u_4).colorInsertionIndicator_0).xyz;\n}\n\nstruct VsOut_0\n{\n @builtin(position) position_0 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n @location(1) bary_0 : vec3<f32>,\n};\n\nstruct vertexInput_0\n{\n @location(0) position_1 : u32,\n @location(1) colorType_0 : f32,\n};\n\n@vertex\nfn vs_main( _S2 : vertexInput_0, @builtin(vertex_index) vid_0 : u32) -> VsOut_0\n{\n var o_0 : VsOut_0;\n var v_0 : u32 = vid_0 % u32(3);\n var _S3 : CoverageBandUniforms_std140_0 = u_0;\n var _S4 : f32 = covBpToClipX_0(_S2.position_1, &(_S3));\n var tw_0 : f32 = pxToClipLen_0(7.0f, u_0.canvasW_0);\n var th_0 : f32 = pxToClipLen_0(4.5f, u_0.canvasH_0);\n var _S5 : f32 = covAreaTop_0(&(_S3));\n var sx_0 : f32;\n var sy_0 : f32;\n if(v_0 == u32(0))\n {\n var _S6 : f32 = _S4 - tw_0 * 0.5f;\n o_0.bary_0 = vec3<f32>(1.0f, 0.0f, 0.0f);\n sx_0 = _S6;\n sy_0 = _S5;\n }\n else\n {\n if(v_0 == u32(1))\n {\n var _S7 : f32 = _S4 + tw_0 * 0.5f;\n o_0.bary_0 = vec3<f32>(0.0f, 1.0f, 0.0f);\n sx_0 = _S7;\n sy_0 = _S5;\n }\n else\n {\n var _S8 : f32 = _S5 - th_0;\n o_0.bary_0 = vec3<f32>(0.0f, 0.0f, 1.0f);\n sx_0 = _S4;\n sy_0 = _S8;\n }\n }\n var _S9 : f32 = covFlipX_0(sx_0, &(_S3));\n o_0.position_0 = vec4<f32>(_S9, sy_0, 0.0f, 1.0f);\n var _S10 : vec3<f32> = covClipKindColor_0(_S2.colorType_0, &(_S3));\n o_0.color_0 = vec4<f32>(_S10, 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 @location(1) bary_1 : vec3<f32>,\n};\n\n@fragment\nfn fs_main( _S11 : pixelInput_0, @builtin(position) position_2 : vec4<f32>) -> pixelOutput_0\n{\n var _S12 : pixelOutput_0 = pixelOutput_0( vec4<f32>(_S11.color_1.xyz, _S11.color_1.w * smoothstep(0.0f, 1.0f, min(_S11.bary_1.y * 3.70000004768371582f, _S11.bary_1.x * 3.70000004768371582f))) );\n return _S12;\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 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 _S1 = - (1.0 / hpZero_1);\n\n return dot(vec3(-1.0, max(splitPos_0.x - bpRange_0.x, _S1), max(splitPos_0.y - bpRange_0.y, _S1)), 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 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 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_4)\n{\n\n int ci_0 = int(ct_0);\n if(ci_0 == 2)\n {\n\n return unpackRGBA_0(u_4.colorSoftclipIndicator_0).xyz;\n }\n\n if(ci_0 == 3)\n {\n\n return unpackRGBA_0(u_4.colorHardclipIndicator_0).xyz;\n }\n\n return unpackRGBA_0(u_4.colorInsertionIndicator_0).xyz;\n}\n\n\nout vec4 v_color;\n\n\nout vec3 v_bary;\n\n\nlayout(location = 0)\nin uint a_position;\n\n\nlayout(location = 1)\nin float a_colorType;\n\n\nstruct VsOut_0\n{\n vec4 position_0;\n vec4 color_0;\n vec3 bary_0;\n};\n\nvoid main()\n{\n\n VsOut_0 o_0;\n uint v_0 = uint(gl_VertexID) % 3U;\n\n CoverageBandUniforms_0 _S2 = 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 float cx_0 = covBpToClipX_0(a_position, _S2);\n float tw_0 = pxToClipLen_0(7.0, u_0.canvasW_0);\n float th_0 = pxToClipLen_0(4.5, u_0.canvasH_0);\n\n float top_0 = covAreaTop_0(_S2);\n\n float sx_0;\n\n float sy_0;\n\n if(v_0 == 0U)\n {\n\n float _S3 = cx_0 - tw_0 * 0.5;\n\n o_0.bary_0 = vec3(1.0, 0.0, 0.0);\n\n sx_0 = _S3;\n\n sy_0 = top_0;\n\n }\n else\n {\n\n if(v_0 == 1U)\n {\n\n float _S4 = cx_0 + tw_0 * 0.5;\n\n o_0.bary_0 = vec3(0.0, 1.0, 0.0);\n\n sx_0 = _S4;\n\n sy_0 = top_0;\n\n }\n else\n {\n\n float _S5 = top_0 - th_0;\n\n o_0.bary_0 = vec3(0.0, 0.0, 1.0);\n\n sx_0 = cx_0;\n\n sy_0 = _S5;\n\n }\n\n }\n\n\n\n o_0.position_0 = vec4(covFlipX_0(sx_0, _S2), sy_0, 0.0, 1.0);\n o_0.color_0 = vec4(covClipKindColor_0(a_colorType, _S2), 1.0);\n VsOut_0 _S6 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S6.color_0;\n\n v_bary = _S6.bary_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\nin vec3 v_bary;\n\n\nvoid main()\n{\n\n entryPointParam_fs_main_0 = vec4(v_color.xyz, v_color.w * smoothstep(0.0, 1.0, min(v_bary.y * 3.70000004768371582, v_bary.x * 3.70000004768371582)));\n\n return;\n}\n\n";
1
+ import type { ShaderSource } from '@jbrowse/render-core/hal';
4
2
  export * from './coverageIndicator.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 coverageIndicator.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;\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 _S1 : f32 = - (1.0f / hpZero_1);\n return dot(vec3<f32>(-1.0f, max(splitPos_0.x - bpRange_0.x, _S1), max(splitPos_0.y - bpRange_0.y, _S1)), 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 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 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_4 : 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_4).colorSoftclipIndicator_0).xyz;\n }\n if(ci_0 == i32(3))\n {\n return unpackRGBA_0((*u_4).colorHardclipIndicator_0).xyz;\n }\n return unpackRGBA_0((*u_4).colorInsertionIndicator_0).xyz;\n}\n\nstruct VsOut_0\n{\n @builtin(position) position_0 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n @location(1) bary_0 : vec3<f32>,\n};\n\nstruct vertexInput_0\n{\n @location(0) position_1 : u32,\n @location(1) colorType_0 : f32,\n};\n\n@vertex\nfn vs_main( _S2 : vertexInput_0, @builtin(vertex_index) vid_0 : u32) -> VsOut_0\n{\n var o_0 : VsOut_0;\n var v_0 : u32 = vid_0 % u32(3);\n var _S3 : CoverageBandUniforms_std140_0 = u_0;\n var _S4 : f32 = covBpToClipX_0(_S2.position_1, &(_S3));\n var tw_0 : f32 = pxToClipLen_0(7.0f, u_0.canvasW_0);\n var th_0 : f32 = pxToClipLen_0(4.5f, u_0.canvasH_0);\n var _S5 : f32 = covAreaTop_0(&(_S3));\n var sx_0 : f32;\n var sy_0 : f32;\n if(v_0 == u32(0))\n {\n var _S6 : f32 = _S4 - tw_0 * 0.5f;\n o_0.bary_0 = vec3<f32>(1.0f, 0.0f, 0.0f);\n sx_0 = _S6;\n sy_0 = _S5;\n }\n else\n {\n if(v_0 == u32(1))\n {\n var _S7 : f32 = _S4 + tw_0 * 0.5f;\n o_0.bary_0 = vec3<f32>(0.0f, 1.0f, 0.0f);\n sx_0 = _S7;\n sy_0 = _S5;\n }\n else\n {\n var _S8 : f32 = _S5 - th_0;\n o_0.bary_0 = vec3<f32>(0.0f, 0.0f, 1.0f);\n sx_0 = _S4;\n sy_0 = _S8;\n }\n }\n var _S9 : f32 = covFlipX_0(sx_0, &(_S3));\n o_0.position_0 = vec4<f32>(_S9, sy_0, 0.0f, 1.0f);\n var _S10 : vec3<f32> = covClipKindColor_0(_S2.colorType_0, &(_S3));\n o_0.color_0 = vec4<f32>(_S10, 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 @location(1) bary_1 : vec3<f32>,\n};\n\n@fragment\nfn fs_main( _S11 : pixelInput_0, @builtin(position) position_2 : vec4<f32>) -> pixelOutput_0\n{\n var _S12 : pixelOutput_0 = pixelOutput_0( vec4<f32>(_S11.color_1.xyz, _S11.color_1.w * smoothstep(0.0f, 1.0f, min(_S11.bary_1.y * 3.70000004768371582f, _S11.bary_1.x * 3.70000004768371582f))) );\n return _S12;\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\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 _S1 = - (1.0 / hpZero_1);\n\n return dot(vec3(-1.0, max(splitPos_0.x - bpRange_0.x, _S1), max(splitPos_0.y - bpRange_0.y, _S1)), 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 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 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_4)\n{\n\n int ci_0 = int(ct_0);\n if(ci_0 == 2)\n {\n\n return unpackRGBA_0(u_4.colorSoftclipIndicator_0).xyz;\n }\n\n if(ci_0 == 3)\n {\n\n return unpackRGBA_0(u_4.colorHardclipIndicator_0).xyz;\n }\n\n return unpackRGBA_0(u_4.colorInsertionIndicator_0).xyz;\n}\n\n\nout vec4 v_color;\n\n\nout vec3 v_bary;\n\n\nlayout(location = 0)\nin uint a_position;\n\n\nlayout(location = 1)\nin float a_colorType;\n\n\nstruct VsOut_0\n{\n vec4 position_0;\n vec4 color_0;\n vec3 bary_0;\n};\n\nvoid main()\n{\n\n VsOut_0 o_0;\n uint v_0 = uint(gl_VertexID) % 3U;\n\n CoverageBandUniforms_0 _S2 = 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 float cx_0 = covBpToClipX_0(a_position, _S2);\n float tw_0 = pxToClipLen_0(7.0, u_0.canvasW_0);\n float th_0 = pxToClipLen_0(4.5, u_0.canvasH_0);\n\n float top_0 = covAreaTop_0(_S2);\n\n float sx_0;\n\n float sy_0;\n\n if(v_0 == 0U)\n {\n\n float _S3 = cx_0 - tw_0 * 0.5;\n\n o_0.bary_0 = vec3(1.0, 0.0, 0.0);\n\n sx_0 = _S3;\n\n sy_0 = top_0;\n\n }\n else\n {\n\n if(v_0 == 1U)\n {\n\n float _S4 = cx_0 + tw_0 * 0.5;\n\n o_0.bary_0 = vec3(0.0, 1.0, 0.0);\n\n sx_0 = _S4;\n\n sy_0 = top_0;\n\n }\n else\n {\n\n float _S5 = top_0 - th_0;\n\n o_0.bary_0 = vec3(0.0, 0.0, 1.0);\n\n sx_0 = cx_0;\n\n sy_0 = _S5;\n\n }\n\n }\n\n\n\n o_0.position_0 = vec4(covFlipX_0(sx_0, _S2), sy_0, 0.0, 1.0);\n o_0.color_0 = vec4(covClipKindColor_0(a_colorType, _S2), 1.0);\n VsOut_0 _S6 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S6.color_0;\n\n v_bary = _S6.bary_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\nin vec3 v_bary;\n\n\nvoid main()\n{\n\n entryPointParam_fs_main_0 = vec4(v_color.xyz, v_color.w * smoothstep(0.0, 1.0, min(v_bary.y * 3.70000004768371582, v_bary.x * 3.70000004768371582)));\n\n return;\n}\n\n";
6
3
  export * from './coverageIndicator.iface.generated.js';
4
+ export const SOURCE = {
5
+ wgsl: () => import('./coverageIndicator.wgsl.generated.js'),
6
+ glsl: () => import('./coverageIndicator.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\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 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 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_4)\n{\n\n int ci_0 = int(ct_0);\n if(ci_0 == 2)\n {\n\n return unpackRGBA_0(u_4.colorSoftclipIndicator_0).xyz;\n }\n\n if(ci_0 == 3)\n {\n\n return unpackRGBA_0(u_4.colorHardclipIndicator_0).xyz;\n }\n\n return unpackRGBA_0(u_4.colorInsertionIndicator_0).xyz;\n}\n\n\nout vec4 v_color;\n\n\nout vec3 v_bary;\n\n\nlayout(location = 0)\nin uint a_position;\n\n\nlayout(location = 1)\nin float a_colorType;\n\n\nstruct VsOut_0\n{\n vec4 position_0;\n vec4 color_0;\n vec3 bary_0;\n};\n\nvoid main()\n{\n\n VsOut_0 o_0;\n uint v_0 = uint(gl_VertexID) % 3U;\n\n CoverageBandUniforms_0 _S1 = 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 float cx_0 = covBpToClipX_0(a_position, _S1);\n float tw_0 = pxToClipLen_0(7.0, u_0.canvasW_0);\n float th_0 = pxToClipLen_0(4.5, u_0.canvasH_0);\n\n float top_0 = covAreaTop_0(_S1);\n\n float sx_0;\n\n float sy_0;\n\n if(v_0 == 0U)\n {\n\n float _S2 = cx_0 - tw_0 * 0.5;\n\n o_0.bary_0 = vec3(1.0, 0.0, 0.0);\n\n sx_0 = _S2;\n\n sy_0 = top_0;\n\n }\n else\n {\n\n if(v_0 == 1U)\n {\n\n float _S3 = cx_0 + tw_0 * 0.5;\n\n o_0.bary_0 = vec3(0.0, 1.0, 0.0);\n\n sx_0 = _S3;\n\n sy_0 = top_0;\n\n }\n else\n {\n\n float _S4 = top_0 - th_0;\n\n o_0.bary_0 = vec3(0.0, 0.0, 1.0);\n\n sx_0 = cx_0;\n\n sy_0 = _S4;\n\n }\n\n }\n\n\n\n o_0.position_0 = vec4(covFlipX_0(sx_0, _S1), sy_0, 0.0, 1.0);\n o_0.color_0 = vec4(covClipKindColor_0(a_colorType, _S1), 1.0);\n VsOut_0 _S5 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S5.color_0;\n\n v_bary = _S5.bary_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\nin vec3 v_bary;\n\n\nvoid main()\n{\n\n entryPointParam_fs_main_0 = vec4(v_color.xyz, v_color.w * smoothstep(0.0, 1.0, min(v_bary.y * 3.70000004768371582, v_bary.x * 3.70000004768371582)));\n\n return;\n}\n\n";
@@ -0,0 +1,4 @@
1
+ // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageIndicator.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 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 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 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_4)\n{\n\n int ci_0 = int(ct_0);\n if(ci_0 == 2)\n {\n\n return unpackRGBA_0(u_4.colorSoftclipIndicator_0).xyz;\n }\n\n if(ci_0 == 3)\n {\n\n return unpackRGBA_0(u_4.colorHardclipIndicator_0).xyz;\n }\n\n return unpackRGBA_0(u_4.colorInsertionIndicator_0).xyz;\n}\n\n\nout vec4 v_color;\n\n\nout vec3 v_bary;\n\n\nlayout(location = 0)\nin uint a_position;\n\n\nlayout(location = 1)\nin float a_colorType;\n\n\nstruct VsOut_0\n{\n vec4 position_0;\n vec4 color_0;\n vec3 bary_0;\n};\n\nvoid main()\n{\n\n VsOut_0 o_0;\n uint v_0 = uint(gl_VertexID) % 3U;\n\n CoverageBandUniforms_0 _S1 = 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 float cx_0 = covBpToClipX_0(a_position, _S1);\n float tw_0 = pxToClipLen_0(7.0, u_0.canvasW_0);\n float th_0 = pxToClipLen_0(4.5, u_0.canvasH_0);\n\n float top_0 = covAreaTop_0(_S1);\n\n float sx_0;\n\n float sy_0;\n\n if(v_0 == 0U)\n {\n\n float _S2 = cx_0 - tw_0 * 0.5;\n\n o_0.bary_0 = vec3(1.0, 0.0, 0.0);\n\n sx_0 = _S2;\n\n sy_0 = top_0;\n\n }\n else\n {\n\n if(v_0 == 1U)\n {\n\n float _S3 = cx_0 + tw_0 * 0.5;\n\n o_0.bary_0 = vec3(0.0, 1.0, 0.0);\n\n sx_0 = _S3;\n\n sy_0 = top_0;\n\n }\n else\n {\n\n float _S4 = top_0 - th_0;\n\n o_0.bary_0 = vec3(0.0, 0.0, 1.0);\n\n sx_0 = cx_0;\n\n sy_0 = _S4;\n\n }\n\n }\n\n\n\n o_0.position_0 = vec4(covFlipX_0(sx_0, _S1), sy_0, 0.0, 1.0);\n o_0.color_0 = vec4(covClipKindColor_0(a_colorType, _S1), 1.0);\n VsOut_0 _S5 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S5.color_0;\n\n v_bary = _S5.bary_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\nin vec3 v_bary;\n\n\nvoid main()\n{\n\n entryPointParam_fs_main_0 = vec4(v_color.xyz, v_color.w * smoothstep(0.0, 1.0, min(v_bary.y * 3.70000004768371582, v_bary.x * 3.70000004768371582)));\n\n return;\n}\n\n";
@@ -1,7 +1,7 @@
1
1
  // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageIndicator.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 = 3;
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 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 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 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_4 : 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_4).colorSoftclipIndicator_0).xyz;\n }\n if(ci_0 == i32(3))\n {\n return unpackRGBA_0((*u_4).colorHardclipIndicator_0).xyz;\n }\n return unpackRGBA_0((*u_4).colorInsertionIndicator_0).xyz;\n}\n\nstruct VsOut_0\n{\n @builtin(position) position_0 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n @location(1) bary_0 : vec3<f32>,\n};\n\nstruct vertexInput_0\n{\n @location(0) position_1 : u32,\n @location(1) colorType_0 : f32,\n};\n\n@vertex\nfn vs_main( _S1 : vertexInput_0, @builtin(vertex_index) vid_0 : u32) -> VsOut_0\n{\n var o_0 : VsOut_0;\n var v_0 : u32 = vid_0 % u32(3);\n var _S2 : CoverageBandUniforms_std140_0 = u_0;\n var _S3 : f32 = covBpToClipX_0(_S1.position_1, &(_S2));\n var tw_0 : f32 = pxToClipLen_0(7.0f, u_0.canvasW_0);\n var th_0 : f32 = pxToClipLen_0(4.5f, u_0.canvasH_0);\n var _S4 : f32 = covAreaTop_0(&(_S2));\n var sx_0 : f32;\n var sy_0 : f32;\n if(v_0 == u32(0))\n {\n var _S5 : f32 = _S3 - tw_0 * 0.5f;\n o_0.bary_0 = vec3<f32>(1.0f, 0.0f, 0.0f);\n sx_0 = _S5;\n sy_0 = _S4;\n }\n else\n {\n if(v_0 == u32(1))\n {\n var _S6 : f32 = _S3 + tw_0 * 0.5f;\n o_0.bary_0 = vec3<f32>(0.0f, 1.0f, 0.0f);\n sx_0 = _S6;\n sy_0 = _S4;\n }\n else\n {\n var _S7 : f32 = _S4 - th_0;\n o_0.bary_0 = vec3<f32>(0.0f, 0.0f, 1.0f);\n sx_0 = _S3;\n sy_0 = _S7;\n }\n }\n var _S8 : f32 = covFlipX_0(sx_0, &(_S2));\n o_0.position_0 = vec4<f32>(_S8, sy_0, 0.0f, 1.0f);\n var _S9 : vec3<f32> = covClipKindColor_0(_S1.colorType_0, &(_S2));\n o_0.color_0 = vec4<f32>(_S9, 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 @location(1) bary_1 : vec3<f32>,\n};\n\n@fragment\nfn fs_main( _S10 : pixelInput_0, @builtin(position) position_2 : vec4<f32>) -> pixelOutput_0\n{\n var _S11 : pixelOutput_0 = pixelOutput_0( vec4<f32>(_S10.color_1.xyz, _S10.color_1.w * smoothstep(0.0f, 1.0f, min(_S10.bary_1.y * 3.70000004768371582f, _S10.bary_1.x * 3.70000004768371582f))) );\n return _S11;\n}\n\n";
@@ -0,0 +1,3 @@
1
+ // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageIndicator.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 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 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 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_4 : 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_4).colorSoftclipIndicator_0).xyz;\n }\n if(ci_0 == i32(3))\n {\n return unpackRGBA_0((*u_4).colorHardclipIndicator_0).xyz;\n }\n return unpackRGBA_0((*u_4).colorInsertionIndicator_0).xyz;\n}\n\nstruct VsOut_0\n{\n @builtin(position) position_0 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n @location(1) bary_0 : vec3<f32>,\n};\n\nstruct vertexInput_0\n{\n @location(0) position_1 : u32,\n @location(1) colorType_0 : f32,\n};\n\n@vertex\nfn vs_main( _S1 : vertexInput_0, @builtin(vertex_index) vid_0 : u32) -> VsOut_0\n{\n var o_0 : VsOut_0;\n var v_0 : u32 = vid_0 % u32(3);\n var _S2 : CoverageBandUniforms_std140_0 = u_0;\n var _S3 : f32 = covBpToClipX_0(_S1.position_1, &(_S2));\n var tw_0 : f32 = pxToClipLen_0(7.0f, u_0.canvasW_0);\n var th_0 : f32 = pxToClipLen_0(4.5f, u_0.canvasH_0);\n var _S4 : f32 = covAreaTop_0(&(_S2));\n var sx_0 : f32;\n var sy_0 : f32;\n if(v_0 == u32(0))\n {\n var _S5 : f32 = _S3 - tw_0 * 0.5f;\n o_0.bary_0 = vec3<f32>(1.0f, 0.0f, 0.0f);\n sx_0 = _S5;\n sy_0 = _S4;\n }\n else\n {\n if(v_0 == u32(1))\n {\n var _S6 : f32 = _S3 + tw_0 * 0.5f;\n o_0.bary_0 = vec3<f32>(0.0f, 1.0f, 0.0f);\n sx_0 = _S6;\n sy_0 = _S4;\n }\n else\n {\n var _S7 : f32 = _S4 - th_0;\n o_0.bary_0 = vec3<f32>(0.0f, 0.0f, 1.0f);\n sx_0 = _S3;\n sy_0 = _S7;\n }\n }\n var _S8 : f32 = covFlipX_0(sx_0, &(_S2));\n o_0.position_0 = vec4<f32>(_S8, sy_0, 0.0f, 1.0f);\n var _S9 : vec3<f32> = covClipKindColor_0(_S1.colorType_0, &(_S2));\n o_0.color_0 = vec4<f32>(_S9, 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 @location(1) bary_1 : vec3<f32>,\n};\n\n@fragment\nfn fs_main( _S10 : pixelInput_0, @builtin(position) position_2 : vec4<f32>) -> pixelOutput_0\n{\n var _S11 : pixelOutput_0 = pixelOutput_0( vec4<f32>(_S10.color_1.xyz, _S10.color_1.w * smoothstep(0.0f, 1.0f, min(_S10.bary_1.y * 3.70000004768371582f, _S10.bary_1.x * 3.70000004768371582f))) );\n return _S11;\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;\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";
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\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";
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 './coverageInterbase.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 coverageInterbase.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;\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";
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\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";
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 './coverageInterbase.iface.generated.js';
4
+ export const SOURCE = {
5
+ wgsl: () => import('./coverageInterbase.wgsl.generated.js'),
6
+ glsl: () => import('./coverageInterbase.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\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 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 _S5 = 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, _S5);\n\n float _S6 = covAreaTop_0(_S5);\n\n CoverageVsOut_0 o_0;\n\n float _S7 = pxToClipLen_0(1.0, u_0.canvasW_0) * 0.5;\n\n o_0.position_0 = covFlippedQuad_0(cx_0 - _S7, cx_0 + _S7, _S6 - pxToClipLen_0(interbaseEdgePx_0(a_yOffset + a_segHeight, u_0.interbaseHeight_0), u_0.canvasH_0), _S6 - pxToClipLen_0(interbaseEdgePx_0(a_yOffset, u_0.interbaseHeight_0), u_0.canvasH_0), quadLocal_0(uint(gl_VertexID)), _S5);\n o_0.color_0 = vec4(covClipKindColor_0(a_colorType, _S5), 1.0);\n CoverageVsOut_0 _S8 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S8.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 coverageInterbase.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 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 _S5 = 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, _S5);\n\n float _S6 = covAreaTop_0(_S5);\n\n CoverageVsOut_0 o_0;\n\n float _S7 = pxToClipLen_0(1.0, u_0.canvasW_0) * 0.5;\n\n o_0.position_0 = covFlippedQuad_0(cx_0 - _S7, cx_0 + _S7, _S6 - pxToClipLen_0(interbaseEdgePx_0(a_yOffset + a_segHeight, u_0.interbaseHeight_0), u_0.canvasH_0), _S6 - pxToClipLen_0(interbaseEdgePx_0(a_yOffset, u_0.interbaseHeight_0), u_0.canvasH_0), quadLocal_0(uint(gl_VertexID)), _S5);\n o_0.color_0 = vec4(covClipKindColor_0(a_colorType, _S5), 1.0);\n CoverageVsOut_0 _S8 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S8.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 coverageInterbase.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 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 _S5 : f32 = covFlipX_0(mix(x0_0, x1_0, local_0.x), &((*u_4)));\n return vec4<f32>(_S5, 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( _S6 : vertexInput_0, @builtin(vertex_index) vid_1 : u32) -> CoverageVsOut_0\n{\n var local_1 : vec2<f32> = quadLocal_0(vid_1);\n var _S7 : CoverageBandUniforms_std140_0 = u_0;\n var _S8 : f32 = covBpToClipX_0(_S6.position_1, &(_S7));\n var barW_0 : f32 = pxToClipLen_0(1.0f, u_0.canvasW_0);\n var topPx_0 : f32 = interbaseEdgePx_0(_S6.yOffset_0, u_0.interbaseHeight_0);\n var botPx_0 : f32 = interbaseEdgePx_0(_S6.yOffset_0 + _S6.segHeight_0, u_0.interbaseHeight_0);\n var _S9 : f32 = covAreaTop_0(&(_S7));\n var o_0 : CoverageVsOut_0;\n var _S10 : f32 = barW_0 * 0.5f;\n var _S11 : vec4<f32> = covFlippedQuad_0(_S8 - _S10, _S8 + _S10, _S9 - pxToClipLen_0(botPx_0, u_0.canvasH_0), _S9 - pxToClipLen_0(topPx_0, u_0.canvasH_0), local_1, &(_S7));\n o_0.position_0 = _S11;\n var _S12 : vec3<f32> = covClipKindColor_0(_S6.colorType_0, &(_S7));\n o_0.color_0 = vec4<f32>(_S12, 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( _S13 : pixelInput_0, @builtin(position) position_2 : vec4<f32>) -> pixelOutput_0\n{\n var _S14 : pixelOutput_0 = pixelOutput_0( _S13.color_1 );\n return _S14;\n}\n\n";
@@ -0,0 +1,3 @@
1
+ // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageInterbase.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 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 _S5 : f32 = covFlipX_0(mix(x0_0, x1_0, local_0.x), &((*u_4)));\n return vec4<f32>(_S5, 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( _S6 : vertexInput_0, @builtin(vertex_index) vid_1 : u32) -> CoverageVsOut_0\n{\n var local_1 : vec2<f32> = quadLocal_0(vid_1);\n var _S7 : CoverageBandUniforms_std140_0 = u_0;\n var _S8 : f32 = covBpToClipX_0(_S6.position_1, &(_S7));\n var barW_0 : f32 = pxToClipLen_0(1.0f, u_0.canvasW_0);\n var topPx_0 : f32 = interbaseEdgePx_0(_S6.yOffset_0, u_0.interbaseHeight_0);\n var botPx_0 : f32 = interbaseEdgePx_0(_S6.yOffset_0 + _S6.segHeight_0, u_0.interbaseHeight_0);\n var _S9 : f32 = covAreaTop_0(&(_S7));\n var o_0 : CoverageVsOut_0;\n var _S10 : f32 = barW_0 * 0.5f;\n var _S11 : vec4<f32> = covFlippedQuad_0(_S8 - _S10, _S8 + _S10, _S9 - pxToClipLen_0(botPx_0, u_0.canvasH_0), _S9 - pxToClipLen_0(topPx_0, u_0.canvasH_0), local_1, &(_S7));\n o_0.position_0 = _S11;\n var _S12 : vec3<f32> = covClipKindColor_0(_S6.colorType_0, &(_S7));\n o_0.color_0 = vec4<f32>(_S12, 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( _S13 : pixelInput_0, @builtin(position) position_2 : vec4<f32>) -> pixelOutput_0\n{\n var _S14 : pixelOutput_0 = pixelOutput_0( _S13.color_1 );\n return _S14;\n}\n\n";