@jbrowse/render-core 5.0.0-beta.1 → 5.0.0-beta.3

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Files changed (120) hide show
  1. package/esm/RenderLifecycleMixin.d.ts +25 -6
  2. package/esm/RenderLifecycleMixin.js +30 -7
  3. package/esm/canvas2dUtils.d.ts +25 -0
  4. package/esm/canvas2dUtils.js +27 -0
  5. package/esm/colorRampLut.d.ts +4 -4
  6. package/esm/colorRampLut.js +4 -4
  7. package/esm/computePipeline.d.ts +13 -0
  8. package/esm/computePipeline.js +55 -0
  9. package/esm/contractReports.d.ts +54 -0
  10. package/esm/contractReports.js +112 -0
  11. package/esm/coverageBand.d.ts +0 -1
  12. package/esm/coverageBand.js +0 -1
  13. package/esm/coverageBandBuffers.d.ts +0 -6
  14. package/esm/coverageBandBuffers.js +1 -13
  15. package/esm/createRenderingBackend.d.ts +14 -18
  16. package/esm/createRenderingBackend.js +4 -2
  17. package/esm/displayPhase.d.ts +10 -1
  18. package/esm/displayPhase.js +2 -1
  19. package/esm/encodeMemo.d.ts +14 -0
  20. package/esm/encodeMemo.js +48 -0
  21. package/esm/gpuDevice.d.ts +9 -0
  22. package/esm/gpuDevice.js +12 -3
  23. package/esm/graphicsCapabilities.d.ts +18 -15
  24. package/esm/graphicsCapabilities.js +23 -16
  25. package/esm/hal/createHal.d.ts +1 -2
  26. package/esm/hal/createHal.js +14 -4
  27. package/esm/hal/deviceGpuCache.js +2 -2
  28. package/esm/hal/gpuHalBase.d.ts +1 -1
  29. package/esm/hal/gpuHalBase.js +2 -3
  30. package/esm/hal/mockHal.d.ts +0 -1
  31. package/esm/hal/mockHal.js +0 -10
  32. package/esm/hal/regionRegistry.d.ts +0 -1
  33. package/esm/hal/regionRegistry.js +3 -15
  34. package/esm/hal/types.d.ts +5 -1
  35. package/esm/hal/webgl2Hal.d.ts +1 -1
  36. package/esm/hal/webgl2Hal.js +2 -2
  37. package/esm/hal/webgpuHal.d.ts +2 -2
  38. package/esm/hal/webgpuHal.js +13 -10
  39. package/esm/installUpload.d.ts +4 -1
  40. package/esm/installUpload.js +10 -41
  41. package/esm/instanceCache.d.ts +10 -7
  42. package/esm/instanceCache.js +14 -15
  43. package/esm/mapUploadSync.d.ts +0 -8
  44. package/esm/mapUploadSync.js +0 -1
  45. package/esm/marks/colorFill.d.ts +17 -0
  46. package/esm/marks/colorFill.js +26 -0
  47. package/esm/marks/drawAgainstHit.d.ts +47 -0
  48. package/esm/marks/drawAgainstHit.js +140 -0
  49. package/esm/marks/glyphPaint.d.ts +16 -0
  50. package/esm/marks/glyphPaint.js +41 -0
  51. package/esm/marks/index.d.ts +9 -0
  52. package/esm/marks/index.js +6 -0
  53. package/esm/marks/markBackend.d.ts +87 -0
  54. package/esm/marks/markBackend.js +133 -0
  55. package/esm/marks/markPaint.d.ts +13 -0
  56. package/esm/marks/markPaint.js +18 -0
  57. package/esm/marks/pointMark.d.ts +24 -0
  58. package/esm/marks/pointMark.js +98 -0
  59. package/esm/marks/spanMark.d.ts +45 -0
  60. package/esm/marks/spanMark.js +71 -0
  61. package/esm/marks/types.d.ts +206 -0
  62. package/esm/marks/types.js +125 -0
  63. package/esm/perRegionRenderingBackend.d.ts +15 -3
  64. package/esm/perRegionRenderingBackend.js +26 -3
  65. package/esm/regionDataMap.d.ts +2 -2
  66. package/esm/regionDataMap.js +25 -23
  67. package/esm/renderingBackendBase.d.ts +11 -14
  68. package/esm/renderingBackendBase.js +7 -7
  69. package/esm/shaders/capsule.js.generated.d.ts +1 -0
  70. package/esm/shaders/capsule.js.generated.js +11 -0
  71. package/esm/shaders/coverageBar.generated.d.ts +2 -2
  72. package/esm/shaders/coverageBar.generated.js +2 -2
  73. package/esm/shaders/coverageMod.generated.d.ts +2 -2
  74. package/esm/shaders/coverageMod.generated.js +2 -2
  75. package/esm/shaders/coverageSnp.generated.d.ts +2 -2
  76. package/esm/shaders/coverageSnp.generated.js +2 -2
  77. package/esm/shaders/hpmath.js.generated.d.ts +1 -0
  78. package/esm/shaders/hpmath.js.generated.js +4 -1
  79. package/esm/shaders/pointMark.consts.generated.d.ts +4 -0
  80. package/esm/shaders/pointMark.consts.generated.js +6 -0
  81. package/esm/shaders/pointMark.generated.d.ts +5 -0
  82. package/esm/shaders/pointMark.generated.js +7 -0
  83. package/esm/shaders/pointMark.iface.generated.d.ts +55 -0
  84. package/esm/shaders/pointMark.iface.generated.js +100 -0
  85. package/esm/shaders/pointMark.js.generated.d.ts +1 -0
  86. package/esm/shaders/pointMark.js.generated.js +16 -0
  87. package/esm/shaders/rowRect.generated.d.ts +0 -1
  88. package/esm/shaders/rowRect.generated.js +0 -1
  89. package/esm/shaders/spanMark.generated.d.ts +4 -0
  90. package/esm/shaders/spanMark.generated.js +6 -0
  91. package/esm/shaders/spanMark.iface.generated.d.ts +58 -0
  92. package/esm/shaders/spanMark.iface.generated.js +122 -0
  93. package/esm/sharedBackendKey.d.ts +18 -0
  94. package/esm/{keyedRenderingBackend.js → sharedBackendKey.js} +5 -0
  95. package/esm/slangPass.d.ts +2 -0
  96. package/esm/slangPass.js +2 -0
  97. package/package.json +14 -4
  98. package/src/shaders/capsule.js.generated.ts +14 -0
  99. package/src/shaders/capsule.slang +12 -4
  100. package/src/shaders/colorPack.slang +5 -1
  101. package/src/shaders/coverageBand.slang +38 -15
  102. package/src/shaders/coverageBar.generated.ts +2 -2
  103. package/src/shaders/coverageBar.slang +9 -0
  104. package/src/shaders/coverageMod.generated.ts +2 -2
  105. package/src/shaders/coverageSnp.generated.ts +2 -2
  106. package/src/shaders/hpmath.js.generated.ts +5 -1
  107. package/src/shaders/hpmath.slang +29 -10
  108. package/src/shaders/pointMark.consts.generated.ts +10 -0
  109. package/src/shaders/pointMark.generated.ts +12 -0
  110. package/src/shaders/pointMark.iface.generated.ts +146 -0
  111. package/src/shaders/pointMark.js.generated.ts +21 -0
  112. package/src/shaders/pointMark.slang +192 -0
  113. package/src/shaders/rowRect.generated.ts +0 -2
  114. package/src/shaders/rowRect.slang +33 -44
  115. package/src/shaders/spanMark.generated.ts +10 -0
  116. package/src/shaders/spanMark.iface.generated.ts +168 -0
  117. package/src/shaders/spanMark.slang +22 -0
  118. package/esm/globalRenderingBackend.d.ts +0 -90
  119. package/esm/globalRenderingBackend.js +0 -53
  120. package/esm/keyedRenderingBackend.d.ts +0 -41
@@ -4,6 +4,15 @@
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  // coverageBand.slang.
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  //! targets: wgsl, glsl
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  //! layout-out: packages/alignments-core/src/coverageLayout.generated.ts
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+ // hpmath's midpoint min-width rule, lifted from the pass that draws through it
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+ // (covSegQuad -> covExpandMinWidthX). It is authored in a module whose own
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+ // js-export-out redirect is spoken for, and its twin is wanted in
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+ // @jbrowse/alignments-core, which cannot import render-core — the case adr-051
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+ // keeps "a shader may export a function it only imports" for. Consumer:
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+ // `fillSpanRect`, the one Canvas2D spelling the band and the pileup's span
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+ // marks share.
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+ //! js-export: expandToMinWidthPx
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+ //! js-export-out: packages/alignments-core/src/spanMinWidth.generated.ts
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  import coverageBand;
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  import colorPack;
@@ -1,9 +1,9 @@
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  // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageMod.slang.
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  // Do not edit. Run `pnpm gen:shaders` to regenerate.
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- export const WGSL_SOURCE = "struct CoverageBandUniforms_std140_0\n{\n @align(16) bpHi_0 : f32,\n @align(4) bpLo_0 : f32,\n @align(8) bpLen_0 : f32,\n @align(4) hpZero_0 : f32,\n @align(16) canvasW_0 : f32,\n @align(4) canvasH_0 : f32,\n @align(8) covHeight_0 : f32,\n @align(4) covYOffset_0 : f32,\n @align(16) covTop_0 : f32,\n @align(4) regionMaxDepth_0 : f32,\n @align(8) depthDomainMax_0 : f32,\n @align(4) depthDomainMin_0 : f32,\n @align(16) coverageSymlogConstant_0 : f32,\n @align(4) binSize_0 : f32,\n @align(8) interbaseHeight_0 : f32,\n @align(4) snpMinFreq_0 : f32,\n @align(16) reversed_0 : f32,\n @align(4) coverageScaleType_0 : i32,\n @align(8) colorCoverage_0 : u32,\n @align(4) colorBaseA_0 : u32,\n @align(16) colorBaseC_0 : u32,\n @align(4) colorBaseG_0 : u32,\n @align(8) colorBaseT_0 : u32,\n @align(4) colorBaseN_0 : u32,\n @align(16) colorInsertionIndicator_0 : u32,\n @align(4) colorSoftclipIndicator_0 : u32,\n @align(8) colorHardclipIndicator_0 : u32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : CoverageBandUniforms_std140_0;\nfn quadLocal_0( vid_0 : u32) -> vec2<f32>\n{\n var v_0 : u32 = vid_0 % u32(6);\n var _S1 : bool = v_0 == u32(0);\n var _S2 : bool;\n if(_S1)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(2);\n }\n if(_S2)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(3);\n }\n var _S3 : f32;\n if(_S2)\n {\n _S3 = 0.0f;\n }\n else\n {\n _S3 = 1.0f;\n }\n if(_S1)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(1);\n }\n if(_S2)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(4);\n }\n var _S4 : f32;\n if(_S2)\n {\n _S4 = 0.0f;\n }\n else\n {\n _S4 = 1.0f;\n }\n return vec2<f32>(_S3, _S4);\n}\n\nfn hpSplitUint_0( value_0 : u32) -> vec2<f32>\n{\n var lo_0 : u32 = (value_0 & (u32(4095)));\n return vec2<f32>(f32(value_0 - lo_0), f32(lo_0));\n}\n\nfn hpToClipX_0( splitPos_0 : vec2<f32>, bpRange_0 : vec3<f32>, hpZero_1 : f32) -> f32\n{\n var step_0 : f32 = 2.0f / bpRange_0.z;\n var _S5 : f32 = - (1.0f / hpZero_1);\n return dot(vec3<f32>(-1.0f, max(splitPos_0.x - bpRange_0.x, _S5), max(splitPos_0.y - bpRange_0.y, _S5)), vec3<f32>(1.0f, step_0, step_0));\n}\n\nfn covBpToClipX_0( bp_0 : u32, u_1 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3<f32>((*u_1).bpHi_0, (*u_1).bpLo_0, (*u_1).bpLen_0), (*u_1).hpZero_0);\n}\n\nfn expandToMinWidthPx_0( x1_0 : f32, x2_0 : f32, minWidth_0 : f32) -> vec2<f32>\n{\n if((x2_0 - x1_0) < minWidth_0)\n {\n var mid_0 : f32 = (x1_0 + x2_0) * 0.5f;\n var _S6 : f32 = minWidth_0 * 0.5f;\n return vec2<f32>(mid_0 - _S6, mid_0 + _S6);\n }\n return vec2<f32>(x1_0, x2_0);\n}\n\nfn expandToMinWidthX_0( x1_1 : f32, x2_1 : f32, minWidthPx_0 : f32, canvasWidth_0 : f32) -> vec2<f32>\n{\n return expandToMinWidthPx_0(x1_1, x2_1, minWidthPx_0 * 2.0f / canvasWidth_0);\n}\n\nfn covExpandMinWidthX_0( x1_2 : f32, x2_2 : f32, canvasWidth_1 : f32) -> vec2<f32>\n{\n return expandToMinWidthX_0(x1_2, x2_2, 1.0f, canvasWidth_1);\n}\n\nfn yPxToClipY_0( yPx_0 : f32, canvasHeight_0 : f32) -> f32\n{\n return 1.0f - yPx_0 / canvasHeight_0 * 2.0f;\n}\n\nfn covAreaTop_0( u_2 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return yPxToClipY_0((*u_2).covTop_0, (*u_2).canvasH_0);\n}\n\nfn covBottomOffsetPx_0( covHeight_1 : f32, covYOffset_1 : f32) -> f32\n{\n return covHeight_1 - covYOffset_1;\n}\n\nfn covBottom_0( u_3 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n var _S7 : f32 = covAreaTop_0(&((*u_3)));\n return _S7 - covBottomOffsetPx_0((*u_3).covHeight_0, (*u_3).covYOffset_0) / (*u_3).canvasH_0 * 2.0f;\n}\n\nfn symlogTransform_0( x_0 : f32, c_0 : f32) -> f32\n{\n return f32((i32(sign((x_0))))) * log(1.0f + abs(x_0 / c_0));\n}\n\nfn normalizeScore_0( score_0 : f32, domainMin_0 : f32, domainMax_0 : f32, scaleType_0 : i32, symlogConstant_0 : f32) -> f32\n{\n if(scaleType_0 == i32(2))\n {\n var tMin_0 : f32 = symlogTransform_0(domainMin_0, symlogConstant_0);\n var tRange_0 : f32 = symlogTransform_0(domainMax_0, symlogConstant_0) - tMin_0;\n if(tRange_0 <= 0.0f)\n {\n return 0.0f;\n }\n return clamp((symlogTransform_0(score_0, symlogConstant_0) - tMin_0) / tRange_0, 0.0f, 1.0f);\n }\n if(scaleType_0 == i32(1))\n {\n var floorV_0 : f32;\n if(domainMin_0 > 0.0f)\n {\n floorV_0 = domainMin_0;\n }\n else\n {\n floorV_0 = 1.0f;\n }\n var logMin_0 : f32 = log2(floorV_0);\n var logRange_0 : f32 = log2(max(domainMax_0, floorV_0)) - logMin_0;\n if(logRange_0 <= 0.0f)\n {\n return 0.0f;\n }\n return clamp((log2(max(score_0, floorV_0)) - logMin_0) / logRange_0, 0.0f, 1.0f);\n }\n var range_0 : f32 = domainMax_0 - domainMin_0;\n if(range_0 <= 0.0f)\n {\n return 0.0f;\n }\n return clamp((score_0 - domainMin_0) / range_0, 0.0f, 1.0f);\n}\n\nfn normalizeDepthScalar_0( rawDepth_0 : f32, domainMin_1 : f32, domainMax_1 : f32, scaleType_1 : i32, symlogConstant_1 : f32) -> f32\n{\n return normalizeScore_0(rawDepth_0, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1);\n}\n\nfn covNormalizeDepth_0( relDepth_0 : f32, u_4 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return normalizeDepthScalar_0(relDepth_0 * (*u_4).regionMaxDepth_0, (*u_4).depthDomainMin_0, (*u_4).depthDomainMax_0, (*u_4).coverageScaleType_0, (*u_4).coverageSymlogConstant_0);\n}\n\nfn covEffectiveHeightPx_0( covHeight_2 : f32, covYOffset_2 : f32) -> f32\n{\n return max(covHeight_2 - 2.0f * covYOffset_2, 0.0f);\n}\n\nfn covEffHeight_0( u_5 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return covEffectiveHeightPx_0((*u_5).covHeight_0, (*u_5).covYOffset_0);\n}\n\nfn covBarScale_0( relDepth_1 : f32, u_6 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n var _S8 : f32 = covNormalizeDepth_0(relDepth_1, &((*u_6)));\n var _S9 : f32 = covEffHeight_0(&((*u_6)));\n return _S8 * _S9 / (*u_6).canvasH_0 * 2.0f;\n}\n\nfn covFlipX_0( x_1 : f32, u_7 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return mix(x_1, - x_1, (*u_7).reversed_0);\n}\n\nfn covFlippedQuad_0( x0_0 : f32, x1_3 : f32, yBot_0 : f32, yTop_0 : f32, local_0 : vec2<f32>, u_8 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S10 : f32 = covFlipX_0(mix(x0_0, x1_3, local_0.x), &((*u_8)));\n return vec4<f32>(_S10, mix(yBot_0, yTop_0, local_0.y), 0.0f, 1.0f);\n}\n\nfn covSegQuad_0( position_0 : u32, widthBp_0 : u32, yOffset_0 : f32, segHeight_0 : f32, relDepth_2 : f32, local_1 : vec2<f32>, u_9 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S11 : f32 = covBpToClipX_0(position_0, &((*u_9)));\n var _S12 : f32 = covBpToClipX_0(position_0 + widthBp_0, &((*u_9)));\n var xx_0 : vec2<f32> = covExpandMinWidthX_0(_S11, _S12, (*u_9).canvasW_0);\n var _S13 : f32 = covBottom_0(&((*u_9)));\n var _S14 : f32 = covBarScale_0(relDepth_2, &((*u_9)));\n var segBot_0 : f32 = _S13 + yOffset_0 * _S14;\n var _S15 : vec4<f32> = covFlippedQuad_0(xx_0.x, xx_0.y, segBot_0, segBot_0 + segHeight_0 * _S14, local_1, &((*u_9)));\n return _S15;\n}\n\nfn unpackRGBA_0( c_1 : u32) -> vec4<f32>\n{\n return vec4<f32>(f32((((c_1 >> (u32(0)))) & (u32(255)))), f32((((c_1 >> (u32(8)))) & (u32(255)))), f32((((c_1 >> (u32(16)))) & (u32(255)))), f32((((c_1 >> (u32(24)))) & (u32(255))))) / vec4<f32>(255.0f);\n}\n\nstruct CoverageVsOut_0\n{\n @builtin(position) position_1 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n};\n\nstruct vertexInput_0\n{\n @location(0) position_2 : u32,\n @location(1) yOffset_1 : f32,\n @location(2) segHeight_1 : f32,\n @location(3) packedColor_0 : u32,\n @location(4) relDepth_3 : f32,\n};\n\n@vertex\nfn vs_main( _S16 : vertexInput_0, @builtin(vertex_index) vid_1 : u32) -> CoverageVsOut_0\n{\n var o_0 : CoverageVsOut_0;\n var _S17 : vec2<f32> = quadLocal_0(vid_1);\n var _S18 : CoverageBandUniforms_std140_0 = u_0;\n var _S19 : vec4<f32> = covSegQuad_0(_S16.position_2, u32(1), _S16.yOffset_1, _S16.segHeight_1, _S16.relDepth_3, _S17, &(_S18));\n o_0.position_1 = _S19;\n o_0.color_0 = unpackRGBA_0(_S16.packedColor_0);\n return o_0;\n}\n\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_1 : vec4<f32>,\n};\n\n@fragment\nfn fs_main( _S20 : pixelInput_0, @builtin(position) position_3 : vec4<f32>) -> pixelOutput_0\n{\n var _S21 : pixelOutput_0 = pixelOutput_0( _S20.color_1 );\n return _S21;\n}\n\n"
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+ export const WGSL_SOURCE = "struct CoverageBandUniforms_std140_0\n{\n @align(16) bpHi_0 : f32,\n @align(4) bpLo_0 : f32,\n @align(8) bpLen_0 : f32,\n @align(4) hpZero_0 : f32,\n @align(16) canvasW_0 : f32,\n @align(4) canvasH_0 : f32,\n @align(8) covHeight_0 : f32,\n @align(4) covYOffset_0 : f32,\n @align(16) covTop_0 : f32,\n @align(4) regionMaxDepth_0 : f32,\n @align(8) depthDomainMax_0 : f32,\n @align(4) depthDomainMin_0 : f32,\n @align(16) coverageSymlogConstant_0 : f32,\n @align(4) binSize_0 : f32,\n @align(8) interbaseHeight_0 : f32,\n @align(4) snpMinFreq_0 : f32,\n @align(16) reversed_0 : f32,\n @align(4) coverageScaleType_0 : i32,\n @align(8) colorCoverage_0 : u32,\n @align(4) colorBaseA_0 : u32,\n @align(16) colorBaseC_0 : u32,\n @align(4) colorBaseG_0 : u32,\n @align(8) colorBaseT_0 : u32,\n @align(4) colorBaseN_0 : u32,\n @align(16) colorInsertionIndicator_0 : u32,\n @align(4) colorSoftclipIndicator_0 : u32,\n @align(8) colorHardclipIndicator_0 : u32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : CoverageBandUniforms_std140_0;\nfn quadLocal_0( vid_0 : u32) -> vec2<f32>\n{\n var v_0 : u32 = vid_0 % u32(6);\n var _S1 : bool = v_0 == u32(0);\n var _S2 : bool;\n if(_S1)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(2);\n }\n if(_S2)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(3);\n }\n var _S3 : f32;\n if(_S2)\n {\n _S3 = 0.0f;\n }\n else\n {\n _S3 = 1.0f;\n }\n if(_S1)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(1);\n }\n if(_S2)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(4);\n }\n var _S4 : f32;\n if(_S2)\n {\n _S4 = 0.0f;\n }\n else\n {\n _S4 = 1.0f;\n }\n return vec2<f32>(_S3, _S4);\n}\n\nfn hpSplitUint_0( value_0 : u32) -> vec2<f32>\n{\n var lo_0 : u32 = (value_0 & (u32(4095)));\n return vec2<f32>(f32(value_0 - lo_0), f32(lo_0));\n}\n\nfn hpToClipX_0( splitPos_0 : vec2<f32>, bpRange_0 : vec3<f32>, hpZero_1 : f32) -> f32\n{\n var step_0 : f32 = 2.0f / bpRange_0.z;\n var _S5 : f32 = - (1.0f / hpZero_1);\n return dot(vec3<f32>(-1.0f, max(splitPos_0.x - bpRange_0.x, _S5), max(splitPos_0.y - bpRange_0.y, _S5)), vec3<f32>(1.0f, step_0, step_0));\n}\n\nfn covBpToClipX_0( bp_0 : u32, u_1 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3<f32>((*u_1).bpHi_0, (*u_1).bpLo_0, (*u_1).bpLen_0), (*u_1).hpZero_0);\n}\n\nfn expandToMinWidthPx_0( x1_0 : f32, x2_0 : f32, minWidth_0 : f32) -> vec2<f32>\n{\n if((x2_0 - x1_0) < minWidth_0)\n {\n var mid_0 : f32 = (x1_0 + x2_0) * 0.5f;\n var _S6 : f32 = minWidth_0 * 0.5f;\n return vec2<f32>(mid_0 - _S6, mid_0 + _S6);\n }\n return vec2<f32>(x1_0, x2_0);\n}\n\nfn expandToMinWidthX_0( x1_1 : f32, x2_1 : f32, minWidthPx_0 : f32, canvasWidth_0 : f32) -> vec2<f32>\n{\n return expandToMinWidthPx_0(x1_1, x2_1, minWidthPx_0 * 2.0f / canvasWidth_0);\n}\n\nfn covExpandMinWidthX_0( x1_2 : f32, x2_2 : f32, canvasWidth_1 : f32) -> vec2<f32>\n{\n return expandToMinWidthX_0(x1_2, x2_2, 1.0f, canvasWidth_1);\n}\n\nfn 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 symlogTransform_0( x_0 : f32, c_0 : f32) -> f32\n{\n return f32((i32(sign((x_0))))) * log(1.0f + abs(x_0 / c_0));\n}\n\nfn normalizeScore_0( score_0 : f32, domainMin_0 : f32, domainMax_0 : f32, scaleType_0 : i32, symlogConstant_0 : f32) -> f32\n{\n if(scaleType_0 == i32(2))\n {\n var tMin_0 : f32 = symlogTransform_0(domainMin_0, symlogConstant_0);\n var tRange_0 : f32 = symlogTransform_0(domainMax_0, symlogConstant_0) - tMin_0;\n if(tRange_0 <= 0.0f)\n {\n return 0.0f;\n }\n return clamp((symlogTransform_0(score_0, symlogConstant_0) - tMin_0) / tRange_0, 0.0f, 1.0f);\n }\n if(scaleType_0 == i32(1))\n {\n var floorV_0 : f32;\n if(domainMin_0 > 0.0f)\n {\n floorV_0 = domainMin_0;\n }\n else\n {\n floorV_0 = 1.0f;\n }\n var logMin_0 : f32 = log2(floorV_0);\n var logRange_0 : f32 = log2(max(domainMax_0, floorV_0)) - logMin_0;\n if(logRange_0 <= 0.0f)\n {\n return 0.0f;\n }\n return clamp((log2(max(score_0, floorV_0)) - logMin_0) / logRange_0, 0.0f, 1.0f);\n }\n var range_0 : f32 = domainMax_0 - domainMin_0;\n if(range_0 <= 0.0f)\n {\n return 0.0f;\n }\n return clamp((score_0 - domainMin_0) / range_0, 0.0f, 1.0f);\n}\n\nfn normalizeDepthScalar_0( rawDepth_0 : f32, domainMin_1 : f32, domainMax_1 : f32, scaleType_1 : i32, symlogConstant_1 : f32) -> f32\n{\n return normalizeScore_0(rawDepth_0, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1);\n}\n\nfn covNormalizeDepth_0( relDepth_0 : f32, u_3 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return normalizeDepthScalar_0(relDepth_0 * (*u_3).regionMaxDepth_0, (*u_3).depthDomainMin_0, (*u_3).depthDomainMax_0, (*u_3).coverageScaleType_0, (*u_3).coverageSymlogConstant_0);\n}\n\nfn covEffectiveHeightPx_0( covHeight_2 : f32, covYOffset_2 : f32) -> f32\n{\n return max(covHeight_2 - 2.0f * covYOffset_2, 0.0f);\n}\n\nfn covEffHeight_0( u_4 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return covEffectiveHeightPx_0((*u_4).covHeight_0, (*u_4).covYOffset_0);\n}\n\nfn covBarHeightPx_0( depthFraction_0 : f32, effectiveHeightPx_0 : f32) -> f32\n{\n return depthFraction_0 * effectiveHeightPx_0;\n}\n\nfn covSegBottomPx_0( baselinePx_0 : f32, yOffset_0 : f32, barHeightPx_0 : f32) -> f32\n{\n return baselinePx_0 - yOffset_0 * barHeightPx_0;\n}\n\nfn yPxToClipY_0( yPx_0 : f32, canvasHeight_0 : f32) -> f32\n{\n return 1.0f - yPx_0 / canvasHeight_0 * 2.0f;\n}\n\nfn covSegTopPx_0( baselinePx_1 : f32, yOffset_1 : f32, segHeight_0 : f32, barHeightPx_1 : f32) -> f32\n{\n return covSegBottomPx_0(baselinePx_1, yOffset_1, barHeightPx_1) - segHeight_0 * barHeightPx_1;\n}\n\nfn covFlipX_0( x_1 : f32, u_5 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return mix(x_1, - x_1, (*u_5).reversed_0);\n}\n\nfn covFlippedQuad_0( x0_0 : f32, x1_3 : f32, yBot_0 : f32, yTop_0 : f32, local_0 : vec2<f32>, u_6 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S7 : f32 = covFlipX_0(mix(x0_0, x1_3, local_0.x), &((*u_6)));\n return vec4<f32>(_S7, mix(yBot_0, yTop_0, local_0.y), 0.0f, 1.0f);\n}\n\nfn covSegQuad_0( position_0 : u32, widthBp_0 : u32, yOffset_2 : f32, segHeight_1 : f32, relDepth_1 : f32, local_1 : vec2<f32>, u_7 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S8 : f32 = covBpToClipX_0(position_0, &((*u_7)));\n var _S9 : f32 = covBpToClipX_0(position_0 + widthBp_0, &((*u_7)));\n var xx_0 : vec2<f32> = covExpandMinWidthX_0(_S8, _S9, (*u_7).canvasW_0);\n var _S10 : f32 = covBaselinePx_0(&((*u_7)));\n var _S11 : f32 = covNormalizeDepth_0(relDepth_1, &((*u_7)));\n var _S12 : f32 = covEffHeight_0(&((*u_7)));\n var barPx_0 : f32 = covBarHeightPx_0(_S11, _S12);\n var _S13 : vec4<f32> = covFlippedQuad_0(xx_0.x, xx_0.y, yPxToClipY_0(covSegBottomPx_0(_S10, yOffset_2, barPx_0), (*u_7).canvasH_0), yPxToClipY_0(covSegTopPx_0(_S10, yOffset_2, segHeight_1, barPx_0), (*u_7).canvasH_0), local_1, &((*u_7)));\n return _S13;\n}\n\nfn unpackRGBA_0( c_1 : u32) -> vec4<f32>\n{\n return vec4<f32>(f32((((c_1 >> (u32(0)))) & (u32(255)))), f32((((c_1 >> (u32(8)))) & (u32(255)))), f32((((c_1 >> (u32(16)))) & (u32(255)))), f32((((c_1 >> (u32(24)))) & (u32(255))))) / vec4<f32>(255.0f);\n}\n\nstruct CoverageVsOut_0\n{\n @builtin(position) position_1 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n};\n\nstruct vertexInput_0\n{\n @location(0) position_2 : u32,\n @location(1) yOffset_3 : f32,\n @location(2) segHeight_2 : f32,\n @location(3) packedColor_0 : u32,\n @location(4) relDepth_2 : f32,\n};\n\n@vertex\nfn vs_main( _S14 : vertexInput_0, @builtin(vertex_index) vid_1 : u32) -> CoverageVsOut_0\n{\n var o_0 : CoverageVsOut_0;\n var _S15 : vec2<f32> = quadLocal_0(vid_1);\n var _S16 : CoverageBandUniforms_std140_0 = u_0;\n var _S17 : vec4<f32> = covSegQuad_0(_S14.position_2, u32(1), _S14.yOffset_3, _S14.segHeight_2, _S14.relDepth_2, _S15, &(_S16));\n o_0.position_1 = _S17;\n o_0.color_0 = unpackRGBA_0(_S14.packedColor_0);\n return o_0;\n}\n\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_1 : vec4<f32>,\n};\n\n@fragment\nfn fs_main( _S18 : pixelInput_0, @builtin(position) position_3 : vec4<f32>) -> pixelOutput_0\n{\n var _S19 : pixelOutput_0 = pixelOutput_0( _S18.color_1 );\n return _S19;\n}\n\n"
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- export const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nstruct CoverageBandUniforms_0\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n};\n\n\nlayout(std140) uniform Uniforms\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n}u_0;\n\nvec2 quadLocal_0(uint vid_0)\n{\n\n uint v_0 = vid_0 % 6U;\n\n bool _S1 = v_0 == 0U;\n\n bool _S2;\n\n if(_S1)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 2U;\n\n }\n\n if(_S2)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 3U;\n\n }\n\n float _S3;\n\n if(_S2)\n {\n\n _S3 = 0.0;\n\n }\n else\n {\n\n _S3 = 1.0;\n\n }\n if(_S1)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 1U;\n\n }\n\n if(_S2)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 4U;\n\n }\n\n float _S4;\n\n if(_S2)\n {\n\n _S4 = 0.0;\n\n }\n else\n {\n\n _S4 = 1.0;\n\n }\n\n return vec2(_S3, _S4);\n}\n\n\nvec2 hpSplitUint_0(uint value_0)\n{\n\n uint lo_0 = value_0 & 4095U;\n\n return vec2(float(value_0 - lo_0), float(lo_0));\n}\n\n\nfloat hpToClipX_0(vec2 splitPos_0, vec3 bpRange_0, float hpZero_1)\n{\n float step_0 = 2.0 / bpRange_0.z;\n float _S5 = - (1.0 / hpZero_1);\n\n return dot(vec3(-1.0, max(splitPos_0.x - bpRange_0.x, _S5), max(splitPos_0.y - bpRange_0.y, _S5)), vec3(1.0, step_0, step_0));\n}\n\n\nfloat covBpToClipX_0(uint bp_0, CoverageBandUniforms_0 u_1)\n{\n\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3(u_1.bpHi_0, u_1.bpLo_0, u_1.bpLen_0), u_1.hpZero_0);\n}\n\n\nvec2 expandToMinWidthPx_0(float x1_0, float x2_0, float minWidth_0)\n{\n\n if((x2_0 - x1_0) < minWidth_0)\n {\n\n float mid_0 = (x1_0 + x2_0) * 0.5;\n float _S6 = minWidth_0 * 0.5;\n\n return vec2(mid_0 - _S6, mid_0 + _S6);\n }\n return vec2(x1_0, x2_0);\n}\n\nvec2 expandToMinWidthX_0(float x1_1, float x2_1, float minWidthPx_0, float canvasWidth_0)\n{\n\n return expandToMinWidthPx_0(x1_1, x2_1, minWidthPx_0 * 2.0 / canvasWidth_0);\n}\n\n\nvec2 covExpandMinWidthX_0(float x1_2, float x2_2, float canvasWidth_1)\n{\n\n return expandToMinWidthX_0(x1_2, x2_2, 1.0, canvasWidth_1);\n}\n\n\nfloat yPxToClipY_0(float yPx_0, float canvasHeight_0)\n{\n\n return 1.0 - yPx_0 / canvasHeight_0 * 2.0;\n}\n\n\nfloat covAreaTop_0(CoverageBandUniforms_0 u_2)\n{\n\n return yPxToClipY_0(u_2.covTop_0, u_2.canvasH_0);\n}\n\n\nfloat covBottomOffsetPx_0(float covHeight_1, float covYOffset_1)\n{\n\n return covHeight_1 - covYOffset_1;\n}\n\n\nfloat covBottom_0(CoverageBandUniforms_0 u_3)\n{\n\n return covAreaTop_0(u_3) - covBottomOffsetPx_0(u_3.covHeight_0, u_3.covYOffset_0) / u_3.canvasH_0 * 2.0;\n}\n\n\nfloat symlogTransform_0(float x_0, float c_0)\n{\n\n return float((int(sign((x_0))))) * log(1.0 + abs(x_0 / c_0));\n}\n\nfloat normalizeScore_0(float score_0, float domainMin_0, float domainMax_0, int scaleType_0, float symlogConstant_0)\n{\n\n if(scaleType_0 == 2)\n {\n\n float tMin_0 = symlogTransform_0(domainMin_0, symlogConstant_0);\n\n float tRange_0 = symlogTransform_0(domainMax_0, symlogConstant_0) - tMin_0;\n if(tRange_0 <= 0.0)\n {\n\n return 0.0;\n }\n return clamp((symlogTransform_0(score_0, symlogConstant_0) - tMin_0) / tRange_0, 0.0, 1.0);\n }\n if(scaleType_0 == 1)\n {\n\n float floorV_0;\n\n if(domainMin_0 > 0.0)\n {\n\n floorV_0 = domainMin_0;\n\n }\n else\n {\n\n floorV_0 = 1.0;\n\n }\n float logMin_0 = log2(floorV_0);\n\n float logRange_0 = log2(max(domainMax_0, floorV_0)) - logMin_0;\n if(logRange_0 <= 0.0)\n {\n\n return 0.0;\n }\n return clamp((log2(max(score_0, floorV_0)) - logMin_0) / logRange_0, 0.0, 1.0);\n }\n float range_0 = domainMax_0 - domainMin_0;\n if(range_0 <= 0.0)\n {\n\n return 0.0;\n }\n\n return clamp((score_0 - domainMin_0) / range_0, 0.0, 1.0);\n}\n\n\nfloat normalizeDepthScalar_0(float rawDepth_0, float domainMin_1, float domainMax_1, int scaleType_1, float symlogConstant_1)\n{\n\n return normalizeScore_0(rawDepth_0, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1);\n}\n\n\nfloat covNormalizeDepth_0(float relDepth_0, CoverageBandUniforms_0 u_4)\n{\n return normalizeDepthScalar_0(relDepth_0 * u_4.regionMaxDepth_0, u_4.depthDomainMin_0, u_4.depthDomainMax_0, u_4.coverageScaleType_0, u_4.coverageSymlogConstant_0);\n}\n\n\nfloat covEffectiveHeightPx_0(float covHeight_2, float covYOffset_2)\n{\n\n return max(covHeight_2 - 2.0 * covYOffset_2, 0.0);\n}\n\n\nfloat covEffHeight_0(CoverageBandUniforms_0 u_5)\n{\n\n return covEffectiveHeightPx_0(u_5.covHeight_0, u_5.covYOffset_0);\n}\n\n\nfloat covBarScale_0(float relDepth_1, CoverageBandUniforms_0 u_6)\n{\n\n return covNormalizeDepth_0(relDepth_1, u_6) * covEffHeight_0(u_6) / u_6.canvasH_0 * 2.0;\n}\n\n\nfloat covFlipX_0(float x_1, CoverageBandUniforms_0 u_7)\n{\n\n return mix(x_1, - x_1, u_7.reversed_0);\n}\n\n\nvec4 covFlippedQuad_0(float x0_0, float x1_3, float yBot_0, float yTop_0, vec2 local_0, CoverageBandUniforms_0 u_8)\n{\n return vec4(covFlipX_0(mix(x0_0, x1_3, local_0.x), u_8), mix(yBot_0, yTop_0, local_0.y), 0.0, 1.0);\n}\n\n\nvec4 covSegQuad_0(uint position_0, uint widthBp_0, float yOffset_0, float segHeight_0, float relDepth_2, vec2 local_1, CoverageBandUniforms_0 u_9)\n{\n\n vec2 xx_0 = covExpandMinWidthX_0(covBpToClipX_0(position_0, u_9), covBpToClipX_0(position_0 + widthBp_0, u_9), u_9.canvasW_0);\n\n\n float k_0 = covBarScale_0(relDepth_2, u_9);\n float segBot_0 = covBottom_0(u_9) + yOffset_0 * k_0;\n\n return covFlippedQuad_0(xx_0.x, xx_0.y, segBot_0, segBot_0 + segHeight_0 * k_0, local_1, u_9);\n}\n\n\nvec4 unpackRGBA_0(uint c_1)\n{\n\n return vec4(float((c_1 >> 0U) & 255U), float((c_1 >> 8U) & 255U), float((c_1 >> 16U) & 255U), float((c_1 >> 24U) & 255U)) / 255.0;\n}\n\n\nout vec4 v_color;\n\n\nlayout(location = 0)\nin uint a_position;\n\n\nlayout(location = 1)\nin float a_yOffset;\n\n\nlayout(location = 2)\nin float a_segHeight;\n\n\nlayout(location = 3)\nin uint a_packedColor;\n\n\nlayout(location = 4)\nin float a_relDepth;\n\n\nstruct CoverageVsOut_0\n{\n vec4 position_1;\n vec4 color_0;\n};\n\n\nvoid main()\n{\n\n CoverageVsOut_0 o_0;\n\n CoverageBandUniforms_0 _S7 = CoverageBandUniforms_0(u_0.bpHi_0, u_0.bpLo_0, u_0.bpLen_0, u_0.hpZero_0, u_0.canvasW_0, u_0.canvasH_0, u_0.covHeight_0, u_0.covYOffset_0, u_0.covTop_0, u_0.regionMaxDepth_0, u_0.depthDomainMax_0, u_0.depthDomainMin_0, u_0.coverageSymlogConstant_0, u_0.binSize_0, u_0.interbaseHeight_0, u_0.snpMinFreq_0, u_0.reversed_0, u_0.coverageScaleType_0, u_0.colorCoverage_0, u_0.colorBaseA_0, u_0.colorBaseC_0, u_0.colorBaseG_0, u_0.colorBaseT_0, u_0.colorBaseN_0, u_0.colorInsertionIndicator_0, u_0.colorSoftclipIndicator_0, u_0.colorHardclipIndicator_0);\n o_0.position_1 = covSegQuad_0(a_position, 1U, a_yOffset, a_segHeight, a_relDepth, quadLocal_0(uint(gl_VertexID)), _S7);\n\n o_0.color_0 = unpackRGBA_0(a_packedColor);\n CoverageVsOut_0 _S8 = o_0;\n\n gl_Position = o_0.position_1;\n\n v_color = _S8.color_0;\n\n return;\n}\n\n"
6
+ export const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nstruct CoverageBandUniforms_0\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n};\n\n\nlayout(std140) uniform Uniforms\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n}u_0;\n\nvec2 quadLocal_0(uint vid_0)\n{\n\n uint v_0 = vid_0 % 6U;\n\n bool _S1 = v_0 == 0U;\n\n bool _S2;\n\n if(_S1)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 2U;\n\n }\n\n if(_S2)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 3U;\n\n }\n\n float _S3;\n\n if(_S2)\n {\n\n _S3 = 0.0;\n\n }\n else\n {\n\n _S3 = 1.0;\n\n }\n if(_S1)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 1U;\n\n }\n\n if(_S2)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 4U;\n\n }\n\n float _S4;\n\n if(_S2)\n {\n\n _S4 = 0.0;\n\n }\n else\n {\n\n _S4 = 1.0;\n\n }\n\n return vec2(_S3, _S4);\n}\n\n\nvec2 hpSplitUint_0(uint value_0)\n{\n\n uint lo_0 = value_0 & 4095U;\n\n return vec2(float(value_0 - lo_0), float(lo_0));\n}\n\n\nfloat hpToClipX_0(vec2 splitPos_0, vec3 bpRange_0, float hpZero_1)\n{\n float step_0 = 2.0 / bpRange_0.z;\n float _S5 = - (1.0 / hpZero_1);\n\n return dot(vec3(-1.0, max(splitPos_0.x - bpRange_0.x, _S5), max(splitPos_0.y - bpRange_0.y, _S5)), vec3(1.0, step_0, step_0));\n}\n\n\nfloat covBpToClipX_0(uint bp_0, CoverageBandUniforms_0 u_1)\n{\n\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3(u_1.bpHi_0, u_1.bpLo_0, u_1.bpLen_0), u_1.hpZero_0);\n}\n\n\nvec2 expandToMinWidthPx_0(float x1_0, float x2_0, float minWidth_0)\n{\n\n if((x2_0 - x1_0) < minWidth_0)\n {\n\n float mid_0 = (x1_0 + x2_0) * 0.5;\n float _S6 = minWidth_0 * 0.5;\n\n return vec2(mid_0 - _S6, mid_0 + _S6);\n }\n return vec2(x1_0, x2_0);\n}\n\nvec2 expandToMinWidthX_0(float x1_1, float x2_1, float minWidthPx_0, float canvasWidth_0)\n{\n\n return expandToMinWidthPx_0(x1_1, x2_1, minWidthPx_0 * 2.0 / canvasWidth_0);\n}\n\n\nvec2 covExpandMinWidthX_0(float x1_2, float x2_2, float canvasWidth_1)\n{\n\n return expandToMinWidthX_0(x1_2, x2_2, 1.0, canvasWidth_1);\n}\n\n\nfloat 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 symlogTransform_0(float x_0, float c_0)\n{\n\n return float((int(sign((x_0))))) * log(1.0 + abs(x_0 / c_0));\n}\n\nfloat normalizeScore_0(float score_0, float domainMin_0, float domainMax_0, int scaleType_0, float symlogConstant_0)\n{\n\n if(scaleType_0 == 2)\n {\n\n float tMin_0 = symlogTransform_0(domainMin_0, symlogConstant_0);\n\n float tRange_0 = symlogTransform_0(domainMax_0, symlogConstant_0) - tMin_0;\n if(tRange_0 <= 0.0)\n {\n\n return 0.0;\n }\n return clamp((symlogTransform_0(score_0, symlogConstant_0) - tMin_0) / tRange_0, 0.0, 1.0);\n }\n if(scaleType_0 == 1)\n {\n\n float floorV_0;\n\n if(domainMin_0 > 0.0)\n {\n\n floorV_0 = domainMin_0;\n\n }\n else\n {\n\n floorV_0 = 1.0;\n\n }\n float logMin_0 = log2(floorV_0);\n\n float logRange_0 = log2(max(domainMax_0, floorV_0)) - logMin_0;\n if(logRange_0 <= 0.0)\n {\n\n return 0.0;\n }\n return clamp((log2(max(score_0, floorV_0)) - logMin_0) / logRange_0, 0.0, 1.0);\n }\n float range_0 = domainMax_0 - domainMin_0;\n if(range_0 <= 0.0)\n {\n\n return 0.0;\n }\n\n return clamp((score_0 - domainMin_0) / range_0, 0.0, 1.0);\n}\n\n\nfloat normalizeDepthScalar_0(float rawDepth_0, float domainMin_1, float domainMax_1, int scaleType_1, float symlogConstant_1)\n{\n\n return normalizeScore_0(rawDepth_0, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1);\n}\n\n\nfloat covNormalizeDepth_0(float relDepth_0, CoverageBandUniforms_0 u_3)\n{\n return normalizeDepthScalar_0(relDepth_0 * u_3.regionMaxDepth_0, u_3.depthDomainMin_0, u_3.depthDomainMax_0, u_3.coverageScaleType_0, u_3.coverageSymlogConstant_0);\n}\n\n\nfloat covEffectiveHeightPx_0(float covHeight_2, float covYOffset_2)\n{\n\n return max(covHeight_2 - 2.0 * covYOffset_2, 0.0);\n}\n\n\nfloat covEffHeight_0(CoverageBandUniforms_0 u_4)\n{\n\n return covEffectiveHeightPx_0(u_4.covHeight_0, u_4.covYOffset_0);\n}\n\n\nfloat covBarHeightPx_0(float depthFraction_0, float effectiveHeightPx_0)\n{\n\n return depthFraction_0 * effectiveHeightPx_0;\n}\n\n\nfloat covSegBottomPx_0(float baselinePx_0, float yOffset_0, float barHeightPx_0)\n{\n return baselinePx_0 - yOffset_0 * barHeightPx_0;\n}\n\n\nfloat yPxToClipY_0(float yPx_0, float canvasHeight_0)\n{\n\n return 1.0 - yPx_0 / canvasHeight_0 * 2.0;\n}\n\n\nfloat covSegTopPx_0(float baselinePx_1, float yOffset_1, float segHeight_0, float barHeightPx_1)\n{\n return covSegBottomPx_0(baselinePx_1, yOffset_1, barHeightPx_1) - segHeight_0 * barHeightPx_1;\n}\n\n\nfloat covFlipX_0(float x_1, CoverageBandUniforms_0 u_5)\n{\n\n return mix(x_1, - x_1, u_5.reversed_0);\n}\n\n\nvec4 covFlippedQuad_0(float x0_0, float x1_3, float yBot_0, float yTop_0, vec2 local_0, CoverageBandUniforms_0 u_6)\n{\n return vec4(covFlipX_0(mix(x0_0, x1_3, local_0.x), u_6), mix(yBot_0, yTop_0, local_0.y), 0.0, 1.0);\n}\n\n\nvec4 covSegQuad_0(uint position_0, uint widthBp_0, float yOffset_2, float segHeight_1, float relDepth_1, vec2 local_1, CoverageBandUniforms_0 u_7)\n{\n\n vec2 xx_0 = covExpandMinWidthX_0(covBpToClipX_0(position_0, u_7), covBpToClipX_0(position_0 + widthBp_0, u_7), u_7.canvasW_0);\n\n float basePx_0 = covBaselinePx_0(u_7);\n float barPx_0 = covBarHeightPx_0(covNormalizeDepth_0(relDepth_1, u_7), covEffHeight_0(u_7));\n return covFlippedQuad_0(xx_0.x, xx_0.y, yPxToClipY_0(covSegBottomPx_0(basePx_0, yOffset_2, barPx_0), u_7.canvasH_0), yPxToClipY_0(covSegTopPx_0(basePx_0, yOffset_2, segHeight_1, barPx_0), u_7.canvasH_0), local_1, u_7);\n}\n\n\nvec4 unpackRGBA_0(uint c_1)\n{\n\n return vec4(float((c_1 >> 0U) & 255U), float((c_1 >> 8U) & 255U), float((c_1 >> 16U) & 255U), float((c_1 >> 24U) & 255U)) / 255.0;\n}\n\n\nout vec4 v_color;\n\n\nlayout(location = 0)\nin uint a_position;\n\n\nlayout(location = 1)\nin float a_yOffset;\n\n\nlayout(location = 2)\nin float a_segHeight;\n\n\nlayout(location = 3)\nin uint a_packedColor;\n\n\nlayout(location = 4)\nin float a_relDepth;\n\n\nstruct CoverageVsOut_0\n{\n vec4 position_1;\n vec4 color_0;\n};\n\n\nvoid main()\n{\n\n CoverageVsOut_0 o_0;\n\n CoverageBandUniforms_0 _S7 = CoverageBandUniforms_0(u_0.bpHi_0, u_0.bpLo_0, u_0.bpLen_0, u_0.hpZero_0, u_0.canvasW_0, u_0.canvasH_0, u_0.covHeight_0, u_0.covYOffset_0, u_0.covTop_0, u_0.regionMaxDepth_0, u_0.depthDomainMax_0, u_0.depthDomainMin_0, u_0.coverageSymlogConstant_0, u_0.binSize_0, u_0.interbaseHeight_0, u_0.snpMinFreq_0, u_0.reversed_0, u_0.coverageScaleType_0, u_0.colorCoverage_0, u_0.colorBaseA_0, u_0.colorBaseC_0, u_0.colorBaseG_0, u_0.colorBaseT_0, u_0.colorBaseN_0, u_0.colorInsertionIndicator_0, u_0.colorSoftclipIndicator_0, u_0.colorHardclipIndicator_0);\n o_0.position_1 = covSegQuad_0(a_position, 1U, a_yOffset, a_segHeight, a_relDepth, quadLocal_0(uint(gl_VertexID)), _S7);\n\n o_0.color_0 = unpackRGBA_0(a_packedColor);\n CoverageVsOut_0 _S8 = o_0;\n\n gl_Position = o_0.position_1;\n\n v_color = _S8.color_0;\n\n return;\n}\n\n"
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  export const GLSL_FRAGMENT = "#version 300 es\nprecision highp float;\nprecision highp int;\nlayout(location = 0)\nout vec4 entryPointParam_fs_main_0;\n\n\nin vec4 v_color;\n\n\nvoid main()\n{\n\n entryPointParam_fs_main_0 = v_color;\n\n return;\n}\n\n"
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@@ -1,9 +1,9 @@
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  // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageSnp.slang.
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  // Do not edit. Run `pnpm gen:shaders` to regenerate.
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- export const WGSL_SOURCE = "struct CoverageBandUniforms_std140_0\n{\n @align(16) bpHi_0 : f32,\n @align(4) bpLo_0 : f32,\n @align(8) bpLen_0 : f32,\n @align(4) hpZero_0 : f32,\n @align(16) canvasW_0 : f32,\n @align(4) canvasH_0 : f32,\n @align(8) covHeight_0 : f32,\n @align(4) covYOffset_0 : f32,\n @align(16) covTop_0 : f32,\n @align(4) regionMaxDepth_0 : f32,\n @align(8) depthDomainMax_0 : f32,\n @align(4) depthDomainMin_0 : f32,\n @align(16) coverageSymlogConstant_0 : f32,\n @align(4) binSize_0 : f32,\n @align(8) interbaseHeight_0 : f32,\n @align(4) snpMinFreq_0 : f32,\n @align(16) reversed_0 : f32,\n @align(4) coverageScaleType_0 : i32,\n @align(8) colorCoverage_0 : u32,\n @align(4) colorBaseA_0 : u32,\n @align(16) colorBaseC_0 : u32,\n @align(4) colorBaseG_0 : u32,\n @align(8) colorBaseT_0 : u32,\n @align(4) colorBaseN_0 : u32,\n @align(16) colorInsertionIndicator_0 : u32,\n @align(4) colorSoftclipIndicator_0 : u32,\n @align(8) colorHardclipIndicator_0 : u32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : CoverageBandUniforms_std140_0;\nstruct CoverageVsOut_0\n{\n @builtin(position) position_0 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n};\n\nfn covDiscardVertex_0() -> CoverageVsOut_0\n{\n var o_0 : CoverageVsOut_0;\n var _S1 : vec4<f32> = vec4<f32>(0.0f);\n o_0.position_0 = _S1;\n o_0.color_0 = _S1;\n return o_0;\n}\n\nfn quadLocal_0( vid_0 : u32) -> vec2<f32>\n{\n var v_0 : u32 = vid_0 % u32(6);\n var _S2 : bool = v_0 == u32(0);\n var _S3 : bool;\n if(_S2)\n {\n _S3 = true;\n }\n else\n {\n _S3 = v_0 == u32(2);\n }\n if(_S3)\n {\n _S3 = true;\n }\n else\n {\n _S3 = v_0 == u32(3);\n }\n var _S4 : f32;\n if(_S3)\n {\n _S4 = 0.0f;\n }\n else\n {\n _S4 = 1.0f;\n }\n if(_S2)\n {\n _S3 = true;\n }\n else\n {\n _S3 = v_0 == u32(1);\n }\n if(_S3)\n {\n _S3 = true;\n }\n else\n {\n _S3 = v_0 == u32(4);\n }\n var _S5 : f32;\n if(_S3)\n {\n _S5 = 0.0f;\n }\n else\n {\n _S5 = 1.0f;\n }\n return vec2<f32>(_S4, _S5);\n}\n\nfn hpSplitUint_0( value_0 : u32) -> vec2<f32>\n{\n var lo_0 : u32 = (value_0 & (u32(4095)));\n return vec2<f32>(f32(value_0 - lo_0), f32(lo_0));\n}\n\nfn hpToClipX_0( splitPos_0 : vec2<f32>, bpRange_0 : vec3<f32>, hpZero_1 : f32) -> f32\n{\n var step_0 : f32 = 2.0f / bpRange_0.z;\n var _S6 : f32 = - (1.0f / hpZero_1);\n return dot(vec3<f32>(-1.0f, max(splitPos_0.x - bpRange_0.x, _S6), max(splitPos_0.y - bpRange_0.y, _S6)), vec3<f32>(1.0f, step_0, step_0));\n}\n\nfn covBpToClipX_0( bp_0 : u32, u_1 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3<f32>((*u_1).bpHi_0, (*u_1).bpLo_0, (*u_1).bpLen_0), (*u_1).hpZero_0);\n}\n\nfn expandToMinWidthPx_0( x1_0 : f32, x2_0 : f32, minWidth_0 : f32) -> vec2<f32>\n{\n if((x2_0 - x1_0) < minWidth_0)\n {\n var mid_0 : f32 = (x1_0 + x2_0) * 0.5f;\n var _S7 : f32 = minWidth_0 * 0.5f;\n return vec2<f32>(mid_0 - _S7, mid_0 + _S7);\n }\n return vec2<f32>(x1_0, x2_0);\n}\n\nfn expandToMinWidthX_0( x1_1 : f32, x2_1 : f32, minWidthPx_0 : f32, canvasWidth_0 : f32) -> vec2<f32>\n{\n return expandToMinWidthPx_0(x1_1, x2_1, minWidthPx_0 * 2.0f / canvasWidth_0);\n}\n\nfn covExpandMinWidthX_0( x1_2 : f32, x2_2 : f32, canvasWidth_1 : f32) -> vec2<f32>\n{\n return expandToMinWidthX_0(x1_2, x2_2, 1.0f, canvasWidth_1);\n}\n\nfn yPxToClipY_0( yPx_0 : f32, canvasHeight_0 : f32) -> f32\n{\n return 1.0f - yPx_0 / canvasHeight_0 * 2.0f;\n}\n\nfn covAreaTop_0( u_2 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return yPxToClipY_0((*u_2).covTop_0, (*u_2).canvasH_0);\n}\n\nfn covBottomOffsetPx_0( covHeight_1 : f32, covYOffset_1 : f32) -> f32\n{\n return covHeight_1 - covYOffset_1;\n}\n\nfn covBottom_0( u_3 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n var _S8 : f32 = covAreaTop_0(&((*u_3)));\n return _S8 - covBottomOffsetPx_0((*u_3).covHeight_0, (*u_3).covYOffset_0) / (*u_3).canvasH_0 * 2.0f;\n}\n\nfn symlogTransform_0( x_0 : f32, c_0 : f32) -> f32\n{\n return f32((i32(sign((x_0))))) * log(1.0f + abs(x_0 / c_0));\n}\n\nfn normalizeScore_0( score_0 : f32, domainMin_0 : f32, domainMax_0 : f32, scaleType_0 : i32, symlogConstant_0 : f32) -> f32\n{\n if(scaleType_0 == i32(2))\n {\n var tMin_0 : f32 = symlogTransform_0(domainMin_0, symlogConstant_0);\n var tRange_0 : f32 = symlogTransform_0(domainMax_0, symlogConstant_0) - tMin_0;\n if(tRange_0 <= 0.0f)\n {\n return 0.0f;\n }\n return clamp((symlogTransform_0(score_0, symlogConstant_0) - tMin_0) / tRange_0, 0.0f, 1.0f);\n }\n if(scaleType_0 == i32(1))\n {\n var floorV_0 : f32;\n if(domainMin_0 > 0.0f)\n {\n floorV_0 = domainMin_0;\n }\n else\n {\n floorV_0 = 1.0f;\n }\n var logMin_0 : f32 = log2(floorV_0);\n var logRange_0 : f32 = log2(max(domainMax_0, floorV_0)) - logMin_0;\n if(logRange_0 <= 0.0f)\n {\n return 0.0f;\n }\n return clamp((log2(max(score_0, floorV_0)) - logMin_0) / logRange_0, 0.0f, 1.0f);\n }\n var range_0 : f32 = domainMax_0 - domainMin_0;\n if(range_0 <= 0.0f)\n {\n return 0.0f;\n }\n return clamp((score_0 - domainMin_0) / range_0, 0.0f, 1.0f);\n}\n\nfn normalizeDepthScalar_0( rawDepth_0 : f32, domainMin_1 : f32, domainMax_1 : f32, scaleType_1 : i32, symlogConstant_1 : f32) -> f32\n{\n return normalizeScore_0(rawDepth_0, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1);\n}\n\nfn covNormalizeDepth_0( relDepth_0 : f32, u_4 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return normalizeDepthScalar_0(relDepth_0 * (*u_4).regionMaxDepth_0, (*u_4).depthDomainMin_0, (*u_4).depthDomainMax_0, (*u_4).coverageScaleType_0, (*u_4).coverageSymlogConstant_0);\n}\n\nfn covEffectiveHeightPx_0( covHeight_2 : f32, covYOffset_2 : f32) -> f32\n{\n return max(covHeight_2 - 2.0f * covYOffset_2, 0.0f);\n}\n\nfn covEffHeight_0( u_5 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return covEffectiveHeightPx_0((*u_5).covHeight_0, (*u_5).covYOffset_0);\n}\n\nfn covBarScale_0( relDepth_1 : f32, u_6 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n var _S9 : f32 = covNormalizeDepth_0(relDepth_1, &((*u_6)));\n var _S10 : f32 = covEffHeight_0(&((*u_6)));\n return _S9 * _S10 / (*u_6).canvasH_0 * 2.0f;\n}\n\nfn covFlipX_0( x_1 : f32, u_7 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return mix(x_1, - x_1, (*u_7).reversed_0);\n}\n\nfn covFlippedQuad_0( x0_0 : f32, x1_3 : f32, yBot_0 : f32, yTop_0 : f32, local_0 : vec2<f32>, u_8 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S11 : f32 = covFlipX_0(mix(x0_0, x1_3, local_0.x), &((*u_8)));\n return vec4<f32>(_S11, mix(yBot_0, yTop_0, local_0.y), 0.0f, 1.0f);\n}\n\nfn covSegQuad_0( position_1 : u32, widthBp_0 : u32, yOffset_0 : f32, segHeight_0 : f32, relDepth_2 : f32, local_1 : vec2<f32>, u_9 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S12 : f32 = covBpToClipX_0(position_1, &((*u_9)));\n var _S13 : f32 = covBpToClipX_0(position_1 + widthBp_0, &((*u_9)));\n var xx_0 : vec2<f32> = covExpandMinWidthX_0(_S12, _S13, (*u_9).canvasW_0);\n var _S14 : f32 = covBottom_0(&((*u_9)));\n var _S15 : f32 = covBarScale_0(relDepth_2, &((*u_9)));\n var segBot_0 : f32 = _S14 + yOffset_0 * _S15;\n var _S16 : vec4<f32> = covFlippedQuad_0(xx_0.x, xx_0.y, segBot_0, segBot_0 + segHeight_0 * _S15, local_1, &((*u_9)));\n return _S16;\n}\n\nfn unpackRGBA_0( c_1 : u32) -> vec4<f32>\n{\n return vec4<f32>(f32((((c_1 >> (u32(0)))) & (u32(255)))), f32((((c_1 >> (u32(8)))) & (u32(255)))), f32((((c_1 >> (u32(16)))) & (u32(255)))), f32((((c_1 >> (u32(24)))) & (u32(255))))) / vec4<f32>(255.0f);\n}\n\nfn covSnpColor_0( ct_0 : f32, u_10 : ptr<function, CoverageBandUniforms_std140_0>) -> vec3<f32>\n{\n switch(i32(ct_0))\n {\n case i32(1):\n {\n return unpackRGBA_0((*u_10).colorBaseA_0).xyz;\n }\n case i32(2):\n {\n return unpackRGBA_0((*u_10).colorBaseC_0).xyz;\n }\n case i32(3):\n {\n return unpackRGBA_0((*u_10).colorBaseG_0).xyz;\n }\n case i32(4):\n {\n return unpackRGBA_0((*u_10).colorBaseT_0).xyz;\n }\n default :\n {\n return unpackRGBA_0((*u_10).colorBaseN_0).xyz;\n }\n }\n}\n\nstruct vertexInput_0\n{\n @location(0) position_2 : u32,\n @location(1) yOffset_1 : f32,\n @location(2) segHeight_1 : f32,\n @location(3) colorType_0 : f32,\n @location(4) relDepth_3 : f32,\n};\n\n@vertex\nfn vs_main( _S17 : vertexInput_0, @builtin(vertex_index) vid_1 : u32) -> CoverageVsOut_0\n{\n if((_S17.segHeight_1) < (u_0.snpMinFreq_0))\n {\n return covDiscardVertex_0();\n }\n var o_1 : CoverageVsOut_0;\n var _S18 : vec2<f32> = quadLocal_0(vid_1);\n var _S19 : CoverageBandUniforms_std140_0 = u_0;\n var _S20 : vec4<f32> = covSegQuad_0(_S17.position_2, u32(1), _S17.yOffset_1, _S17.segHeight_1, _S17.relDepth_3, _S18, &(_S19));\n o_1.position_0 = _S20;\n var _S21 : vec3<f32> = covSnpColor_0(_S17.colorType_0, &(_S19));\n o_1.color_0 = vec4<f32>(_S21, 1.0f);\n return o_1;\n}\n\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_1 : vec4<f32>,\n};\n\n@fragment\nfn fs_main( _S22 : pixelInput_0, @builtin(position) position_3 : vec4<f32>) -> pixelOutput_0\n{\n var _S23 : pixelOutput_0 = pixelOutput_0( _S22.color_1 );\n return _S23;\n}\n\n"
4
+ export const WGSL_SOURCE = "struct CoverageBandUniforms_std140_0\n{\n @align(16) bpHi_0 : f32,\n @align(4) bpLo_0 : f32,\n @align(8) bpLen_0 : f32,\n @align(4) hpZero_0 : f32,\n @align(16) canvasW_0 : f32,\n @align(4) canvasH_0 : f32,\n @align(8) covHeight_0 : f32,\n @align(4) covYOffset_0 : f32,\n @align(16) covTop_0 : f32,\n @align(4) regionMaxDepth_0 : f32,\n @align(8) depthDomainMax_0 : f32,\n @align(4) depthDomainMin_0 : f32,\n @align(16) coverageSymlogConstant_0 : f32,\n @align(4) binSize_0 : f32,\n @align(8) interbaseHeight_0 : f32,\n @align(4) snpMinFreq_0 : f32,\n @align(16) reversed_0 : f32,\n @align(4) coverageScaleType_0 : i32,\n @align(8) colorCoverage_0 : u32,\n @align(4) colorBaseA_0 : u32,\n @align(16) colorBaseC_0 : u32,\n @align(4) colorBaseG_0 : u32,\n @align(8) colorBaseT_0 : u32,\n @align(4) colorBaseN_0 : u32,\n @align(16) colorInsertionIndicator_0 : u32,\n @align(4) colorSoftclipIndicator_0 : u32,\n @align(8) colorHardclipIndicator_0 : u32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : CoverageBandUniforms_std140_0;\nstruct CoverageVsOut_0\n{\n @builtin(position) position_0 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n};\n\nfn covDiscardVertex_0() -> CoverageVsOut_0\n{\n var o_0 : CoverageVsOut_0;\n var _S1 : vec4<f32> = vec4<f32>(0.0f);\n o_0.position_0 = _S1;\n o_0.color_0 = _S1;\n return o_0;\n}\n\nfn quadLocal_0( vid_0 : u32) -> vec2<f32>\n{\n var v_0 : u32 = vid_0 % u32(6);\n var _S2 : bool = v_0 == u32(0);\n var _S3 : bool;\n if(_S2)\n {\n _S3 = true;\n }\n else\n {\n _S3 = v_0 == u32(2);\n }\n if(_S3)\n {\n _S3 = true;\n }\n else\n {\n _S3 = v_0 == u32(3);\n }\n var _S4 : f32;\n if(_S3)\n {\n _S4 = 0.0f;\n }\n else\n {\n _S4 = 1.0f;\n }\n if(_S2)\n {\n _S3 = true;\n }\n else\n {\n _S3 = v_0 == u32(1);\n }\n if(_S3)\n {\n _S3 = true;\n }\n else\n {\n _S3 = v_0 == u32(4);\n }\n var _S5 : f32;\n if(_S3)\n {\n _S5 = 0.0f;\n }\n else\n {\n _S5 = 1.0f;\n }\n return vec2<f32>(_S4, _S5);\n}\n\nfn hpSplitUint_0( value_0 : u32) -> vec2<f32>\n{\n var lo_0 : u32 = (value_0 & (u32(4095)));\n return vec2<f32>(f32(value_0 - lo_0), f32(lo_0));\n}\n\nfn hpToClipX_0( splitPos_0 : vec2<f32>, bpRange_0 : vec3<f32>, hpZero_1 : f32) -> f32\n{\n var step_0 : f32 = 2.0f / bpRange_0.z;\n var _S6 : f32 = - (1.0f / hpZero_1);\n return dot(vec3<f32>(-1.0f, max(splitPos_0.x - bpRange_0.x, _S6), max(splitPos_0.y - bpRange_0.y, _S6)), vec3<f32>(1.0f, step_0, step_0));\n}\n\nfn covBpToClipX_0( bp_0 : u32, u_1 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3<f32>((*u_1).bpHi_0, (*u_1).bpLo_0, (*u_1).bpLen_0), (*u_1).hpZero_0);\n}\n\nfn expandToMinWidthPx_0( x1_0 : f32, x2_0 : f32, minWidth_0 : f32) -> vec2<f32>\n{\n if((x2_0 - x1_0) < minWidth_0)\n {\n var mid_0 : f32 = (x1_0 + x2_0) * 0.5f;\n var _S7 : f32 = minWidth_0 * 0.5f;\n return vec2<f32>(mid_0 - _S7, mid_0 + _S7);\n }\n return vec2<f32>(x1_0, x2_0);\n}\n\nfn expandToMinWidthX_0( x1_1 : f32, x2_1 : f32, minWidthPx_0 : f32, canvasWidth_0 : f32) -> vec2<f32>\n{\n return expandToMinWidthPx_0(x1_1, x2_1, minWidthPx_0 * 2.0f / canvasWidth_0);\n}\n\nfn covExpandMinWidthX_0( x1_2 : f32, x2_2 : f32, canvasWidth_1 : f32) -> vec2<f32>\n{\n return expandToMinWidthX_0(x1_2, x2_2, 1.0f, canvasWidth_1);\n}\n\nfn 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 symlogTransform_0( x_0 : f32, c_0 : f32) -> f32\n{\n return f32((i32(sign((x_0))))) * log(1.0f + abs(x_0 / c_0));\n}\n\nfn normalizeScore_0( score_0 : f32, domainMin_0 : f32, domainMax_0 : f32, scaleType_0 : i32, symlogConstant_0 : f32) -> f32\n{\n if(scaleType_0 == i32(2))\n {\n var tMin_0 : f32 = symlogTransform_0(domainMin_0, symlogConstant_0);\n var tRange_0 : f32 = symlogTransform_0(domainMax_0, symlogConstant_0) - tMin_0;\n if(tRange_0 <= 0.0f)\n {\n return 0.0f;\n }\n return clamp((symlogTransform_0(score_0, symlogConstant_0) - tMin_0) / tRange_0, 0.0f, 1.0f);\n }\n if(scaleType_0 == i32(1))\n {\n var floorV_0 : f32;\n if(domainMin_0 > 0.0f)\n {\n floorV_0 = domainMin_0;\n }\n else\n {\n floorV_0 = 1.0f;\n }\n var logMin_0 : f32 = log2(floorV_0);\n var logRange_0 : f32 = log2(max(domainMax_0, floorV_0)) - logMin_0;\n if(logRange_0 <= 0.0f)\n {\n return 0.0f;\n }\n return clamp((log2(max(score_0, floorV_0)) - logMin_0) / logRange_0, 0.0f, 1.0f);\n }\n var range_0 : f32 = domainMax_0 - domainMin_0;\n if(range_0 <= 0.0f)\n {\n return 0.0f;\n }\n return clamp((score_0 - domainMin_0) / range_0, 0.0f, 1.0f);\n}\n\nfn normalizeDepthScalar_0( rawDepth_0 : f32, domainMin_1 : f32, domainMax_1 : f32, scaleType_1 : i32, symlogConstant_1 : f32) -> f32\n{\n return normalizeScore_0(rawDepth_0, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1);\n}\n\nfn covNormalizeDepth_0( relDepth_0 : f32, u_3 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return normalizeDepthScalar_0(relDepth_0 * (*u_3).regionMaxDepth_0, (*u_3).depthDomainMin_0, (*u_3).depthDomainMax_0, (*u_3).coverageScaleType_0, (*u_3).coverageSymlogConstant_0);\n}\n\nfn covEffectiveHeightPx_0( covHeight_2 : f32, covYOffset_2 : f32) -> f32\n{\n return max(covHeight_2 - 2.0f * covYOffset_2, 0.0f);\n}\n\nfn covEffHeight_0( u_4 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return covEffectiveHeightPx_0((*u_4).covHeight_0, (*u_4).covYOffset_0);\n}\n\nfn covBarHeightPx_0( depthFraction_0 : f32, effectiveHeightPx_0 : f32) -> f32\n{\n return depthFraction_0 * effectiveHeightPx_0;\n}\n\nfn covSegBottomPx_0( baselinePx_0 : f32, yOffset_0 : f32, barHeightPx_0 : f32) -> f32\n{\n return baselinePx_0 - yOffset_0 * barHeightPx_0;\n}\n\nfn yPxToClipY_0( yPx_0 : f32, canvasHeight_0 : f32) -> f32\n{\n return 1.0f - yPx_0 / canvasHeight_0 * 2.0f;\n}\n\nfn covSegTopPx_0( baselinePx_1 : f32, yOffset_1 : f32, segHeight_0 : f32, barHeightPx_1 : f32) -> f32\n{\n return covSegBottomPx_0(baselinePx_1, yOffset_1, barHeightPx_1) - segHeight_0 * barHeightPx_1;\n}\n\nfn covFlipX_0( x_1 : f32, u_5 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return mix(x_1, - x_1, (*u_5).reversed_0);\n}\n\nfn covFlippedQuad_0( x0_0 : f32, x1_3 : f32, yBot_0 : f32, yTop_0 : f32, local_0 : vec2<f32>, u_6 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S8 : f32 = covFlipX_0(mix(x0_0, x1_3, local_0.x), &((*u_6)));\n return vec4<f32>(_S8, mix(yBot_0, yTop_0, local_0.y), 0.0f, 1.0f);\n}\n\nfn covSegQuad_0( position_1 : u32, widthBp_0 : u32, yOffset_2 : f32, segHeight_1 : f32, relDepth_1 : f32, local_1 : vec2<f32>, u_7 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S9 : f32 = covBpToClipX_0(position_1, &((*u_7)));\n var _S10 : f32 = covBpToClipX_0(position_1 + widthBp_0, &((*u_7)));\n var xx_0 : vec2<f32> = covExpandMinWidthX_0(_S9, _S10, (*u_7).canvasW_0);\n var _S11 : f32 = covBaselinePx_0(&((*u_7)));\n var _S12 : f32 = covNormalizeDepth_0(relDepth_1, &((*u_7)));\n var _S13 : f32 = covEffHeight_0(&((*u_7)));\n var barPx_0 : f32 = covBarHeightPx_0(_S12, _S13);\n var _S14 : vec4<f32> = covFlippedQuad_0(xx_0.x, xx_0.y, yPxToClipY_0(covSegBottomPx_0(_S11, yOffset_2, barPx_0), (*u_7).canvasH_0), yPxToClipY_0(covSegTopPx_0(_S11, yOffset_2, segHeight_1, barPx_0), (*u_7).canvasH_0), local_1, &((*u_7)));\n return _S14;\n}\n\nfn unpackRGBA_0( c_1 : u32) -> vec4<f32>\n{\n return vec4<f32>(f32((((c_1 >> (u32(0)))) & (u32(255)))), f32((((c_1 >> (u32(8)))) & (u32(255)))), f32((((c_1 >> (u32(16)))) & (u32(255)))), f32((((c_1 >> (u32(24)))) & (u32(255))))) / vec4<f32>(255.0f);\n}\n\nfn covSnpColor_0( ct_0 : f32, u_8 : ptr<function, CoverageBandUniforms_std140_0>) -> vec3<f32>\n{\n switch(i32(ct_0))\n {\n case i32(1):\n {\n return unpackRGBA_0((*u_8).colorBaseA_0).xyz;\n }\n case i32(2):\n {\n return unpackRGBA_0((*u_8).colorBaseC_0).xyz;\n }\n case i32(3):\n {\n return unpackRGBA_0((*u_8).colorBaseG_0).xyz;\n }\n case i32(4):\n {\n return unpackRGBA_0((*u_8).colorBaseT_0).xyz;\n }\n default :\n {\n return unpackRGBA_0((*u_8).colorBaseN_0).xyz;\n }\n }\n}\n\nstruct vertexInput_0\n{\n @location(0) position_2 : u32,\n @location(1) yOffset_3 : f32,\n @location(2) segHeight_2 : f32,\n @location(3) colorType_0 : f32,\n @location(4) relDepth_2 : f32,\n};\n\n@vertex\nfn vs_main( _S15 : vertexInput_0, @builtin(vertex_index) vid_1 : u32) -> CoverageVsOut_0\n{\n if((_S15.segHeight_2) < (u_0.snpMinFreq_0))\n {\n return covDiscardVertex_0();\n }\n var o_1 : CoverageVsOut_0;\n var _S16 : vec2<f32> = quadLocal_0(vid_1);\n var _S17 : CoverageBandUniforms_std140_0 = u_0;\n var _S18 : vec4<f32> = covSegQuad_0(_S15.position_2, u32(1), _S15.yOffset_3, _S15.segHeight_2, _S15.relDepth_2, _S16, &(_S17));\n o_1.position_0 = _S18;\n var _S19 : vec3<f32> = covSnpColor_0(_S15.colorType_0, &(_S17));\n o_1.color_0 = vec4<f32>(_S19, 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( _S20 : pixelInput_0, @builtin(position) position_3 : vec4<f32>) -> pixelOutput_0\n{\n var _S21 : pixelOutput_0 = pixelOutput_0( _S20.color_1 );\n return _S21;\n}\n\n"
5
5
 
6
- export const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nstruct CoverageBandUniforms_0\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n};\n\n\nlayout(std140) uniform Uniforms\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n}u_0;\n\nstruct CoverageVsOut_0\n{\n vec4 position_0;\n vec4 color_0;\n};\n\n\n\nCoverageVsOut_0 covDiscardVertex_0()\n{\n\n CoverageVsOut_0 o_0;\n const vec4 _S1 = vec4(0.0);\n\n o_0.position_0 = _S1;\n o_0.color_0 = _S1;\n return o_0;\n}\n\n\nvec2 quadLocal_0(uint vid_0)\n{\n\n uint v_0 = vid_0 % 6U;\n\n bool _S2 = v_0 == 0U;\n\n bool _S3;\n\n if(_S2)\n {\n\n _S3 = true;\n\n }\n else\n {\n\n _S3 = v_0 == 2U;\n\n }\n\n if(_S3)\n {\n\n _S3 = true;\n\n }\n else\n {\n\n _S3 = v_0 == 3U;\n\n }\n\n float _S4;\n\n if(_S3)\n {\n\n _S4 = 0.0;\n\n }\n else\n {\n\n _S4 = 1.0;\n\n }\n if(_S2)\n {\n\n _S3 = true;\n\n }\n else\n {\n\n _S3 = v_0 == 1U;\n\n }\n\n if(_S3)\n {\n\n _S3 = true;\n\n }\n else\n {\n\n _S3 = v_0 == 4U;\n\n }\n\n float _S5;\n\n if(_S3)\n {\n\n _S5 = 0.0;\n\n }\n else\n {\n\n _S5 = 1.0;\n\n }\n\n return vec2(_S4, _S5);\n}\n\n\nvec2 hpSplitUint_0(uint value_0)\n{\n\n uint lo_0 = value_0 & 4095U;\n\n return vec2(float(value_0 - lo_0), float(lo_0));\n}\n\n\nfloat hpToClipX_0(vec2 splitPos_0, vec3 bpRange_0, float hpZero_1)\n{\n float step_0 = 2.0 / bpRange_0.z;\n float _S6 = - (1.0 / hpZero_1);\n\n return dot(vec3(-1.0, max(splitPos_0.x - bpRange_0.x, _S6), max(splitPos_0.y - bpRange_0.y, _S6)), vec3(1.0, step_0, step_0));\n}\n\n\nfloat covBpToClipX_0(uint bp_0, CoverageBandUniforms_0 u_1)\n{\n\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3(u_1.bpHi_0, u_1.bpLo_0, u_1.bpLen_0), u_1.hpZero_0);\n}\n\n\nvec2 expandToMinWidthPx_0(float x1_0, float x2_0, float minWidth_0)\n{\n\n if((x2_0 - x1_0) < minWidth_0)\n {\n\n float mid_0 = (x1_0 + x2_0) * 0.5;\n float _S7 = minWidth_0 * 0.5;\n\n return vec2(mid_0 - _S7, mid_0 + _S7);\n }\n return vec2(x1_0, x2_0);\n}\n\nvec2 expandToMinWidthX_0(float x1_1, float x2_1, float minWidthPx_0, float canvasWidth_0)\n{\n\n return expandToMinWidthPx_0(x1_1, x2_1, minWidthPx_0 * 2.0 / canvasWidth_0);\n}\n\n\nvec2 covExpandMinWidthX_0(float x1_2, float x2_2, float canvasWidth_1)\n{\n\n return expandToMinWidthX_0(x1_2, x2_2, 1.0, canvasWidth_1);\n}\n\n\nfloat yPxToClipY_0(float yPx_0, float canvasHeight_0)\n{\n\n return 1.0 - yPx_0 / canvasHeight_0 * 2.0;\n}\n\n\nfloat covAreaTop_0(CoverageBandUniforms_0 u_2)\n{\n\n return yPxToClipY_0(u_2.covTop_0, u_2.canvasH_0);\n}\n\n\nfloat covBottomOffsetPx_0(float covHeight_1, float covYOffset_1)\n{\n\n return covHeight_1 - covYOffset_1;\n}\n\n\nfloat covBottom_0(CoverageBandUniforms_0 u_3)\n{\n\n return covAreaTop_0(u_3) - covBottomOffsetPx_0(u_3.covHeight_0, u_3.covYOffset_0) / u_3.canvasH_0 * 2.0;\n}\n\n\nfloat symlogTransform_0(float x_0, float c_0)\n{\n\n return float((int(sign((x_0))))) * log(1.0 + abs(x_0 / c_0));\n}\n\nfloat normalizeScore_0(float score_0, float domainMin_0, float domainMax_0, int scaleType_0, float symlogConstant_0)\n{\n\n if(scaleType_0 == 2)\n {\n\n float tMin_0 = symlogTransform_0(domainMin_0, symlogConstant_0);\n\n float tRange_0 = symlogTransform_0(domainMax_0, symlogConstant_0) - tMin_0;\n if(tRange_0 <= 0.0)\n {\n\n return 0.0;\n }\n return clamp((symlogTransform_0(score_0, symlogConstant_0) - tMin_0) / tRange_0, 0.0, 1.0);\n }\n if(scaleType_0 == 1)\n {\n\n float floorV_0;\n\n if(domainMin_0 > 0.0)\n {\n\n floorV_0 = domainMin_0;\n\n }\n else\n {\n\n floorV_0 = 1.0;\n\n }\n float logMin_0 = log2(floorV_0);\n\n float logRange_0 = log2(max(domainMax_0, floorV_0)) - logMin_0;\n if(logRange_0 <= 0.0)\n {\n\n return 0.0;\n }\n return clamp((log2(max(score_0, floorV_0)) - logMin_0) / logRange_0, 0.0, 1.0);\n }\n float range_0 = domainMax_0 - domainMin_0;\n if(range_0 <= 0.0)\n {\n\n return 0.0;\n }\n\n return clamp((score_0 - domainMin_0) / range_0, 0.0, 1.0);\n}\n\n\nfloat normalizeDepthScalar_0(float rawDepth_0, float domainMin_1, float domainMax_1, int scaleType_1, float symlogConstant_1)\n{\n\n return normalizeScore_0(rawDepth_0, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1);\n}\n\n\nfloat covNormalizeDepth_0(float relDepth_0, CoverageBandUniforms_0 u_4)\n{\n return normalizeDepthScalar_0(relDepth_0 * u_4.regionMaxDepth_0, u_4.depthDomainMin_0, u_4.depthDomainMax_0, u_4.coverageScaleType_0, u_4.coverageSymlogConstant_0);\n}\n\n\nfloat covEffectiveHeightPx_0(float covHeight_2, float covYOffset_2)\n{\n\n return max(covHeight_2 - 2.0 * covYOffset_2, 0.0);\n}\n\n\nfloat covEffHeight_0(CoverageBandUniforms_0 u_5)\n{\n\n return covEffectiveHeightPx_0(u_5.covHeight_0, u_5.covYOffset_0);\n}\n\n\nfloat covBarScale_0(float relDepth_1, CoverageBandUniforms_0 u_6)\n{\n\n return covNormalizeDepth_0(relDepth_1, u_6) * covEffHeight_0(u_6) / u_6.canvasH_0 * 2.0;\n}\n\n\nfloat covFlipX_0(float x_1, CoverageBandUniforms_0 u_7)\n{\n\n return mix(x_1, - x_1, u_7.reversed_0);\n}\n\n\nvec4 covFlippedQuad_0(float x0_0, float x1_3, float yBot_0, float yTop_0, vec2 local_0, CoverageBandUniforms_0 u_8)\n{\n return vec4(covFlipX_0(mix(x0_0, x1_3, local_0.x), u_8), mix(yBot_0, yTop_0, local_0.y), 0.0, 1.0);\n}\n\n\nvec4 covSegQuad_0(uint position_1, uint widthBp_0, float yOffset_0, float segHeight_0, float relDepth_2, vec2 local_1, CoverageBandUniforms_0 u_9)\n{\n\n vec2 xx_0 = covExpandMinWidthX_0(covBpToClipX_0(position_1, u_9), covBpToClipX_0(position_1 + widthBp_0, u_9), u_9.canvasW_0);\n\n\n float k_0 = covBarScale_0(relDepth_2, u_9);\n float segBot_0 = covBottom_0(u_9) + yOffset_0 * k_0;\n\n return covFlippedQuad_0(xx_0.x, xx_0.y, segBot_0, segBot_0 + segHeight_0 * k_0, local_1, u_9);\n}\n\n\nvec4 unpackRGBA_0(uint c_1)\n{\n\n return vec4(float((c_1 >> 0U) & 255U), float((c_1 >> 8U) & 255U), float((c_1 >> 16U) & 255U), float((c_1 >> 24U) & 255U)) / 255.0;\n}\n\n\nvec3 covSnpColor_0(float ct_0, CoverageBandUniforms_0 u_10)\n{\n\n switch(int(ct_0))\n {\n case 1:\n {\n\n return unpackRGBA_0(u_10.colorBaseA_0).xyz;\n }\n case 2:\n {\n\n return unpackRGBA_0(u_10.colorBaseC_0).xyz;\n }\n case 3:\n {\n\n return unpackRGBA_0(u_10.colorBaseG_0).xyz;\n }\n case 4:\n {\n\n return unpackRGBA_0(u_10.colorBaseT_0).xyz;\n }\n default:\n {\n\n return unpackRGBA_0(u_10.colorBaseN_0).xyz;\n }\n }\n\n}\n\n\nout vec4 v_color;\n\n\nlayout(location = 0)\nin uint a_position;\n\n\nlayout(location = 1)\nin float a_yOffset;\n\n\nlayout(location = 2)\nin float a_segHeight;\n\n\nlayout(location = 3)\nin float a_colorType;\n\n\nlayout(location = 4)\nin float a_relDepth;\n\n\nvoid main()\n{\n\n if(a_segHeight < (u_0.snpMinFreq_0))\n {\n\n CoverageVsOut_0 _S8 = covDiscardVertex_0();\n\n gl_Position = _S8.position_0;\n\n v_color = _S8.color_0;\n\n return;\n }\n CoverageVsOut_0 o_1;\n\n CoverageBandUniforms_0 _S9 = CoverageBandUniforms_0(u_0.bpHi_0, u_0.bpLo_0, u_0.bpLen_0, u_0.hpZero_0, u_0.canvasW_0, u_0.canvasH_0, u_0.covHeight_0, u_0.covYOffset_0, u_0.covTop_0, u_0.regionMaxDepth_0, u_0.depthDomainMax_0, u_0.depthDomainMin_0, u_0.coverageSymlogConstant_0, u_0.binSize_0, u_0.interbaseHeight_0, u_0.snpMinFreq_0, u_0.reversed_0, u_0.coverageScaleType_0, u_0.colorCoverage_0, u_0.colorBaseA_0, u_0.colorBaseC_0, u_0.colorBaseG_0, u_0.colorBaseT_0, u_0.colorBaseN_0, u_0.colorInsertionIndicator_0, u_0.colorSoftclipIndicator_0, u_0.colorHardclipIndicator_0);\n o_1.position_0 = covSegQuad_0(a_position, 1U, a_yOffset, a_segHeight, a_relDepth, quadLocal_0(uint(gl_VertexID)), _S9);\n\n o_1.color_0 = vec4(covSnpColor_0(a_colorType, _S9), 1.0);\n CoverageVsOut_0 _S10 = o_1;\n\n gl_Position = o_1.position_0;\n\n v_color = _S10.color_0;\n\n return;\n}\n\n"
6
+ export const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nstruct CoverageBandUniforms_0\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n};\n\n\nlayout(std140) uniform Uniforms\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n}u_0;\n\nstruct CoverageVsOut_0\n{\n vec4 position_0;\n vec4 color_0;\n};\n\n\n\nCoverageVsOut_0 covDiscardVertex_0()\n{\n\n CoverageVsOut_0 o_0;\n const vec4 _S1 = vec4(0.0);\n\n o_0.position_0 = _S1;\n o_0.color_0 = _S1;\n return o_0;\n}\n\n\nvec2 quadLocal_0(uint vid_0)\n{\n\n uint v_0 = vid_0 % 6U;\n\n bool _S2 = v_0 == 0U;\n\n bool _S3;\n\n if(_S2)\n {\n\n _S3 = true;\n\n }\n else\n {\n\n _S3 = v_0 == 2U;\n\n }\n\n if(_S3)\n {\n\n _S3 = true;\n\n }\n else\n {\n\n _S3 = v_0 == 3U;\n\n }\n\n float _S4;\n\n if(_S3)\n {\n\n _S4 = 0.0;\n\n }\n else\n {\n\n _S4 = 1.0;\n\n }\n if(_S2)\n {\n\n _S3 = true;\n\n }\n else\n {\n\n _S3 = v_0 == 1U;\n\n }\n\n if(_S3)\n {\n\n _S3 = true;\n\n }\n else\n {\n\n _S3 = v_0 == 4U;\n\n }\n\n float _S5;\n\n if(_S3)\n {\n\n _S5 = 0.0;\n\n }\n else\n {\n\n _S5 = 1.0;\n\n }\n\n return vec2(_S4, _S5);\n}\n\n\nvec2 hpSplitUint_0(uint value_0)\n{\n\n uint lo_0 = value_0 & 4095U;\n\n return vec2(float(value_0 - lo_0), float(lo_0));\n}\n\n\nfloat hpToClipX_0(vec2 splitPos_0, vec3 bpRange_0, float hpZero_1)\n{\n float step_0 = 2.0 / bpRange_0.z;\n float _S6 = - (1.0 / hpZero_1);\n\n return dot(vec3(-1.0, max(splitPos_0.x - bpRange_0.x, _S6), max(splitPos_0.y - bpRange_0.y, _S6)), vec3(1.0, step_0, step_0));\n}\n\n\nfloat covBpToClipX_0(uint bp_0, CoverageBandUniforms_0 u_1)\n{\n\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3(u_1.bpHi_0, u_1.bpLo_0, u_1.bpLen_0), u_1.hpZero_0);\n}\n\n\nvec2 expandToMinWidthPx_0(float x1_0, float x2_0, float minWidth_0)\n{\n\n if((x2_0 - x1_0) < minWidth_0)\n {\n\n float mid_0 = (x1_0 + x2_0) * 0.5;\n float _S7 = minWidth_0 * 0.5;\n\n return vec2(mid_0 - _S7, mid_0 + _S7);\n }\n return vec2(x1_0, x2_0);\n}\n\nvec2 expandToMinWidthX_0(float x1_1, float x2_1, float minWidthPx_0, float canvasWidth_0)\n{\n\n return expandToMinWidthPx_0(x1_1, x2_1, minWidthPx_0 * 2.0 / canvasWidth_0);\n}\n\n\nvec2 covExpandMinWidthX_0(float x1_2, float x2_2, float canvasWidth_1)\n{\n\n return expandToMinWidthX_0(x1_2, x2_2, 1.0, canvasWidth_1);\n}\n\n\nfloat 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 symlogTransform_0(float x_0, float c_0)\n{\n\n return float((int(sign((x_0))))) * log(1.0 + abs(x_0 / c_0));\n}\n\nfloat normalizeScore_0(float score_0, float domainMin_0, float domainMax_0, int scaleType_0, float symlogConstant_0)\n{\n\n if(scaleType_0 == 2)\n {\n\n float tMin_0 = symlogTransform_0(domainMin_0, symlogConstant_0);\n\n float tRange_0 = symlogTransform_0(domainMax_0, symlogConstant_0) - tMin_0;\n if(tRange_0 <= 0.0)\n {\n\n return 0.0;\n }\n return clamp((symlogTransform_0(score_0, symlogConstant_0) - tMin_0) / tRange_0, 0.0, 1.0);\n }\n if(scaleType_0 == 1)\n {\n\n float floorV_0;\n\n if(domainMin_0 > 0.0)\n {\n\n floorV_0 = domainMin_0;\n\n }\n else\n {\n\n floorV_0 = 1.0;\n\n }\n float logMin_0 = log2(floorV_0);\n\n float logRange_0 = log2(max(domainMax_0, floorV_0)) - logMin_0;\n if(logRange_0 <= 0.0)\n {\n\n return 0.0;\n }\n return clamp((log2(max(score_0, floorV_0)) - logMin_0) / logRange_0, 0.0, 1.0);\n }\n float range_0 = domainMax_0 - domainMin_0;\n if(range_0 <= 0.0)\n {\n\n return 0.0;\n }\n\n return clamp((score_0 - domainMin_0) / range_0, 0.0, 1.0);\n}\n\n\nfloat normalizeDepthScalar_0(float rawDepth_0, float domainMin_1, float domainMax_1, int scaleType_1, float symlogConstant_1)\n{\n\n return normalizeScore_0(rawDepth_0, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1);\n}\n\n\nfloat covNormalizeDepth_0(float relDepth_0, CoverageBandUniforms_0 u_3)\n{\n return normalizeDepthScalar_0(relDepth_0 * u_3.regionMaxDepth_0, u_3.depthDomainMin_0, u_3.depthDomainMax_0, u_3.coverageScaleType_0, u_3.coverageSymlogConstant_0);\n}\n\n\nfloat covEffectiveHeightPx_0(float covHeight_2, float covYOffset_2)\n{\n\n return max(covHeight_2 - 2.0 * covYOffset_2, 0.0);\n}\n\n\nfloat covEffHeight_0(CoverageBandUniforms_0 u_4)\n{\n\n return covEffectiveHeightPx_0(u_4.covHeight_0, u_4.covYOffset_0);\n}\n\n\nfloat covBarHeightPx_0(float depthFraction_0, float effectiveHeightPx_0)\n{\n\n return depthFraction_0 * effectiveHeightPx_0;\n}\n\n\nfloat covSegBottomPx_0(float baselinePx_0, float yOffset_0, float barHeightPx_0)\n{\n return baselinePx_0 - yOffset_0 * barHeightPx_0;\n}\n\n\nfloat yPxToClipY_0(float yPx_0, float canvasHeight_0)\n{\n\n return 1.0 - yPx_0 / canvasHeight_0 * 2.0;\n}\n\n\nfloat covSegTopPx_0(float baselinePx_1, float yOffset_1, float segHeight_0, float barHeightPx_1)\n{\n return covSegBottomPx_0(baselinePx_1, yOffset_1, barHeightPx_1) - segHeight_0 * barHeightPx_1;\n}\n\n\nfloat covFlipX_0(float x_1, CoverageBandUniforms_0 u_5)\n{\n\n return mix(x_1, - x_1, u_5.reversed_0);\n}\n\n\nvec4 covFlippedQuad_0(float x0_0, float x1_3, float yBot_0, float yTop_0, vec2 local_0, CoverageBandUniforms_0 u_6)\n{\n return vec4(covFlipX_0(mix(x0_0, x1_3, local_0.x), u_6), mix(yBot_0, yTop_0, local_0.y), 0.0, 1.0);\n}\n\n\nvec4 covSegQuad_0(uint position_1, uint widthBp_0, float yOffset_2, float segHeight_1, float relDepth_1, vec2 local_1, CoverageBandUniforms_0 u_7)\n{\n\n vec2 xx_0 = covExpandMinWidthX_0(covBpToClipX_0(position_1, u_7), covBpToClipX_0(position_1 + widthBp_0, u_7), u_7.canvasW_0);\n\n float basePx_0 = covBaselinePx_0(u_7);\n float barPx_0 = covBarHeightPx_0(covNormalizeDepth_0(relDepth_1, u_7), covEffHeight_0(u_7));\n return covFlippedQuad_0(xx_0.x, xx_0.y, yPxToClipY_0(covSegBottomPx_0(basePx_0, yOffset_2, barPx_0), u_7.canvasH_0), yPxToClipY_0(covSegTopPx_0(basePx_0, yOffset_2, segHeight_1, barPx_0), u_7.canvasH_0), local_1, u_7);\n}\n\n\nvec4 unpackRGBA_0(uint c_1)\n{\n\n return vec4(float((c_1 >> 0U) & 255U), float((c_1 >> 8U) & 255U), float((c_1 >> 16U) & 255U), float((c_1 >> 24U) & 255U)) / 255.0;\n}\n\n\nvec3 covSnpColor_0(float ct_0, CoverageBandUniforms_0 u_8)\n{\n\n switch(int(ct_0))\n {\n case 1:\n {\n\n return unpackRGBA_0(u_8.colorBaseA_0).xyz;\n }\n case 2:\n {\n\n return unpackRGBA_0(u_8.colorBaseC_0).xyz;\n }\n case 3:\n {\n\n return unpackRGBA_0(u_8.colorBaseG_0).xyz;\n }\n case 4:\n {\n\n return unpackRGBA_0(u_8.colorBaseT_0).xyz;\n }\n default:\n {\n\n return unpackRGBA_0(u_8.colorBaseN_0).xyz;\n }\n }\n\n}\n\n\nout vec4 v_color;\n\n\nlayout(location = 0)\nin uint a_position;\n\n\nlayout(location = 1)\nin float a_yOffset;\n\n\nlayout(location = 2)\nin float a_segHeight;\n\n\nlayout(location = 3)\nin float a_colorType;\n\n\nlayout(location = 4)\nin float a_relDepth;\n\n\nvoid main()\n{\n\n if(a_segHeight < (u_0.snpMinFreq_0))\n {\n\n CoverageVsOut_0 _S8 = covDiscardVertex_0();\n\n gl_Position = _S8.position_0;\n\n v_color = _S8.color_0;\n\n return;\n }\n CoverageVsOut_0 o_1;\n\n CoverageBandUniforms_0 _S9 = CoverageBandUniforms_0(u_0.bpHi_0, u_0.bpLo_0, u_0.bpLen_0, u_0.hpZero_0, u_0.canvasW_0, u_0.canvasH_0, u_0.covHeight_0, u_0.covYOffset_0, u_0.covTop_0, u_0.regionMaxDepth_0, u_0.depthDomainMax_0, u_0.depthDomainMin_0, u_0.coverageSymlogConstant_0, u_0.binSize_0, u_0.interbaseHeight_0, u_0.snpMinFreq_0, u_0.reversed_0, u_0.coverageScaleType_0, u_0.colorCoverage_0, u_0.colorBaseA_0, u_0.colorBaseC_0, u_0.colorBaseG_0, u_0.colorBaseT_0, u_0.colorBaseN_0, u_0.colorInsertionIndicator_0, u_0.colorSoftclipIndicator_0, u_0.colorHardclipIndicator_0);\n o_1.position_0 = covSegQuad_0(a_position, 1U, a_yOffset, a_segHeight, a_relDepth, quadLocal_0(uint(gl_VertexID)), _S9);\n\n o_1.color_0 = vec4(covSnpColor_0(a_colorType, _S9), 1.0);\n CoverageVsOut_0 _S10 = o_1;\n\n gl_Position = o_1.position_0;\n\n v_color = _S10.color_0;\n\n return;\n}\n\n"
7
7
 
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  export const GLSL_FRAGMENT = "#version 300 es\nprecision highp float;\nprecision highp int;\nlayout(location = 0)\nout vec4 entryPointParam_fs_main_0;\n\n\nin vec4 v_color;\n\n\nvoid main()\n{\n\n entryPointParam_fs_main_0 = v_color;\n\n return;\n}\n\n"
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9
 
@@ -26,8 +26,12 @@ export function snapBoxHeightPx(heightPx: number): number {
26
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  return _t1
27
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  }
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28
 
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+ export function snapBoxTopPx(topY: number, heightPx: number, scrollY: number): number {
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+ return Math.floor(((((topY + (heightPx * 0.5)) - (snapBoxHeightPx(heightPx) * 0.5)) - scrollY) + 0.5))
31
+ }
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+
29
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  export function snapBoxCenterYPx(centerY: number, heightPx: number, scrollY: number): number {
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- return ((Math.floor((((centerY - (heightPx * 0.5)) - scrollY) + 0.5)) + Math.floor((snapBoxHeightPx(heightPx) * 0.5))) + 0.5)
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+ return ((snapBoxTopPx((centerY - (heightPx * 0.5)), heightPx, scrollY) + Math.floor((snapBoxHeightPx(heightPx) * 0.5))) + 0.5)
31
35
  }
32
36
 
33
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  export function extendToMinWidthPx(x1: number, x2: number, minWidth: number): number {
@@ -8,7 +8,14 @@
8
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  // must make identically to the GPU — which pixel row a glyph centers on, how a
9
9
  // sub-pixel span is widened. `pnpm gen:shaders` transliterates them into
10
10
  // hpmath.js.generated.ts; nothing downstream re-derives them by hand.
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- //! js-export: snapBoxHeightPx, snapBoxCenterYPx, extendToMinWidthPx
11
+ //
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+ // `expandToMinWidthPx` is exported too, but by `coverageBar.slang`, into
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+ // @jbrowse/alignments-core — the twin's consumer (`fillSpanRect`) lives in a
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+ // package that cannot import render-core, and this file's own redirect would
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+ // move every export above with it. adr-051 §"a shader may also export a
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+ // function it only imports" is the mechanism; grep the name before assuming it
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+ // is unlifted.
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+ //! js-export: snapBoxHeightPx, snapBoxTopPx, snapBoxCenterYPx, extendToMinWidthPx
12
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  //! js-skip: hpSplitUint — the hi/lo float32 precision split exists because a GPU has no float64; the Canvas2D path just uses a number
13
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  //! js-skip: quadLocal — maps a vertex id to a quad corner — Canvas2D has no vertices, it calls fillRect
14
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  //! js-skip: yPxToClipY — clip space is the GPU coordinate system; the px-space decision it wraps is what gets exported (snapBoxCenterYPx and friends)
@@ -17,7 +24,6 @@
17
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  //! js-skip: pxToClipLen — the length half of the same conversion; a px dimension is already in px on the Canvas2D side, so there is nothing to convert
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  //! js-skip: clipLenToPx — the inverse of pxToClipLen, same reason
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  //! js-skip: extendToMinWidthX — clip-space wrapper over the exported extendToMinWidthPx, which is the decision
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- //! js-skip: expandToMinWidthPx — the midpoint rule has no Canvas2D counterpart: the pileup floors a cell width one-sidedly and adds a seam fudge the shader deliberately omits (rendererTypes.ts pileupCellWidth), and the variant matrix floors in physical px against a canvas the Canvas2D twin sizes itself. A different rule, not a twin
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  //! js-skip: expandToMinWidthX — clip-space wrapper over expandToMinWidthPx, same reason as extendToMinWidthX
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  //! js-skip: snapToPixelX — clip in, clip out; its px core is `floor(x + 0.5)`, which is Math.round and needs no twin
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  //! js-skip: snapBoxCenterY — clip-space wrapper over the exported snapBoxCenterYPx
@@ -91,14 +97,27 @@ public float snapBoxHeightPx(float heightPx) {
91
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  return even && hPx >= 2.0 && hPx <= THIN_BOX_PX ? hPx + 1.0 : hPx;
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  }
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99
 
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+ // The pixel row a box's top edge lands on. Snapped about the box's CENTER, not
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+ // its top: `snapBoxHeightPx` rounds the height and sometimes nudges it a whole
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+ // pixel, and anchoring the top spends all of that off the BOTTOM edge. A box the
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+ // layout deliberately centered inside its row then isn't — a UTR is
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+ // center-shrunk to 0.65 of the transcript body, so at superCompact's 3px row its
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+ // 1.95px box rounded up to 3px and drew a full pixel below the CDS beside it,
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+ // while the intron line and strand arrow (which snap to the row's center row)
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+ // sat on its top edge. Top-anchored and center-anchored agree wherever the
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+ // height survives the snap unchanged, which is every full-height feature box.
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+ public float snapBoxTopPx(float topY, float heightPx, float scrollY) {
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+ float centerY = topY + heightPx * 0.5;
111
+ return floor(centerY - snapBoxHeightPx(heightPx) * 0.5 - scrollY + 0.5);
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+ }
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+
94
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  // Center a thin glyph on the *drawn* middle row of the box it annotates, given
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- // the box's real center `centerY` and height `heightPx`. The box is rasterized
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- // with the rect shader's edge snapping (top = floor(top+0.5), height =
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- // snapBoxHeightPx(h)); reproducing that here lands the line/chevron exactly on
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- // the box's center row instead of the ~1px bias a plain pixel-center snap
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- // (`floor(centerY - scrollY + 0.5) + 0.5`) gives. Thin boxes are drawn at an odd
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- // height precisely so that center row exists; a taller even box still has none,
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- // and stays consistent (just below the seam).
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+ // the box's real center `centerY` and height `heightPx`. Reproducing the rect
116
+ // shader's own edge snapping (`snapBoxTopPx` + `snapBoxHeightPx`) lands the
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+ // line/chevron exactly on the box's center row instead of the ~1px bias a plain
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+ // pixel-center snap (`floor(centerY - scrollY + 0.5) + 0.5`) gives. Thin boxes
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+ // are drawn at an odd height precisely so that center row exists; a taller even
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+ // box still has none, and stays consistent (just below the seam).
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  //
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  // Split in two on purpose. The decision — which pixel row is the center — is
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123
  // resolution math the Canvas2D and SVG paths need in *screen px*; only the
@@ -107,7 +126,7 @@ public float snapBoxHeightPx(float heightPx) {
107
126
  // re-deriving it (see adr-051). Keep new shared decisions in this shape: pure
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  // px-in/px-out below, the `yPxToClipY` wrapper above it.
109
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  public float snapBoxCenterYPx(float centerY, float heightPx, float scrollY) {
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- float topPx = floor(centerY - heightPx * 0.5 - scrollY + 0.5);
129
+ float topPx = snapBoxTopPx(centerY - heightPx * 0.5, heightPx, scrollY);
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130
  return topPx + floor(snapBoxHeightPx(heightPx) * 0.5) + 0.5;
112
131
  }
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132
 
@@ -0,0 +1,10 @@
1
+ // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from pointMark.slang.
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+ // Do not edit. Run `pnpm gen:shaders` to regenerate.
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+
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+ export const DIAMOND_GLYPH_SCALE = 1.6
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+
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+ export const GLYPH_DISC = 0
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+
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+ export const GLYPH_TRIANGLE = 1
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+
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+ export const GLYPH_DIAMOND = 2
@@ -0,0 +1,12 @@
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+ // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from pointMark.slang.
2
+ // Do not edit. Run `pnpm gen:shaders` to regenerate.
3
+
4
+ export const WGSL_SOURCE = "struct Uniforms_std140_0\n{\n @align(16) bpRangeX_0 : vec3<f32>,\n @align(4) canvasHeight_0 : f32,\n @align(16) domainMin_0 : f32,\n @align(4) domainMax_0 : f32,\n @align(8) zero_0 : f32,\n @align(4) viewportWidth_0 : f32,\n @align(16) radiusPx_0 : f32,\n @align(4) devicePixelRatio_0 : f32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : Uniforms_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_0 : f32) -> f32\n{\n var step_0 : f32 = 2.0f / bpRange_0.z;\n var _S5 : f32 = - (1.0f / hpZero_0);\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 bpToClipX_0( bp_0 : u32, u_1 : ptr<function, Uniforms_std140_0>) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(bp_0), (*u_1).bpRangeX_0, (*u_1).zero_0);\n}\n\nfn valueToYPx_0( value_1 : f32, domainMin_1 : f32, domainMax_1 : f32, h_0 : f32) -> f32\n{\n return (1.0f - clamp((value_1 - domainMin_1) / max(domainMax_1 - domainMin_1, 9.99999997475242708e-07f), 0.0f, 1.0f)) * h_0;\n}\n\nfn yPxToClipY_0( yPx_0 : f32, canvasHeight_1 : f32) -> f32\n{\n return 1.0f - yPx_0 / canvasHeight_1 * 2.0f;\n}\n\nfn clipLenToPx_0( clipLen_0 : f32, size_0 : f32) -> f32\n{\n return clipLen_0 * 0.5f * size_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 pxToClipLen_0( px_0 : f32, size_1 : f32) -> f32\n{\n return px_0 * 2.0f / size_1;\n}\n\nfn clipXToPx_0( clipX_0 : f32, canvasWidth_0 : f32) -> f32\n{\n return (clipX_0 + 1.0f) * 0.5f * canvasWidth_0;\n}\n\nfn crispSquareTopLeftPx_0( centerPx_0 : f32, diameterPx_0 : f32) -> f32\n{\n return floor(centerPx_0 - diameterPx_0 * 0.5f + 0.5f);\n}\n\nfn crispSquareCornerPx_0( centerPx_1 : vec2<f32>, diameterPx_1 : f32, q_0 : vec2<f32>) -> vec2<f32>\n{\n return vec2<f32>(crispSquareTopLeftPx_0(centerPx_1.x, diameterPx_1), crispSquareTopLeftPx_0(centerPx_1.y, diameterPx_1)) + q_0 * vec2<f32>(diameterPx_1);\n}\n\nfn pxToClipX_0( xPx_0 : f32, canvasWidth_1 : f32) -> f32\n{\n return xPx_0 / canvasWidth_1 * 2.0f - 1.0f;\n}\n\nfn crispSquareCornerClip_0( centerClipX_0 : f32, centerYPx_0 : f32, diameterPx_2 : f32, q_1 : vec2<f32>, viewportWidth_1 : f32, canvasHeight_2 : f32) -> vec4<f32>\n{\n var vPx_0 : vec2<f32> = crispSquareCornerPx_0(vec2<f32>(clipXToPx_0(centerClipX_0, viewportWidth_1), centerYPx_0), diameterPx_2, q_1);\n return vec4<f32>(pxToClipX_0(vPx_0.x, viewportWidth_1), yPxToClipY_0(vPx_0.y, canvasHeight_2), 0.0f, 1.0f);\n}\n\nfn aaPx_0( dpr_0 : f32) -> f32\n{\n return 1.0f / max(dpr_0, 1.0f);\n}\n\nfn aaHalfPx_0( dpr_1 : f32) -> f32\n{\n return 0.5f * aaPx_0(dpr_1);\n}\n\nfn discExpand_0( radiusPx_1 : f32, dpr_2 : f32) -> f32\n{\n return (radiusPx_1 + aaHalfPx_0(dpr_2)) / max(radiusPx_1, 0.5f);\n}\n\nstruct VsOut_0\n{\n @builtin(position) position_0 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n @location(2) localPos_0 : vec2<f32>,\n @interpolate(flat) @location(1) shape_0 : f32,\n};\n\nstruct vertexInput_0\n{\n @location(0) x_0 : u32,\n @location(1) x2_0 : u32,\n @location(2) y_0 : f32,\n @location(3) color_1 : u32,\n @location(4) glyph_0 : u32,\n};\n\n@vertex\nfn vs_main( _S6 : vertexInput_0, @builtin(vertex_index) vid_1 : u32) -> VsOut_0\n{\n var q_2 : vec2<f32> = quadLocal_0(vid_1 % u32(6));\n var local_0 : vec2<f32> = q_2 * vec2<f32>(2.0f) - vec2<f32>(1.0f);\n var xZero_0 : bool = (q_2.x) < 0.5f;\n var _S7 : Uniforms_std140_0 = u_0;\n var _S8 : f32 = bpToClipX_0(_S6.x_0, &(_S7));\n var _S9 : f32 = bpToClipX_0(_S6.x2_0, &(_S7));\n var yPx_1 : f32 = valueToYPx_0(_S6.y_0, u_0.domainMin_0, u_0.domainMax_0, u_0.canvasHeight_0);\n var centerClipY_0 : f32 = yPxToClipY_0(yPx_1, u_0.canvasHeight_0);\n var isBar_0 : bool = (clipLenToPx_0(abs(_S9 - _S8), u_0.viewportWidth_0)) > (u_0.radiusPx_0 * 2.0f);\n var o_0 : VsOut_0;\n o_0.color_0 = unpackRGBA_0(_S6.color_1);\n var x_1 : f32;\n if(isBar_0)\n {\n var overdrawClipX_0 : f32 = pxToClipLen_0(1.0f, u_0.viewportWidth_0);\n if(xZero_0)\n {\n x_1 = min(_S8, _S9) - overdrawClipX_0;\n }\n else\n {\n x_1 = max(_S8, _S9) + overdrawClipX_0;\n }\n o_0.position_0 = vec4<f32>(x_1, centerClipY_0 + pxToClipLen_0(local_0.y * u_0.radiusPx_0, u_0.canvasHeight_0), 0.0f, 1.0f);\n o_0.localPos_0 = local_0;\n o_0.shape_0 = 3.0f;\n }\n else\n {\n var _S10 : bool;\n if((_S6.glyph_0) == u32(0))\n {\n _S10 = (u_0.radiusPx_0 * 2.0f) <= 3.0f;\n }\n else\n {\n _S10 = false;\n }\n if(_S10)\n {\n o_0.position_0 = crispSquareCornerClip_0(_S8, yPx_1, u_0.radiusPx_0 * 2.0f, q_2, u_0.viewportWidth_0, u_0.canvasHeight_0);\n o_0.localPos_0 = local_0;\n o_0.shape_0 = 3.0f;\n }\n else\n {\n var expand_0 : f32 = discExpand_0(u_0.radiusPx_0, u_0.devicePixelRatio_0);\n var _S11 : bool = (_S6.glyph_0) == u32(2);\n if(_S11)\n {\n x_1 = 1.60000002384185791f;\n }\n else\n {\n x_1 = 1.0f;\n }\n var halfPx_0 : f32 = u_0.radiusPx_0 * expand_0 * x_1;\n o_0.position_0 = vec4<f32>(_S8 + pxToClipLen_0(local_0.x * halfPx_0, u_0.viewportWidth_0), centerClipY_0 + pxToClipLen_0(local_0.y * halfPx_0, u_0.canvasHeight_0), 0.0f, 1.0f);\n o_0.localPos_0 = local_0 * vec2<f32>(expand_0);\n if((_S6.glyph_0) == u32(1))\n {\n x_1 = 2.0f;\n }\n else\n {\n if(_S11)\n {\n x_1 = 1.0f;\n }\n else\n {\n x_1 = 0.0f;\n }\n }\n o_0.shape_0 = x_1;\n }\n }\n return o_0;\n}\n\nfn discCoverage_0( localPos_1 : vec2<f32>) -> f32\n{\n return 1.0f - length(localPos_1);\n}\n\nfn aaGradient_0( d_0 : f32) -> f32\n{\n return max(length(vec2<f32>(dpdx(d_0), dpdy(d_0))), 0.00000999999974738f);\n}\n\nfn aaRamp_0( signedInk_0 : f32, widthPx_0 : f32) -> f32\n{\n return clamp(signedInk_0 / widthPx_0 + 0.5f, 0.0f, 1.0f);\n}\n\nfn glyphEdgeAlpha_0( coverage_0 : f32) -> f32\n{\n return aaRamp_0(coverage_0, aaGradient_0(coverage_0));\n}\n\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_2 : vec4<f32>,\n @location(2) localPos_2 : vec2<f32>,\n @interpolate(flat) @location(1) shape_1 : f32,\n};\n\n@fragment\nfn fs_main( _S12 : pixelInput_0, @builtin(position) position_1 : vec4<f32>) -> pixelOutput_0\n{\n var coverage_1 : f32;\n if((_S12.shape_1) > 2.5f)\n {\n coverage_1 = 1.0f;\n }\n else\n {\n if((_S12.shape_1) > 1.5f)\n {\n var _S13 : f32 = _S12.localPos_2.y;\n var _S14 : f32 = _S12.localPos_2.x;\n coverage_1 = min(1.0f - _S13, min((2.0f * _S14 + _S13 + 1.0f) * 0.44721359014511108f, (-2.0f * _S14 + _S13 + 1.0f) * 0.44721359014511108f));\n }\n else\n {\n if((_S12.shape_1) > 0.5f)\n {\n coverage_1 = 1.0f - (abs(_S12.localPos_2.x) + abs(_S12.localPos_2.y));\n }\n else\n {\n coverage_1 = discCoverage_0(_S12.localPos_2);\n }\n }\n }\n var alpha_0 : f32 = glyphEdgeAlpha_0(coverage_1);\n if(alpha_0 <= 0.0f)\n {\n discard;\n }\n var _S15 : pixelOutput_0 = pixelOutput_0( vec4<f32>(_S12.color_2.xyz, _S12.color_2.w * alpha_0) );\n return _S15;\n}\n\n"
5
+
6
+ export const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nstruct Uniforms_0\n{\n vec3 bpRangeX_0;\n float canvasHeight_0;\n float domainMin_0;\n float domainMax_0;\n float zero_0;\n float viewportWidth_0;\n float radiusPx_0;\n float devicePixelRatio_0;\n};\n\n\nlayout(std140) uniform Uniforms\n{\n vec3 bpRangeX_0;\n float canvasHeight_0;\n float domainMin_0;\n float domainMax_0;\n float zero_0;\n float viewportWidth_0;\n float radiusPx_0;\n float devicePixelRatio_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_0)\n{\n float step_0 = 2.0 / bpRange_0.z;\n float _S5 = - (1.0 / hpZero_0);\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 bpToClipX_0(uint bp_0, Uniforms_0 u_1)\n{\n\n return hpToClipX_0(hpSplitUint_0(bp_0), u_1.bpRangeX_0, u_1.zero_0);\n}\n\n\nfloat valueToYPx_0(float value_1, float domainMin_1, float domainMax_1, float h_0)\n{\n\n return (1.0 - clamp((value_1 - domainMin_1) / max(domainMax_1 - domainMin_1, 9.99999997475242708e-07), 0.0, 1.0)) * h_0;\n}\n\n\nfloat yPxToClipY_0(float yPx_0, float canvasHeight_1)\n{\n\n return 1.0 - yPx_0 / canvasHeight_1 * 2.0;\n}\n\n\nfloat clipLenToPx_0(float clipLen_0, float size_0)\n{\n\n return clipLen_0 * 0.5 * size_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\nfloat pxToClipLen_0(float px_0, float size_1)\n{\n\n return px_0 * 2.0 / size_1;\n}\n\n\nfloat clipXToPx_0(float clipX_0, float canvasWidth_0)\n{\n\n return (clipX_0 + 1.0) * 0.5 * canvasWidth_0;\n}\n\n\nfloat crispSquareTopLeftPx_0(float centerPx_0, float diameterPx_0)\n{\n\n return floor(centerPx_0 - diameterPx_0 * 0.5 + 0.5);\n}\n\n\n\nvec2 crispSquareCornerPx_0(vec2 centerPx_1, float diameterPx_1, vec2 q_0)\n{\n\n\n\n return vec2(crispSquareTopLeftPx_0(centerPx_1.x, diameterPx_1), crispSquareTopLeftPx_0(centerPx_1.y, diameterPx_1)) + q_0 * diameterPx_1;\n}\n\n\nfloat pxToClipX_0(float xPx_0, float canvasWidth_1)\n{\n\n return xPx_0 / canvasWidth_1 * 2.0 - 1.0;\n}\n\n\nvec4 crispSquareCornerClip_0(float centerClipX_0, float centerYPx_0, float diameterPx_2, vec2 q_1, float viewportWidth_1, float canvasHeight_2)\n{\n\n\n\n vec2 vPx_0 = crispSquareCornerPx_0(vec2(clipXToPx_0(centerClipX_0, viewportWidth_1), centerYPx_0), diameterPx_2, q_1);\n return vec4(pxToClipX_0(vPx_0.x, viewportWidth_1), yPxToClipY_0(vPx_0.y, canvasHeight_2), 0.0, 1.0);\n}\n\n\nfloat aaPx_0(float dpr_0)\n{\n\n return 1.0 / max(dpr_0, 1.0);\n}\n\n\nfloat aaHalfPx_0(float dpr_1)\n{\n\n return 0.5 * aaPx_0(dpr_1);\n}\n\n\nfloat discExpand_0(float radiusPx_1, float dpr_2)\n{\n\n return (radiusPx_1 + aaHalfPx_0(dpr_2)) / max(radiusPx_1, 0.5);\n}\n\n\nout vec4 v_color;\n\n\nout vec2 v_localPos;\n\n\nflat out float v_shape;\n\n\nlayout(location = 0)\nin uint a_x;\n\n\nlayout(location = 1)\nin uint a_x2;\n\n\nlayout(location = 2)\nin float a_y;\n\n\nlayout(location = 3)\nin uint a_color;\n\n\nlayout(location = 4)\nin uint a_glyph;\n\n\nstruct VsOut_0\n{\n vec4 position_0;\n vec4 color_0;\n vec2 localPos_0;\n float shape_0;\n};\n\n\nvoid main()\n{\n\n\n vec2 q_2 = quadLocal_0(uint(gl_VertexID) % 6U);\n vec2 local_0 = q_2 * 2.0 - 1.0;\n bool xZero_0 = (q_2.x) < 0.5;\n\n Uniforms_0 _S6 = Uniforms_0(u_0.bpRangeX_0, u_0.canvasHeight_0, u_0.domainMin_0, u_0.domainMax_0, u_0.zero_0, u_0.viewportWidth_0, u_0.radiusPx_0, u_0.devicePixelRatio_0);\n\n float startClipX_0 = bpToClipX_0(a_x, _S6);\n float endClipX_0 = bpToClipX_0(a_x2, _S6);\n float yPx_1 = valueToYPx_0(a_y, u_0.domainMin_0, u_0.domainMax_0, u_0.canvasHeight_0);\n float centerClipY_0 = yPxToClipY_0(yPx_1, u_0.canvasHeight_0);\n\n bool isBar_0 = (clipLenToPx_0(abs(endClipX_0 - startClipX_0), u_0.viewportWidth_0)) > (u_0.radiusPx_0 * 2.0);\n\n VsOut_0 o_0;\n o_0.color_0 = unpackRGBA_0(a_color);\n\n float x_0;\n if(isBar_0)\n {\n float overdrawClipX_0 = pxToClipLen_0(1.0, u_0.viewportWidth_0);\n\n\n if(xZero_0)\n {\n\n x_0 = min(startClipX_0, endClipX_0) - overdrawClipX_0;\n\n }\n else\n {\n\n x_0 = max(startClipX_0, endClipX_0) + overdrawClipX_0;\n\n }\n\n\n\n o_0.position_0 = vec4(x_0, centerClipY_0 + pxToClipLen_0(local_0.y * u_0.radiusPx_0, u_0.canvasHeight_0), 0.0, 1.0);\n o_0.localPos_0 = local_0;\n o_0.shape_0 = 3.0;\n\n }\n else\n {\n\n bool _S7;\n\n if(a_glyph == 0U)\n {\n\n _S7 = (u_0.radiusPx_0 * 2.0) <= 3.0;\n\n }\n else\n {\n\n _S7 = false;\n\n }\n\n if(_S7)\n {\n\n\n o_0.position_0 = crispSquareCornerClip_0(startClipX_0, yPx_1, u_0.radiusPx_0 * 2.0, q_2, u_0.viewportWidth_0, u_0.canvasHeight_0);\n\n o_0.localPos_0 = local_0;\n o_0.shape_0 = 3.0;\n\n }\n else\n {\n\n float expand_0 = discExpand_0(u_0.radiusPx_0, u_0.devicePixelRatio_0);\n if(a_glyph == 2U)\n {\n\n x_0 = 1.60000002384185791;\n\n }\n else\n {\n\n x_0 = 1.0;\n\n }\n float halfPx_0 = u_0.radiusPx_0 * expand_0 * x_0;\n\n\n o_0.position_0 = vec4(startClipX_0 + pxToClipLen_0(local_0.x * halfPx_0, u_0.viewportWidth_0), centerClipY_0 + pxToClipLen_0(local_0.y * halfPx_0, u_0.canvasHeight_0), 0.0, 1.0);\n o_0.localPos_0 = local_0 * expand_0;\n if(a_glyph == 1U)\n {\n\n x_0 = 2.0;\n\n }\n else\n {\n\n if(a_glyph == 2U)\n {\n\n x_0 = 1.0;\n\n }\n else\n {\n\n x_0 = 0.0;\n\n }\n\n }\n\n o_0.shape_0 = x_0;\n\n }\n\n }\n\n VsOut_0 _S8 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S8.color_0;\n\n v_localPos = _S8.localPos_0;\n\n v_shape = _S8.shape_0;\n\n return;\n}\n\n"
7
+
8
+ export const GLSL_FRAGMENT = "#version 300 es\nprecision highp float;\nprecision highp int;\nfloat discCoverage_0(vec2 localPos_0)\n{\n\n return 1.0 - length(localPos_0);\n}\n\n\nfloat aaGradient_0(float d_0)\n{\n\n return max(length(vec2(dFdx(d_0), dFdy(d_0))), 0.00000999999974738);\n}\n\n\n\nfloat aaRamp_0(float signedInk_0, float widthPx_0)\n{\n\n return clamp(signedInk_0 / widthPx_0 + 0.5, 0.0, 1.0);\n}\n\n\nfloat glyphEdgeAlpha_0(float coverage_0)\n{\n\n return aaRamp_0(coverage_0, aaGradient_0(coverage_0));\n}\n\n\nlayout(location = 0)\nout vec4 entryPointParam_fs_main_0;\n\n\nin vec4 v_color;\n\n\nin vec2 v_localPos;\n\n\nflat in float v_shape;\n\n\nvoid main()\n{\n\n float coverage_1;\n\n if(v_shape > 2.5)\n {\n\n coverage_1 = 1.0;\n\n }\n else\n {\n\n if(v_shape > 1.5)\n {\n\n float _S1 = v_localPos.y;\n float _S2 = v_localPos.x;\n\n coverage_1 = min(1.0 - _S1, min((2.0 * _S2 + _S1 + 1.0) * 0.44721359014511108, (-2.0 * _S2 + _S1 + 1.0) * 0.44721359014511108));\n\n }\n else\n {\n\n if(v_shape > 0.5)\n {\n\n coverage_1 = 1.0 - (abs(v_localPos.x) + abs(v_localPos.y));\n\n }\n else\n {\n\n coverage_1 = discCoverage_0(v_localPos);\n\n }\n\n }\n\n }\n\n float alpha_0 = glyphEdgeAlpha_0(coverage_1);\n if(alpha_0 <= 0.0)\n {\n\n discard;\n\n }\n\n entryPointParam_fs_main_0 = vec4(v_color.xyz, v_color.w * alpha_0);\n\n return;\n}\n\n"
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+
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+ export * from './pointMark.iface.generated.ts'
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+
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+ export * from './pointMark.consts.generated.ts'
@@ -0,0 +1,146 @@
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+ // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from pointMark.slang.
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+ // Do not edit. Run `pnpm gen:shaders` to regenerate.
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+
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+ import type { VertexAttributeLayout, ShaderBinding } from '@jbrowse/render-core/hal'
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+
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+ export const BINDINGS: readonly ShaderBinding[] = [
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+ { index: 1, kind: 'uniform', name: 'u' },
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+ ]
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+
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+ export const VERTS_PER_INSTANCE = 6
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+
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+ export const UNIFORMS_SIZE_BYTES = 48
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+
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+ // Word indices into a Float32Array view over the uniform buffer.
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+ export const UNIFORM_OFFSET_F32 = {
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+ bpRangeX: 0,
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+ canvasHeight: 3,
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+ domainMin: 4,
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+ domainMax: 5,
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+ zero: 6,
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+ viewportWidth: 7,
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+ radiusPx: 8,
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+ devicePixelRatio: 9,
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+ } as const
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+
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+
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+ export interface Uniforms {
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+ bpRangeX: [number, number, number]
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+ canvasHeight: number
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+ domainMin: number
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+ domainMax: number
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+ zero: number
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+ viewportWidth: number
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+ radiusPx: number
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+ devicePixelRatio: number
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+ }
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+
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+ export function writeUniforms(buf: ArrayBuffer, uniforms: Uniforms) {
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+ const f32 = new Float32Array(buf)
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+ f32[0] = uniforms.bpRangeX[0]
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+ f32[1] = uniforms.bpRangeX[1]
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+ f32[2] = uniforms.bpRangeX[2]
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+ f32[3] = uniforms.canvasHeight
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+ f32[4] = uniforms.domainMin
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+ f32[5] = uniforms.domainMax
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+ f32[6] = uniforms.zero
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+ f32[7] = uniforms.viewportWidth
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+ f32[8] = uniforms.radiusPx
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+ f32[9] = uniforms.devicePixelRatio
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+ }
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+
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+ export const INSTANCE_STRIDE_BYTES = 20
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+ export const INSTANCE_STRIDE_WORDS = 5
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+
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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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+ y: 2,
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+ } as const
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+
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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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+ x: 0,
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+ x2: 1,
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+ color: 3,
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+ glyph: 4,
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+ } as const
67
+
68
+ export const VERTEX_ATTRIBUTES: readonly VertexAttributeLayout[] = [
69
+ { name: 'a_x', components: 1, type: 'uint', offsetBytes: 0, integer: true },
70
+ { name: 'a_x2', components: 1, type: 'uint', offsetBytes: 4, integer: true },
71
+ { name: 'a_y', components: 1, type: 'float', offsetBytes: 8, integer: false },
72
+ { name: 'a_color', components: 1, type: 'uint', offsetBytes: 12, integer: true },
73
+ { name: 'a_glyph', components: 1, type: 'uint', offsetBytes: 16, integer: true },
74
+ ]
75
+
76
+ export interface InstanceArrays {
77
+ x: ArrayLike<number>
78
+ x2: ArrayLike<number>
79
+ y: ArrayLike<number>
80
+ color: ArrayLike<number>
81
+ glyph: ArrayLike<number>
82
+ }
83
+
84
+ export function packInstances(
85
+ arrays: InstanceArrays,
86
+ numInstances: number,
87
+ buf: ArrayBuffer = new ArrayBuffer(numInstances * INSTANCE_STRIDE_BYTES),
88
+ ) {
89
+ const f32 = new Float32Array(buf)
90
+ const u32 = new Uint32Array(buf)
91
+ const { x, x2, y, color, glyph } = arrays
92
+ for (let i = 0; i < numInstances; i++) {
93
+ const o = i * INSTANCE_STRIDE_WORDS
94
+ u32[o + 0] = x[i]!
95
+ u32[o + 1] = x2[i]!
96
+ f32[o + 2] = y[i]!
97
+ u32[o + 3] = color[i]!
98
+ u32[o + 4] = glyph[i]!
99
+ }
100
+ return buf
101
+ }
102
+
103
+ // Instance `i`'s `x`.
104
+ export function getInstanceX(u32: Uint32Array, i: number) {
105
+ return u32[i * INSTANCE_STRIDE_WORDS]!
106
+ }
107
+
108
+ export function setInstanceX(u32: Uint32Array, i: number, v: number) {
109
+ u32[i * INSTANCE_STRIDE_WORDS] = v
110
+ }
111
+
112
+ // Instance `i`'s `x2`.
113
+ export function getInstanceX2(u32: Uint32Array, i: number) {
114
+ return u32[i * INSTANCE_STRIDE_WORDS + 1]!
115
+ }
116
+
117
+ export function setInstanceX2(u32: Uint32Array, i: number, v: number) {
118
+ u32[i * INSTANCE_STRIDE_WORDS + 1] = v
119
+ }
120
+
121
+ // Instance `i`'s `y`.
122
+ export function getInstanceY(f32: Float32Array, i: number) {
123
+ return f32[i * INSTANCE_STRIDE_WORDS + 2]!
124
+ }
125
+
126
+ export function setInstanceY(f32: Float32Array, i: number, v: number) {
127
+ f32[i * INSTANCE_STRIDE_WORDS + 2] = v
128
+ }
129
+
130
+ // Instance `i`'s `color`.
131
+ export function getInstanceColor(u32: Uint32Array, i: number) {
132
+ return u32[i * INSTANCE_STRIDE_WORDS + 3]!
133
+ }
134
+
135
+ export function setInstanceColor(u32: Uint32Array, i: number, v: number) {
136
+ u32[i * INSTANCE_STRIDE_WORDS + 3] = v
137
+ }
138
+
139
+ // Instance `i`'s `glyph`.
140
+ export function getInstanceGlyph(u32: Uint32Array, i: number) {
141
+ return u32[i * INSTANCE_STRIDE_WORDS + 4]!
142
+ }
143
+
144
+ export function setInstanceGlyph(u32: Uint32Array, i: number, v: number) {
145
+ u32[i * INSTANCE_STRIDE_WORDS + 4] = v
146
+ }
@@ -0,0 +1,21 @@
1
+ // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from pointMark.slang.
2
+ // Do not edit. Run `pnpm gen:shaders` to regenerate.
3
+
4
+ // Scalar twins of pointMark.slang, transliterated from slangc's WGSL so
5
+ // the Canvas2D and SVG paths run the shader's own math. See adr-051.
6
+
7
+ function _clamp(x: number, lo: number, hi: number) {
8
+ return _min(_max(x, lo), hi)
9
+ }
10
+
11
+ function _max(a: number, b: number) {
12
+ return b > a || Number.isNaN(a) ? b : a
13
+ }
14
+
15
+ function _min(a: number, b: number) {
16
+ return b < a || Number.isNaN(a) ? b : a
17
+ }
18
+
19
+ export function valueToYPx(value: number, domainMin: number, domainMax: number, h: number): number {
20
+ return ((1.0 - _clamp(((value - domainMin) / _max((domainMax - domainMin), 9.99999997475242708e-07)), 0.0, 1.0)) * h)
21
+ }