@jbrowse/render-core 5.0.0-beta.10 → 5.0.0-beta.13

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (97) hide show
  1. package/esm/RenderCanvas.d.ts +1 -1
  2. package/esm/RenderCanvas.js +1 -1
  3. package/esm/canvas2dUtils.js +1 -1
  4. package/esm/createRenderingBackend.d.ts +2 -2
  5. package/esm/createRenderingBackend.js +2 -2
  6. package/esm/graphicsCapabilities.js +1 -1
  7. package/esm/hal/createHal.js +1 -1
  8. package/esm/hal/deviceGpuCache.js +8 -11
  9. package/esm/hal/types.d.ts +0 -2
  10. package/esm/hal/webgl2Hal.d.ts +1 -1
  11. package/esm/hal/webgl2Hal.js +4 -4
  12. package/esm/hal/webgpuHal.js +2 -3
  13. package/esm/marks/barMark.js +4 -2
  14. package/esm/marks/index.d.ts +4 -4
  15. package/esm/marks/index.js +3 -3
  16. package/esm/marks/lineMark.d.ts +6 -0
  17. package/esm/marks/lineMark.js +34 -21
  18. package/esm/marks/linkMark.d.ts +21 -1
  19. package/esm/marks/linkMark.js +25 -6
  20. package/esm/marks/markPlan.d.ts +4 -3
  21. package/esm/marks/markPlan.js +5 -4
  22. package/esm/marks/markRamp.d.ts +4 -2
  23. package/esm/marks/markRamp.js +14 -6
  24. package/esm/marks/rowLane.d.ts +2 -0
  25. package/esm/marks/rowLane.js +7 -3
  26. package/esm/marks/rowSpanIndex.d.ts +3 -2
  27. package/esm/marks/rowSpanIndex.js +18 -8
  28. package/esm/marks/spanMark.d.ts +4 -3
  29. package/esm/marks/spanMark.js +3 -3
  30. package/esm/marks/types.d.ts +4 -1
  31. package/esm/marks/types.js +3 -1
  32. package/esm/shaders/barMark.glsl.generated.d.ts +1 -1
  33. package/esm/shaders/barMark.glsl.generated.js +1 -1
  34. package/esm/shaders/barMark.wgsl.generated.d.ts +1 -1
  35. package/esm/shaders/barMark.wgsl.generated.js +1 -1
  36. package/esm/shaders/curveDistance.js.generated.d.ts +1 -0
  37. package/esm/shaders/curveDistance.js.generated.js +9 -0
  38. package/esm/shaders/insertionGlyph.generated.d.ts +6 -0
  39. package/esm/shaders/insertionGlyph.generated.js +8 -0
  40. package/esm/shaders/lineCenterMark.glsl.generated.d.ts +2 -2
  41. package/esm/shaders/lineCenterMark.glsl.generated.js +2 -2
  42. package/esm/shaders/lineCenterMark.iface.generated.d.ts +11 -9
  43. package/esm/shaders/lineCenterMark.iface.generated.js +20 -18
  44. package/esm/shaders/lineCenterMark.wgsl.generated.d.ts +1 -1
  45. package/esm/shaders/lineCenterMark.wgsl.generated.js +1 -1
  46. package/esm/shaders/lineCommon.js.generated.d.ts +1 -0
  47. package/esm/shaders/lineCommon.js.generated.js +20 -0
  48. package/esm/shaders/lineStepMark.glsl.generated.d.ts +2 -2
  49. package/esm/shaders/lineStepMark.glsl.generated.js +2 -2
  50. package/esm/shaders/lineStepMark.iface.generated.d.ts +11 -9
  51. package/esm/shaders/lineStepMark.iface.generated.js +20 -18
  52. package/esm/shaders/lineStepMark.wgsl.generated.d.ts +1 -1
  53. package/esm/shaders/lineStepMark.wgsl.generated.js +1 -1
  54. package/esm/shaders/linkMark.glsl.generated.d.ts +1 -1
  55. package/esm/shaders/linkMark.glsl.generated.js +1 -1
  56. package/esm/shaders/linkMark.js.generated.d.ts +2 -1
  57. package/esm/shaders/linkMark.js.generated.js +3 -3
  58. package/esm/shaders/linkMark.wgsl.generated.d.ts +1 -1
  59. package/esm/shaders/linkMark.wgsl.generated.js +1 -1
  60. package/esm/shaders/pointMark.glsl.generated.d.ts +1 -1
  61. package/esm/shaders/pointMark.glsl.generated.js +1 -1
  62. package/esm/shaders/pointMark.wgsl.generated.d.ts +1 -1
  63. package/esm/shaders/pointMark.wgsl.generated.js +1 -1
  64. package/esm/shaders/spanMark.glsl.generated.d.ts +1 -1
  65. package/esm/shaders/spanMark.glsl.generated.js +1 -1
  66. package/esm/shaders/spanMark.wgsl.generated.d.ts +1 -1
  67. package/esm/shaders/spanMark.wgsl.generated.js +1 -1
  68. package/esm/slangPass.d.ts +10 -9
  69. package/esm/slangPass.js +2 -2
  70. package/package.json +3 -3
  71. package/src/shaders/barMark.glsl.generated.ts +1 -1
  72. package/src/shaders/barMark.wgsl.generated.ts +1 -1
  73. package/src/shaders/capsule.slang +1 -1
  74. package/src/shaders/curveDistance.js.generated.ts +12 -0
  75. package/src/shaders/curveDistance.slang +1 -1
  76. package/src/shaders/insertionGlyph.generated.ts +14 -0
  77. package/src/shaders/insertionGlyph.slang +59 -0
  78. package/src/shaders/lineCenterMark.glsl.generated.ts +2 -2
  79. package/src/shaders/lineCenterMark.iface.generated.ts +21 -18
  80. package/src/shaders/lineCenterMark.slang +5 -1
  81. package/src/shaders/lineCenterMark.wgsl.generated.ts +1 -1
  82. package/src/shaders/lineCommon.js.generated.ts +20 -0
  83. package/src/shaders/lineCommon.slang +14 -4
  84. package/src/shaders/lineStepMark.glsl.generated.ts +2 -2
  85. package/src/shaders/lineStepMark.iface.generated.ts +21 -18
  86. package/src/shaders/lineStepMark.slang +5 -1
  87. package/src/shaders/lineStepMark.wgsl.generated.ts +1 -1
  88. package/src/shaders/linkMark.glsl.generated.ts +1 -1
  89. package/src/shaders/linkMark.js.generated.ts +3 -3
  90. package/src/shaders/linkMark.slang +10 -7
  91. package/src/shaders/linkMark.wgsl.generated.ts +1 -1
  92. package/src/shaders/pointMark.glsl.generated.ts +1 -1
  93. package/src/shaders/pointMark.wgsl.generated.ts +1 -1
  94. package/src/shaders/rowRect.slang +2 -2
  95. package/src/shaders/rowTable.slang +5 -1
  96. package/src/shaders/spanMark.glsl.generated.ts +1 -1
  97. package/src/shaders/spanMark.wgsl.generated.ts +1 -1
@@ -1,3 +1,4 @@
1
+ import { HIDDEN_ROW } from './rowTable.js';
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  const lowEnd = (x, x2, i) => Math.min(x[i], x2[i]);
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  const highEnd = (x, x2, i) => Math.max(x[i], x2[i]);
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  // A row that arrived nearly in start order, as `cells` writes one (an
@@ -53,22 +54,27 @@ function sortRow(order, from, to, x, x2) {
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  }
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  /**
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  * The index over `count` spans from `x` to `x2`, each in the row `row` names
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- * (row 0 where there is no lane). A counting sort by row, a sort of each row
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- * the input left out of start order, and one pass for the reach.
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+ * (row 0 where there is no lane), less those on `HIDDEN_ROW`, which no row
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+ * holds. A counting sort by row, a sort of each row the input left out of
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+ * start order, and one pass for the reach.
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  */
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  export function rowSpanIndex(x, x2, row, count = x.length) {
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  let rows = 1;
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  if (row) {
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  for (let i = 0; i < count; i++) {
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- if (row[i] + 1 > rows) {
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- rows = row[i] + 1;
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+ const r = row[i];
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+ if (r !== HIDDEN_ROW && r + 1 > rows) {
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+ rows = r + 1;
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  }
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  }
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  }
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  const rowStart = new Uint32Array(rows + 1);
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  if (row) {
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  for (let i = 0; i < count; i++) {
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- rowStart[row[i] + 1]++;
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+ const r = row[i];
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+ if (r !== HIDDEN_ROW) {
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+ rowStart[r + 1]++;
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+ }
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  }
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  for (let r = 0; r < rows; r++) {
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  rowStart[r + 1] = rowStart[r + 1] + rowStart[r];
@@ -77,11 +83,15 @@ export function rowSpanIndex(x, x2, row, count = x.length) {
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  else {
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  rowStart[1] = count;
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  }
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- const order = new Uint32Array(count);
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+ const placed = rowStart[rows];
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+ const order = new Uint32Array(placed);
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  if (row) {
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  const next = rowStart.slice(0, rows);
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  for (let i = 0; i < count; i++) {
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- order[next[row[i]]++] = i;
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+ const r = row[i];
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+ if (r !== HIDDEN_ROW) {
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+ order[next[r]++] = i;
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+ }
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  }
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  }
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  else {
@@ -89,7 +99,7 @@ export function rowSpanIndex(x, x2, row, count = x.length) {
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  order[i] = i;
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  }
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  }
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- const reach = new Uint32Array(count);
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+ const reach = new Uint32Array(placed);
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  for (let r = 0; r < rows; r++) {
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  const from = rowStart[r];
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  const to = rowStart[r + 1];
@@ -26,9 +26,10 @@ export interface SpanParams {
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  */
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  minWidthPx: number;
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  /**
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- * CSS px the **painter alone** adds to each span's right edge, closing the
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- * hairline two antialiased `fillRect`s leave where tiling runs meet on a
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- * fractional pixel. The GPU pass needs none, and the ink excludes it.
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+ * CSS px the **painter alone** adds to each span's edge facing the next span
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+ * painted — the left edge on a reversed block — closing the hairline two
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+ * antialiased `fillRect`s leave where tiling runs meet on a fractional pixel.
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+ * The GPU pass needs none, and the ink excludes it.
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  */
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  seamPx: number;
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  /** Rows-area scroll offset in CSS px; 0 for a canvas sized to its content. */
@@ -25,7 +25,7 @@ function spanFrame(block, params) {
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  height: drawnRowHeightPx(rowHeight, rowProportion),
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  };
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  }
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- function placeSpan(c, g, i) {
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+ function placeSpan(c, g, i, seamPx = 0) {
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  const slot = rowSlot(c.row, i, g.table);
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  if (slot === undefined) {
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  return false;
@@ -33,7 +33,7 @@ function placeSpan(c, g, i) {
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  const xa = projectBp(g, c.x[i]);
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  const xb = projectBp(g, c.x2[i]);
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  const width = Math.max(g.minWidthPx, Math.abs(xb - xa));
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- g.left = spanLeft(xa, xb, width);
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+ g.left = spanLeft(xa, xb, width + seamPx);
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  g.top = g.bandOffsetPx + g.rowHeight * slot - g.scrollTop;
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  g.width = width;
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  return true;
@@ -66,7 +66,7 @@ export const spanMark = {
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  const g = spanFrame(block, params);
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  const setFill = makeAbgrFill(ctx);
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  for (let i = 0; i < count; i++) {
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- if (placeSpan(channels, g, i)) {
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+ if (placeSpan(channels, g, i, seamPx)) {
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  setFill(rowColor(color[i], row, i, g.table));
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  ctx.fillRect(g.left, g.top, g.width + seamPx, g.height);
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  }
@@ -220,7 +220,10 @@ export interface Mark<TRegion, TState extends MarkFrame> {
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  * frame and every other consumer per block, before any lens.
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  */
222
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  readonly enabled?: (state: TState) => boolean;
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- /** The pass a frame plan draws; undefined with a `band` or `paintsBlock`. */
223
+ /**
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+ * The pass a frame plan draws; undefined with a `band`, a `paintsBlock` or
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+ * a per-draw `verticesPerInstance`, none of which a plan carries.
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+ */
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  readonly planned?: PlannedPass;
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  drawRegion(hal: GpuHal, scratch: ArrayBuffer, block: RenderBlock, clip: BlockClipResult, region: TRegion, state: TState, regionKey: number, staged?: StagedUniforms, textures?: TextureBinder): void;
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  paintBlock(ctx: MarkContext2D, region: TRegion, block: RenderBlock, state: TState): void;
@@ -37,7 +37,9 @@ export function defineMark(spec) {
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  throw new Error(`mark ${shape.id} draws off ${lender.id}'s buffer but declares a different instance struct`);
38
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  }
39
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  const bufferOf = lender?.id;
40
- const planned = band || shape.paintsBlock ? undefined : { id: shape.pass.id, bufferOf };
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+ const planned = band || shape.paintsBlock || shape.verticesPerInstance
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+ ? undefined
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+ : { id: shape.pass.id, bufferOf };
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  // `channels` gates `params`: a union payload's params lens may only read its
42
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  // own kind of region.
43
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  function resolve(region, block, state) {
@@ -1,2 +1,2 @@
1
- export declare const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\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 int valueScaleType_0;\n float valueSymlogConstant_0;\n int rampMode_0;\n float rampMin_0;\n float rampMax_0;\n float rampMidNorm_0;\n int colorCutCount_0;\n vec4 colorCuts_0[2];\n vec4 colorBands_0[9];\n float originYPx_0;\n float rowHeight_0;\n float rowBandPx_0;\n float rowOffsetPx_0;\n float zero_0;\n float minCellDenomPx_0;\n float minWidthPx_0;\n float devicePixelRatio_0;\n int rowTableKeys_0;\n}u_0;\n\nuniform sampler2D u_colorRamp;\n\n\nuniform sampler2D u_rowTable;\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 rampMidT_0(float t_0, float mid_0)\n{\n\n float _S1 = max(mid_0, 1.0 - mid_0);\n return clamp((t_0 + (_S1 - mid_0)) / (2.0 * _S1), 0.0, 1.0);\n}\n\n\nfloat colorCutAt_0(int i_0, vec4 cutsLo_0, vec4 cutsHi_0)\n{\n\n float _S2;\n if(i_0 < 4)\n {\n\n _S2 = cutsLo_0[i_0];\n\n }\n else\n {\n\n _S2 = cutsHi_0[i_0 - 4];\n\n }\n\n return _S2;\n}\n\n\nint thresholdBand_0(float value_0, int cutCount_0, vec4 cutsLo_1, vec4 cutsHi_1)\n{\n\n int band_0 = 0;\n\n int i_1 = 0;\n\n for(;;)\n {\n\n if(i_1 < cutCount_0)\n {\n }\n else\n {\n\n break;\n }\n\n if(value_0 >= (colorCutAt_0(i_1, cutsLo_1, cutsHi_1)))\n {\n\n band_0 = i_1 + 1;\n\n }\n\n i_1 = i_1 + 1;\n\n }\n\n return band_0;\n}\n\n\nfloat log1pf_0(float x_0)\n{\n\n float u_1 = 1.0 + x_0;\n\n float _S3;\n if(u_1 == 1.0)\n {\n\n _S3 = x_0;\n\n }\n else\n {\n\n _S3 = log(u_1) * (x_0 / (u_1 - 1.0));\n\n }\n\n return _S3;\n}\n\nfloat symlogTransform_0(float x_1, float c_1)\n{\n\n return float((int(sign((x_1))))) * log1pf_0(abs(x_1 / c_1));\n}\n\n\nfloat normalizeScoreUnclamped_0(float score_0, float domainMin_1, float domainMax_1, int scaleType_0, float symlogConstant_0)\n{\n\n float tMax_0;\n\n float tMin_0;\n\n float t_1;\n\n\n\n if(scaleType_0 == 2)\n {\n\n float _S4 = symlogTransform_0(score_0, symlogConstant_0);\n float _S5 = symlogTransform_0(domainMin_1, symlogConstant_0);\n\n tMax_0 = symlogTransform_0(domainMax_1, symlogConstant_0);\n\n tMin_0 = _S5;\n\n t_1 = _S4;\n\n }\n else\n {\n\n if(scaleType_0 == 1)\n {\n if(domainMin_1 > 0.0)\n {\n\n tMax_0 = domainMin_1;\n\n }\n else\n {\n\n tMax_0 = 1.0;\n\n }\n float _S6 = log2(max(score_0, tMax_0));\n float _S7 = log2(tMax_0);\n\n tMax_0 = log2(max(domainMax_1, tMax_0));\n\n tMin_0 = _S7;\n\n t_1 = _S6;\n\n }\n else\n {\n\n tMax_0 = domainMax_1;\n\n tMin_0 = domainMin_1;\n\n t_1 = score_0;\n\n }\n\n }\n\n float tRange_0 = tMax_0 - tMin_0;\n if(tRange_0 <= 0.0)\n {\n\n if(t_1 > tMin_0)\n {\n\n tMax_0 = 1.0;\n\n }\n else\n {\n\n tMax_0 = 0.0;\n\n }\n\n return tMax_0;\n }\n return (t_1 - tMin_0) / tRange_0;\n}\n\nfloat normalizeScore_0(float score_1, float domainMin_2, float domainMax_2, int scaleType_1, float symlogConstant_1)\n{\n\n return clamp(normalizeScoreUnclamped_0(score_1, domainMin_2, domainMax_2, scaleType_1, symlogConstant_1), 0.0, 1.0);\n}\n\n\nuint rowTableWidth_0(uint keys_0)\n{\n\n return max(min(keys_0, 2048U), 1U);\n}\n\nuint rowTablePlaneHeight_0(uint keys_1)\n{\n\n uint w_0 = rowTableWidth_0(keys_1);\n uint _S8 = (keys_1 + w_0 - 1U) / w_0;\n\n return max(_S8, 1U);\n}\n\nuint rowTableTexelX_0(uint key_0, uint keys_2)\n{\n\n uint _S9 = key_0 % rowTableWidth_0(keys_2);\n\n return _S9;\n}\n\n\nuint rowTableTexelY_0(uint key_1, uint keys_3)\n{\n\n uint _S10 = key_1 / rowTableWidth_0(keys_3);\n\n return _S10;\n}\n\n\nuint byteOf_0(float channel_0)\n{\n\n return uint(channel_0 * 255.0 + 0.5);\n}\n\n\nvec2 hpSplitUint_0(uint value_1)\n{\n\n uint lo_0 = value_1 & 4095U;\n\n return vec2(float(value_1 - lo_0), float(lo_0));\n}\n\n\nfloat hpToClipX_0(vec2 splitPos_0, vec3 bpRange_0, float hpZero_0)\n{\n\n float floorBp_0 = -3.00000000549775576e+38 + hpZero_0;\n float step_0 = 2.0 / bpRange_0.z;\n\n\n return dot(vec3(-1.0, max(splitPos_0.x - bpRange_0.x, floorBp_0), max(splitPos_0.y - bpRange_0.y, floorBp_0)), vec3(1.0, step_0, step_0));\n}\n\n\nfloat pxToClipLen_0(float px_0, float size_0)\n{\n\n return px_0 * 2.0 / size_0;\n}\n\n\nfloat extendToMinWidthPx_0(float x1_0, float x2_0, float minWidth_0)\n{\n\n float dx_0 = x2_0 - x1_0;\n\n float _S11;\n if((abs(dx_0)) < minWidth_0)\n {\n\n if(dx_0 < 0.0)\n {\n\n _S11 = - minWidth_0;\n\n }\n else\n {\n\n _S11 = minWidth_0;\n\n }\n\n _S11 = x1_0 + _S11;\n\n }\n else\n {\n\n _S11 = x2_0;\n\n }\n\n return _S11;\n}\n\nfloat extendToMinWidthX_0(float x1_1, float x2_1, float minWidthPx_1, float canvasWidth_0)\n{\n\n return extendToMinWidthPx_0(x1_1, x2_1, pxToClipLen_0(minWidthPx_1, canvasWidth_0));\n}\n\n\nvec2 quadLocal_0(uint vid_0)\n{\n\n uint v_0 = vid_0 % 6U;\n\n bool _S12 = v_0 == 0U;\n\n bool _S13;\n\n if(_S12)\n {\n\n _S13 = true;\n\n }\n else\n {\n\n _S13 = v_0 == 2U;\n\n }\n\n if(_S13)\n {\n\n _S13 = true;\n\n }\n else\n {\n\n _S13 = v_0 == 3U;\n\n }\n\n float _S14;\n\n if(_S13)\n {\n\n _S14 = 0.0;\n\n }\n else\n {\n\n _S14 = 1.0;\n\n }\n if(_S12)\n {\n\n _S13 = true;\n\n }\n else\n {\n\n _S13 = v_0 == 1U;\n\n }\n\n if(_S13)\n {\n\n _S13 = true;\n\n }\n else\n {\n\n _S13 = v_0 == 4U;\n\n }\n\n float _S15;\n\n if(_S13)\n {\n\n _S15 = 0.0;\n\n }\n else\n {\n\n _S15 = 1.0;\n\n }\n\n return vec2(_S14, _S15);\n}\n\n\nfloat rowBandTopPx_0(float rowOffsetPx_1, float rowHeight_1, uint slot_0)\n{\n\n return rowOffsetPx_1 + rowHeight_1 * float(slot_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 barAaPx_0()\n{\n\n return 2.0 * aaHalfPx_0(u_0.devicePixelRatio_0);\n}\n\n\nint clipSide_0(float value_2, float domainMin_3, float domainMax_3, int scaleType_2)\n{\n\n float tolerance_0 = (domainMax_3 - domainMin_3) * 0.00000999999974738;\n if(value_2 > (domainMax_3 + tolerance_0))\n {\n\n return 1;\n }\n\n bool _S16;\n\n if(value_2 < (domainMin_3 - tolerance_0))\n {\n\n _S16 = scaleType_2 != 1;\n\n }\n else\n {\n\n _S16 = false;\n\n }\n\n if(_S16)\n {\n\n return -1;\n }\n return 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 valueToYPxScaled_0(float value_3, float domainMin_4, float domainMax_4, float h_0, int scaleType_3, float symlogConstant_2)\n{\n\n return (1.0 - normalizeScore_0(value_3, domainMin_4, domainMax_4, scaleType_3, symlogConstant_2)) * h_0;\n}\n\n\nout vec4 v_color;\n\n\nout vec2 v_barInkPx;\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_row;\n\n\nstruct VsOut_0\n{\n vec4 position_0;\n vec4 color_0;\n vec2 barInkPx_0;\n};\n\n\nvec4 rampColor_0(float _S17)\n{\n\n return (textureLod((u_colorRamp), (vec2((clamp(_S17, 0.0, 1.0) * 255.0 + 0.5) / 256.0, 0.5)), (0.0)));\n}\n\n\nvec4 markScaleColor_0(uint _S18, int _S19, float _S20, float _S21, float _S22, int _S23, vec4 _S24, vec4 _S25)\n{\n\n if(_S19 == 0)\n {\n\n return unpackRGBA_0(_S18);\n }\n if(_S18 == 2143289345U)\n {\n\n return unpackRGBA_0(4289703855U);\n }\n\n int scaleType_4;\n\n if((_S18 & 2139095040U) == 2139095040U)\n {\n\n if((_S18 & 8388607U) != 0U)\n {\n\n return unpackRGBA_0(4286611584U);\n }\n\n bool negative_0 = (_S18 & 2147483648U) != 0U;\n if(_S19 == 3)\n {\n\n if(negative_0)\n {\n\n scaleType_4 = 0;\n\n }\n else\n {\n\n scaleType_4 = _S23;\n\n }\n\n return u_0.colorBands_0[scaleType_4];\n }\n\n float _S26;\n\n if(negative_0)\n {\n\n _S26 = 0.0;\n\n }\n else\n {\n\n _S26 = 1.0;\n\n }\n\n return rampColor_0(rampMidT_0(_S26, _S22));\n }\n float value_4 = uintBitsToFloat(_S18);\n if(_S19 == 3)\n {\n\n return u_0.colorBands_0[thresholdBand_0(value_4, _S23, _S24, _S25)];\n }\n if(_S19 == 2)\n {\n\n scaleType_4 = 1;\n\n }\n else\n {\n\n scaleType_4 = 0;\n\n }\n return rampColor_0(rampMidT_0(normalizeScore_0(value_4, _S20, _S21, scaleType_4, 1.0), _S22));\n}\n\n\nstruct RowPlacement_0\n{\n bool hidden_0;\n uint slot_1;\n vec4 color_1;\n};\n\n\nRowPlacement_0 rowTableLookup_0(uint _S27, int _S28, vec4 _S29)\n{\n\n RowPlacement_0 p_0;\n p_0.hidden_0 = false;\n p_0.slot_1 = _S27;\n p_0.color_1 = _S29;\n if(_S28 < 0)\n {\n\n return p_0;\n }\n uint n_0 = uint(_S28);\n if(_S27 >= n_0)\n {\n\n p_0.hidden_0 = true;\n return p_0;\n }\n uint h_1 = rowTablePlaneHeight_0(n_0);\n uint _S30 = rowTableTexelX_0(_S27, n_0);\n\n float u_2 = (float(_S30) + 0.5) / float(rowTableWidth_0(n_0));\n float rows_0 = float(2U * h_1);\n uint y_0 = rowTableTexelY_0(_S27, n_0);\n vec4 s_0 = (textureLod((u_rowTable), (vec2(u_2, (float(y_0) + 0.5) / rows_0)), (0.0)));\n if((s_0.w) < 0.5)\n {\n\n p_0.hidden_0 = true;\n return p_0;\n }\n p_0.slot_1 = ((byteOf_0(s_0.x)) | ((byteOf_0(s_0.y)) << 8)) | ((byteOf_0(s_0.z)) << 16);\n vec4 c_2 = (textureLod((u_rowTable), (vec2(u_2, (float(y_0 + h_1) + 0.5) / rows_0)), (0.0)));\n\n vec4 _S31;\n if((c_2.w) > 0.0)\n {\n\n _S31 = c_2;\n\n }\n else\n {\n\n _S31 = _S29;\n\n }\n\n p_0.color_1 = _S31;\n return p_0;\n}\n\n\nfloat bpToClipX_0(uint _S32)\n{\n\n return hpToClipX_0(hpSplitUint_0(_S32), u_0.bpRangeX_0, u_0.zero_0);\n}\n\n\nvoid main()\n{\n\n VsOut_0 o_0;\n\n RowPlacement_0 _S33 = rowTableLookup_0(a_row, u_0.rowTableKeys_0, markScaleColor_0(a_color, u_0.rampMode_0, u_0.rampMin_0, u_0.rampMax_0, u_0.rampMidNorm_0, u_0.colorCutCount_0, u_0.colorCuts_0[0], u_0.colorCuts_0[1]));\n\n\n if(_S33.hidden_0)\n {\n\n o_0.position_0 = vec4(2.0, 2.0, 0.0, 1.0);\n o_0.color_0 = vec4(0.0);\n o_0.barInkPx_0 = vec2(0.0);\n VsOut_0 _S34 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S34.color_0;\n\n v_barInkPx = _S34.barInkPx_0;\n\n return;\n }\n\n float _S35 = bpToClipX_0(a_x);\n\n\n\n float sx2_0 = extendToMinWidthX_0(_S35, bpToClipX_0(a_x2), u_0.minWidthPx_0, u_0.minCellDenomPx_0);\n vec2 q_0 = quadLocal_0(uint(gl_VertexID));\n\n float bandTop_0 = rowBandTopPx_0(u_0.rowOffsetPx_0, u_0.rowHeight_0, _S33.slot_1);\n float padPx_0 = barAaPx_0();\n\n if(uint(gl_VertexID) >= 6U)\n {\n\n int side_0 = clipSide_0(a_y, u_0.domainMin_0, u_0.domainMax_0, u_0.valueScaleType_0);\n if(side_0 == 0)\n {\n\n o_0.position_0 = vec4(2.0, 2.0, 0.0, 1.0);\n o_0.color_0 = vec4(0.0);\n o_0.barInkPx_0 = vec2(0.0);\n VsOut_0 _S36 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S36.color_0;\n\n v_barInkPx = _S36.barInkPx_0;\n\n return;\n }\n\n float stripTop_0;\n\n if(side_0 > 0)\n {\n\n stripTop_0 = bandTop_0;\n\n }\n else\n {\n\n stripTop_0 = bandTop_0 + u_0.rowBandPx_0 - 2.0;\n\n }\n float stripBot_0 = stripTop_0 + 2.0;\n float sy_0 = mix(stripBot_0 + padPx_0, stripTop_0 - padPx_0, q_0.y);\n o_0.position_0 = vec4(mix(_S35, sx2_0, q_0.x), yPxToClipY_0(sy_0, u_0.canvasHeight_0), 0.0, 1.0);\n o_0.color_0 = vec4(unpackRGBA_0(4280821958U).xyz, 1.0);\n o_0.barInkPx_0 = vec2(sy_0 - stripTop_0, sy_0 - stripBot_0);\n VsOut_0 _S37 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S37.color_0;\n\n v_barInkPx = _S37.barInkPx_0;\n\n return;\n }\n\n float valueY_0 = bandTop_0 + valueToYPxScaled_0(a_y, u_0.domainMin_0, u_0.domainMax_0, u_0.rowBandPx_0, u_0.valueScaleType_0, u_0.valueSymlogConstant_0);\n float originY_0 = bandTop_0 + u_0.originYPx_0;\n float _S38 = min(valueY_0, originY_0);\n float _S39 = max(valueY_0, originY_0);\n float vy_0 = mix(_S39 + padPx_0, _S38 - padPx_0, q_0.y);\n\n o_0.position_0 = vec4(mix(_S35, sx2_0, q_0.x), yPxToClipY_0(vy_0, u_0.canvasHeight_0), 0.0, 1.0);\n o_0.color_0 = _S33.color_1;\n o_0.barInkPx_0 = vec2(vy_0 - _S38, vy_0 - _S39);\n VsOut_0 _S40 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S40.color_0;\n\n v_barInkPx = _S40.barInkPx_0;\n\n return;\n}\n\n";
1
+ export declare const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\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 int valueScaleType_0;\n float valueSymlogConstant_0;\n int rampMode_0;\n float rampMin_0;\n float rampMax_0;\n float rampMidNorm_0;\n int colorCutCount_0;\n vec4 colorCuts_0[2];\n vec4 colorBands_0[9];\n float originYPx_0;\n float rowHeight_0;\n float rowBandPx_0;\n float rowOffsetPx_0;\n float zero_0;\n float minCellDenomPx_0;\n float minWidthPx_0;\n float devicePixelRatio_0;\n int rowTableKeys_0;\n}u_0;\n\nuniform sampler2D u_colorRamp;\n\n\nuniform sampler2D u_rowTable;\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 rampMidT_0(float t_0, float mid_0)\n{\n\n float _S1 = max(mid_0, 1.0 - mid_0);\n return clamp((t_0 + (_S1 - mid_0)) / (2.0 * _S1), 0.0, 1.0);\n}\n\n\nfloat colorCutAt_0(int i_0, vec4 cutsLo_0, vec4 cutsHi_0)\n{\n\n float _S2;\n if(i_0 < 4)\n {\n\n _S2 = cutsLo_0[i_0];\n\n }\n else\n {\n\n _S2 = cutsHi_0[i_0 - 4];\n\n }\n\n return _S2;\n}\n\n\nint thresholdBand_0(float value_0, int cutCount_0, vec4 cutsLo_1, vec4 cutsHi_1)\n{\n\n int band_0 = 0;\n\n int i_1 = 0;\n\n for(;;)\n {\n\n if(i_1 < cutCount_0)\n {\n }\n else\n {\n\n break;\n }\n\n if(value_0 >= (colorCutAt_0(i_1, cutsLo_1, cutsHi_1)))\n {\n\n band_0 = i_1 + 1;\n\n }\n\n i_1 = i_1 + 1;\n\n }\n\n return band_0;\n}\n\n\nfloat log1pf_0(float x_0)\n{\n\n float u_1 = 1.0 + x_0;\n\n float _S3;\n if(u_1 == 1.0)\n {\n\n _S3 = x_0;\n\n }\n else\n {\n\n _S3 = log(u_1) * (x_0 / (u_1 - 1.0));\n\n }\n\n return _S3;\n}\n\nfloat symlogTransform_0(float x_1, float c_1)\n{\n\n return float((int(sign((x_1))))) * log1pf_0(abs(x_1 / c_1));\n}\n\n\nfloat normalizeScoreUnclamped_0(float score_0, float domainMin_1, float domainMax_1, int scaleType_0, float symlogConstant_0)\n{\n\n float tMax_0;\n\n float tMin_0;\n\n float t_1;\n\n\n\n if(scaleType_0 == 2)\n {\n\n float _S4 = symlogTransform_0(score_0, symlogConstant_0);\n float _S5 = symlogTransform_0(domainMin_1, symlogConstant_0);\n\n tMax_0 = symlogTransform_0(domainMax_1, symlogConstant_0);\n\n tMin_0 = _S5;\n\n t_1 = _S4;\n\n }\n else\n {\n\n if(scaleType_0 == 1)\n {\n if(domainMin_1 > 0.0)\n {\n\n tMax_0 = domainMin_1;\n\n }\n else\n {\n\n tMax_0 = 1.0;\n\n }\n float _S6 = log2(max(score_0, tMax_0));\n float _S7 = log2(tMax_0);\n\n tMax_0 = log2(max(domainMax_1, tMax_0));\n\n tMin_0 = _S7;\n\n t_1 = _S6;\n\n }\n else\n {\n\n tMax_0 = domainMax_1;\n\n tMin_0 = domainMin_1;\n\n t_1 = score_0;\n\n }\n\n }\n\n float tRange_0 = tMax_0 - tMin_0;\n if(tRange_0 <= 0.0)\n {\n\n if(t_1 > tMin_0)\n {\n\n tMax_0 = 1.0;\n\n }\n else\n {\n\n tMax_0 = 0.0;\n\n }\n\n return tMax_0;\n }\n return (t_1 - tMin_0) / tRange_0;\n}\n\nfloat normalizeScore_0(float score_1, float domainMin_2, float domainMax_2, int scaleType_1, float symlogConstant_1)\n{\n\n return clamp(normalizeScoreUnclamped_0(score_1, domainMin_2, domainMax_2, scaleType_1, symlogConstant_1), 0.0, 1.0);\n}\n\n\nuint rowTableWidth_0(uint keys_0)\n{\n\n return max(min(keys_0, 2048U), 1U);\n}\n\nuint rowTablePlaneHeight_0(uint keys_1)\n{\n\n uint w_0 = rowTableWidth_0(keys_1);\n uint _S8 = (keys_1 + w_0 - 1U) / w_0;\n\n return max(_S8, 1U);\n}\n\nuint rowTableTexelX_0(uint key_0, uint keys_2)\n{\n\n uint _S9 = key_0 % rowTableWidth_0(keys_2);\n\n return _S9;\n}\n\n\nuint rowTableTexelY_0(uint key_1, uint keys_3)\n{\n\n uint _S10 = key_1 / rowTableWidth_0(keys_3);\n\n return _S10;\n}\n\n\nuint byteOf_0(float channel_0)\n{\n\n return uint(channel_0 * 255.0 + 0.5);\n}\n\n\nvec2 hpSplitUint_0(uint value_1)\n{\n\n uint lo_0 = value_1 & 4095U;\n\n return vec2(float(value_1 - lo_0), float(lo_0));\n}\n\n\nfloat hpToClipX_0(vec2 splitPos_0, vec3 bpRange_0, float hpZero_0)\n{\n\n float floorBp_0 = -3.00000000549775576e+38 + hpZero_0;\n float step_0 = 2.0 / bpRange_0.z;\n\n\n return dot(vec3(-1.0, max(splitPos_0.x - bpRange_0.x, floorBp_0), max(splitPos_0.y - bpRange_0.y, floorBp_0)), vec3(1.0, step_0, step_0));\n}\n\n\nfloat pxToClipLen_0(float px_0, float size_0)\n{\n\n return px_0 * 2.0 / size_0;\n}\n\n\nfloat extendToMinWidthPx_0(float x1_0, float x2_0, float minWidth_0)\n{\n\n float dx_0 = x2_0 - x1_0;\n\n float _S11;\n if((abs(dx_0)) < minWidth_0)\n {\n\n if(dx_0 < 0.0)\n {\n\n _S11 = - minWidth_0;\n\n }\n else\n {\n\n _S11 = minWidth_0;\n\n }\n\n _S11 = x1_0 + _S11;\n\n }\n else\n {\n\n _S11 = x2_0;\n\n }\n\n return _S11;\n}\n\nfloat extendToMinWidthX_0(float x1_1, float x2_1, float minWidthPx_1, float canvasWidth_0)\n{\n\n return extendToMinWidthPx_0(x1_1, x2_1, pxToClipLen_0(minWidthPx_1, canvasWidth_0));\n}\n\n\nvec2 quadLocal_0(uint vid_0)\n{\n\n uint v_0 = vid_0 % 6U;\n\n bool _S12 = v_0 == 0U;\n\n bool _S13;\n\n if(_S12)\n {\n\n _S13 = true;\n\n }\n else\n {\n\n _S13 = v_0 == 2U;\n\n }\n\n if(_S13)\n {\n\n _S13 = true;\n\n }\n else\n {\n\n _S13 = v_0 == 3U;\n\n }\n\n float _S14;\n\n if(_S13)\n {\n\n _S14 = 0.0;\n\n }\n else\n {\n\n _S14 = 1.0;\n\n }\n if(_S12)\n {\n\n _S13 = true;\n\n }\n else\n {\n\n _S13 = v_0 == 1U;\n\n }\n\n if(_S13)\n {\n\n _S13 = true;\n\n }\n else\n {\n\n _S13 = v_0 == 4U;\n\n }\n\n float _S15;\n\n if(_S13)\n {\n\n _S15 = 0.0;\n\n }\n else\n {\n\n _S15 = 1.0;\n\n }\n\n return vec2(_S14, _S15);\n}\n\n\nfloat rowBandTopPx_0(float rowOffsetPx_1, float rowHeight_1, uint slot_0)\n{\n\n return rowOffsetPx_1 + rowHeight_1 * float(slot_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 barAaPx_0()\n{\n\n return 2.0 * aaHalfPx_0(u_0.devicePixelRatio_0);\n}\n\n\nint clipSide_0(float value_2, float domainMin_3, float domainMax_3, int scaleType_2)\n{\n\n float tolerance_0 = (domainMax_3 - domainMin_3) * 0.00000999999974738;\n if(value_2 > (domainMax_3 + tolerance_0))\n {\n\n return 1;\n }\n\n bool _S16;\n\n if(value_2 < (domainMin_3 - tolerance_0))\n {\n\n _S16 = scaleType_2 != 1;\n\n }\n else\n {\n\n _S16 = false;\n\n }\n\n if(_S16)\n {\n\n return -1;\n }\n return 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 valueToYPxScaled_0(float value_3, float domainMin_4, float domainMax_4, float h_0, int scaleType_3, float symlogConstant_2)\n{\n\n return (1.0 - normalizeScore_0(value_3, domainMin_4, domainMax_4, scaleType_3, symlogConstant_2)) * h_0;\n}\n\n\nout vec4 v_color;\n\n\nout vec2 v_barInkPx;\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_row;\n\n\nstruct VsOut_0\n{\n vec4 position_0;\n vec4 color_0;\n vec2 barInkPx_0;\n};\n\n\nvec4 rampColor_0(float _S17)\n{\n\n return (textureLod((u_colorRamp), (vec2((clamp(_S17, 0.0, 1.0) * 255.0 + 0.5) / 256.0, 0.5)), (0.0)));\n}\n\n\nvec4 markScaleColor_0(uint _S18, int _S19, float _S20, float _S21, float _S22, int _S23, vec4 _S24, vec4 _S25)\n{\n\n if(_S19 == 0)\n {\n\n return unpackRGBA_0(_S18);\n }\n if(_S18 == 2143289345U)\n {\n\n return unpackRGBA_0(4289703855U);\n }\n\n int scaleType_4;\n\n if((_S18 & 2139095040U) == 2139095040U)\n {\n\n if((_S18 & 8388607U) != 0U)\n {\n\n return unpackRGBA_0(4286611584U);\n }\n\n bool negative_0 = (_S18 & 2147483648U) != 0U;\n if(_S19 == 3)\n {\n\n if(negative_0)\n {\n\n scaleType_4 = 0;\n\n }\n else\n {\n\n scaleType_4 = _S23;\n\n }\n\n return u_0.colorBands_0[scaleType_4];\n }\n\n float _S26;\n\n if(negative_0)\n {\n\n _S26 = 0.0;\n\n }\n else\n {\n\n _S26 = 1.0;\n\n }\n\n return rampColor_0(rampMidT_0(_S26, _S22));\n }\n float value_4 = uintBitsToFloat(_S18);\n if(_S19 == 3)\n {\n\n return u_0.colorBands_0[thresholdBand_0(value_4, _S23, _S24, _S25)];\n }\n if(_S19 == 2)\n {\n\n scaleType_4 = 1;\n\n }\n else\n {\n\n scaleType_4 = 0;\n\n }\n return rampColor_0(rampMidT_0(normalizeScore_0(value_4, _S20, _S21, scaleType_4, 1.0), _S22));\n}\n\n\nstruct RowPlacement_0\n{\n bool hidden_0;\n uint slot_1;\n vec4 color_1;\n bool overridden_0;\n};\n\n\nRowPlacement_0 rowTableLookup_0(uint _S27, int _S28, vec4 _S29)\n{\n\n RowPlacement_0 p_0;\n p_0.hidden_0 = false;\n p_0.slot_1 = _S27;\n p_0.color_1 = _S29;\n p_0.overridden_0 = false;\n if(_S28 < 0)\n {\n\n return p_0;\n }\n uint n_0 = uint(_S28);\n if(_S27 >= n_0)\n {\n\n p_0.hidden_0 = true;\n return p_0;\n }\n uint h_1 = rowTablePlaneHeight_0(n_0);\n uint _S30 = rowTableTexelX_0(_S27, n_0);\n\n float u_2 = (float(_S30) + 0.5) / float(rowTableWidth_0(n_0));\n float rows_0 = float(2U * h_1);\n uint y_0 = rowTableTexelY_0(_S27, n_0);\n vec4 s_0 = (textureLod((u_rowTable), (vec2(u_2, (float(y_0) + 0.5) / rows_0)), (0.0)));\n if((s_0.w) < 0.5)\n {\n\n p_0.hidden_0 = true;\n return p_0;\n }\n p_0.slot_1 = ((byteOf_0(s_0.x)) | ((byteOf_0(s_0.y)) << 8)) | ((byteOf_0(s_0.z)) << 16);\n vec4 c_2 = (textureLod((u_rowTable), (vec2(u_2, (float(y_0 + h_1) + 0.5) / rows_0)), (0.0)));\n bool _S31 = (c_2.w) > 0.0;\n\n p_0.overridden_0 = _S31;\n\n vec4 _S32;\n if(_S31)\n {\n\n _S32 = c_2;\n\n }\n else\n {\n\n _S32 = _S29;\n\n }\n\n p_0.color_1 = _S32;\n return p_0;\n}\n\n\nfloat bpToClipX_0(uint _S33)\n{\n\n return hpToClipX_0(hpSplitUint_0(_S33), u_0.bpRangeX_0, u_0.zero_0);\n}\n\n\nvoid main()\n{\n\n VsOut_0 o_0;\n\n RowPlacement_0 _S34 = rowTableLookup_0(a_row, u_0.rowTableKeys_0, markScaleColor_0(a_color, u_0.rampMode_0, u_0.rampMin_0, u_0.rampMax_0, u_0.rampMidNorm_0, u_0.colorCutCount_0, u_0.colorCuts_0[0], u_0.colorCuts_0[1]));\n\n\n if(_S34.hidden_0)\n {\n\n o_0.position_0 = vec4(2.0, 2.0, 0.0, 1.0);\n o_0.color_0 = vec4(0.0);\n o_0.barInkPx_0 = vec2(0.0);\n VsOut_0 _S35 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S35.color_0;\n\n v_barInkPx = _S35.barInkPx_0;\n\n return;\n }\n\n float _S36 = bpToClipX_0(a_x);\n\n\n\n float sx2_0 = extendToMinWidthX_0(_S36, bpToClipX_0(a_x2), u_0.minWidthPx_0, u_0.minCellDenomPx_0);\n vec2 q_0 = quadLocal_0(uint(gl_VertexID));\n\n float bandTop_0 = rowBandTopPx_0(u_0.rowOffsetPx_0, u_0.rowHeight_0, _S34.slot_1);\n float padPx_0 = barAaPx_0();\n\n if(uint(gl_VertexID) >= 6U)\n {\n\n int side_0 = clipSide_0(a_y, u_0.domainMin_0, u_0.domainMax_0, u_0.valueScaleType_0);\n if(side_0 == 0)\n {\n\n o_0.position_0 = vec4(2.0, 2.0, 0.0, 1.0);\n o_0.color_0 = vec4(0.0);\n o_0.barInkPx_0 = vec2(0.0);\n VsOut_0 _S37 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S37.color_0;\n\n v_barInkPx = _S37.barInkPx_0;\n\n return;\n }\n\n float stripTop_0;\n\n if(side_0 > 0)\n {\n\n stripTop_0 = bandTop_0;\n\n }\n else\n {\n\n stripTop_0 = bandTop_0 + u_0.rowBandPx_0 - 2.0;\n\n }\n float stripBot_0 = stripTop_0 + 2.0;\n float sy_0 = mix(stripBot_0 + padPx_0, stripTop_0 - padPx_0, q_0.y);\n o_0.position_0 = vec4(mix(_S36, sx2_0, q_0.x), yPxToClipY_0(sy_0, u_0.canvasHeight_0), 0.0, 1.0);\n o_0.color_0 = vec4(unpackRGBA_0(4280821958U).xyz, 1.0);\n o_0.barInkPx_0 = vec2(sy_0 - stripTop_0, sy_0 - stripBot_0);\n VsOut_0 _S38 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S38.color_0;\n\n v_barInkPx = _S38.barInkPx_0;\n\n return;\n }\n\n float valueY_0 = bandTop_0 + valueToYPxScaled_0(a_y, u_0.domainMin_0, u_0.domainMax_0, u_0.rowBandPx_0, u_0.valueScaleType_0, u_0.valueSymlogConstant_0);\n float originY_0 = bandTop_0 + u_0.originYPx_0;\n float _S39 = min(valueY_0, originY_0);\n float _S40 = max(valueY_0, originY_0);\n float vy_0 = mix(_S40 + padPx_0, _S39 - padPx_0, q_0.y);\n\n o_0.position_0 = vec4(mix(_S36, sx2_0, q_0.x), yPxToClipY_0(vy_0, u_0.canvasHeight_0), 0.0, 1.0);\n o_0.color_0 = _S34.color_1;\n o_0.barInkPx_0 = vec2(vy_0 - _S39, vy_0 - _S40);\n VsOut_0 _S41 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S41.color_0;\n\n v_barInkPx = _S41.barInkPx_0;\n\n return;\n}\n\n";
2
2
  export declare const GLSL_FRAGMENT = "#version 300 es\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\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 int valueScaleType_0;\n float valueSymlogConstant_0;\n int rampMode_0;\n float rampMin_0;\n float rampMax_0;\n float rampMidNorm_0;\n int colorCutCount_0;\n vec4 colorCuts_0[2];\n vec4 colorBands_0[9];\n float originYPx_0;\n float rowHeight_0;\n float rowBandPx_0;\n float rowOffsetPx_0;\n float zero_0;\n float minCellDenomPx_0;\n float minWidthPx_0;\n float devicePixelRatio_0;\n int rowTableKeys_0;\n}u_0;\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 barAaPx_0()\n{\n\n return 2.0 * aaHalfPx_0(u_0.devicePixelRatio_0);\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\nlayout(location = 0)\nout vec4 entryPointParam_fs_main_0;\n\n\nin vec4 v_color;\n\n\nin vec2 v_barInkPx;\n\n\nvoid main()\n{\n\n float aaPx_1 = barAaPx_0();\n float alpha_0 = aaRamp_0(v_barInkPx.x, aaPx_1) - aaRamp_0(v_barInkPx.y, aaPx_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";
@@ -1,4 +1,4 @@
1
1
  // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from barMark.slang.
2
2
  // Do not edit. Run `pnpm gen:shaders` to regenerate.
3
- export const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\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 int valueScaleType_0;\n float valueSymlogConstant_0;\n int rampMode_0;\n float rampMin_0;\n float rampMax_0;\n float rampMidNorm_0;\n int colorCutCount_0;\n vec4 colorCuts_0[2];\n vec4 colorBands_0[9];\n float originYPx_0;\n float rowHeight_0;\n float rowBandPx_0;\n float rowOffsetPx_0;\n float zero_0;\n float minCellDenomPx_0;\n float minWidthPx_0;\n float devicePixelRatio_0;\n int rowTableKeys_0;\n}u_0;\n\nuniform sampler2D u_colorRamp;\n\n\nuniform sampler2D u_rowTable;\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 rampMidT_0(float t_0, float mid_0)\n{\n\n float _S1 = max(mid_0, 1.0 - mid_0);\n return clamp((t_0 + (_S1 - mid_0)) / (2.0 * _S1), 0.0, 1.0);\n}\n\n\nfloat colorCutAt_0(int i_0, vec4 cutsLo_0, vec4 cutsHi_0)\n{\n\n float _S2;\n if(i_0 < 4)\n {\n\n _S2 = cutsLo_0[i_0];\n\n }\n else\n {\n\n _S2 = cutsHi_0[i_0 - 4];\n\n }\n\n return _S2;\n}\n\n\nint thresholdBand_0(float value_0, int cutCount_0, vec4 cutsLo_1, vec4 cutsHi_1)\n{\n\n int band_0 = 0;\n\n int i_1 = 0;\n\n for(;;)\n {\n\n if(i_1 < cutCount_0)\n {\n }\n else\n {\n\n break;\n }\n\n if(value_0 >= (colorCutAt_0(i_1, cutsLo_1, cutsHi_1)))\n {\n\n band_0 = i_1 + 1;\n\n }\n\n i_1 = i_1 + 1;\n\n }\n\n return band_0;\n}\n\n\nfloat log1pf_0(float x_0)\n{\n\n float u_1 = 1.0 + x_0;\n\n float _S3;\n if(u_1 == 1.0)\n {\n\n _S3 = x_0;\n\n }\n else\n {\n\n _S3 = log(u_1) * (x_0 / (u_1 - 1.0));\n\n }\n\n return _S3;\n}\n\nfloat symlogTransform_0(float x_1, float c_1)\n{\n\n return float((int(sign((x_1))))) * log1pf_0(abs(x_1 / c_1));\n}\n\n\nfloat normalizeScoreUnclamped_0(float score_0, float domainMin_1, float domainMax_1, int scaleType_0, float symlogConstant_0)\n{\n\n float tMax_0;\n\n float tMin_0;\n\n float t_1;\n\n\n\n if(scaleType_0 == 2)\n {\n\n float _S4 = symlogTransform_0(score_0, symlogConstant_0);\n float _S5 = symlogTransform_0(domainMin_1, symlogConstant_0);\n\n tMax_0 = symlogTransform_0(domainMax_1, symlogConstant_0);\n\n tMin_0 = _S5;\n\n t_1 = _S4;\n\n }\n else\n {\n\n if(scaleType_0 == 1)\n {\n if(domainMin_1 > 0.0)\n {\n\n tMax_0 = domainMin_1;\n\n }\n else\n {\n\n tMax_0 = 1.0;\n\n }\n float _S6 = log2(max(score_0, tMax_0));\n float _S7 = log2(tMax_0);\n\n tMax_0 = log2(max(domainMax_1, tMax_0));\n\n tMin_0 = _S7;\n\n t_1 = _S6;\n\n }\n else\n {\n\n tMax_0 = domainMax_1;\n\n tMin_0 = domainMin_1;\n\n t_1 = score_0;\n\n }\n\n }\n\n float tRange_0 = tMax_0 - tMin_0;\n if(tRange_0 <= 0.0)\n {\n\n if(t_1 > tMin_0)\n {\n\n tMax_0 = 1.0;\n\n }\n else\n {\n\n tMax_0 = 0.0;\n\n }\n\n return tMax_0;\n }\n return (t_1 - tMin_0) / tRange_0;\n}\n\nfloat normalizeScore_0(float score_1, float domainMin_2, float domainMax_2, int scaleType_1, float symlogConstant_1)\n{\n\n return clamp(normalizeScoreUnclamped_0(score_1, domainMin_2, domainMax_2, scaleType_1, symlogConstant_1), 0.0, 1.0);\n}\n\n\nuint rowTableWidth_0(uint keys_0)\n{\n\n return max(min(keys_0, 2048U), 1U);\n}\n\nuint rowTablePlaneHeight_0(uint keys_1)\n{\n\n uint w_0 = rowTableWidth_0(keys_1);\n uint _S8 = (keys_1 + w_0 - 1U) / w_0;\n\n return max(_S8, 1U);\n}\n\nuint rowTableTexelX_0(uint key_0, uint keys_2)\n{\n\n uint _S9 = key_0 % rowTableWidth_0(keys_2);\n\n return _S9;\n}\n\n\nuint rowTableTexelY_0(uint key_1, uint keys_3)\n{\n\n uint _S10 = key_1 / rowTableWidth_0(keys_3);\n\n return _S10;\n}\n\n\nuint byteOf_0(float channel_0)\n{\n\n return uint(channel_0 * 255.0 + 0.5);\n}\n\n\nvec2 hpSplitUint_0(uint value_1)\n{\n\n uint lo_0 = value_1 & 4095U;\n\n return vec2(float(value_1 - lo_0), float(lo_0));\n}\n\n\nfloat hpToClipX_0(vec2 splitPos_0, vec3 bpRange_0, float hpZero_0)\n{\n\n float floorBp_0 = -3.00000000549775576e+38 + hpZero_0;\n float step_0 = 2.0 / bpRange_0.z;\n\n\n return dot(vec3(-1.0, max(splitPos_0.x - bpRange_0.x, floorBp_0), max(splitPos_0.y - bpRange_0.y, floorBp_0)), vec3(1.0, step_0, step_0));\n}\n\n\nfloat pxToClipLen_0(float px_0, float size_0)\n{\n\n return px_0 * 2.0 / size_0;\n}\n\n\nfloat extendToMinWidthPx_0(float x1_0, float x2_0, float minWidth_0)\n{\n\n float dx_0 = x2_0 - x1_0;\n\n float _S11;\n if((abs(dx_0)) < minWidth_0)\n {\n\n if(dx_0 < 0.0)\n {\n\n _S11 = - minWidth_0;\n\n }\n else\n {\n\n _S11 = minWidth_0;\n\n }\n\n _S11 = x1_0 + _S11;\n\n }\n else\n {\n\n _S11 = x2_0;\n\n }\n\n return _S11;\n}\n\nfloat extendToMinWidthX_0(float x1_1, float x2_1, float minWidthPx_1, float canvasWidth_0)\n{\n\n return extendToMinWidthPx_0(x1_1, x2_1, pxToClipLen_0(minWidthPx_1, canvasWidth_0));\n}\n\n\nvec2 quadLocal_0(uint vid_0)\n{\n\n uint v_0 = vid_0 % 6U;\n\n bool _S12 = v_0 == 0U;\n\n bool _S13;\n\n if(_S12)\n {\n\n _S13 = true;\n\n }\n else\n {\n\n _S13 = v_0 == 2U;\n\n }\n\n if(_S13)\n {\n\n _S13 = true;\n\n }\n else\n {\n\n _S13 = v_0 == 3U;\n\n }\n\n float _S14;\n\n if(_S13)\n {\n\n _S14 = 0.0;\n\n }\n else\n {\n\n _S14 = 1.0;\n\n }\n if(_S12)\n {\n\n _S13 = true;\n\n }\n else\n {\n\n _S13 = v_0 == 1U;\n\n }\n\n if(_S13)\n {\n\n _S13 = true;\n\n }\n else\n {\n\n _S13 = v_0 == 4U;\n\n }\n\n float _S15;\n\n if(_S13)\n {\n\n _S15 = 0.0;\n\n }\n else\n {\n\n _S15 = 1.0;\n\n }\n\n return vec2(_S14, _S15);\n}\n\n\nfloat rowBandTopPx_0(float rowOffsetPx_1, float rowHeight_1, uint slot_0)\n{\n\n return rowOffsetPx_1 + rowHeight_1 * float(slot_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 barAaPx_0()\n{\n\n return 2.0 * aaHalfPx_0(u_0.devicePixelRatio_0);\n}\n\n\nint clipSide_0(float value_2, float domainMin_3, float domainMax_3, int scaleType_2)\n{\n\n float tolerance_0 = (domainMax_3 - domainMin_3) * 0.00000999999974738;\n if(value_2 > (domainMax_3 + tolerance_0))\n {\n\n return 1;\n }\n\n bool _S16;\n\n if(value_2 < (domainMin_3 - tolerance_0))\n {\n\n _S16 = scaleType_2 != 1;\n\n }\n else\n {\n\n _S16 = false;\n\n }\n\n if(_S16)\n {\n\n return -1;\n }\n return 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 valueToYPxScaled_0(float value_3, float domainMin_4, float domainMax_4, float h_0, int scaleType_3, float symlogConstant_2)\n{\n\n return (1.0 - normalizeScore_0(value_3, domainMin_4, domainMax_4, scaleType_3, symlogConstant_2)) * h_0;\n}\n\n\nout vec4 v_color;\n\n\nout vec2 v_barInkPx;\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_row;\n\n\nstruct VsOut_0\n{\n vec4 position_0;\n vec4 color_0;\n vec2 barInkPx_0;\n};\n\n\nvec4 rampColor_0(float _S17)\n{\n\n return (textureLod((u_colorRamp), (vec2((clamp(_S17, 0.0, 1.0) * 255.0 + 0.5) / 256.0, 0.5)), (0.0)));\n}\n\n\nvec4 markScaleColor_0(uint _S18, int _S19, float _S20, float _S21, float _S22, int _S23, vec4 _S24, vec4 _S25)\n{\n\n if(_S19 == 0)\n {\n\n return unpackRGBA_0(_S18);\n }\n if(_S18 == 2143289345U)\n {\n\n return unpackRGBA_0(4289703855U);\n }\n\n int scaleType_4;\n\n if((_S18 & 2139095040U) == 2139095040U)\n {\n\n if((_S18 & 8388607U) != 0U)\n {\n\n return unpackRGBA_0(4286611584U);\n }\n\n bool negative_0 = (_S18 & 2147483648U) != 0U;\n if(_S19 == 3)\n {\n\n if(negative_0)\n {\n\n scaleType_4 = 0;\n\n }\n else\n {\n\n scaleType_4 = _S23;\n\n }\n\n return u_0.colorBands_0[scaleType_4];\n }\n\n float _S26;\n\n if(negative_0)\n {\n\n _S26 = 0.0;\n\n }\n else\n {\n\n _S26 = 1.0;\n\n }\n\n return rampColor_0(rampMidT_0(_S26, _S22));\n }\n float value_4 = uintBitsToFloat(_S18);\n if(_S19 == 3)\n {\n\n return u_0.colorBands_0[thresholdBand_0(value_4, _S23, _S24, _S25)];\n }\n if(_S19 == 2)\n {\n\n scaleType_4 = 1;\n\n }\n else\n {\n\n scaleType_4 = 0;\n\n }\n return rampColor_0(rampMidT_0(normalizeScore_0(value_4, _S20, _S21, scaleType_4, 1.0), _S22));\n}\n\n\nstruct RowPlacement_0\n{\n bool hidden_0;\n uint slot_1;\n vec4 color_1;\n};\n\n\nRowPlacement_0 rowTableLookup_0(uint _S27, int _S28, vec4 _S29)\n{\n\n RowPlacement_0 p_0;\n p_0.hidden_0 = false;\n p_0.slot_1 = _S27;\n p_0.color_1 = _S29;\n if(_S28 < 0)\n {\n\n return p_0;\n }\n uint n_0 = uint(_S28);\n if(_S27 >= n_0)\n {\n\n p_0.hidden_0 = true;\n return p_0;\n }\n uint h_1 = rowTablePlaneHeight_0(n_0);\n uint _S30 = rowTableTexelX_0(_S27, n_0);\n\n float u_2 = (float(_S30) + 0.5) / float(rowTableWidth_0(n_0));\n float rows_0 = float(2U * h_1);\n uint y_0 = rowTableTexelY_0(_S27, n_0);\n vec4 s_0 = (textureLod((u_rowTable), (vec2(u_2, (float(y_0) + 0.5) / rows_0)), (0.0)));\n if((s_0.w) < 0.5)\n {\n\n p_0.hidden_0 = true;\n return p_0;\n }\n p_0.slot_1 = ((byteOf_0(s_0.x)) | ((byteOf_0(s_0.y)) << 8)) | ((byteOf_0(s_0.z)) << 16);\n vec4 c_2 = (textureLod((u_rowTable), (vec2(u_2, (float(y_0 + h_1) + 0.5) / rows_0)), (0.0)));\n\n vec4 _S31;\n if((c_2.w) > 0.0)\n {\n\n _S31 = c_2;\n\n }\n else\n {\n\n _S31 = _S29;\n\n }\n\n p_0.color_1 = _S31;\n return p_0;\n}\n\n\nfloat bpToClipX_0(uint _S32)\n{\n\n return hpToClipX_0(hpSplitUint_0(_S32), u_0.bpRangeX_0, u_0.zero_0);\n}\n\n\nvoid main()\n{\n\n VsOut_0 o_0;\n\n RowPlacement_0 _S33 = rowTableLookup_0(a_row, u_0.rowTableKeys_0, markScaleColor_0(a_color, u_0.rampMode_0, u_0.rampMin_0, u_0.rampMax_0, u_0.rampMidNorm_0, u_0.colorCutCount_0, u_0.colorCuts_0[0], u_0.colorCuts_0[1]));\n\n\n if(_S33.hidden_0)\n {\n\n o_0.position_0 = vec4(2.0, 2.0, 0.0, 1.0);\n o_0.color_0 = vec4(0.0);\n o_0.barInkPx_0 = vec2(0.0);\n VsOut_0 _S34 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S34.color_0;\n\n v_barInkPx = _S34.barInkPx_0;\n\n return;\n }\n\n float _S35 = bpToClipX_0(a_x);\n\n\n\n float sx2_0 = extendToMinWidthX_0(_S35, bpToClipX_0(a_x2), u_0.minWidthPx_0, u_0.minCellDenomPx_0);\n vec2 q_0 = quadLocal_0(uint(gl_VertexID));\n\n float bandTop_0 = rowBandTopPx_0(u_0.rowOffsetPx_0, u_0.rowHeight_0, _S33.slot_1);\n float padPx_0 = barAaPx_0();\n\n if(uint(gl_VertexID) >= 6U)\n {\n\n int side_0 = clipSide_0(a_y, u_0.domainMin_0, u_0.domainMax_0, u_0.valueScaleType_0);\n if(side_0 == 0)\n {\n\n o_0.position_0 = vec4(2.0, 2.0, 0.0, 1.0);\n o_0.color_0 = vec4(0.0);\n o_0.barInkPx_0 = vec2(0.0);\n VsOut_0 _S36 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S36.color_0;\n\n v_barInkPx = _S36.barInkPx_0;\n\n return;\n }\n\n float stripTop_0;\n\n if(side_0 > 0)\n {\n\n stripTop_0 = bandTop_0;\n\n }\n else\n {\n\n stripTop_0 = bandTop_0 + u_0.rowBandPx_0 - 2.0;\n\n }\n float stripBot_0 = stripTop_0 + 2.0;\n float sy_0 = mix(stripBot_0 + padPx_0, stripTop_0 - padPx_0, q_0.y);\n o_0.position_0 = vec4(mix(_S35, sx2_0, q_0.x), yPxToClipY_0(sy_0, u_0.canvasHeight_0), 0.0, 1.0);\n o_0.color_0 = vec4(unpackRGBA_0(4280821958U).xyz, 1.0);\n o_0.barInkPx_0 = vec2(sy_0 - stripTop_0, sy_0 - stripBot_0);\n VsOut_0 _S37 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S37.color_0;\n\n v_barInkPx = _S37.barInkPx_0;\n\n return;\n }\n\n float valueY_0 = bandTop_0 + valueToYPxScaled_0(a_y, u_0.domainMin_0, u_0.domainMax_0, u_0.rowBandPx_0, u_0.valueScaleType_0, u_0.valueSymlogConstant_0);\n float originY_0 = bandTop_0 + u_0.originYPx_0;\n float _S38 = min(valueY_0, originY_0);\n float _S39 = max(valueY_0, originY_0);\n float vy_0 = mix(_S39 + padPx_0, _S38 - padPx_0, q_0.y);\n\n o_0.position_0 = vec4(mix(_S35, sx2_0, q_0.x), yPxToClipY_0(vy_0, u_0.canvasHeight_0), 0.0, 1.0);\n o_0.color_0 = _S33.color_1;\n o_0.barInkPx_0 = vec2(vy_0 - _S38, vy_0 - _S39);\n VsOut_0 _S40 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S40.color_0;\n\n v_barInkPx = _S40.barInkPx_0;\n\n return;\n}\n\n";
3
+ export const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\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 int valueScaleType_0;\n float valueSymlogConstant_0;\n int rampMode_0;\n float rampMin_0;\n float rampMax_0;\n float rampMidNorm_0;\n int colorCutCount_0;\n vec4 colorCuts_0[2];\n vec4 colorBands_0[9];\n float originYPx_0;\n float rowHeight_0;\n float rowBandPx_0;\n float rowOffsetPx_0;\n float zero_0;\n float minCellDenomPx_0;\n float minWidthPx_0;\n float devicePixelRatio_0;\n int rowTableKeys_0;\n}u_0;\n\nuniform sampler2D u_colorRamp;\n\n\nuniform sampler2D u_rowTable;\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 rampMidT_0(float t_0, float mid_0)\n{\n\n float _S1 = max(mid_0, 1.0 - mid_0);\n return clamp((t_0 + (_S1 - mid_0)) / (2.0 * _S1), 0.0, 1.0);\n}\n\n\nfloat colorCutAt_0(int i_0, vec4 cutsLo_0, vec4 cutsHi_0)\n{\n\n float _S2;\n if(i_0 < 4)\n {\n\n _S2 = cutsLo_0[i_0];\n\n }\n else\n {\n\n _S2 = cutsHi_0[i_0 - 4];\n\n }\n\n return _S2;\n}\n\n\nint thresholdBand_0(float value_0, int cutCount_0, vec4 cutsLo_1, vec4 cutsHi_1)\n{\n\n int band_0 = 0;\n\n int i_1 = 0;\n\n for(;;)\n {\n\n if(i_1 < cutCount_0)\n {\n }\n else\n {\n\n break;\n }\n\n if(value_0 >= (colorCutAt_0(i_1, cutsLo_1, cutsHi_1)))\n {\n\n band_0 = i_1 + 1;\n\n }\n\n i_1 = i_1 + 1;\n\n }\n\n return band_0;\n}\n\n\nfloat log1pf_0(float x_0)\n{\n\n float u_1 = 1.0 + x_0;\n\n float _S3;\n if(u_1 == 1.0)\n {\n\n _S3 = x_0;\n\n }\n else\n {\n\n _S3 = log(u_1) * (x_0 / (u_1 - 1.0));\n\n }\n\n return _S3;\n}\n\nfloat symlogTransform_0(float x_1, float c_1)\n{\n\n return float((int(sign((x_1))))) * log1pf_0(abs(x_1 / c_1));\n}\n\n\nfloat normalizeScoreUnclamped_0(float score_0, float domainMin_1, float domainMax_1, int scaleType_0, float symlogConstant_0)\n{\n\n float tMax_0;\n\n float tMin_0;\n\n float t_1;\n\n\n\n if(scaleType_0 == 2)\n {\n\n float _S4 = symlogTransform_0(score_0, symlogConstant_0);\n float _S5 = symlogTransform_0(domainMin_1, symlogConstant_0);\n\n tMax_0 = symlogTransform_0(domainMax_1, symlogConstant_0);\n\n tMin_0 = _S5;\n\n t_1 = _S4;\n\n }\n else\n {\n\n if(scaleType_0 == 1)\n {\n if(domainMin_1 > 0.0)\n {\n\n tMax_0 = domainMin_1;\n\n }\n else\n {\n\n tMax_0 = 1.0;\n\n }\n float _S6 = log2(max(score_0, tMax_0));\n float _S7 = log2(tMax_0);\n\n tMax_0 = log2(max(domainMax_1, tMax_0));\n\n tMin_0 = _S7;\n\n t_1 = _S6;\n\n }\n else\n {\n\n tMax_0 = domainMax_1;\n\n tMin_0 = domainMin_1;\n\n t_1 = score_0;\n\n }\n\n }\n\n float tRange_0 = tMax_0 - tMin_0;\n if(tRange_0 <= 0.0)\n {\n\n if(t_1 > tMin_0)\n {\n\n tMax_0 = 1.0;\n\n }\n else\n {\n\n tMax_0 = 0.0;\n\n }\n\n return tMax_0;\n }\n return (t_1 - tMin_0) / tRange_0;\n}\n\nfloat normalizeScore_0(float score_1, float domainMin_2, float domainMax_2, int scaleType_1, float symlogConstant_1)\n{\n\n return clamp(normalizeScoreUnclamped_0(score_1, domainMin_2, domainMax_2, scaleType_1, symlogConstant_1), 0.0, 1.0);\n}\n\n\nuint rowTableWidth_0(uint keys_0)\n{\n\n return max(min(keys_0, 2048U), 1U);\n}\n\nuint rowTablePlaneHeight_0(uint keys_1)\n{\n\n uint w_0 = rowTableWidth_0(keys_1);\n uint _S8 = (keys_1 + w_0 - 1U) / w_0;\n\n return max(_S8, 1U);\n}\n\nuint rowTableTexelX_0(uint key_0, uint keys_2)\n{\n\n uint _S9 = key_0 % rowTableWidth_0(keys_2);\n\n return _S9;\n}\n\n\nuint rowTableTexelY_0(uint key_1, uint keys_3)\n{\n\n uint _S10 = key_1 / rowTableWidth_0(keys_3);\n\n return _S10;\n}\n\n\nuint byteOf_0(float channel_0)\n{\n\n return uint(channel_0 * 255.0 + 0.5);\n}\n\n\nvec2 hpSplitUint_0(uint value_1)\n{\n\n uint lo_0 = value_1 & 4095U;\n\n return vec2(float(value_1 - lo_0), float(lo_0));\n}\n\n\nfloat hpToClipX_0(vec2 splitPos_0, vec3 bpRange_0, float hpZero_0)\n{\n\n float floorBp_0 = -3.00000000549775576e+38 + hpZero_0;\n float step_0 = 2.0 / bpRange_0.z;\n\n\n return dot(vec3(-1.0, max(splitPos_0.x - bpRange_0.x, floorBp_0), max(splitPos_0.y - bpRange_0.y, floorBp_0)), vec3(1.0, step_0, step_0));\n}\n\n\nfloat pxToClipLen_0(float px_0, float size_0)\n{\n\n return px_0 * 2.0 / size_0;\n}\n\n\nfloat extendToMinWidthPx_0(float x1_0, float x2_0, float minWidth_0)\n{\n\n float dx_0 = x2_0 - x1_0;\n\n float _S11;\n if((abs(dx_0)) < minWidth_0)\n {\n\n if(dx_0 < 0.0)\n {\n\n _S11 = - minWidth_0;\n\n }\n else\n {\n\n _S11 = minWidth_0;\n\n }\n\n _S11 = x1_0 + _S11;\n\n }\n else\n {\n\n _S11 = x2_0;\n\n }\n\n return _S11;\n}\n\nfloat extendToMinWidthX_0(float x1_1, float x2_1, float minWidthPx_1, float canvasWidth_0)\n{\n\n return extendToMinWidthPx_0(x1_1, x2_1, pxToClipLen_0(minWidthPx_1, canvasWidth_0));\n}\n\n\nvec2 quadLocal_0(uint vid_0)\n{\n\n uint v_0 = vid_0 % 6U;\n\n bool _S12 = v_0 == 0U;\n\n bool _S13;\n\n if(_S12)\n {\n\n _S13 = true;\n\n }\n else\n {\n\n _S13 = v_0 == 2U;\n\n }\n\n if(_S13)\n {\n\n _S13 = true;\n\n }\n else\n {\n\n _S13 = v_0 == 3U;\n\n }\n\n float _S14;\n\n if(_S13)\n {\n\n _S14 = 0.0;\n\n }\n else\n {\n\n _S14 = 1.0;\n\n }\n if(_S12)\n {\n\n _S13 = true;\n\n }\n else\n {\n\n _S13 = v_0 == 1U;\n\n }\n\n if(_S13)\n {\n\n _S13 = true;\n\n }\n else\n {\n\n _S13 = v_0 == 4U;\n\n }\n\n float _S15;\n\n if(_S13)\n {\n\n _S15 = 0.0;\n\n }\n else\n {\n\n _S15 = 1.0;\n\n }\n\n return vec2(_S14, _S15);\n}\n\n\nfloat rowBandTopPx_0(float rowOffsetPx_1, float rowHeight_1, uint slot_0)\n{\n\n return rowOffsetPx_1 + rowHeight_1 * float(slot_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 barAaPx_0()\n{\n\n return 2.0 * aaHalfPx_0(u_0.devicePixelRatio_0);\n}\n\n\nint clipSide_0(float value_2, float domainMin_3, float domainMax_3, int scaleType_2)\n{\n\n float tolerance_0 = (domainMax_3 - domainMin_3) * 0.00000999999974738;\n if(value_2 > (domainMax_3 + tolerance_0))\n {\n\n return 1;\n }\n\n bool _S16;\n\n if(value_2 < (domainMin_3 - tolerance_0))\n {\n\n _S16 = scaleType_2 != 1;\n\n }\n else\n {\n\n _S16 = false;\n\n }\n\n if(_S16)\n {\n\n return -1;\n }\n return 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 valueToYPxScaled_0(float value_3, float domainMin_4, float domainMax_4, float h_0, int scaleType_3, float symlogConstant_2)\n{\n\n return (1.0 - normalizeScore_0(value_3, domainMin_4, domainMax_4, scaleType_3, symlogConstant_2)) * h_0;\n}\n\n\nout vec4 v_color;\n\n\nout vec2 v_barInkPx;\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_row;\n\n\nstruct VsOut_0\n{\n vec4 position_0;\n vec4 color_0;\n vec2 barInkPx_0;\n};\n\n\nvec4 rampColor_0(float _S17)\n{\n\n return (textureLod((u_colorRamp), (vec2((clamp(_S17, 0.0, 1.0) * 255.0 + 0.5) / 256.0, 0.5)), (0.0)));\n}\n\n\nvec4 markScaleColor_0(uint _S18, int _S19, float _S20, float _S21, float _S22, int _S23, vec4 _S24, vec4 _S25)\n{\n\n if(_S19 == 0)\n {\n\n return unpackRGBA_0(_S18);\n }\n if(_S18 == 2143289345U)\n {\n\n return unpackRGBA_0(4289703855U);\n }\n\n int scaleType_4;\n\n if((_S18 & 2139095040U) == 2139095040U)\n {\n\n if((_S18 & 8388607U) != 0U)\n {\n\n return unpackRGBA_0(4286611584U);\n }\n\n bool negative_0 = (_S18 & 2147483648U) != 0U;\n if(_S19 == 3)\n {\n\n if(negative_0)\n {\n\n scaleType_4 = 0;\n\n }\n else\n {\n\n scaleType_4 = _S23;\n\n }\n\n return u_0.colorBands_0[scaleType_4];\n }\n\n float _S26;\n\n if(negative_0)\n {\n\n _S26 = 0.0;\n\n }\n else\n {\n\n _S26 = 1.0;\n\n }\n\n return rampColor_0(rampMidT_0(_S26, _S22));\n }\n float value_4 = uintBitsToFloat(_S18);\n if(_S19 == 3)\n {\n\n return u_0.colorBands_0[thresholdBand_0(value_4, _S23, _S24, _S25)];\n }\n if(_S19 == 2)\n {\n\n scaleType_4 = 1;\n\n }\n else\n {\n\n scaleType_4 = 0;\n\n }\n return rampColor_0(rampMidT_0(normalizeScore_0(value_4, _S20, _S21, scaleType_4, 1.0), _S22));\n}\n\n\nstruct RowPlacement_0\n{\n bool hidden_0;\n uint slot_1;\n vec4 color_1;\n bool overridden_0;\n};\n\n\nRowPlacement_0 rowTableLookup_0(uint _S27, int _S28, vec4 _S29)\n{\n\n RowPlacement_0 p_0;\n p_0.hidden_0 = false;\n p_0.slot_1 = _S27;\n p_0.color_1 = _S29;\n p_0.overridden_0 = false;\n if(_S28 < 0)\n {\n\n return p_0;\n }\n uint n_0 = uint(_S28);\n if(_S27 >= n_0)\n {\n\n p_0.hidden_0 = true;\n return p_0;\n }\n uint h_1 = rowTablePlaneHeight_0(n_0);\n uint _S30 = rowTableTexelX_0(_S27, n_0);\n\n float u_2 = (float(_S30) + 0.5) / float(rowTableWidth_0(n_0));\n float rows_0 = float(2U * h_1);\n uint y_0 = rowTableTexelY_0(_S27, n_0);\n vec4 s_0 = (textureLod((u_rowTable), (vec2(u_2, (float(y_0) + 0.5) / rows_0)), (0.0)));\n if((s_0.w) < 0.5)\n {\n\n p_0.hidden_0 = true;\n return p_0;\n }\n p_0.slot_1 = ((byteOf_0(s_0.x)) | ((byteOf_0(s_0.y)) << 8)) | ((byteOf_0(s_0.z)) << 16);\n vec4 c_2 = (textureLod((u_rowTable), (vec2(u_2, (float(y_0 + h_1) + 0.5) / rows_0)), (0.0)));\n bool _S31 = (c_2.w) > 0.0;\n\n p_0.overridden_0 = _S31;\n\n vec4 _S32;\n if(_S31)\n {\n\n _S32 = c_2;\n\n }\n else\n {\n\n _S32 = _S29;\n\n }\n\n p_0.color_1 = _S32;\n return p_0;\n}\n\n\nfloat bpToClipX_0(uint _S33)\n{\n\n return hpToClipX_0(hpSplitUint_0(_S33), u_0.bpRangeX_0, u_0.zero_0);\n}\n\n\nvoid main()\n{\n\n VsOut_0 o_0;\n\n RowPlacement_0 _S34 = rowTableLookup_0(a_row, u_0.rowTableKeys_0, markScaleColor_0(a_color, u_0.rampMode_0, u_0.rampMin_0, u_0.rampMax_0, u_0.rampMidNorm_0, u_0.colorCutCount_0, u_0.colorCuts_0[0], u_0.colorCuts_0[1]));\n\n\n if(_S34.hidden_0)\n {\n\n o_0.position_0 = vec4(2.0, 2.0, 0.0, 1.0);\n o_0.color_0 = vec4(0.0);\n o_0.barInkPx_0 = vec2(0.0);\n VsOut_0 _S35 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S35.color_0;\n\n v_barInkPx = _S35.barInkPx_0;\n\n return;\n }\n\n float _S36 = bpToClipX_0(a_x);\n\n\n\n float sx2_0 = extendToMinWidthX_0(_S36, bpToClipX_0(a_x2), u_0.minWidthPx_0, u_0.minCellDenomPx_0);\n vec2 q_0 = quadLocal_0(uint(gl_VertexID));\n\n float bandTop_0 = rowBandTopPx_0(u_0.rowOffsetPx_0, u_0.rowHeight_0, _S34.slot_1);\n float padPx_0 = barAaPx_0();\n\n if(uint(gl_VertexID) >= 6U)\n {\n\n int side_0 = clipSide_0(a_y, u_0.domainMin_0, u_0.domainMax_0, u_0.valueScaleType_0);\n if(side_0 == 0)\n {\n\n o_0.position_0 = vec4(2.0, 2.0, 0.0, 1.0);\n o_0.color_0 = vec4(0.0);\n o_0.barInkPx_0 = vec2(0.0);\n VsOut_0 _S37 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S37.color_0;\n\n v_barInkPx = _S37.barInkPx_0;\n\n return;\n }\n\n float stripTop_0;\n\n if(side_0 > 0)\n {\n\n stripTop_0 = bandTop_0;\n\n }\n else\n {\n\n stripTop_0 = bandTop_0 + u_0.rowBandPx_0 - 2.0;\n\n }\n float stripBot_0 = stripTop_0 + 2.0;\n float sy_0 = mix(stripBot_0 + padPx_0, stripTop_0 - padPx_0, q_0.y);\n o_0.position_0 = vec4(mix(_S36, sx2_0, q_0.x), yPxToClipY_0(sy_0, u_0.canvasHeight_0), 0.0, 1.0);\n o_0.color_0 = vec4(unpackRGBA_0(4280821958U).xyz, 1.0);\n o_0.barInkPx_0 = vec2(sy_0 - stripTop_0, sy_0 - stripBot_0);\n VsOut_0 _S38 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S38.color_0;\n\n v_barInkPx = _S38.barInkPx_0;\n\n return;\n }\n\n float valueY_0 = bandTop_0 + valueToYPxScaled_0(a_y, u_0.domainMin_0, u_0.domainMax_0, u_0.rowBandPx_0, u_0.valueScaleType_0, u_0.valueSymlogConstant_0);\n float originY_0 = bandTop_0 + u_0.originYPx_0;\n float _S39 = min(valueY_0, originY_0);\n float _S40 = max(valueY_0, originY_0);\n float vy_0 = mix(_S40 + padPx_0, _S39 - padPx_0, q_0.y);\n\n o_0.position_0 = vec4(mix(_S36, sx2_0, q_0.x), yPxToClipY_0(vy_0, u_0.canvasHeight_0), 0.0, 1.0);\n o_0.color_0 = _S34.color_1;\n o_0.barInkPx_0 = vec2(vy_0 - _S39, vy_0 - _S40);\n VsOut_0 _S41 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S41.color_0;\n\n v_barInkPx = _S41.barInkPx_0;\n\n return;\n}\n\n";
4
4
  export const GLSL_FRAGMENT = "#version 300 es\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\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 int valueScaleType_0;\n float valueSymlogConstant_0;\n int rampMode_0;\n float rampMin_0;\n float rampMax_0;\n float rampMidNorm_0;\n int colorCutCount_0;\n vec4 colorCuts_0[2];\n vec4 colorBands_0[9];\n float originYPx_0;\n float rowHeight_0;\n float rowBandPx_0;\n float rowOffsetPx_0;\n float zero_0;\n float minCellDenomPx_0;\n float minWidthPx_0;\n float devicePixelRatio_0;\n int rowTableKeys_0;\n}u_0;\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 barAaPx_0()\n{\n\n return 2.0 * aaHalfPx_0(u_0.devicePixelRatio_0);\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\nlayout(location = 0)\nout vec4 entryPointParam_fs_main_0;\n\n\nin vec4 v_color;\n\n\nin vec2 v_barInkPx;\n\n\nvoid main()\n{\n\n float aaPx_1 = barAaPx_0();\n float alpha_0 = aaRamp_0(v_barInkPx.x, aaPx_1) - aaRamp_0(v_barInkPx.y, aaPx_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";
@@ -1 +1 @@
1
- export declare 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) valueScaleType_0 : i32,\n @align(4) valueSymlogConstant_0 : f32,\n @align(16) rampMode_0 : i32,\n @align(4) rampMin_0 : f32,\n @align(8) rampMax_0 : f32,\n @align(4) rampMidNorm_0 : f32,\n @align(16) colorCutCount_0 : i32,\n @align(16) colorCuts_0 : array<vec4<f32>, i32(2)>,\n @align(16) colorBands_0 : array<vec4<f32>, i32(9)>,\n @align(16) originYPx_0 : f32,\n @align(4) rowHeight_0 : f32,\n @align(8) rowBandPx_0 : f32,\n @align(4) rowOffsetPx_0 : f32,\n @align(16) zero_0 : f32,\n @align(4) minCellDenomPx_0 : f32,\n @align(8) minWidthPx_0 : f32,\n @align(4) devicePixelRatio_0 : f32,\n @align(16) rowTableKeys_0 : i32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : Uniforms_std140_0;\n@binding(2) @group(0) var colorRamp_texture_0 : texture_2d<f32>;\n\n@binding(3) @group(0) var colorRamp_sampler_0 : sampler;\n\n@binding(4) @group(0) var rowTable_texture_0 : texture_2d<f32>;\n\n@binding(5) @group(0) var rowTable_sampler_0 : sampler;\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 rampMidT_0( t_0 : f32, mid_0 : f32) -> f32\n{\n var _S1 : f32 = max(mid_0, 1.0f - mid_0);\n return clamp((t_0 + (_S1 - mid_0)) / (2.0f * _S1), 0.0f, 1.0f);\n}\n\nfn rampColor_0( ramp_texture_0 : texture_2d<f32>, ramp_sampler_0 : sampler, t_1 : f32) -> vec4<f32>\n{\n return (textureSampleLevel((ramp_texture_0), (ramp_sampler_0), (vec2<f32>((clamp(t_1, 0.0f, 1.0f) * 255.0f + 0.5f) / 256.0f, 0.5f)), (0.0f)));\n}\n\nfn colorCutAt_0( i_0 : i32, cutsLo_0 : vec4<f32>, cutsHi_0 : vec4<f32>) -> f32\n{\n var _S2 : f32;\n if(i_0 < i32(4))\n {\n _S2 = cutsLo_0[i_0];\n }\n else\n {\n _S2 = cutsHi_0[i_0 - i32(4)];\n }\n return _S2;\n}\n\nfn thresholdBand_0( value_0 : f32, cutCount_0 : i32, cutsLo_1 : vec4<f32>, cutsHi_1 : vec4<f32>) -> i32\n{\n var band_0 : i32 = i32(0);\n var i_1 : i32 = i32(0);\n for(;;)\n {\n if(i_1 < cutCount_0)\n {\n }\n else\n {\n break;\n }\n if(value_0 >= (colorCutAt_0(i_1, cutsLo_1, cutsHi_1)))\n {\n band_0 = i_1 + i32(1);\n }\n i_1 = i_1 + i32(1);\n }\n return band_0;\n}\n\nfn log1pf_0( x_0 : f32) -> f32\n{\n var u_1 : f32 = 1.0f + x_0;\n var _S3 : f32;\n if(u_1 == 1.0f)\n {\n _S3 = x_0;\n }\n else\n {\n _S3 = log(u_1) * (x_0 / (u_1 - 1.0f));\n }\n return _S3;\n}\n\nfn symlogTransform_0( x_1 : f32, c_1 : f32) -> f32\n{\n return f32((i32(sign((x_1))))) * log1pf_0(abs(x_1 / c_1));\n}\n\nfn normalizeScoreUnclamped_0( score_0 : f32, domainMin_1 : f32, domainMax_1 : f32, scaleType_0 : i32, symlogConstant_0 : f32) -> f32\n{\n var tMax_0 : f32;\n var tMin_0 : f32;\n var t_2 : f32;\n if(scaleType_0 == i32(2))\n {\n var _S4 : f32 = symlogTransform_0(score_0, symlogConstant_0);\n var _S5 : f32 = symlogTransform_0(domainMin_1, symlogConstant_0);\n tMax_0 = symlogTransform_0(domainMax_1, symlogConstant_0);\n tMin_0 = _S5;\n t_2 = _S4;\n }\n else\n {\n if(scaleType_0 == i32(1))\n {\n if(domainMin_1 > 0.0f)\n {\n tMax_0 = domainMin_1;\n }\n else\n {\n tMax_0 = 1.0f;\n }\n var _S6 : f32 = log2(max(score_0, tMax_0));\n var _S7 : f32 = log2(tMax_0);\n tMax_0 = log2(max(domainMax_1, tMax_0));\n tMin_0 = _S7;\n t_2 = _S6;\n }\n else\n {\n tMax_0 = domainMax_1;\n tMin_0 = domainMin_1;\n t_2 = score_0;\n }\n }\n var tRange_0 : f32 = tMax_0 - tMin_0;\n if(tRange_0 <= 0.0f)\n {\n if(t_2 > tMin_0)\n {\n tMax_0 = 1.0f;\n }\n else\n {\n tMax_0 = 0.0f;\n }\n return tMax_0;\n }\n return (t_2 - tMin_0) / tRange_0;\n}\n\nfn normalizeScore_0( score_1 : f32, domainMin_2 : f32, domainMax_2 : f32, scaleType_1 : i32, symlogConstant_1 : f32) -> f32\n{\n return clamp(normalizeScoreUnclamped_0(score_1, domainMin_2, domainMax_2, scaleType_1, symlogConstant_1), 0.0f, 1.0f);\n}\n\nfn rowTableWidth_0( keys_0 : u32) -> u32\n{\n return max(min(keys_0, u32(2048)), u32(1));\n}\n\nfn rowTablePlaneHeight_0( keys_1 : u32) -> u32\n{\n var w_0 : u32 = rowTableWidth_0(keys_1);\n var _S8 : u32 = (keys_1 + w_0 - u32(1)) / w_0;\n return max(_S8, u32(1));\n}\n\nfn rowTableTexelX_0( key_0 : u32, keys_2 : u32) -> u32\n{\n var _S9 : u32 = key_0 % rowTableWidth_0(keys_2);\n return _S9;\n}\n\nfn rowTableTexelY_0( key_1 : u32, keys_3 : u32) -> u32\n{\n var _S10 : u32 = key_1 / rowTableWidth_0(keys_3);\n return _S10;\n}\n\nfn byteOf_0( channel_0 : f32) -> u32\n{\n return u32(channel_0 * 255.0f + 0.5f);\n}\n\nstruct RowPlacement_0\n{\n hidden_0 : bool,\n slot_0 : u32,\n color_0 : vec4<f32>,\n};\n\nfn rowTableLookup_0( table_texture_0 : texture_2d<f32>, table_sampler_0 : sampler, key_2 : u32, keys_4 : i32, own_0 : vec4<f32>) -> RowPlacement_0\n{\n var p_0 : RowPlacement_0;\n p_0.hidden_0 = false;\n p_0.slot_0 = key_2;\n p_0.color_0 = own_0;\n if(keys_4 < i32(0))\n {\n return p_0;\n }\n var n_0 : u32 = u32(keys_4);\n if(key_2 >= n_0)\n {\n p_0.hidden_0 = true;\n return p_0;\n }\n var h_0 : u32 = rowTablePlaneHeight_0(n_0);\n var _S11 : u32 = rowTableTexelX_0(key_2, n_0);\n var u_2 : f32 = (f32(_S11) + 0.5f) / f32(rowTableWidth_0(n_0));\n var rows_0 : f32 = f32(u32(2) * h_0);\n var y_0 : u32 = rowTableTexelY_0(key_2, n_0);\n var _S12 : vec4<f32> = (textureSampleLevel((table_texture_0), (table_sampler_0), (vec2<f32>(u_2, (f32(y_0) + 0.5f) / rows_0)), (0.0f)));\n if((_S12.w) < 0.5f)\n {\n p_0.hidden_0 = true;\n return p_0;\n }\n p_0.slot_0 = ((((byteOf_0(_S12.x)) | ((((byteOf_0(_S12.y)) << (u32(8))))))) | ((((byteOf_0(_S12.z)) << (u32(16))))));\n var _S13 : vec4<f32> = (textureSampleLevel((table_texture_0), (table_sampler_0), (vec2<f32>(u_2, (f32(y_0 + h_0) + 0.5f) / rows_0)), (0.0f)));\n var _S14 : vec4<f32>;\n if((_S13.w) > 0.0f)\n {\n _S14 = _S13;\n }\n else\n {\n _S14 = own_0;\n }\n p_0.color_0 = _S14;\n return p_0;\n}\n\nfn hpSplitUint_0( value_1 : u32) -> vec2<f32>\n{\n var lo_0 : u32 = (value_1 & (u32(4095)));\n return vec2<f32>(f32(value_1 - lo_0), f32(lo_0));\n}\n\nfn hpToClipX_0( splitPos_0 : vec2<f32>, bpRange_0 : vec3<f32>, hpZero_0 : f32) -> f32\n{\n var floorBp_0 : f32 = -3.00000000549775576e+38f + hpZero_0;\n var step_0 : f32 = 2.0f / bpRange_0.z;\n return dot(vec3<f32>(-1.0f, max(splitPos_0.x - bpRange_0.x, floorBp_0), max(splitPos_0.y - bpRange_0.y, floorBp_0)), vec3<f32>(1.0f, step_0, step_0));\n}\n\nfn pxToClipLen_0( px_0 : f32, size_0 : f32) -> f32\n{\n return px_0 * 2.0f / size_0;\n}\n\nfn extendToMinWidthPx_0( x1_0 : f32, x2_0 : f32, minWidth_0 : f32) -> f32\n{\n var dx_0 : f32 = x2_0 - x1_0;\n var _S15 : f32;\n if((abs(dx_0)) < minWidth_0)\n {\n if(dx_0 < 0.0f)\n {\n _S15 = - minWidth_0;\n }\n else\n {\n _S15 = minWidth_0;\n }\n _S15 = x1_0 + _S15;\n }\n else\n {\n _S15 = x2_0;\n }\n return _S15;\n}\n\nfn extendToMinWidthX_0( x1_1 : f32, x2_1 : f32, minWidthPx_1 : f32, canvasWidth_0 : f32) -> f32\n{\n return extendToMinWidthPx_0(x1_1, x2_1, pxToClipLen_0(minWidthPx_1, canvasWidth_0));\n}\n\nfn quadLocal_0( vid_0 : u32) -> vec2<f32>\n{\n var v_0 : u32 = vid_0 % u32(6);\n var _S16 : bool = v_0 == u32(0);\n var _S17 : bool;\n if(_S16)\n {\n _S17 = true;\n }\n else\n {\n _S17 = v_0 == u32(2);\n }\n if(_S17)\n {\n _S17 = true;\n }\n else\n {\n _S17 = v_0 == u32(3);\n }\n var _S18 : f32;\n if(_S17)\n {\n _S18 = 0.0f;\n }\n else\n {\n _S18 = 1.0f;\n }\n if(_S16)\n {\n _S17 = true;\n }\n else\n {\n _S17 = v_0 == u32(1);\n }\n if(_S17)\n {\n _S17 = true;\n }\n else\n {\n _S17 = v_0 == u32(4);\n }\n var _S19 : f32;\n if(_S17)\n {\n _S19 = 0.0f;\n }\n else\n {\n _S19 = 1.0f;\n }\n return vec2<f32>(_S18, _S19);\n}\n\nfn rowBandTopPx_0( rowOffsetPx_1 : f32, rowHeight_1 : f32, slot_1 : u32) -> f32\n{\n return rowOffsetPx_1 + rowHeight_1 * f32(slot_1);\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 barAaPx_0() -> f32\n{\n return 2.0f * aaHalfPx_0(u_0.devicePixelRatio_0);\n}\n\nfn clipSide_0( value_2 : f32, domainMin_3 : f32, domainMax_3 : f32, scaleType_2 : i32) -> i32\n{\n var tolerance_0 : f32 = (domainMax_3 - domainMin_3) * 0.00000999999974738f;\n if(value_2 > (domainMax_3 + tolerance_0))\n {\n return i32(1);\n }\n var _S20 : bool;\n if(value_2 < (domainMin_3 - tolerance_0))\n {\n _S20 = scaleType_2 != i32(1);\n }\n else\n {\n _S20 = false;\n }\n if(_S20)\n {\n return i32(-1);\n }\n return i32(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 valueToYPxScaled_0( value_3 : f32, domainMin_4 : f32, domainMax_4 : f32, h_1 : f32, scaleType_3 : i32, symlogConstant_2 : f32) -> f32\n{\n return (1.0f - normalizeScore_0(value_3, domainMin_4, domainMax_4, scaleType_3, symlogConstant_2)) * h_1;\n}\n\nstruct VsOut_0\n{\n @builtin(position) position_0 : vec4<f32>,\n @location(0) color_1 : vec4<f32>,\n @location(1) barInkPx_0 : vec2<f32>,\n};\n\nstruct vertexInput_0\n{\n @location(0) x_2 : u32,\n @location(1) x2_2 : u32,\n @location(2) y_1 : f32,\n @location(3) color_2 : u32,\n @location(4) row_0 : u32,\n};\n\nfn markScaleColor_0( _S21 : texture_2d<f32>, _S22 : sampler, _S23 : u32, _S24 : i32, _S25 : f32, _S26 : f32, _S27 : f32, _S28 : i32, _S29 : vec4<f32>, _S30 : vec4<f32>) -> vec4<f32>\n{\n if(_S24 == i32(0))\n {\n return unpackRGBA_0(_S23);\n }\n if(_S23 == u32(2143289345))\n {\n return unpackRGBA_0(u32(4289703855));\n }\n var scaleType_4 : i32;\n if(((_S23 & (u32(2139095040)))) == u32(2139095040))\n {\n if(((_S23 & (u32(8388607)))) != u32(0))\n {\n return unpackRGBA_0(u32(4286611584));\n }\n var negative_0 : bool = ((_S23 & (u32(2147483648)))) != u32(0);\n if(_S24 == i32(3))\n {\n if(negative_0)\n {\n scaleType_4 = i32(0);\n }\n else\n {\n scaleType_4 = _S28;\n }\n return u_0.colorBands_0[scaleType_4];\n }\n var _S31 : f32;\n if(negative_0)\n {\n _S31 = 0.0f;\n }\n else\n {\n _S31 = 1.0f;\n }\n return rampColor_0(_S21, _S22, rampMidT_0(_S31, _S27));\n }\n var value_4 : f32 = (bitcast<f32>((_S23)));\n if(_S24 == i32(3))\n {\n return u_0.colorBands_0[thresholdBand_0(value_4, _S28, _S29, _S30)];\n }\n if(_S24 == i32(2))\n {\n scaleType_4 = i32(1);\n }\n else\n {\n scaleType_4 = i32(0);\n }\n return rampColor_0(_S21, _S22, rampMidT_0(normalizeScore_0(value_4, _S25, _S26, scaleType_4, 1.0f), _S27));\n}\n\nfn bpToClipX_0( _S32 : u32) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(_S32), u_0.bpRangeX_0, u_0.zero_0);\n}\n\n@vertex\nfn vs_main( _S33 : vertexInput_0, @builtin(vertex_index) vid_1 : u32) -> VsOut_0\n{\n var o_0 : VsOut_0;\n var _S34 : RowPlacement_0 = rowTableLookup_0(rowTable_texture_0, rowTable_sampler_0, _S33.row_0, u_0.rowTableKeys_0, markScaleColor_0(colorRamp_texture_0, colorRamp_sampler_0, _S33.color_2, u_0.rampMode_0, u_0.rampMin_0, u_0.rampMax_0, u_0.rampMidNorm_0, u_0.colorCutCount_0, u_0.colorCuts_0[i32(0)], u_0.colorCuts_0[i32(1)]));\n if(_S34.hidden_0)\n {\n o_0.position_0 = vec4<f32>(2.0f, 2.0f, 0.0f, 1.0f);\n o_0.color_1 = vec4<f32>(0.0f);\n o_0.barInkPx_0 = vec2<f32>(0.0f);\n return o_0;\n }\n var _S35 : f32 = bpToClipX_0(_S33.x_2);\n var sx2_0 : f32 = extendToMinWidthX_0(_S35, bpToClipX_0(_S33.x2_2), u_0.minWidthPx_0, u_0.minCellDenomPx_0);\n var q_0 : vec2<f32> = quadLocal_0(vid_1);\n var bandTop_0 : f32 = rowBandTopPx_0(u_0.rowOffsetPx_0, u_0.rowHeight_0, _S34.slot_0);\n var padPx_0 : f32 = barAaPx_0();\n if(vid_1 >= u32(6))\n {\n var side_0 : i32 = clipSide_0(_S33.y_1, u_0.domainMin_0, u_0.domainMax_0, u_0.valueScaleType_0);\n if(side_0 == i32(0))\n {\n o_0.position_0 = vec4<f32>(2.0f, 2.0f, 0.0f, 1.0f);\n o_0.color_1 = vec4<f32>(0.0f);\n o_0.barInkPx_0 = vec2<f32>(0.0f);\n return o_0;\n }\n var stripTop_0 : f32;\n if(side_0 > i32(0))\n {\n stripTop_0 = bandTop_0;\n }\n else\n {\n stripTop_0 = bandTop_0 + u_0.rowBandPx_0 - 2.0f;\n }\n var stripBot_0 : f32 = stripTop_0 + 2.0f;\n var sy_0 : f32 = mix(stripBot_0 + padPx_0, stripTop_0 - padPx_0, q_0.y);\n o_0.position_0 = vec4<f32>(mix(_S35, sx2_0, q_0.x), yPxToClipY_0(sy_0, u_0.canvasHeight_0), 0.0f, 1.0f);\n o_0.color_1 = vec4<f32>(unpackRGBA_0(u32(4280821958)).xyz, 1.0f);\n o_0.barInkPx_0 = vec2<f32>(sy_0 - stripTop_0, sy_0 - stripBot_0);\n return o_0;\n }\n var valueY_0 : f32 = bandTop_0 + valueToYPxScaled_0(_S33.y_1, u_0.domainMin_0, u_0.domainMax_0, u_0.rowBandPx_0, u_0.valueScaleType_0, u_0.valueSymlogConstant_0);\n var originY_0 : f32 = bandTop_0 + u_0.originYPx_0;\n var _S36 : f32 = min(valueY_0, originY_0);\n var _S37 : f32 = max(valueY_0, originY_0);\n var vy_0 : f32 = mix(_S37 + padPx_0, _S36 - padPx_0, q_0.y);\n o_0.position_0 = vec4<f32>(mix(_S35, sx2_0, q_0.x), yPxToClipY_0(vy_0, u_0.canvasHeight_0), 0.0f, 1.0f);\n o_0.color_1 = _S34.color_0;\n o_0.barInkPx_0 = vec2<f32>(vy_0 - _S36, vy_0 - _S37);\n return o_0;\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\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_3 : vec4<f32>,\n @location(1) barInkPx_1 : vec2<f32>,\n};\n\n@fragment\nfn fs_main( _S38 : pixelInput_0, @builtin(position) position_1 : vec4<f32>) -> pixelOutput_0\n{\n var aaPx_1 : f32 = barAaPx_0();\n var alpha_0 : f32 = aaRamp_0(_S38.barInkPx_1.x, aaPx_1) - aaRamp_0(_S38.barInkPx_1.y, aaPx_1);\n if(alpha_0 <= 0.0f)\n {\n discard;\n }\n var _S39 : pixelOutput_0 = pixelOutput_0( vec4<f32>(_S38.color_3.xyz, _S38.color_3.w * alpha_0) );\n return _S39;\n}\n\n";
1
+ export declare 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) valueScaleType_0 : i32,\n @align(4) valueSymlogConstant_0 : f32,\n @align(16) rampMode_0 : i32,\n @align(4) rampMin_0 : f32,\n @align(8) rampMax_0 : f32,\n @align(4) rampMidNorm_0 : f32,\n @align(16) colorCutCount_0 : i32,\n @align(16) colorCuts_0 : array<vec4<f32>, i32(2)>,\n @align(16) colorBands_0 : array<vec4<f32>, i32(9)>,\n @align(16) originYPx_0 : f32,\n @align(4) rowHeight_0 : f32,\n @align(8) rowBandPx_0 : f32,\n @align(4) rowOffsetPx_0 : f32,\n @align(16) zero_0 : f32,\n @align(4) minCellDenomPx_0 : f32,\n @align(8) minWidthPx_0 : f32,\n @align(4) devicePixelRatio_0 : f32,\n @align(16) rowTableKeys_0 : i32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : Uniforms_std140_0;\n@binding(2) @group(0) var colorRamp_texture_0 : texture_2d<f32>;\n\n@binding(3) @group(0) var colorRamp_sampler_0 : sampler;\n\n@binding(4) @group(0) var rowTable_texture_0 : texture_2d<f32>;\n\n@binding(5) @group(0) var rowTable_sampler_0 : sampler;\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 rampMidT_0( t_0 : f32, mid_0 : f32) -> f32\n{\n var _S1 : f32 = max(mid_0, 1.0f - mid_0);\n return clamp((t_0 + (_S1 - mid_0)) / (2.0f * _S1), 0.0f, 1.0f);\n}\n\nfn rampColor_0( ramp_texture_0 : texture_2d<f32>, ramp_sampler_0 : sampler, t_1 : f32) -> vec4<f32>\n{\n return (textureSampleLevel((ramp_texture_0), (ramp_sampler_0), (vec2<f32>((clamp(t_1, 0.0f, 1.0f) * 255.0f + 0.5f) / 256.0f, 0.5f)), (0.0f)));\n}\n\nfn colorCutAt_0( i_0 : i32, cutsLo_0 : vec4<f32>, cutsHi_0 : vec4<f32>) -> f32\n{\n var _S2 : f32;\n if(i_0 < i32(4))\n {\n _S2 = cutsLo_0[i_0];\n }\n else\n {\n _S2 = cutsHi_0[i_0 - i32(4)];\n }\n return _S2;\n}\n\nfn thresholdBand_0( value_0 : f32, cutCount_0 : i32, cutsLo_1 : vec4<f32>, cutsHi_1 : vec4<f32>) -> i32\n{\n var band_0 : i32 = i32(0);\n var i_1 : i32 = i32(0);\n for(;;)\n {\n if(i_1 < cutCount_0)\n {\n }\n else\n {\n break;\n }\n if(value_0 >= (colorCutAt_0(i_1, cutsLo_1, cutsHi_1)))\n {\n band_0 = i_1 + i32(1);\n }\n i_1 = i_1 + i32(1);\n }\n return band_0;\n}\n\nfn log1pf_0( x_0 : f32) -> f32\n{\n var u_1 : f32 = 1.0f + x_0;\n var _S3 : f32;\n if(u_1 == 1.0f)\n {\n _S3 = x_0;\n }\n else\n {\n _S3 = log(u_1) * (x_0 / (u_1 - 1.0f));\n }\n return _S3;\n}\n\nfn symlogTransform_0( x_1 : f32, c_1 : f32) -> f32\n{\n return f32((i32(sign((x_1))))) * log1pf_0(abs(x_1 / c_1));\n}\n\nfn normalizeScoreUnclamped_0( score_0 : f32, domainMin_1 : f32, domainMax_1 : f32, scaleType_0 : i32, symlogConstant_0 : f32) -> f32\n{\n var tMax_0 : f32;\n var tMin_0 : f32;\n var t_2 : f32;\n if(scaleType_0 == i32(2))\n {\n var _S4 : f32 = symlogTransform_0(score_0, symlogConstant_0);\n var _S5 : f32 = symlogTransform_0(domainMin_1, symlogConstant_0);\n tMax_0 = symlogTransform_0(domainMax_1, symlogConstant_0);\n tMin_0 = _S5;\n t_2 = _S4;\n }\n else\n {\n if(scaleType_0 == i32(1))\n {\n if(domainMin_1 > 0.0f)\n {\n tMax_0 = domainMin_1;\n }\n else\n {\n tMax_0 = 1.0f;\n }\n var _S6 : f32 = log2(max(score_0, tMax_0));\n var _S7 : f32 = log2(tMax_0);\n tMax_0 = log2(max(domainMax_1, tMax_0));\n tMin_0 = _S7;\n t_2 = _S6;\n }\n else\n {\n tMax_0 = domainMax_1;\n tMin_0 = domainMin_1;\n t_2 = score_0;\n }\n }\n var tRange_0 : f32 = tMax_0 - tMin_0;\n if(tRange_0 <= 0.0f)\n {\n if(t_2 > tMin_0)\n {\n tMax_0 = 1.0f;\n }\n else\n {\n tMax_0 = 0.0f;\n }\n return tMax_0;\n }\n return (t_2 - tMin_0) / tRange_0;\n}\n\nfn normalizeScore_0( score_1 : f32, domainMin_2 : f32, domainMax_2 : f32, scaleType_1 : i32, symlogConstant_1 : f32) -> f32\n{\n return clamp(normalizeScoreUnclamped_0(score_1, domainMin_2, domainMax_2, scaleType_1, symlogConstant_1), 0.0f, 1.0f);\n}\n\nfn rowTableWidth_0( keys_0 : u32) -> u32\n{\n return max(min(keys_0, u32(2048)), u32(1));\n}\n\nfn rowTablePlaneHeight_0( keys_1 : u32) -> u32\n{\n var w_0 : u32 = rowTableWidth_0(keys_1);\n var _S8 : u32 = (keys_1 + w_0 - u32(1)) / w_0;\n return max(_S8, u32(1));\n}\n\nfn rowTableTexelX_0( key_0 : u32, keys_2 : u32) -> u32\n{\n var _S9 : u32 = key_0 % rowTableWidth_0(keys_2);\n return _S9;\n}\n\nfn rowTableTexelY_0( key_1 : u32, keys_3 : u32) -> u32\n{\n var _S10 : u32 = key_1 / rowTableWidth_0(keys_3);\n return _S10;\n}\n\nfn byteOf_0( channel_0 : f32) -> u32\n{\n return u32(channel_0 * 255.0f + 0.5f);\n}\n\nstruct RowPlacement_0\n{\n hidden_0 : bool,\n slot_0 : u32,\n color_0 : vec4<f32>,\n overridden_0 : bool,\n};\n\nfn rowTableLookup_0( table_texture_0 : texture_2d<f32>, table_sampler_0 : sampler, key_2 : u32, keys_4 : i32, own_0 : vec4<f32>) -> RowPlacement_0\n{\n var p_0 : RowPlacement_0;\n p_0.hidden_0 = false;\n p_0.slot_0 = key_2;\n p_0.color_0 = own_0;\n p_0.overridden_0 = false;\n if(keys_4 < i32(0))\n {\n return p_0;\n }\n var n_0 : u32 = u32(keys_4);\n if(key_2 >= n_0)\n {\n p_0.hidden_0 = true;\n return p_0;\n }\n var h_0 : u32 = rowTablePlaneHeight_0(n_0);\n var _S11 : u32 = rowTableTexelX_0(key_2, n_0);\n var u_2 : f32 = (f32(_S11) + 0.5f) / f32(rowTableWidth_0(n_0));\n var rows_0 : f32 = f32(u32(2) * h_0);\n var y_0 : u32 = rowTableTexelY_0(key_2, n_0);\n var _S12 : vec4<f32> = (textureSampleLevel((table_texture_0), (table_sampler_0), (vec2<f32>(u_2, (f32(y_0) + 0.5f) / rows_0)), (0.0f)));\n if((_S12.w) < 0.5f)\n {\n p_0.hidden_0 = true;\n return p_0;\n }\n p_0.slot_0 = ((((byteOf_0(_S12.x)) | ((((byteOf_0(_S12.y)) << (u32(8))))))) | ((((byteOf_0(_S12.z)) << (u32(16))))));\n var _S13 : vec4<f32> = (textureSampleLevel((table_texture_0), (table_sampler_0), (vec2<f32>(u_2, (f32(y_0 + h_0) + 0.5f) / rows_0)), (0.0f)));\n var _S14 : bool = (_S13.w) > 0.0f;\n p_0.overridden_0 = _S14;\n var _S15 : vec4<f32>;\n if(_S14)\n {\n _S15 = _S13;\n }\n else\n {\n _S15 = own_0;\n }\n p_0.color_0 = _S15;\n return p_0;\n}\n\nfn hpSplitUint_0( value_1 : u32) -> vec2<f32>\n{\n var lo_0 : u32 = (value_1 & (u32(4095)));\n return vec2<f32>(f32(value_1 - lo_0), f32(lo_0));\n}\n\nfn hpToClipX_0( splitPos_0 : vec2<f32>, bpRange_0 : vec3<f32>, hpZero_0 : f32) -> f32\n{\n var floorBp_0 : f32 = -3.00000000549775576e+38f + hpZero_0;\n var step_0 : f32 = 2.0f / bpRange_0.z;\n return dot(vec3<f32>(-1.0f, max(splitPos_0.x - bpRange_0.x, floorBp_0), max(splitPos_0.y - bpRange_0.y, floorBp_0)), vec3<f32>(1.0f, step_0, step_0));\n}\n\nfn pxToClipLen_0( px_0 : f32, size_0 : f32) -> f32\n{\n return px_0 * 2.0f / size_0;\n}\n\nfn extendToMinWidthPx_0( x1_0 : f32, x2_0 : f32, minWidth_0 : f32) -> f32\n{\n var dx_0 : f32 = x2_0 - x1_0;\n var _S16 : f32;\n if((abs(dx_0)) < minWidth_0)\n {\n if(dx_0 < 0.0f)\n {\n _S16 = - minWidth_0;\n }\n else\n {\n _S16 = minWidth_0;\n }\n _S16 = x1_0 + _S16;\n }\n else\n {\n _S16 = x2_0;\n }\n return _S16;\n}\n\nfn extendToMinWidthX_0( x1_1 : f32, x2_1 : f32, minWidthPx_1 : f32, canvasWidth_0 : f32) -> f32\n{\n return extendToMinWidthPx_0(x1_1, x2_1, pxToClipLen_0(minWidthPx_1, canvasWidth_0));\n}\n\nfn quadLocal_0( vid_0 : u32) -> vec2<f32>\n{\n var v_0 : u32 = vid_0 % u32(6);\n var _S17 : bool = v_0 == u32(0);\n var _S18 : bool;\n if(_S17)\n {\n _S18 = true;\n }\n else\n {\n _S18 = v_0 == u32(2);\n }\n if(_S18)\n {\n _S18 = true;\n }\n else\n {\n _S18 = v_0 == u32(3);\n }\n var _S19 : f32;\n if(_S18)\n {\n _S19 = 0.0f;\n }\n else\n {\n _S19 = 1.0f;\n }\n if(_S17)\n {\n _S18 = true;\n }\n else\n {\n _S18 = v_0 == u32(1);\n }\n if(_S18)\n {\n _S18 = true;\n }\n else\n {\n _S18 = v_0 == u32(4);\n }\n var _S20 : f32;\n if(_S18)\n {\n _S20 = 0.0f;\n }\n else\n {\n _S20 = 1.0f;\n }\n return vec2<f32>(_S19, _S20);\n}\n\nfn rowBandTopPx_0( rowOffsetPx_1 : f32, rowHeight_1 : f32, slot_1 : u32) -> f32\n{\n return rowOffsetPx_1 + rowHeight_1 * f32(slot_1);\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 barAaPx_0() -> f32\n{\n return 2.0f * aaHalfPx_0(u_0.devicePixelRatio_0);\n}\n\nfn clipSide_0( value_2 : f32, domainMin_3 : f32, domainMax_3 : f32, scaleType_2 : i32) -> i32\n{\n var tolerance_0 : f32 = (domainMax_3 - domainMin_3) * 0.00000999999974738f;\n if(value_2 > (domainMax_3 + tolerance_0))\n {\n return i32(1);\n }\n var _S21 : bool;\n if(value_2 < (domainMin_3 - tolerance_0))\n {\n _S21 = scaleType_2 != i32(1);\n }\n else\n {\n _S21 = false;\n }\n if(_S21)\n {\n return i32(-1);\n }\n return i32(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 valueToYPxScaled_0( value_3 : f32, domainMin_4 : f32, domainMax_4 : f32, h_1 : f32, scaleType_3 : i32, symlogConstant_2 : f32) -> f32\n{\n return (1.0f - normalizeScore_0(value_3, domainMin_4, domainMax_4, scaleType_3, symlogConstant_2)) * h_1;\n}\n\nstruct VsOut_0\n{\n @builtin(position) position_0 : vec4<f32>,\n @location(0) color_1 : vec4<f32>,\n @location(1) barInkPx_0 : vec2<f32>,\n};\n\nstruct vertexInput_0\n{\n @location(0) x_2 : u32,\n @location(1) x2_2 : u32,\n @location(2) y_1 : f32,\n @location(3) color_2 : u32,\n @location(4) row_0 : u32,\n};\n\nfn markScaleColor_0( _S22 : texture_2d<f32>, _S23 : sampler, _S24 : u32, _S25 : i32, _S26 : f32, _S27 : f32, _S28 : f32, _S29 : i32, _S30 : vec4<f32>, _S31 : vec4<f32>) -> vec4<f32>\n{\n if(_S25 == i32(0))\n {\n return unpackRGBA_0(_S24);\n }\n if(_S24 == u32(2143289345))\n {\n return unpackRGBA_0(u32(4289703855));\n }\n var scaleType_4 : i32;\n if(((_S24 & (u32(2139095040)))) == u32(2139095040))\n {\n if(((_S24 & (u32(8388607)))) != u32(0))\n {\n return unpackRGBA_0(u32(4286611584));\n }\n var negative_0 : bool = ((_S24 & (u32(2147483648)))) != u32(0);\n if(_S25 == i32(3))\n {\n if(negative_0)\n {\n scaleType_4 = i32(0);\n }\n else\n {\n scaleType_4 = _S29;\n }\n return u_0.colorBands_0[scaleType_4];\n }\n var _S32 : f32;\n if(negative_0)\n {\n _S32 = 0.0f;\n }\n else\n {\n _S32 = 1.0f;\n }\n return rampColor_0(_S22, _S23, rampMidT_0(_S32, _S28));\n }\n var value_4 : f32 = (bitcast<f32>((_S24)));\n if(_S25 == i32(3))\n {\n return u_0.colorBands_0[thresholdBand_0(value_4, _S29, _S30, _S31)];\n }\n if(_S25 == i32(2))\n {\n scaleType_4 = i32(1);\n }\n else\n {\n scaleType_4 = i32(0);\n }\n return rampColor_0(_S22, _S23, rampMidT_0(normalizeScore_0(value_4, _S26, _S27, scaleType_4, 1.0f), _S28));\n}\n\nfn bpToClipX_0( _S33 : u32) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(_S33), u_0.bpRangeX_0, u_0.zero_0);\n}\n\n@vertex\nfn vs_main( _S34 : vertexInput_0, @builtin(vertex_index) vid_1 : u32) -> VsOut_0\n{\n var o_0 : VsOut_0;\n var _S35 : RowPlacement_0 = rowTableLookup_0(rowTable_texture_0, rowTable_sampler_0, _S34.row_0, u_0.rowTableKeys_0, markScaleColor_0(colorRamp_texture_0, colorRamp_sampler_0, _S34.color_2, u_0.rampMode_0, u_0.rampMin_0, u_0.rampMax_0, u_0.rampMidNorm_0, u_0.colorCutCount_0, u_0.colorCuts_0[i32(0)], u_0.colorCuts_0[i32(1)]));\n if(_S35.hidden_0)\n {\n o_0.position_0 = vec4<f32>(2.0f, 2.0f, 0.0f, 1.0f);\n o_0.color_1 = vec4<f32>(0.0f);\n o_0.barInkPx_0 = vec2<f32>(0.0f);\n return o_0;\n }\n var _S36 : f32 = bpToClipX_0(_S34.x_2);\n var sx2_0 : f32 = extendToMinWidthX_0(_S36, bpToClipX_0(_S34.x2_2), u_0.minWidthPx_0, u_0.minCellDenomPx_0);\n var q_0 : vec2<f32> = quadLocal_0(vid_1);\n var bandTop_0 : f32 = rowBandTopPx_0(u_0.rowOffsetPx_0, u_0.rowHeight_0, _S35.slot_0);\n var padPx_0 : f32 = barAaPx_0();\n if(vid_1 >= u32(6))\n {\n var side_0 : i32 = clipSide_0(_S34.y_1, u_0.domainMin_0, u_0.domainMax_0, u_0.valueScaleType_0);\n if(side_0 == i32(0))\n {\n o_0.position_0 = vec4<f32>(2.0f, 2.0f, 0.0f, 1.0f);\n o_0.color_1 = vec4<f32>(0.0f);\n o_0.barInkPx_0 = vec2<f32>(0.0f);\n return o_0;\n }\n var stripTop_0 : f32;\n if(side_0 > i32(0))\n {\n stripTop_0 = bandTop_0;\n }\n else\n {\n stripTop_0 = bandTop_0 + u_0.rowBandPx_0 - 2.0f;\n }\n var stripBot_0 : f32 = stripTop_0 + 2.0f;\n var sy_0 : f32 = mix(stripBot_0 + padPx_0, stripTop_0 - padPx_0, q_0.y);\n o_0.position_0 = vec4<f32>(mix(_S36, sx2_0, q_0.x), yPxToClipY_0(sy_0, u_0.canvasHeight_0), 0.0f, 1.0f);\n o_0.color_1 = vec4<f32>(unpackRGBA_0(u32(4280821958)).xyz, 1.0f);\n o_0.barInkPx_0 = vec2<f32>(sy_0 - stripTop_0, sy_0 - stripBot_0);\n return o_0;\n }\n var valueY_0 : f32 = bandTop_0 + valueToYPxScaled_0(_S34.y_1, u_0.domainMin_0, u_0.domainMax_0, u_0.rowBandPx_0, u_0.valueScaleType_0, u_0.valueSymlogConstant_0);\n var originY_0 : f32 = bandTop_0 + u_0.originYPx_0;\n var _S37 : f32 = min(valueY_0, originY_0);\n var _S38 : f32 = max(valueY_0, originY_0);\n var vy_0 : f32 = mix(_S38 + padPx_0, _S37 - padPx_0, q_0.y);\n o_0.position_0 = vec4<f32>(mix(_S36, sx2_0, q_0.x), yPxToClipY_0(vy_0, u_0.canvasHeight_0), 0.0f, 1.0f);\n o_0.color_1 = _S35.color_0;\n o_0.barInkPx_0 = vec2<f32>(vy_0 - _S37, vy_0 - _S38);\n return o_0;\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\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_3 : vec4<f32>,\n @location(1) barInkPx_1 : vec2<f32>,\n};\n\n@fragment\nfn fs_main( _S39 : pixelInput_0, @builtin(position) position_1 : vec4<f32>) -> pixelOutput_0\n{\n var aaPx_1 : f32 = barAaPx_0();\n var alpha_0 : f32 = aaRamp_0(_S39.barInkPx_1.x, aaPx_1) - aaRamp_0(_S39.barInkPx_1.y, aaPx_1);\n if(alpha_0 <= 0.0f)\n {\n discard;\n }\n var _S40 : pixelOutput_0 = pixelOutput_0( vec4<f32>(_S39.color_3.xyz, _S39.color_3.w * alpha_0) );\n return _S40;\n}\n\n";
@@ -1,3 +1,3 @@
1
1
  // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from barMark.slang.
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2
  // Do not edit. Run `pnpm gen:shaders` to regenerate.
3
- 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) valueScaleType_0 : i32,\n @align(4) valueSymlogConstant_0 : f32,\n @align(16) rampMode_0 : i32,\n @align(4) rampMin_0 : f32,\n @align(8) rampMax_0 : f32,\n @align(4) rampMidNorm_0 : f32,\n @align(16) colorCutCount_0 : i32,\n @align(16) colorCuts_0 : array<vec4<f32>, i32(2)>,\n @align(16) colorBands_0 : array<vec4<f32>, i32(9)>,\n @align(16) originYPx_0 : f32,\n @align(4) rowHeight_0 : f32,\n @align(8) rowBandPx_0 : f32,\n @align(4) rowOffsetPx_0 : f32,\n @align(16) zero_0 : f32,\n @align(4) minCellDenomPx_0 : f32,\n @align(8) minWidthPx_0 : f32,\n @align(4) devicePixelRatio_0 : f32,\n @align(16) rowTableKeys_0 : i32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : Uniforms_std140_0;\n@binding(2) @group(0) var colorRamp_texture_0 : texture_2d<f32>;\n\n@binding(3) @group(0) var colorRamp_sampler_0 : sampler;\n\n@binding(4) @group(0) var rowTable_texture_0 : texture_2d<f32>;\n\n@binding(5) @group(0) var rowTable_sampler_0 : sampler;\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 rampMidT_0( t_0 : f32, mid_0 : f32) -> f32\n{\n var _S1 : f32 = max(mid_0, 1.0f - mid_0);\n return clamp((t_0 + (_S1 - mid_0)) / (2.0f * _S1), 0.0f, 1.0f);\n}\n\nfn rampColor_0( ramp_texture_0 : texture_2d<f32>, ramp_sampler_0 : sampler, t_1 : f32) -> vec4<f32>\n{\n return (textureSampleLevel((ramp_texture_0), (ramp_sampler_0), (vec2<f32>((clamp(t_1, 0.0f, 1.0f) * 255.0f + 0.5f) / 256.0f, 0.5f)), (0.0f)));\n}\n\nfn colorCutAt_0( i_0 : i32, cutsLo_0 : vec4<f32>, cutsHi_0 : vec4<f32>) -> f32\n{\n var _S2 : f32;\n if(i_0 < i32(4))\n {\n _S2 = cutsLo_0[i_0];\n }\n else\n {\n _S2 = cutsHi_0[i_0 - i32(4)];\n }\n return _S2;\n}\n\nfn thresholdBand_0( value_0 : f32, cutCount_0 : i32, cutsLo_1 : vec4<f32>, cutsHi_1 : vec4<f32>) -> i32\n{\n var band_0 : i32 = i32(0);\n var i_1 : i32 = i32(0);\n for(;;)\n {\n if(i_1 < cutCount_0)\n {\n }\n else\n {\n break;\n }\n if(value_0 >= (colorCutAt_0(i_1, cutsLo_1, cutsHi_1)))\n {\n band_0 = i_1 + i32(1);\n }\n i_1 = i_1 + i32(1);\n }\n return band_0;\n}\n\nfn log1pf_0( x_0 : f32) -> f32\n{\n var u_1 : f32 = 1.0f + x_0;\n var _S3 : f32;\n if(u_1 == 1.0f)\n {\n _S3 = x_0;\n }\n else\n {\n _S3 = log(u_1) * (x_0 / (u_1 - 1.0f));\n }\n return _S3;\n}\n\nfn symlogTransform_0( x_1 : f32, c_1 : f32) -> f32\n{\n return f32((i32(sign((x_1))))) * log1pf_0(abs(x_1 / c_1));\n}\n\nfn normalizeScoreUnclamped_0( score_0 : f32, domainMin_1 : f32, domainMax_1 : f32, scaleType_0 : i32, symlogConstant_0 : f32) -> f32\n{\n var tMax_0 : f32;\n var tMin_0 : f32;\n var t_2 : f32;\n if(scaleType_0 == i32(2))\n {\n var _S4 : f32 = symlogTransform_0(score_0, symlogConstant_0);\n var _S5 : f32 = symlogTransform_0(domainMin_1, symlogConstant_0);\n tMax_0 = symlogTransform_0(domainMax_1, symlogConstant_0);\n tMin_0 = _S5;\n t_2 = _S4;\n }\n else\n {\n if(scaleType_0 == i32(1))\n {\n if(domainMin_1 > 0.0f)\n {\n tMax_0 = domainMin_1;\n }\n else\n {\n tMax_0 = 1.0f;\n }\n var _S6 : f32 = log2(max(score_0, tMax_0));\n var _S7 : f32 = log2(tMax_0);\n tMax_0 = log2(max(domainMax_1, tMax_0));\n tMin_0 = _S7;\n t_2 = _S6;\n }\n else\n {\n tMax_0 = domainMax_1;\n tMin_0 = domainMin_1;\n t_2 = score_0;\n }\n }\n var tRange_0 : f32 = tMax_0 - tMin_0;\n if(tRange_0 <= 0.0f)\n {\n if(t_2 > tMin_0)\n {\n tMax_0 = 1.0f;\n }\n else\n {\n tMax_0 = 0.0f;\n }\n return tMax_0;\n }\n return (t_2 - tMin_0) / tRange_0;\n}\n\nfn normalizeScore_0( score_1 : f32, domainMin_2 : f32, domainMax_2 : f32, scaleType_1 : i32, symlogConstant_1 : f32) -> f32\n{\n return clamp(normalizeScoreUnclamped_0(score_1, domainMin_2, domainMax_2, scaleType_1, symlogConstant_1), 0.0f, 1.0f);\n}\n\nfn rowTableWidth_0( keys_0 : u32) -> u32\n{\n return max(min(keys_0, u32(2048)), u32(1));\n}\n\nfn rowTablePlaneHeight_0( keys_1 : u32) -> u32\n{\n var w_0 : u32 = rowTableWidth_0(keys_1);\n var _S8 : u32 = (keys_1 + w_0 - u32(1)) / w_0;\n return max(_S8, u32(1));\n}\n\nfn rowTableTexelX_0( key_0 : u32, keys_2 : u32) -> u32\n{\n var _S9 : u32 = key_0 % rowTableWidth_0(keys_2);\n return _S9;\n}\n\nfn rowTableTexelY_0( key_1 : u32, keys_3 : u32) -> u32\n{\n var _S10 : u32 = key_1 / rowTableWidth_0(keys_3);\n return _S10;\n}\n\nfn byteOf_0( channel_0 : f32) -> u32\n{\n return u32(channel_0 * 255.0f + 0.5f);\n}\n\nstruct RowPlacement_0\n{\n hidden_0 : bool,\n slot_0 : u32,\n color_0 : vec4<f32>,\n};\n\nfn rowTableLookup_0( table_texture_0 : texture_2d<f32>, table_sampler_0 : sampler, key_2 : u32, keys_4 : i32, own_0 : vec4<f32>) -> RowPlacement_0\n{\n var p_0 : RowPlacement_0;\n p_0.hidden_0 = false;\n p_0.slot_0 = key_2;\n p_0.color_0 = own_0;\n if(keys_4 < i32(0))\n {\n return p_0;\n }\n var n_0 : u32 = u32(keys_4);\n if(key_2 >= n_0)\n {\n p_0.hidden_0 = true;\n return p_0;\n }\n var h_0 : u32 = rowTablePlaneHeight_0(n_0);\n var _S11 : u32 = rowTableTexelX_0(key_2, n_0);\n var u_2 : f32 = (f32(_S11) + 0.5f) / f32(rowTableWidth_0(n_0));\n var rows_0 : f32 = f32(u32(2) * h_0);\n var y_0 : u32 = rowTableTexelY_0(key_2, n_0);\n var _S12 : vec4<f32> = (textureSampleLevel((table_texture_0), (table_sampler_0), (vec2<f32>(u_2, (f32(y_0) + 0.5f) / rows_0)), (0.0f)));\n if((_S12.w) < 0.5f)\n {\n p_0.hidden_0 = true;\n return p_0;\n }\n p_0.slot_0 = ((((byteOf_0(_S12.x)) | ((((byteOf_0(_S12.y)) << (u32(8))))))) | ((((byteOf_0(_S12.z)) << (u32(16))))));\n var _S13 : vec4<f32> = (textureSampleLevel((table_texture_0), (table_sampler_0), (vec2<f32>(u_2, (f32(y_0 + h_0) + 0.5f) / rows_0)), (0.0f)));\n var _S14 : vec4<f32>;\n if((_S13.w) > 0.0f)\n {\n _S14 = _S13;\n }\n else\n {\n _S14 = own_0;\n }\n p_0.color_0 = _S14;\n return p_0;\n}\n\nfn hpSplitUint_0( value_1 : u32) -> vec2<f32>\n{\n var lo_0 : u32 = (value_1 & (u32(4095)));\n return vec2<f32>(f32(value_1 - lo_0), f32(lo_0));\n}\n\nfn hpToClipX_0( splitPos_0 : vec2<f32>, bpRange_0 : vec3<f32>, hpZero_0 : f32) -> f32\n{\n var floorBp_0 : f32 = -3.00000000549775576e+38f + hpZero_0;\n var step_0 : f32 = 2.0f / bpRange_0.z;\n return dot(vec3<f32>(-1.0f, max(splitPos_0.x - bpRange_0.x, floorBp_0), max(splitPos_0.y - bpRange_0.y, floorBp_0)), vec3<f32>(1.0f, step_0, step_0));\n}\n\nfn pxToClipLen_0( px_0 : f32, size_0 : f32) -> f32\n{\n return px_0 * 2.0f / size_0;\n}\n\nfn extendToMinWidthPx_0( x1_0 : f32, x2_0 : f32, minWidth_0 : f32) -> f32\n{\n var dx_0 : f32 = x2_0 - x1_0;\n var _S15 : f32;\n if((abs(dx_0)) < minWidth_0)\n {\n if(dx_0 < 0.0f)\n {\n _S15 = - minWidth_0;\n }\n else\n {\n _S15 = minWidth_0;\n }\n _S15 = x1_0 + _S15;\n }\n else\n {\n _S15 = x2_0;\n }\n return _S15;\n}\n\nfn extendToMinWidthX_0( x1_1 : f32, x2_1 : f32, minWidthPx_1 : f32, canvasWidth_0 : f32) -> f32\n{\n return extendToMinWidthPx_0(x1_1, x2_1, pxToClipLen_0(minWidthPx_1, canvasWidth_0));\n}\n\nfn quadLocal_0( vid_0 : u32) -> vec2<f32>\n{\n var v_0 : u32 = vid_0 % u32(6);\n var _S16 : bool = v_0 == u32(0);\n var _S17 : bool;\n if(_S16)\n {\n _S17 = true;\n }\n else\n {\n _S17 = v_0 == u32(2);\n }\n if(_S17)\n {\n _S17 = true;\n }\n else\n {\n _S17 = v_0 == u32(3);\n }\n var _S18 : f32;\n if(_S17)\n {\n _S18 = 0.0f;\n }\n else\n {\n _S18 = 1.0f;\n }\n if(_S16)\n {\n _S17 = true;\n }\n else\n {\n _S17 = v_0 == u32(1);\n }\n if(_S17)\n {\n _S17 = true;\n }\n else\n {\n _S17 = v_0 == u32(4);\n }\n var _S19 : f32;\n if(_S17)\n {\n _S19 = 0.0f;\n }\n else\n {\n _S19 = 1.0f;\n }\n return vec2<f32>(_S18, _S19);\n}\n\nfn rowBandTopPx_0( rowOffsetPx_1 : f32, rowHeight_1 : f32, slot_1 : u32) -> f32\n{\n return rowOffsetPx_1 + rowHeight_1 * f32(slot_1);\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 barAaPx_0() -> f32\n{\n return 2.0f * aaHalfPx_0(u_0.devicePixelRatio_0);\n}\n\nfn clipSide_0( value_2 : f32, domainMin_3 : f32, domainMax_3 : f32, scaleType_2 : i32) -> i32\n{\n var tolerance_0 : f32 = (domainMax_3 - domainMin_3) * 0.00000999999974738f;\n if(value_2 > (domainMax_3 + tolerance_0))\n {\n return i32(1);\n }\n var _S20 : bool;\n if(value_2 < (domainMin_3 - tolerance_0))\n {\n _S20 = scaleType_2 != i32(1);\n }\n else\n {\n _S20 = false;\n }\n if(_S20)\n {\n return i32(-1);\n }\n return i32(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 valueToYPxScaled_0( value_3 : f32, domainMin_4 : f32, domainMax_4 : f32, h_1 : f32, scaleType_3 : i32, symlogConstant_2 : f32) -> f32\n{\n return (1.0f - normalizeScore_0(value_3, domainMin_4, domainMax_4, scaleType_3, symlogConstant_2)) * h_1;\n}\n\nstruct VsOut_0\n{\n @builtin(position) position_0 : vec4<f32>,\n @location(0) color_1 : vec4<f32>,\n @location(1) barInkPx_0 : vec2<f32>,\n};\n\nstruct vertexInput_0\n{\n @location(0) x_2 : u32,\n @location(1) x2_2 : u32,\n @location(2) y_1 : f32,\n @location(3) color_2 : u32,\n @location(4) row_0 : u32,\n};\n\nfn markScaleColor_0( _S21 : texture_2d<f32>, _S22 : sampler, _S23 : u32, _S24 : i32, _S25 : f32, _S26 : f32, _S27 : f32, _S28 : i32, _S29 : vec4<f32>, _S30 : vec4<f32>) -> vec4<f32>\n{\n if(_S24 == i32(0))\n {\n return unpackRGBA_0(_S23);\n }\n if(_S23 == u32(2143289345))\n {\n return unpackRGBA_0(u32(4289703855));\n }\n var scaleType_4 : i32;\n if(((_S23 & (u32(2139095040)))) == u32(2139095040))\n {\n if(((_S23 & (u32(8388607)))) != u32(0))\n {\n return unpackRGBA_0(u32(4286611584));\n }\n var negative_0 : bool = ((_S23 & (u32(2147483648)))) != u32(0);\n if(_S24 == i32(3))\n {\n if(negative_0)\n {\n scaleType_4 = i32(0);\n }\n else\n {\n scaleType_4 = _S28;\n }\n return u_0.colorBands_0[scaleType_4];\n }\n var _S31 : f32;\n if(negative_0)\n {\n _S31 = 0.0f;\n }\n else\n {\n _S31 = 1.0f;\n }\n return rampColor_0(_S21, _S22, rampMidT_0(_S31, _S27));\n }\n var value_4 : f32 = (bitcast<f32>((_S23)));\n if(_S24 == i32(3))\n {\n return u_0.colorBands_0[thresholdBand_0(value_4, _S28, _S29, _S30)];\n }\n if(_S24 == i32(2))\n {\n scaleType_4 = i32(1);\n }\n else\n {\n scaleType_4 = i32(0);\n }\n return rampColor_0(_S21, _S22, rampMidT_0(normalizeScore_0(value_4, _S25, _S26, scaleType_4, 1.0f), _S27));\n}\n\nfn bpToClipX_0( _S32 : u32) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(_S32), u_0.bpRangeX_0, u_0.zero_0);\n}\n\n@vertex\nfn vs_main( _S33 : vertexInput_0, @builtin(vertex_index) vid_1 : u32) -> VsOut_0\n{\n var o_0 : VsOut_0;\n var _S34 : RowPlacement_0 = rowTableLookup_0(rowTable_texture_0, rowTable_sampler_0, _S33.row_0, u_0.rowTableKeys_0, markScaleColor_0(colorRamp_texture_0, colorRamp_sampler_0, _S33.color_2, u_0.rampMode_0, u_0.rampMin_0, u_0.rampMax_0, u_0.rampMidNorm_0, u_0.colorCutCount_0, u_0.colorCuts_0[i32(0)], u_0.colorCuts_0[i32(1)]));\n if(_S34.hidden_0)\n {\n o_0.position_0 = vec4<f32>(2.0f, 2.0f, 0.0f, 1.0f);\n o_0.color_1 = vec4<f32>(0.0f);\n o_0.barInkPx_0 = vec2<f32>(0.0f);\n return o_0;\n }\n var _S35 : f32 = bpToClipX_0(_S33.x_2);\n var sx2_0 : f32 = extendToMinWidthX_0(_S35, bpToClipX_0(_S33.x2_2), u_0.minWidthPx_0, u_0.minCellDenomPx_0);\n var q_0 : vec2<f32> = quadLocal_0(vid_1);\n var bandTop_0 : f32 = rowBandTopPx_0(u_0.rowOffsetPx_0, u_0.rowHeight_0, _S34.slot_0);\n var padPx_0 : f32 = barAaPx_0();\n if(vid_1 >= u32(6))\n {\n var side_0 : i32 = clipSide_0(_S33.y_1, u_0.domainMin_0, u_0.domainMax_0, u_0.valueScaleType_0);\n if(side_0 == i32(0))\n {\n o_0.position_0 = vec4<f32>(2.0f, 2.0f, 0.0f, 1.0f);\n o_0.color_1 = vec4<f32>(0.0f);\n o_0.barInkPx_0 = vec2<f32>(0.0f);\n return o_0;\n }\n var stripTop_0 : f32;\n if(side_0 > i32(0))\n {\n stripTop_0 = bandTop_0;\n }\n else\n {\n stripTop_0 = bandTop_0 + u_0.rowBandPx_0 - 2.0f;\n }\n var stripBot_0 : f32 = stripTop_0 + 2.0f;\n var sy_0 : f32 = mix(stripBot_0 + padPx_0, stripTop_0 - padPx_0, q_0.y);\n o_0.position_0 = vec4<f32>(mix(_S35, sx2_0, q_0.x), yPxToClipY_0(sy_0, u_0.canvasHeight_0), 0.0f, 1.0f);\n o_0.color_1 = vec4<f32>(unpackRGBA_0(u32(4280821958)).xyz, 1.0f);\n o_0.barInkPx_0 = vec2<f32>(sy_0 - stripTop_0, sy_0 - stripBot_0);\n return o_0;\n }\n var valueY_0 : f32 = bandTop_0 + valueToYPxScaled_0(_S33.y_1, u_0.domainMin_0, u_0.domainMax_0, u_0.rowBandPx_0, u_0.valueScaleType_0, u_0.valueSymlogConstant_0);\n var originY_0 : f32 = bandTop_0 + u_0.originYPx_0;\n var _S36 : f32 = min(valueY_0, originY_0);\n var _S37 : f32 = max(valueY_0, originY_0);\n var vy_0 : f32 = mix(_S37 + padPx_0, _S36 - padPx_0, q_0.y);\n o_0.position_0 = vec4<f32>(mix(_S35, sx2_0, q_0.x), yPxToClipY_0(vy_0, u_0.canvasHeight_0), 0.0f, 1.0f);\n o_0.color_1 = _S34.color_0;\n o_0.barInkPx_0 = vec2<f32>(vy_0 - _S36, vy_0 - _S37);\n return o_0;\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\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_3 : vec4<f32>,\n @location(1) barInkPx_1 : vec2<f32>,\n};\n\n@fragment\nfn fs_main( _S38 : pixelInput_0, @builtin(position) position_1 : vec4<f32>) -> pixelOutput_0\n{\n var aaPx_1 : f32 = barAaPx_0();\n var alpha_0 : f32 = aaRamp_0(_S38.barInkPx_1.x, aaPx_1) - aaRamp_0(_S38.barInkPx_1.y, aaPx_1);\n if(alpha_0 <= 0.0f)\n {\n discard;\n }\n var _S39 : pixelOutput_0 = pixelOutput_0( vec4<f32>(_S38.color_3.xyz, _S38.color_3.w * alpha_0) );\n return _S39;\n}\n\n";
3
+ 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) valueScaleType_0 : i32,\n @align(4) valueSymlogConstant_0 : f32,\n @align(16) rampMode_0 : i32,\n @align(4) rampMin_0 : f32,\n @align(8) rampMax_0 : f32,\n @align(4) rampMidNorm_0 : f32,\n @align(16) colorCutCount_0 : i32,\n @align(16) colorCuts_0 : array<vec4<f32>, i32(2)>,\n @align(16) colorBands_0 : array<vec4<f32>, i32(9)>,\n @align(16) originYPx_0 : f32,\n @align(4) rowHeight_0 : f32,\n @align(8) rowBandPx_0 : f32,\n @align(4) rowOffsetPx_0 : f32,\n @align(16) zero_0 : f32,\n @align(4) minCellDenomPx_0 : f32,\n @align(8) minWidthPx_0 : f32,\n @align(4) devicePixelRatio_0 : f32,\n @align(16) rowTableKeys_0 : i32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : Uniforms_std140_0;\n@binding(2) @group(0) var colorRamp_texture_0 : texture_2d<f32>;\n\n@binding(3) @group(0) var colorRamp_sampler_0 : sampler;\n\n@binding(4) @group(0) var rowTable_texture_0 : texture_2d<f32>;\n\n@binding(5) @group(0) var rowTable_sampler_0 : sampler;\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 rampMidT_0( t_0 : f32, mid_0 : f32) -> f32\n{\n var _S1 : f32 = max(mid_0, 1.0f - mid_0);\n return clamp((t_0 + (_S1 - mid_0)) / (2.0f * _S1), 0.0f, 1.0f);\n}\n\nfn rampColor_0( ramp_texture_0 : texture_2d<f32>, ramp_sampler_0 : sampler, t_1 : f32) -> vec4<f32>\n{\n return (textureSampleLevel((ramp_texture_0), (ramp_sampler_0), (vec2<f32>((clamp(t_1, 0.0f, 1.0f) * 255.0f + 0.5f) / 256.0f, 0.5f)), (0.0f)));\n}\n\nfn colorCutAt_0( i_0 : i32, cutsLo_0 : vec4<f32>, cutsHi_0 : vec4<f32>) -> f32\n{\n var _S2 : f32;\n if(i_0 < i32(4))\n {\n _S2 = cutsLo_0[i_0];\n }\n else\n {\n _S2 = cutsHi_0[i_0 - i32(4)];\n }\n return _S2;\n}\n\nfn thresholdBand_0( value_0 : f32, cutCount_0 : i32, cutsLo_1 : vec4<f32>, cutsHi_1 : vec4<f32>) -> i32\n{\n var band_0 : i32 = i32(0);\n var i_1 : i32 = i32(0);\n for(;;)\n {\n if(i_1 < cutCount_0)\n {\n }\n else\n {\n break;\n }\n if(value_0 >= (colorCutAt_0(i_1, cutsLo_1, cutsHi_1)))\n {\n band_0 = i_1 + i32(1);\n }\n i_1 = i_1 + i32(1);\n }\n return band_0;\n}\n\nfn log1pf_0( x_0 : f32) -> f32\n{\n var u_1 : f32 = 1.0f + x_0;\n var _S3 : f32;\n if(u_1 == 1.0f)\n {\n _S3 = x_0;\n }\n else\n {\n _S3 = log(u_1) * (x_0 / (u_1 - 1.0f));\n }\n return _S3;\n}\n\nfn symlogTransform_0( x_1 : f32, c_1 : f32) -> f32\n{\n return f32((i32(sign((x_1))))) * log1pf_0(abs(x_1 / c_1));\n}\n\nfn normalizeScoreUnclamped_0( score_0 : f32, domainMin_1 : f32, domainMax_1 : f32, scaleType_0 : i32, symlogConstant_0 : f32) -> f32\n{\n var tMax_0 : f32;\n var tMin_0 : f32;\n var t_2 : f32;\n if(scaleType_0 == i32(2))\n {\n var _S4 : f32 = symlogTransform_0(score_0, symlogConstant_0);\n var _S5 : f32 = symlogTransform_0(domainMin_1, symlogConstant_0);\n tMax_0 = symlogTransform_0(domainMax_1, symlogConstant_0);\n tMin_0 = _S5;\n t_2 = _S4;\n }\n else\n {\n if(scaleType_0 == i32(1))\n {\n if(domainMin_1 > 0.0f)\n {\n tMax_0 = domainMin_1;\n }\n else\n {\n tMax_0 = 1.0f;\n }\n var _S6 : f32 = log2(max(score_0, tMax_0));\n var _S7 : f32 = log2(tMax_0);\n tMax_0 = log2(max(domainMax_1, tMax_0));\n tMin_0 = _S7;\n t_2 = _S6;\n }\n else\n {\n tMax_0 = domainMax_1;\n tMin_0 = domainMin_1;\n t_2 = score_0;\n }\n }\n var tRange_0 : f32 = tMax_0 - tMin_0;\n if(tRange_0 <= 0.0f)\n {\n if(t_2 > tMin_0)\n {\n tMax_0 = 1.0f;\n }\n else\n {\n tMax_0 = 0.0f;\n }\n return tMax_0;\n }\n return (t_2 - tMin_0) / tRange_0;\n}\n\nfn normalizeScore_0( score_1 : f32, domainMin_2 : f32, domainMax_2 : f32, scaleType_1 : i32, symlogConstant_1 : f32) -> f32\n{\n return clamp(normalizeScoreUnclamped_0(score_1, domainMin_2, domainMax_2, scaleType_1, symlogConstant_1), 0.0f, 1.0f);\n}\n\nfn rowTableWidth_0( keys_0 : u32) -> u32\n{\n return max(min(keys_0, u32(2048)), u32(1));\n}\n\nfn rowTablePlaneHeight_0( keys_1 : u32) -> u32\n{\n var w_0 : u32 = rowTableWidth_0(keys_1);\n var _S8 : u32 = (keys_1 + w_0 - u32(1)) / w_0;\n return max(_S8, u32(1));\n}\n\nfn rowTableTexelX_0( key_0 : u32, keys_2 : u32) -> u32\n{\n var _S9 : u32 = key_0 % rowTableWidth_0(keys_2);\n return _S9;\n}\n\nfn rowTableTexelY_0( key_1 : u32, keys_3 : u32) -> u32\n{\n var _S10 : u32 = key_1 / rowTableWidth_0(keys_3);\n return _S10;\n}\n\nfn byteOf_0( channel_0 : f32) -> u32\n{\n return u32(channel_0 * 255.0f + 0.5f);\n}\n\nstruct RowPlacement_0\n{\n hidden_0 : bool,\n slot_0 : u32,\n color_0 : vec4<f32>,\n overridden_0 : bool,\n};\n\nfn rowTableLookup_0( table_texture_0 : texture_2d<f32>, table_sampler_0 : sampler, key_2 : u32, keys_4 : i32, own_0 : vec4<f32>) -> RowPlacement_0\n{\n var p_0 : RowPlacement_0;\n p_0.hidden_0 = false;\n p_0.slot_0 = key_2;\n p_0.color_0 = own_0;\n p_0.overridden_0 = false;\n if(keys_4 < i32(0))\n {\n return p_0;\n }\n var n_0 : u32 = u32(keys_4);\n if(key_2 >= n_0)\n {\n p_0.hidden_0 = true;\n return p_0;\n }\n var h_0 : u32 = rowTablePlaneHeight_0(n_0);\n var _S11 : u32 = rowTableTexelX_0(key_2, n_0);\n var u_2 : f32 = (f32(_S11) + 0.5f) / f32(rowTableWidth_0(n_0));\n var rows_0 : f32 = f32(u32(2) * h_0);\n var y_0 : u32 = rowTableTexelY_0(key_2, n_0);\n var _S12 : vec4<f32> = (textureSampleLevel((table_texture_0), (table_sampler_0), (vec2<f32>(u_2, (f32(y_0) + 0.5f) / rows_0)), (0.0f)));\n if((_S12.w) < 0.5f)\n {\n p_0.hidden_0 = true;\n return p_0;\n }\n p_0.slot_0 = ((((byteOf_0(_S12.x)) | ((((byteOf_0(_S12.y)) << (u32(8))))))) | ((((byteOf_0(_S12.z)) << (u32(16))))));\n var _S13 : vec4<f32> = (textureSampleLevel((table_texture_0), (table_sampler_0), (vec2<f32>(u_2, (f32(y_0 + h_0) + 0.5f) / rows_0)), (0.0f)));\n var _S14 : bool = (_S13.w) > 0.0f;\n p_0.overridden_0 = _S14;\n var _S15 : vec4<f32>;\n if(_S14)\n {\n _S15 = _S13;\n }\n else\n {\n _S15 = own_0;\n }\n p_0.color_0 = _S15;\n return p_0;\n}\n\nfn hpSplitUint_0( value_1 : u32) -> vec2<f32>\n{\n var lo_0 : u32 = (value_1 & (u32(4095)));\n return vec2<f32>(f32(value_1 - lo_0), f32(lo_0));\n}\n\nfn hpToClipX_0( splitPos_0 : vec2<f32>, bpRange_0 : vec3<f32>, hpZero_0 : f32) -> f32\n{\n var floorBp_0 : f32 = -3.00000000549775576e+38f + hpZero_0;\n var step_0 : f32 = 2.0f / bpRange_0.z;\n return dot(vec3<f32>(-1.0f, max(splitPos_0.x - bpRange_0.x, floorBp_0), max(splitPos_0.y - bpRange_0.y, floorBp_0)), vec3<f32>(1.0f, step_0, step_0));\n}\n\nfn pxToClipLen_0( px_0 : f32, size_0 : f32) -> f32\n{\n return px_0 * 2.0f / size_0;\n}\n\nfn extendToMinWidthPx_0( x1_0 : f32, x2_0 : f32, minWidth_0 : f32) -> f32\n{\n var dx_0 : f32 = x2_0 - x1_0;\n var _S16 : f32;\n if((abs(dx_0)) < minWidth_0)\n {\n if(dx_0 < 0.0f)\n {\n _S16 = - minWidth_0;\n }\n else\n {\n _S16 = minWidth_0;\n }\n _S16 = x1_0 + _S16;\n }\n else\n {\n _S16 = x2_0;\n }\n return _S16;\n}\n\nfn extendToMinWidthX_0( x1_1 : f32, x2_1 : f32, minWidthPx_1 : f32, canvasWidth_0 : f32) -> f32\n{\n return extendToMinWidthPx_0(x1_1, x2_1, pxToClipLen_0(minWidthPx_1, canvasWidth_0));\n}\n\nfn quadLocal_0( vid_0 : u32) -> vec2<f32>\n{\n var v_0 : u32 = vid_0 % u32(6);\n var _S17 : bool = v_0 == u32(0);\n var _S18 : bool;\n if(_S17)\n {\n _S18 = true;\n }\n else\n {\n _S18 = v_0 == u32(2);\n }\n if(_S18)\n {\n _S18 = true;\n }\n else\n {\n _S18 = v_0 == u32(3);\n }\n var _S19 : f32;\n if(_S18)\n {\n _S19 = 0.0f;\n }\n else\n {\n _S19 = 1.0f;\n }\n if(_S17)\n {\n _S18 = true;\n }\n else\n {\n _S18 = v_0 == u32(1);\n }\n if(_S18)\n {\n _S18 = true;\n }\n else\n {\n _S18 = v_0 == u32(4);\n }\n var _S20 : f32;\n if(_S18)\n {\n _S20 = 0.0f;\n }\n else\n {\n _S20 = 1.0f;\n }\n return vec2<f32>(_S19, _S20);\n}\n\nfn rowBandTopPx_0( rowOffsetPx_1 : f32, rowHeight_1 : f32, slot_1 : u32) -> f32\n{\n return rowOffsetPx_1 + rowHeight_1 * f32(slot_1);\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 barAaPx_0() -> f32\n{\n return 2.0f * aaHalfPx_0(u_0.devicePixelRatio_0);\n}\n\nfn clipSide_0( value_2 : f32, domainMin_3 : f32, domainMax_3 : f32, scaleType_2 : i32) -> i32\n{\n var tolerance_0 : f32 = (domainMax_3 - domainMin_3) * 0.00000999999974738f;\n if(value_2 > (domainMax_3 + tolerance_0))\n {\n return i32(1);\n }\n var _S21 : bool;\n if(value_2 < (domainMin_3 - tolerance_0))\n {\n _S21 = scaleType_2 != i32(1);\n }\n else\n {\n _S21 = false;\n }\n if(_S21)\n {\n return i32(-1);\n }\n return i32(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 valueToYPxScaled_0( value_3 : f32, domainMin_4 : f32, domainMax_4 : f32, h_1 : f32, scaleType_3 : i32, symlogConstant_2 : f32) -> f32\n{\n return (1.0f - normalizeScore_0(value_3, domainMin_4, domainMax_4, scaleType_3, symlogConstant_2)) * h_1;\n}\n\nstruct VsOut_0\n{\n @builtin(position) position_0 : vec4<f32>,\n @location(0) color_1 : vec4<f32>,\n @location(1) barInkPx_0 : vec2<f32>,\n};\n\nstruct vertexInput_0\n{\n @location(0) x_2 : u32,\n @location(1) x2_2 : u32,\n @location(2) y_1 : f32,\n @location(3) color_2 : u32,\n @location(4) row_0 : u32,\n};\n\nfn markScaleColor_0( _S22 : texture_2d<f32>, _S23 : sampler, _S24 : u32, _S25 : i32, _S26 : f32, _S27 : f32, _S28 : f32, _S29 : i32, _S30 : vec4<f32>, _S31 : vec4<f32>) -> vec4<f32>\n{\n if(_S25 == i32(0))\n {\n return unpackRGBA_0(_S24);\n }\n if(_S24 == u32(2143289345))\n {\n return unpackRGBA_0(u32(4289703855));\n }\n var scaleType_4 : i32;\n if(((_S24 & (u32(2139095040)))) == u32(2139095040))\n {\n if(((_S24 & (u32(8388607)))) != u32(0))\n {\n return unpackRGBA_0(u32(4286611584));\n }\n var negative_0 : bool = ((_S24 & (u32(2147483648)))) != u32(0);\n if(_S25 == i32(3))\n {\n if(negative_0)\n {\n scaleType_4 = i32(0);\n }\n else\n {\n scaleType_4 = _S29;\n }\n return u_0.colorBands_0[scaleType_4];\n }\n var _S32 : f32;\n if(negative_0)\n {\n _S32 = 0.0f;\n }\n else\n {\n _S32 = 1.0f;\n }\n return rampColor_0(_S22, _S23, rampMidT_0(_S32, _S28));\n }\n var value_4 : f32 = (bitcast<f32>((_S24)));\n if(_S25 == i32(3))\n {\n return u_0.colorBands_0[thresholdBand_0(value_4, _S29, _S30, _S31)];\n }\n if(_S25 == i32(2))\n {\n scaleType_4 = i32(1);\n }\n else\n {\n scaleType_4 = i32(0);\n }\n return rampColor_0(_S22, _S23, rampMidT_0(normalizeScore_0(value_4, _S26, _S27, scaleType_4, 1.0f), _S28));\n}\n\nfn bpToClipX_0( _S33 : u32) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(_S33), u_0.bpRangeX_0, u_0.zero_0);\n}\n\n@vertex\nfn vs_main( _S34 : vertexInput_0, @builtin(vertex_index) vid_1 : u32) -> VsOut_0\n{\n var o_0 : VsOut_0;\n var _S35 : RowPlacement_0 = rowTableLookup_0(rowTable_texture_0, rowTable_sampler_0, _S34.row_0, u_0.rowTableKeys_0, markScaleColor_0(colorRamp_texture_0, colorRamp_sampler_0, _S34.color_2, u_0.rampMode_0, u_0.rampMin_0, u_0.rampMax_0, u_0.rampMidNorm_0, u_0.colorCutCount_0, u_0.colorCuts_0[i32(0)], u_0.colorCuts_0[i32(1)]));\n if(_S35.hidden_0)\n {\n o_0.position_0 = vec4<f32>(2.0f, 2.0f, 0.0f, 1.0f);\n o_0.color_1 = vec4<f32>(0.0f);\n o_0.barInkPx_0 = vec2<f32>(0.0f);\n return o_0;\n }\n var _S36 : f32 = bpToClipX_0(_S34.x_2);\n var sx2_0 : f32 = extendToMinWidthX_0(_S36, bpToClipX_0(_S34.x2_2), u_0.minWidthPx_0, u_0.minCellDenomPx_0);\n var q_0 : vec2<f32> = quadLocal_0(vid_1);\n var bandTop_0 : f32 = rowBandTopPx_0(u_0.rowOffsetPx_0, u_0.rowHeight_0, _S35.slot_0);\n var padPx_0 : f32 = barAaPx_0();\n if(vid_1 >= u32(6))\n {\n var side_0 : i32 = clipSide_0(_S34.y_1, u_0.domainMin_0, u_0.domainMax_0, u_0.valueScaleType_0);\n if(side_0 == i32(0))\n {\n o_0.position_0 = vec4<f32>(2.0f, 2.0f, 0.0f, 1.0f);\n o_0.color_1 = vec4<f32>(0.0f);\n o_0.barInkPx_0 = vec2<f32>(0.0f);\n return o_0;\n }\n var stripTop_0 : f32;\n if(side_0 > i32(0))\n {\n stripTop_0 = bandTop_0;\n }\n else\n {\n stripTop_0 = bandTop_0 + u_0.rowBandPx_0 - 2.0f;\n }\n var stripBot_0 : f32 = stripTop_0 + 2.0f;\n var sy_0 : f32 = mix(stripBot_0 + padPx_0, stripTop_0 - padPx_0, q_0.y);\n o_0.position_0 = vec4<f32>(mix(_S36, sx2_0, q_0.x), yPxToClipY_0(sy_0, u_0.canvasHeight_0), 0.0f, 1.0f);\n o_0.color_1 = vec4<f32>(unpackRGBA_0(u32(4280821958)).xyz, 1.0f);\n o_0.barInkPx_0 = vec2<f32>(sy_0 - stripTop_0, sy_0 - stripBot_0);\n return o_0;\n }\n var valueY_0 : f32 = bandTop_0 + valueToYPxScaled_0(_S34.y_1, u_0.domainMin_0, u_0.domainMax_0, u_0.rowBandPx_0, u_0.valueScaleType_0, u_0.valueSymlogConstant_0);\n var originY_0 : f32 = bandTop_0 + u_0.originYPx_0;\n var _S37 : f32 = min(valueY_0, originY_0);\n var _S38 : f32 = max(valueY_0, originY_0);\n var vy_0 : f32 = mix(_S38 + padPx_0, _S37 - padPx_0, q_0.y);\n o_0.position_0 = vec4<f32>(mix(_S36, sx2_0, q_0.x), yPxToClipY_0(vy_0, u_0.canvasHeight_0), 0.0f, 1.0f);\n o_0.color_1 = _S35.color_0;\n o_0.barInkPx_0 = vec2<f32>(vy_0 - _S37, vy_0 - _S38);\n return o_0;\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\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_3 : vec4<f32>,\n @location(1) barInkPx_1 : vec2<f32>,\n};\n\n@fragment\nfn fs_main( _S39 : pixelInput_0, @builtin(position) position_1 : vec4<f32>) -> pixelOutput_0\n{\n var aaPx_1 : f32 = barAaPx_0();\n var alpha_0 : f32 = aaRamp_0(_S39.barInkPx_1.x, aaPx_1) - aaRamp_0(_S39.barInkPx_1.y, aaPx_1);\n if(alpha_0 <= 0.0f)\n {\n discard;\n }\n var _S40 : pixelOutput_0 = pixelOutput_0( vec4<f32>(_S39.color_3.xyz, _S39.color_3.w * alpha_0) );\n return _S40;\n}\n\n";
@@ -1,4 +1,5 @@
1
1
  export declare function distToWideCirclePx(x: number, y: number, r: number): number;
2
+ export declare function legSweepAngle(radiusPx: number, yReachPx: number): number;
2
3
  export declare function wideCircleLeg(seg: number, segments: number, legSweep: number): [number, number];
3
4
  export declare function wideCircleLegStep(seg: number, segments: number, legSweep: number): number;
4
5
  export declare function ellipseHullPoint(cosA: number, sinA: number, cosHalf: number, sinHalf: number, rx: number, ry: number, padPx: number): [number, number];
@@ -2,13 +2,22 @@
2
2
  // Do not edit. Run `pnpm gen:shaders` to regenerate.
3
3
  // Scalar twins of curveDistance.slang, transliterated from slangc's WGSL so
4
4
  // the Canvas2D and SVG paths run the shader's own math. See adr-051.
5
+ function _clamp(x, lo, hi) {
6
+ return _min(_max(x, lo), hi);
7
+ }
5
8
  function _max(a, b) {
6
9
  return b > a || Number.isNaN(a) ? b : a;
7
10
  }
11
+ function _min(a, b) {
12
+ return b < a || Number.isNaN(a) ? b : a;
13
+ }
8
14
  export function distToWideCirclePx(x, y, r) {
9
15
  let rk = ((2.0 * x) + (((x * x) + (y * y)) / r));
10
16
  return Math.abs((rk / (Math.sqrt(_max((1.0 + (rk / r)), 0.0)) + 1.0)));
11
17
  }
18
+ export function legSweepAngle(radiusPx, yReachPx) {
19
+ return Math.asin(_clamp((yReachPx / _max(radiusPx, 9.99999997475242708e-07)), 0.0, 1.0));
20
+ }
12
21
  export function wideCircleLeg(seg, segments, legSweep) {
13
22
  let half = Math.trunc(segments / 2);
14
23
  if ((seg <= half)) {
@@ -0,0 +1,6 @@
1
+ export declare const LONG_INSERTION_MIN_LENGTH = 10;
2
+ export declare const LONG_INSERTION_TEXT_THRESHOLD_PX = 15;
3
+ export declare const MIN_HEIGHT_FOR_TEXT = 5;
4
+ export declare const INSERTION_SERIF_MIN_PX_PER_BP = 3;
5
+ export declare const SERIF_HALF_W_PX = 2;
6
+ export declare const SERIF_H_PX = 2;
@@ -0,0 +1,8 @@
1
+ // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from insertionGlyph.slang.
2
+ // Do not edit. Run `pnpm gen:shaders` to regenerate.
3
+ export const LONG_INSERTION_MIN_LENGTH = 10;
4
+ export const LONG_INSERTION_TEXT_THRESHOLD_PX = 15;
5
+ export const MIN_HEIGHT_FOR_TEXT = 5;
6
+ export const INSERTION_SERIF_MIN_PX_PER_BP = 3;
7
+ export const SERIF_HALF_W_PX = 2;
8
+ export const SERIF_H_PX = 2;
@@ -1,2 +1,2 @@
1
- export declare const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\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 int valueScaleType_0;\n float valueSymlogConstant_0;\n int rampMode_0;\n float rampMin_0;\n float rampMax_0;\n float rampMidNorm_0;\n int colorCutCount_0;\n vec4 colorCuts_0[2];\n vec4 colorBands_0[9];\n float rowHeight_0;\n float rowBandPx_0;\n float rowOffsetPx_0;\n float origin_0;\n float lineWidth_0;\n float zero_0;\n float viewportWidth_0;\n float devicePixelRatio_0;\n int rowTableKeys_0;\n}u_0;\n\nuniform sampler2D u_colorRamp;\n\n\nuniform sampler2D u_rowTable;\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 rampMidT_0(float t_0, float mid_0)\n{\n\n float _S1 = max(mid_0, 1.0 - mid_0);\n return clamp((t_0 + (_S1 - mid_0)) / (2.0 * _S1), 0.0, 1.0);\n}\n\n\nfloat colorCutAt_0(int i_0, vec4 cutsLo_0, vec4 cutsHi_0)\n{\n\n float _S2;\n if(i_0 < 4)\n {\n\n _S2 = cutsLo_0[i_0];\n\n }\n else\n {\n\n _S2 = cutsHi_0[i_0 - 4];\n\n }\n\n return _S2;\n}\n\n\nint thresholdBand_0(float value_0, int cutCount_0, vec4 cutsLo_1, vec4 cutsHi_1)\n{\n\n int band_0 = 0;\n\n int i_1 = 0;\n\n for(;;)\n {\n\n if(i_1 < cutCount_0)\n {\n }\n else\n {\n\n break;\n }\n\n if(value_0 >= (colorCutAt_0(i_1, cutsLo_1, cutsHi_1)))\n {\n\n band_0 = i_1 + 1;\n\n }\n\n i_1 = i_1 + 1;\n\n }\n\n return band_0;\n}\n\n\nfloat log1pf_0(float x_0)\n{\n\n float u_1 = 1.0 + x_0;\n\n float _S3;\n if(u_1 == 1.0)\n {\n\n _S3 = x_0;\n\n }\n else\n {\n\n _S3 = log(u_1) * (x_0 / (u_1 - 1.0));\n\n }\n\n return _S3;\n}\n\nfloat symlogTransform_0(float x_1, float c_1)\n{\n\n return float((int(sign((x_1))))) * log1pf_0(abs(x_1 / c_1));\n}\n\n\nfloat normalizeScoreUnclamped_0(float score_0, float domainMin_1, float domainMax_1, int scaleType_0, float symlogConstant_0)\n{\n\n float tMax_0;\n\n float tMin_0;\n\n float t_1;\n\n\n\n if(scaleType_0 == 2)\n {\n\n float _S4 = symlogTransform_0(score_0, symlogConstant_0);\n float _S5 = symlogTransform_0(domainMin_1, symlogConstant_0);\n\n tMax_0 = symlogTransform_0(domainMax_1, symlogConstant_0);\n\n tMin_0 = _S5;\n\n t_1 = _S4;\n\n }\n else\n {\n\n if(scaleType_0 == 1)\n {\n if(domainMin_1 > 0.0)\n {\n\n tMax_0 = domainMin_1;\n\n }\n else\n {\n\n tMax_0 = 1.0;\n\n }\n float _S6 = log2(max(score_0, tMax_0));\n float _S7 = log2(tMax_0);\n\n tMax_0 = log2(max(domainMax_1, tMax_0));\n\n tMin_0 = _S7;\n\n t_1 = _S6;\n\n }\n else\n {\n\n tMax_0 = domainMax_1;\n\n tMin_0 = domainMin_1;\n\n t_1 = score_0;\n\n }\n\n }\n\n float tRange_0 = tMax_0 - tMin_0;\n if(tRange_0 <= 0.0)\n {\n\n if(t_1 > tMin_0)\n {\n\n tMax_0 = 1.0;\n\n }\n else\n {\n\n tMax_0 = 0.0;\n\n }\n\n return tMax_0;\n }\n return (t_1 - tMin_0) / tRange_0;\n}\n\nfloat normalizeScore_0(float score_1, float domainMin_2, float domainMax_2, int scaleType_1, float symlogConstant_1)\n{\n\n return clamp(normalizeScoreUnclamped_0(score_1, domainMin_2, domainMax_2, scaleType_1, symlogConstant_1), 0.0, 1.0);\n}\n\n\nuint rowTableWidth_0(uint keys_0)\n{\n\n return max(min(keys_0, 2048U), 1U);\n}\n\nuint rowTablePlaneHeight_0(uint keys_1)\n{\n\n uint w_0 = rowTableWidth_0(keys_1);\n uint _S8 = (keys_1 + w_0 - 1U) / w_0;\n\n return max(_S8, 1U);\n}\n\nuint rowTableTexelX_0(uint key_0, uint keys_2)\n{\n\n uint _S9 = key_0 % rowTableWidth_0(keys_2);\n\n return _S9;\n}\n\n\nuint rowTableTexelY_0(uint key_1, uint keys_3)\n{\n\n uint _S10 = key_1 / rowTableWidth_0(keys_3);\n\n return _S10;\n}\n\n\nuint byteOf_0(float channel_0)\n{\n\n return uint(channel_0 * 255.0 + 0.5);\n}\n\n\nvec2 hpSplitUint_0(uint value_1)\n{\n\n uint lo_0 = value_1 & 4095U;\n\n return vec2(float(value_1 - lo_0), float(lo_0));\n}\n\n\nfloat hpToClipX_0(vec2 splitPos_0, vec3 bpRange_0, float hpZero_0)\n{\n\n float floorBp_0 = -3.00000000549775576e+38 + hpZero_0;\n float step_0 = 2.0 / bpRange_0.z;\n\n\n return dot(vec3(-1.0, max(splitPos_0.x - bpRange_0.x, floorBp_0), max(splitPos_0.y - bpRange_0.y, floorBp_0)), vec3(1.0, step_0, step_0));\n}\n\n\nfloat rowBandTopPx_0(float rowOffsetPx_1, float rowHeight_1, uint slot_0)\n{\n\n return rowOffsetPx_1 + rowHeight_1 * float(slot_0);\n}\n\n\nfloat valueToYPxScaled_0(float value_2, float domainMin_3, float domainMax_3, float h_0, int scaleType_2, float symlogConstant_2)\n{\n\n return (1.0 - normalizeScore_0(value_2, domainMin_3, domainMax_3, scaleType_2, symlogConstant_2)) * h_0;\n}\n\n\nstruct CapsuleFrame_0\n{\n vec2 tangent_0;\n vec2 normal_0;\n};\n\n\nCapsuleFrame_0 capsuleFrame_0(vec2 delta_0, float len_0)\n{\n\n CapsuleFrame_0 f_0;\n\n vec2 _S11;\n if(len_0 > 0.00009999999747379)\n {\n\n _S11 = delta_0 / len_0;\n\n }\n else\n {\n\n _S11 = vec2(1.0, 0.0);\n\n }\n\n f_0.tangent_0 = _S11;\n f_0.normal_0 = vec2(- _S11.y, _S11.x);\n return f_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\nvec2 quadLocal_0(uint vid_0)\n{\n\n uint v_0 = vid_0 % 6U;\n\n bool _S12 = v_0 == 0U;\n\n bool _S13;\n\n if(_S12)\n {\n\n _S13 = true;\n\n }\n else\n {\n\n _S13 = v_0 == 2U;\n\n }\n\n if(_S13)\n {\n\n _S13 = true;\n\n }\n else\n {\n\n _S13 = v_0 == 3U;\n\n }\n\n float _S14;\n\n if(_S13)\n {\n\n _S14 = 0.0;\n\n }\n else\n {\n\n _S14 = 1.0;\n\n }\n if(_S12)\n {\n\n _S13 = true;\n\n }\n else\n {\n\n _S13 = v_0 == 1U;\n\n }\n\n if(_S13)\n {\n\n _S13 = true;\n\n }\n else\n {\n\n _S13 = v_0 == 4U;\n\n }\n\n float _S15;\n\n if(_S13)\n {\n\n _S15 = 0.0;\n\n }\n else\n {\n\n _S15 = 1.0;\n\n }\n\n return vec2(_S14, _S15);\n}\n\n\nvec2 capsuleQuadLocal_0(uint vid_1, float halfLenPx_0, float halfWidthPx_0, float dpr_2)\n{\n\n float ext_0 = halfWidthPx_0 + aaHalfPx_0(dpr_2);\n vec2 q_0 = quadLocal_0(vid_1) * 2.0 - 1.0;\n return vec2(q_0.x * (halfLenPx_0 + ext_0), q_0.y * ext_0);\n}\n\n\nfloat pxToClipLen_0(float px_0, float size_0)\n{\n\n return px_0 * 2.0 / size_0;\n}\n\n\nfloat yPxToClipY_0(float yPx_0, float canvasHeight_1)\n{\n\n return 1.0 - yPx_0 / canvasHeight_1 * 2.0;\n}\n\n\nflat out vec4 v_color;\n\n\nout vec2 v_localPos;\n\n\nflat out float v_segHalfLen;\n\n\nflat out vec2 v_colorLine;\n\n\nflat out vec4 v_cutYsLo;\n\n\nflat out vec4 v_cutYsHi;\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_row;\n\n\nlayout(location = 5)\nin uint a_prevX;\n\n\nlayout(location = 6)\nin uint a_prevX2;\n\n\nlayout(location = 7)\nin float a_prevY;\n\n\nstruct VsOut_0\n{\n vec4 position_0;\n vec4 color_0;\n vec2 localPos_0;\n float segHalfLen_0;\n vec2 colorLine_0;\n vec4 cutYsLo_0;\n vec4 cutYsHi_0;\n};\n\n\nvec4 rampColor_0(float _S16)\n{\n\n return (textureLod((u_colorRamp), (vec2((clamp(_S16, 0.0, 1.0) * 255.0 + 0.5) / 256.0, 0.5)), (0.0)));\n}\n\n\nvec4 markScaleColor_0(uint _S17, int _S18, float _S19, float _S20, float _S21, int _S22, vec4 _S23, vec4 _S24)\n{\n\n if(_S18 == 0)\n {\n\n return unpackRGBA_0(_S17);\n }\n if(_S17 == 2143289345U)\n {\n\n return unpackRGBA_0(4289703855U);\n }\n\n int scaleType_3;\n\n if((_S17 & 2139095040U) == 2139095040U)\n {\n\n if((_S17 & 8388607U) != 0U)\n {\n\n return unpackRGBA_0(4286611584U);\n }\n\n bool negative_0 = (_S17 & 2147483648U) != 0U;\n if(_S18 == 3)\n {\n\n if(negative_0)\n {\n\n scaleType_3 = 0;\n\n }\n else\n {\n\n scaleType_3 = _S22;\n\n }\n\n return u_0.colorBands_0[scaleType_3];\n }\n\n float _S25;\n\n if(negative_0)\n {\n\n _S25 = 0.0;\n\n }\n else\n {\n\n _S25 = 1.0;\n\n }\n\n return rampColor_0(rampMidT_0(_S25, _S21));\n }\n float value_3 = uintBitsToFloat(_S17);\n if(_S18 == 3)\n {\n\n return u_0.colorBands_0[thresholdBand_0(value_3, _S22, _S23, _S24)];\n }\n if(_S18 == 2)\n {\n\n scaleType_3 = 1;\n\n }\n else\n {\n\n scaleType_3 = 0;\n\n }\n return rampColor_0(rampMidT_0(normalizeScore_0(value_3, _S19, _S20, scaleType_3, 1.0), _S21));\n}\n\n\nstruct RowPlacement_0\n{\n bool hidden_0;\n uint slot_1;\n vec4 color_1;\n};\n\n\nRowPlacement_0 rowTableLookup_0(uint _S26, int _S27, vec4 _S28)\n{\n\n RowPlacement_0 p_0;\n p_0.hidden_0 = false;\n p_0.slot_1 = _S26;\n p_0.color_1 = _S28;\n if(_S27 < 0)\n {\n\n return p_0;\n }\n uint n_0 = uint(_S27);\n if(_S26 >= n_0)\n {\n\n p_0.hidden_0 = true;\n return p_0;\n }\n uint h_1 = rowTablePlaneHeight_0(n_0);\n uint _S29 = rowTableTexelX_0(_S26, n_0);\n\n float u_2 = (float(_S29) + 0.5) / float(rowTableWidth_0(n_0));\n float rows_0 = float(2U * h_1);\n uint y_0 = rowTableTexelY_0(_S26, n_0);\n vec4 s_0 = (textureLod((u_rowTable), (vec2(u_2, (float(y_0) + 0.5) / rows_0)), (0.0)));\n if((s_0.w) < 0.5)\n {\n\n p_0.hidden_0 = true;\n return p_0;\n }\n p_0.slot_1 = ((byteOf_0(s_0.x)) | ((byteOf_0(s_0.y)) << 8)) | ((byteOf_0(s_0.z)) << 16);\n vec4 c_2 = (textureLod((u_rowTable), (vec2(u_2, (float(y_0 + h_1) + 0.5) / rows_0)), (0.0)));\n\n vec4 _S30;\n if((c_2.w) > 0.0)\n {\n\n _S30 = c_2;\n\n }\n else\n {\n\n _S30 = _S28;\n\n }\n\n p_0.color_1 = _S30;\n return p_0;\n}\n\n\nfloat lineBpToClipX_0(uint _S31)\n{\n\n return hpToClipX_0(hpSplitUint_0(_S31), u_0.bpRangeX_0, u_0.zero_0);\n}\n\n\nfloat lineValueYPx_0(float _S32, float _S33)\n{\n\n return _S33 + valueToYPxScaled_0(_S32, u_0.domainMin_0, u_0.domainMax_0, u_0.rowBandPx_0, u_0.valueScaleType_0, u_0.valueSymlogConstant_0);\n}\n\n\nfloat lineColorYPx_0(float _S34, float _S35)\n{\n\n return _S35 + (1.0 - normalizeScoreUnclamped_0(_S34, u_0.domainMin_0, u_0.domainMax_0, u_0.valueScaleType_0, u_0.valueSymlogConstant_0)) * u_0.rowBandPx_0;\n}\n\n\nvec4 lineCutYsPx_0(int _S36, float _S37)\n{\n\n vec4 ys_0 = vec4(0.0);\n\n int k_0 = 0;\n for(;;)\n {\n\n if(k_0 < 4)\n {\n }\n else\n {\n\n break;\n }\n\n int _S38 = _S36 + k_0;\n\n if(_S38 < (u_0.colorCutCount_0))\n {\n\n ys_0[k_0] = lineColorYPx_0(colorCutAt_0(_S38, u_0.colorCuts_0[0], u_0.colorCuts_0[1]), _S37);\n\n }\n\n k_0 = k_0 + 1;\n\n }\n\n return ys_0;\n}\n\n\nvoid main()\n{\n\n VsOut_0 o_0;\n\n RowPlacement_0 _S39 = rowTableLookup_0(a_row, u_0.rowTableKeys_0, markScaleColor_0(a_color, u_0.rampMode_0, u_0.rampMin_0, u_0.rampMax_0, u_0.rampMidNorm_0, u_0.colorCutCount_0, u_0.colorCuts_0[0], u_0.colorCuts_0[1]));\n\n\n if(_S39.hidden_0)\n {\n\n o_0.position_0 = vec4(2.0, 2.0, 0.0, 1.0);\n const vec4 _S40 = vec4(0.0);\n\n o_0.color_0 = _S40;\n const vec2 _S41 = vec2(0.0);\n\n o_0.localPos_0 = _S41;\n o_0.segHalfLen_0 = 0.0;\n o_0.colorLine_0 = _S41;\n o_0.cutYsLo_0 = _S40;\n o_0.cutYsHi_0 = _S40;\n VsOut_0 _S42 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S42.color_0;\n\n v_localPos = _S42.localPos_0;\n\n v_segHalfLen = _S42.segHalfLen_0;\n\n v_colorLine = _S42.colorLine_0;\n\n v_cutYsLo = _S42.cutYsLo_0;\n\n v_cutYsHi = _S42.cutYsHi_0;\n\n return;\n }\n\n\n float bandTop_0 = rowBandTopPx_0(u_0.rowOffsetPx_0, u_0.rowHeight_0, _S39.slot_1);\n bool hasPrev_0 = a_prevX != 4294967295U;\n float midCurrX_0 = (lineBpToClipX_0(a_x) + lineBpToClipX_0(a_x2)) * 0.5;\n\n float midPrevX_0;\n\n\n\n if(hasPrev_0)\n {\n\n midPrevX_0 = (lineBpToClipX_0(a_prevX) + lineBpToClipX_0(a_prevX2)) * 0.5;\n\n }\n else\n {\n\n midPrevX_0 = midCurrX_0;\n\n }\n\n float _S43 = lineValueYPx_0(a_y, bandTop_0);\n\n float prevYPx_0;\n\n\n if(hasPrev_0)\n {\n\n prevYPx_0 = lineValueYPx_0(a_prevY, bandTop_0);\n\n }\n else\n {\n\n prevYPx_0 = _S43;\n\n }\n\n vec2 deltaPx_0 = vec2((midCurrX_0 - midPrevX_0) * u_0.viewportWidth_0 * 0.5, _S43 - prevYPx_0);\n\n float len_1 = length(deltaPx_0);\n CapsuleFrame_0 f_1 = capsuleFrame_0(deltaPx_0, len_1);\n\n float _S44 = len_1 * 0.5;\n\n vec2 local_0 = capsuleQuadLocal_0(uint(gl_VertexID), _S44, u_0.lineWidth_0 * 0.5, u_0.devicePixelRatio_0);\n vec2 off_0 = f_1.tangent_0 * local_0.x + f_1.normal_0 * local_0.y;\n o_0.position_0 = vec4((midPrevX_0 + midCurrX_0) * 0.5 + pxToClipLen_0(off_0.x, u_0.viewportWidth_0), yPxToClipY_0((prevYPx_0 + _S43) * 0.5 + off_0.y, u_0.canvasHeight_0), 0.0, 1.0);\n\n o_0.color_0 = _S39.color_1;\n o_0.localPos_0 = local_0;\n o_0.segHalfLen_0 = _S44;\n\n float _S45 = lineColorYPx_0(a_y, bandTop_0);\n\n float prevColorYPx_0;\n\n if(hasPrev_0)\n {\n\n prevColorYPx_0 = lineColorYPx_0(a_prevY, bandTop_0);\n\n }\n else\n {\n\n prevColorYPx_0 = _S45;\n\n }\n\n float _S46 = (prevColorYPx_0 + _S45) * 0.5;\n if(len_1 > 0.00009999999747379)\n {\n\n midPrevX_0 = (_S45 - prevColorYPx_0) / len_1;\n\n }\n else\n {\n\n midPrevX_0 = 0.0;\n\n }\n\n o_0.colorLine_0 = vec2(_S46, midPrevX_0);\n\n\n o_0.cutYsLo_0 = lineCutYsPx_0(0, bandTop_0);\n o_0.cutYsHi_0 = lineCutYsPx_0(4, bandTop_0);\n VsOut_0 _S47 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S47.color_0;\n\n v_localPos = _S47.localPos_0;\n\n v_segHalfLen = _S47.segHalfLen_0;\n\n v_colorLine = _S47.colorLine_0;\n\n v_cutYsLo = _S47.cutYsLo_0;\n\n v_cutYsHi = _S47.cutYsHi_0;\n\n return;\n}\n\n";
2
- export declare const GLSL_FRAGMENT = "#version 300 es\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\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 int valueScaleType_0;\n float valueSymlogConstant_0;\n int rampMode_0;\n float rampMin_0;\n float rampMax_0;\n float rampMidNorm_0;\n int colorCutCount_0;\n vec4 colorCuts_0[2];\n vec4 colorBands_0[9];\n float rowHeight_0;\n float rowBandPx_0;\n float rowOffsetPx_0;\n float origin_0;\n float lineWidth_0;\n float zero_0;\n float viewportWidth_0;\n float devicePixelRatio_0;\n int rowTableKeys_0;\n}u_0;\n\nfloat capsuleDistPx_0(float alongPx_0, float acrossPx_0, float halfLenPx_0)\n{\n\n float _S1 = max(abs(alongPx_0) - halfLenPx_0, 0.0);\n return sqrt(_S1 * _S1 + acrossPx_0 * acrossPx_0);\n}\n\nfloat capsuleDist_0(vec2 local_0, float halfLenPx_1)\n{\n\n return capsuleDistPx_0(local_0.x, local_0.y, halfLenPx_1);\n}\n\n\nfloat aaPx_0(float dpr_0)\n{\n\n return 1.0 / max(dpr_0, 1.0);\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 edgeCoverage_0(float signedInkCssPx_0, float dpr_1)\n{\n\n return aaRamp_0(signedInkCssPx_0, aaPx_0(dpr_1));\n}\n\n\nfloat colorCutAt_0(int i_0, vec4 cutsLo_0, vec4 cutsHi_0)\n{\n\n float _S2;\n if(i_0 < 4)\n {\n\n _S2 = cutsLo_0[i_0];\n\n }\n else\n {\n\n _S2 = cutsHi_0[i_0 - 4];\n\n }\n\n return _S2;\n}\n\n\nint thresholdBandAtYPx_0(float yPx_0, int cutCount_0, vec4 cutYsLo_0, vec4 cutYsHi_0)\n{\n\n int band_0 = 0;\n\n int i_1 = 0;\n\n for(;;)\n {\n\n if(i_1 < cutCount_0)\n {\n }\n else\n {\n\n break;\n }\n\n if(yPx_0 <= (colorCutAt_0(i_1, cutYsLo_0, cutYsHi_0)))\n {\n\n band_0 = i_1 + 1;\n\n }\n\n i_1 = i_1 + 1;\n\n }\n\n return band_0;\n}\n\n\nlayout(location = 0)\nout vec4 entryPointParam_fs_main_0;\n\n\nflat in vec4 v_color;\n\n\nin vec2 v_localPos;\n\n\nflat in float v_segHalfLen;\n\n\nflat in vec2 v_colorLine;\n\n\nflat in vec4 v_cutYsLo;\n\n\nflat in vec4 v_cutYsHi;\n\n\nvec4 lineFragmentColor_0(float _S3, vec4 _S4, vec4 _S5, vec4 _S6)\n{\n\n if((u_0.rampMode_0) != 3)\n {\n\n return _S6;\n }\n return u_0.colorBands_0[thresholdBandAtYPx_0(_S3, u_0.colorCutCount_0, _S4, _S5)];\n}\n\n\nvoid main()\n{\n float alpha_0 = edgeCoverage_0(u_0.lineWidth_0 * 0.5 - capsuleDist_0(v_localPos, v_segHalfLen), u_0.devicePixelRatio_0);\n if(alpha_0 <= 0.0)\n {\n\n discard;\n\n }\n\n vec4 _S7 = lineFragmentColor_0(v_colorLine.x + v_colorLine.y * clamp(v_localPos.x, - v_segHalfLen, v_segHalfLen), v_cutYsLo, v_cutYsHi, v_color);\n\n entryPointParam_fs_main_0 = vec4(_S7.xyz * alpha_0, _S7.w * alpha_0);\n\n return;\n}\n\n";
1
+ export declare const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\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 int valueScaleType_0;\n float valueSymlogConstant_0;\n int rampMode_0;\n float rampMin_0;\n float rampMax_0;\n float rampMidNorm_0;\n int colorCutCount_0;\n vec4 colorCuts_0[2];\n vec4 colorBands_0[9];\n int colorFromY_0;\n float rowHeight_0;\n float rowBandPx_0;\n float rowOffsetPx_0;\n float origin_0;\n float lineWidth_0;\n float zero_0;\n float viewportWidth_0;\n float devicePixelRatio_0;\n int rowTableKeys_0;\n}u_0;\n\nuniform sampler2D u_colorRamp;\n\n\nuniform sampler2D u_rowTable;\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 rampMidT_0(float t_0, float mid_0)\n{\n\n float _S1 = max(mid_0, 1.0 - mid_0);\n return clamp((t_0 + (_S1 - mid_0)) / (2.0 * _S1), 0.0, 1.0);\n}\n\n\nfloat colorCutAt_0(int i_0, vec4 cutsLo_0, vec4 cutsHi_0)\n{\n\n float _S2;\n if(i_0 < 4)\n {\n\n _S2 = cutsLo_0[i_0];\n\n }\n else\n {\n\n _S2 = cutsHi_0[i_0 - 4];\n\n }\n\n return _S2;\n}\n\n\nint thresholdBand_0(float value_0, int cutCount_0, vec4 cutsLo_1, vec4 cutsHi_1)\n{\n\n int band_0 = 0;\n\n int i_1 = 0;\n\n for(;;)\n {\n\n if(i_1 < cutCount_0)\n {\n }\n else\n {\n\n break;\n }\n\n if(value_0 >= (colorCutAt_0(i_1, cutsLo_1, cutsHi_1)))\n {\n\n band_0 = i_1 + 1;\n\n }\n\n i_1 = i_1 + 1;\n\n }\n\n return band_0;\n}\n\n\nfloat log1pf_0(float x_0)\n{\n\n float u_1 = 1.0 + x_0;\n\n float _S3;\n if(u_1 == 1.0)\n {\n\n _S3 = x_0;\n\n }\n else\n {\n\n _S3 = log(u_1) * (x_0 / (u_1 - 1.0));\n\n }\n\n return _S3;\n}\n\nfloat symlogTransform_0(float x_1, float c_1)\n{\n\n return float((int(sign((x_1))))) * log1pf_0(abs(x_1 / c_1));\n}\n\n\nfloat normalizeScoreUnclamped_0(float score_0, float domainMin_1, float domainMax_1, int scaleType_0, float symlogConstant_0)\n{\n\n float tMax_0;\n\n float tMin_0;\n\n float t_1;\n\n\n\n if(scaleType_0 == 2)\n {\n\n float _S4 = symlogTransform_0(score_0, symlogConstant_0);\n float _S5 = symlogTransform_0(domainMin_1, symlogConstant_0);\n\n tMax_0 = symlogTransform_0(domainMax_1, symlogConstant_0);\n\n tMin_0 = _S5;\n\n t_1 = _S4;\n\n }\n else\n {\n\n if(scaleType_0 == 1)\n {\n if(domainMin_1 > 0.0)\n {\n\n tMax_0 = domainMin_1;\n\n }\n else\n {\n\n tMax_0 = 1.0;\n\n }\n float _S6 = log2(max(score_0, tMax_0));\n float _S7 = log2(tMax_0);\n\n tMax_0 = log2(max(domainMax_1, tMax_0));\n\n tMin_0 = _S7;\n\n t_1 = _S6;\n\n }\n else\n {\n\n tMax_0 = domainMax_1;\n\n tMin_0 = domainMin_1;\n\n t_1 = score_0;\n\n }\n\n }\n\n float tRange_0 = tMax_0 - tMin_0;\n if(tRange_0 <= 0.0)\n {\n\n if(t_1 > tMin_0)\n {\n\n tMax_0 = 1.0;\n\n }\n else\n {\n\n tMax_0 = 0.0;\n\n }\n\n return tMax_0;\n }\n return (t_1 - tMin_0) / tRange_0;\n}\n\nfloat normalizeScore_0(float score_1, float domainMin_2, float domainMax_2, int scaleType_1, float symlogConstant_1)\n{\n\n return clamp(normalizeScoreUnclamped_0(score_1, domainMin_2, domainMax_2, scaleType_1, symlogConstant_1), 0.0, 1.0);\n}\n\n\nuint rowTableWidth_0(uint keys_0)\n{\n\n return max(min(keys_0, 2048U), 1U);\n}\n\nuint rowTablePlaneHeight_0(uint keys_1)\n{\n\n uint w_0 = rowTableWidth_0(keys_1);\n uint _S8 = (keys_1 + w_0 - 1U) / w_0;\n\n return max(_S8, 1U);\n}\n\nuint rowTableTexelX_0(uint key_0, uint keys_2)\n{\n\n uint _S9 = key_0 % rowTableWidth_0(keys_2);\n\n return _S9;\n}\n\n\nuint rowTableTexelY_0(uint key_1, uint keys_3)\n{\n\n uint _S10 = key_1 / rowTableWidth_0(keys_3);\n\n return _S10;\n}\n\n\nuint byteOf_0(float channel_0)\n{\n\n return uint(channel_0 * 255.0 + 0.5);\n}\n\n\nvec2 hpSplitUint_0(uint value_1)\n{\n\n uint lo_0 = value_1 & 4095U;\n\n return vec2(float(value_1 - lo_0), float(lo_0));\n}\n\n\nfloat hpToClipX_0(vec2 splitPos_0, vec3 bpRange_0, float hpZero_0)\n{\n\n float floorBp_0 = -3.00000000549775576e+38 + hpZero_0;\n float step_0 = 2.0 / bpRange_0.z;\n\n\n return dot(vec3(-1.0, max(splitPos_0.x - bpRange_0.x, floorBp_0), max(splitPos_0.y - bpRange_0.y, floorBp_0)), vec3(1.0, step_0, step_0));\n}\n\n\nfloat rowBandTopPx_0(float rowOffsetPx_1, float rowHeight_1, uint slot_0)\n{\n\n return rowOffsetPx_1 + rowHeight_1 * float(slot_0);\n}\n\n\nfloat valueToYPxScaled_0(float value_2, float domainMin_3, float domainMax_3, float h_0, int scaleType_2, float symlogConstant_2)\n{\n\n return (1.0 - normalizeScore_0(value_2, domainMin_3, domainMax_3, scaleType_2, symlogConstant_2)) * h_0;\n}\n\n\nstruct CapsuleFrame_0\n{\n vec2 tangent_0;\n vec2 normal_0;\n};\n\n\nCapsuleFrame_0 capsuleFrame_0(vec2 delta_0, float len_0)\n{\n\n CapsuleFrame_0 f_0;\n\n vec2 _S11;\n if(len_0 > 0.00009999999747379)\n {\n\n _S11 = delta_0 / len_0;\n\n }\n else\n {\n\n _S11 = vec2(1.0, 0.0);\n\n }\n\n f_0.tangent_0 = _S11;\n f_0.normal_0 = vec2(- _S11.y, _S11.x);\n return f_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\nvec2 quadLocal_0(uint vid_0)\n{\n\n uint v_0 = vid_0 % 6U;\n\n bool _S12 = v_0 == 0U;\n\n bool _S13;\n\n if(_S12)\n {\n\n _S13 = true;\n\n }\n else\n {\n\n _S13 = v_0 == 2U;\n\n }\n\n if(_S13)\n {\n\n _S13 = true;\n\n }\n else\n {\n\n _S13 = v_0 == 3U;\n\n }\n\n float _S14;\n\n if(_S13)\n {\n\n _S14 = 0.0;\n\n }\n else\n {\n\n _S14 = 1.0;\n\n }\n if(_S12)\n {\n\n _S13 = true;\n\n }\n else\n {\n\n _S13 = v_0 == 1U;\n\n }\n\n if(_S13)\n {\n\n _S13 = true;\n\n }\n else\n {\n\n _S13 = v_0 == 4U;\n\n }\n\n float _S15;\n\n if(_S13)\n {\n\n _S15 = 0.0;\n\n }\n else\n {\n\n _S15 = 1.0;\n\n }\n\n return vec2(_S14, _S15);\n}\n\n\nvec2 capsuleQuadLocal_0(uint vid_1, float halfLenPx_0, float halfWidthPx_0, float dpr_2)\n{\n\n float ext_0 = halfWidthPx_0 + aaHalfPx_0(dpr_2);\n vec2 q_0 = quadLocal_0(vid_1) * 2.0 - 1.0;\n return vec2(q_0.x * (halfLenPx_0 + ext_0), q_0.y * ext_0);\n}\n\n\nfloat pxToClipLen_0(float px_0, float size_0)\n{\n\n return px_0 * 2.0 / size_0;\n}\n\n\nfloat yPxToClipY_0(float yPx_0, float canvasHeight_1)\n{\n\n return 1.0 - yPx_0 / canvasHeight_1 * 2.0;\n}\n\n\nbool lineColorAlongY_0(int rampMode_1, int colorFromY_1, bool overridden_0)\n{\n\n bool _S16;\n if(rampMode_1 == 3)\n {\n\n _S16 = colorFromY_1 != 0;\n\n }\n else\n {\n\n _S16 = false;\n\n }\n\n if(_S16)\n {\n\n _S16 = !overridden_0;\n\n }\n else\n {\n\n _S16 = false;\n\n }\n\n return _S16;\n}\n\n\nflat out vec4 v_color;\n\n\nout vec2 v_localPos;\n\n\nflat out float v_segHalfLen;\n\n\nflat out vec2 v_colorLine;\n\n\nflat out vec4 v_cutYsLo;\n\n\nflat out vec4 v_cutYsHi;\n\n\nflat out float v_colorAlongY;\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_row;\n\n\nlayout(location = 5)\nin uint a_prevX;\n\n\nlayout(location = 6)\nin uint a_prevX2;\n\n\nlayout(location = 7)\nin float a_prevY;\n\n\nstruct VsOut_0\n{\n vec4 position_0;\n vec4 color_0;\n vec2 localPos_0;\n float segHalfLen_0;\n vec2 colorLine_0;\n vec4 cutYsLo_0;\n vec4 cutYsHi_0;\n float colorAlongY_0;\n};\n\n\nvec4 rampColor_0(float _S17)\n{\n\n return (textureLod((u_colorRamp), (vec2((clamp(_S17, 0.0, 1.0) * 255.0 + 0.5) / 256.0, 0.5)), (0.0)));\n}\n\n\nvec4 markScaleColor_0(uint _S18, int _S19, float _S20, float _S21, float _S22, int _S23, vec4 _S24, vec4 _S25)\n{\n\n if(_S19 == 0)\n {\n\n return unpackRGBA_0(_S18);\n }\n if(_S18 == 2143289345U)\n {\n\n return unpackRGBA_0(4289703855U);\n }\n\n int scaleType_3;\n\n if((_S18 & 2139095040U) == 2139095040U)\n {\n\n if((_S18 & 8388607U) != 0U)\n {\n\n return unpackRGBA_0(4286611584U);\n }\n\n bool negative_0 = (_S18 & 2147483648U) != 0U;\n if(_S19 == 3)\n {\n\n if(negative_0)\n {\n\n scaleType_3 = 0;\n\n }\n else\n {\n\n scaleType_3 = _S23;\n\n }\n\n return u_0.colorBands_0[scaleType_3];\n }\n\n float _S26;\n\n if(negative_0)\n {\n\n _S26 = 0.0;\n\n }\n else\n {\n\n _S26 = 1.0;\n\n }\n\n return rampColor_0(rampMidT_0(_S26, _S22));\n }\n float value_3 = uintBitsToFloat(_S18);\n if(_S19 == 3)\n {\n\n return u_0.colorBands_0[thresholdBand_0(value_3, _S23, _S24, _S25)];\n }\n if(_S19 == 2)\n {\n\n scaleType_3 = 1;\n\n }\n else\n {\n\n scaleType_3 = 0;\n\n }\n return rampColor_0(rampMidT_0(normalizeScore_0(value_3, _S20, _S21, scaleType_3, 1.0), _S22));\n}\n\n\nstruct RowPlacement_0\n{\n bool hidden_0;\n uint slot_1;\n vec4 color_1;\n bool overridden_1;\n};\n\n\nRowPlacement_0 rowTableLookup_0(uint _S27, int _S28, vec4 _S29)\n{\n\n RowPlacement_0 p_0;\n p_0.hidden_0 = false;\n p_0.slot_1 = _S27;\n p_0.color_1 = _S29;\n p_0.overridden_1 = false;\n if(_S28 < 0)\n {\n\n return p_0;\n }\n uint n_0 = uint(_S28);\n if(_S27 >= n_0)\n {\n\n p_0.hidden_0 = true;\n return p_0;\n }\n uint h_1 = rowTablePlaneHeight_0(n_0);\n uint _S30 = rowTableTexelX_0(_S27, n_0);\n\n float u_2 = (float(_S30) + 0.5) / float(rowTableWidth_0(n_0));\n float rows_0 = float(2U * h_1);\n uint y_0 = rowTableTexelY_0(_S27, n_0);\n vec4 s_0 = (textureLod((u_rowTable), (vec2(u_2, (float(y_0) + 0.5) / rows_0)), (0.0)));\n if((s_0.w) < 0.5)\n {\n\n p_0.hidden_0 = true;\n return p_0;\n }\n p_0.slot_1 = ((byteOf_0(s_0.x)) | ((byteOf_0(s_0.y)) << 8)) | ((byteOf_0(s_0.z)) << 16);\n vec4 c_2 = (textureLod((u_rowTable), (vec2(u_2, (float(y_0 + h_1) + 0.5) / rows_0)), (0.0)));\n bool _S31 = (c_2.w) > 0.0;\n\n p_0.overridden_1 = _S31;\n\n vec4 _S32;\n if(_S31)\n {\n\n _S32 = c_2;\n\n }\n else\n {\n\n _S32 = _S29;\n\n }\n\n p_0.color_1 = _S32;\n return p_0;\n}\n\n\nfloat lineBpToClipX_0(uint _S33)\n{\n\n return hpToClipX_0(hpSplitUint_0(_S33), u_0.bpRangeX_0, u_0.zero_0);\n}\n\n\nfloat lineValueYPx_0(float _S34, float _S35)\n{\n\n return _S35 + valueToYPxScaled_0(_S34, u_0.domainMin_0, u_0.domainMax_0, u_0.rowBandPx_0, u_0.valueScaleType_0, u_0.valueSymlogConstant_0);\n}\n\n\nfloat lineColorYPx_0(float _S36, float _S37)\n{\n\n return _S37 + (1.0 - normalizeScoreUnclamped_0(_S36, u_0.domainMin_0, u_0.domainMax_0, u_0.valueScaleType_0, u_0.valueSymlogConstant_0)) * u_0.rowBandPx_0;\n}\n\n\nvec4 lineCutYsPx_0(int _S38, float _S39)\n{\n\n vec4 ys_0 = vec4(0.0);\n\n int k_0 = 0;\n for(;;)\n {\n\n if(k_0 < 4)\n {\n }\n else\n {\n\n break;\n }\n\n int _S40 = _S38 + k_0;\n\n if(_S40 < (u_0.colorCutCount_0))\n {\n\n ys_0[k_0] = lineColorYPx_0(colorCutAt_0(_S40, u_0.colorCuts_0[0], u_0.colorCuts_0[1]), _S39);\n\n }\n\n k_0 = k_0 + 1;\n\n }\n\n return ys_0;\n}\n\n\nvoid main()\n{\n\n VsOut_0 o_0;\n\n RowPlacement_0 _S41 = rowTableLookup_0(a_row, u_0.rowTableKeys_0, markScaleColor_0(a_color, u_0.rampMode_0, u_0.rampMin_0, u_0.rampMax_0, u_0.rampMidNorm_0, u_0.colorCutCount_0, u_0.colorCuts_0[0], u_0.colorCuts_0[1]));\n\n\n if(_S41.hidden_0)\n {\n\n o_0.position_0 = vec4(2.0, 2.0, 0.0, 1.0);\n const vec4 _S42 = vec4(0.0);\n\n o_0.color_0 = _S42;\n const vec2 _S43 = vec2(0.0);\n\n o_0.localPos_0 = _S43;\n o_0.segHalfLen_0 = 0.0;\n o_0.colorLine_0 = _S43;\n o_0.cutYsLo_0 = _S42;\n o_0.cutYsHi_0 = _S42;\n o_0.colorAlongY_0 = 0.0;\n VsOut_0 _S44 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S44.color_0;\n\n v_localPos = _S44.localPos_0;\n\n v_segHalfLen = _S44.segHalfLen_0;\n\n v_colorLine = _S44.colorLine_0;\n\n v_cutYsLo = _S44.cutYsLo_0;\n\n v_cutYsHi = _S44.cutYsHi_0;\n\n v_colorAlongY = _S44.colorAlongY_0;\n\n return;\n }\n\n\n float bandTop_0 = rowBandTopPx_0(u_0.rowOffsetPx_0, u_0.rowHeight_0, _S41.slot_1);\n bool hasPrev_0 = a_prevX != 4294967295U;\n float midCurrX_0 = (lineBpToClipX_0(a_x) + lineBpToClipX_0(a_x2)) * 0.5;\n\n float midPrevX_0;\n\n\n\n if(hasPrev_0)\n {\n\n midPrevX_0 = (lineBpToClipX_0(a_prevX) + lineBpToClipX_0(a_prevX2)) * 0.5;\n\n }\n else\n {\n\n midPrevX_0 = midCurrX_0;\n\n }\n\n float _S45 = lineValueYPx_0(a_y, bandTop_0);\n\n float prevYPx_0;\n\n\n if(hasPrev_0)\n {\n\n prevYPx_0 = lineValueYPx_0(a_prevY, bandTop_0);\n\n }\n else\n {\n\n prevYPx_0 = _S45;\n\n }\n\n vec2 deltaPx_0 = vec2((midCurrX_0 - midPrevX_0) * u_0.viewportWidth_0 * 0.5, _S45 - prevYPx_0);\n\n float len_1 = length(deltaPx_0);\n CapsuleFrame_0 f_1 = capsuleFrame_0(deltaPx_0, len_1);\n\n float _S46 = len_1 * 0.5;\n\n vec2 local_0 = capsuleQuadLocal_0(uint(gl_VertexID), _S46, u_0.lineWidth_0 * 0.5, u_0.devicePixelRatio_0);\n vec2 off_0 = f_1.tangent_0 * local_0.x + f_1.normal_0 * local_0.y;\n o_0.position_0 = vec4((midPrevX_0 + midCurrX_0) * 0.5 + pxToClipLen_0(off_0.x, u_0.viewportWidth_0), yPxToClipY_0((prevYPx_0 + _S45) * 0.5 + off_0.y, u_0.canvasHeight_0), 0.0, 1.0);\n\n o_0.color_0 = _S41.color_1;\n o_0.localPos_0 = local_0;\n o_0.segHalfLen_0 = _S46;\n\n float _S47 = lineColorYPx_0(a_y, bandTop_0);\n\n float prevColorYPx_0;\n\n if(hasPrev_0)\n {\n\n prevColorYPx_0 = lineColorYPx_0(a_prevY, bandTop_0);\n\n }\n else\n {\n\n prevColorYPx_0 = _S47;\n\n }\n\n float _S48 = (prevColorYPx_0 + _S47) * 0.5;\n if(len_1 > 0.00009999999747379)\n {\n\n midPrevX_0 = (_S47 - prevColorYPx_0) / len_1;\n\n }\n else\n {\n\n midPrevX_0 = 0.0;\n\n }\n\n o_0.colorLine_0 = vec2(_S48, midPrevX_0);\n\n\n o_0.cutYsLo_0 = lineCutYsPx_0(0, bandTop_0);\n o_0.cutYsHi_0 = lineCutYsPx_0(4, bandTop_0);\n\n if(lineColorAlongY_0(u_0.rampMode_0, u_0.colorFromY_0, _S41.overridden_1))\n {\n\n midPrevX_0 = 1.0;\n\n }\n else\n {\n\n midPrevX_0 = 0.0;\n\n }\n\n o_0.colorAlongY_0 = midPrevX_0;\n\n VsOut_0 _S49 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S49.color_0;\n\n v_localPos = _S49.localPos_0;\n\n v_segHalfLen = _S49.segHalfLen_0;\n\n v_colorLine = _S49.colorLine_0;\n\n v_cutYsLo = _S49.cutYsLo_0;\n\n v_cutYsHi = _S49.cutYsHi_0;\n\n v_colorAlongY = _S49.colorAlongY_0;\n\n return;\n}\n\n";
2
+ export declare const GLSL_FRAGMENT = "#version 300 es\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\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 int valueScaleType_0;\n float valueSymlogConstant_0;\n int rampMode_0;\n float rampMin_0;\n float rampMax_0;\n float rampMidNorm_0;\n int colorCutCount_0;\n vec4 colorCuts_0[2];\n vec4 colorBands_0[9];\n int colorFromY_0;\n float rowHeight_0;\n float rowBandPx_0;\n float rowOffsetPx_0;\n float origin_0;\n float lineWidth_0;\n float zero_0;\n float viewportWidth_0;\n float devicePixelRatio_0;\n int rowTableKeys_0;\n}u_0;\n\nfloat capsuleDistPx_0(float alongPx_0, float acrossPx_0, float halfLenPx_0)\n{\n\n float _S1 = max(abs(alongPx_0) - halfLenPx_0, 0.0);\n return sqrt(_S1 * _S1 + acrossPx_0 * acrossPx_0);\n}\n\nfloat capsuleDist_0(vec2 local_0, float halfLenPx_1)\n{\n\n return capsuleDistPx_0(local_0.x, local_0.y, halfLenPx_1);\n}\n\n\nfloat aaPx_0(float dpr_0)\n{\n\n return 1.0 / max(dpr_0, 1.0);\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 edgeCoverage_0(float signedInkCssPx_0, float dpr_1)\n{\n\n return aaRamp_0(signedInkCssPx_0, aaPx_0(dpr_1));\n}\n\n\nfloat colorCutAt_0(int i_0, vec4 cutsLo_0, vec4 cutsHi_0)\n{\n\n float _S2;\n if(i_0 < 4)\n {\n\n _S2 = cutsLo_0[i_0];\n\n }\n else\n {\n\n _S2 = cutsHi_0[i_0 - 4];\n\n }\n\n return _S2;\n}\n\n\nint thresholdBandAtYPx_0(float yPx_0, int cutCount_0, vec4 cutYsLo_0, vec4 cutYsHi_0)\n{\n\n int band_0 = 0;\n\n int i_1 = 0;\n\n for(;;)\n {\n\n if(i_1 < cutCount_0)\n {\n }\n else\n {\n\n break;\n }\n\n if(yPx_0 <= (colorCutAt_0(i_1, cutYsLo_0, cutYsHi_0)))\n {\n\n band_0 = i_1 + 1;\n\n }\n\n i_1 = i_1 + 1;\n\n }\n\n return band_0;\n}\n\n\nlayout(location = 0)\nout vec4 entryPointParam_fs_main_0;\n\n\nflat in vec4 v_color;\n\n\nin vec2 v_localPos;\n\n\nflat in float v_segHalfLen;\n\n\nflat in vec2 v_colorLine;\n\n\nflat in vec4 v_cutYsLo;\n\n\nflat in vec4 v_cutYsHi;\n\n\nflat in float v_colorAlongY;\n\n\nvec4 lineFragmentColor_0(float _S3, vec4 _S4, vec4 _S5, vec4 _S6, float _S7)\n{\n\n if(_S7 < 0.5)\n {\n\n return _S6;\n }\n return u_0.colorBands_0[thresholdBandAtYPx_0(_S3, u_0.colorCutCount_0, _S4, _S5)];\n}\n\n\nvoid main()\n{\n float alpha_0 = edgeCoverage_0(u_0.lineWidth_0 * 0.5 - capsuleDist_0(v_localPos, v_segHalfLen), u_0.devicePixelRatio_0);\n if(alpha_0 <= 0.0)\n {\n\n discard;\n\n }\n\n vec4 _S8 = lineFragmentColor_0(v_colorLine.x + v_colorLine.y * clamp(v_localPos.x, - v_segHalfLen, v_segHalfLen), v_cutYsLo, v_cutYsHi, v_color, v_colorAlongY);\n\n entryPointParam_fs_main_0 = vec4(_S8.xyz * alpha_0, _S8.w * alpha_0);\n\n return;\n}\n\n";