@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
@@ -1,6 +1,6 @@
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
3
 
4
- 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"
4
+ 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"
5
5
 
6
6
  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"
@@ -1,4 +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
3
 
4
- export const WGSL_SOURCE = "struct Uniforms_std140_0\n{\n @align(16) bpRangeX_0 : vec3<f32>,\n @align(4) canvasHeight_0 : f32,\n @align(16) domainMin_0 : f32,\n @align(4) domainMax_0 : f32,\n @align(8) 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"
4
+ export const WGSL_SOURCE = "struct Uniforms_std140_0\n{\n @align(16) bpRangeX_0 : vec3<f32>,\n @align(4) canvasHeight_0 : f32,\n @align(16) domainMin_0 : f32,\n @align(4) domainMax_0 : f32,\n @align(8) 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"
@@ -2,7 +2,7 @@
2
2
  // `capsuleDist` and nowhere else: the edge ramp over that distance is
3
3
  // `antialias`'s one `edgeCoverage`, shared with every butt-capped stroke in the
4
4
  // tree. Consumers, and which half each takes:
5
- // agent-docs/reference/SHADER_SHAPE_LIBRARY.md.
5
+ // agent-docs/reference/SHADER_JS_CODEGEN.md.
6
6
  //
7
7
  // `capsuleQuadLocal` pads by exactly `aaHalfPx(dpr)` past the ink. Pad less and
8
8
  // the ramp is clipped at the quad edge — coverage falls to 0.5 at the boundary,
@@ -4,15 +4,27 @@
4
4
  // Scalar twins of curveDistance.slang, transliterated from slangc's WGSL so
5
5
  // the Canvas2D and SVG paths run the shader's own math. See adr-051.
6
6
 
7
+ function _clamp(x: number, lo: number, hi: number) {
8
+ return _min(_max(x, lo), hi)
9
+ }
10
+
7
11
  function _max(a: number, b: number) {
8
12
  return b > a || Number.isNaN(a) ? b : a
9
13
  }
10
14
 
15
+ function _min(a: number, b: number) {
16
+ return b < a || Number.isNaN(a) ? b : a
17
+ }
18
+
11
19
  export function distToWideCirclePx(x: number, y: number, r: number): number {
12
20
  let rk = ((2.0 * x) + (((x * x) + (y * y)) / r))
13
21
  return Math.abs((rk / (Math.sqrt(_max((1.0 + (rk / r)), 0.0)) + 1.0)))
14
22
  }
15
23
 
24
+ export function legSweepAngle(radiusPx: number, yReachPx: number): number {
25
+ return Math.asin(_clamp((yReachPx / _max(radiusPx, 9.99999997475242708e-07)), 0.0, 1.0))
26
+ }
27
+
16
28
  export function wideCircleLeg(seg: number, segments: number, legSweep: number): [number, number] {
17
29
  let half = Math.trunc(segments / 2)
18
30
  if ((seg <= half)) {
@@ -7,7 +7,7 @@
7
7
  // The fragment ramps its alpha to zero at `halfWidth + aaHalfPx`, so the hull
8
8
  // has to cover everything nearer the curve than that. Both flanks of a hull
9
9
  // sampled from the offset curve fall short of it at a clamped dome's feet.
10
- //! js-export: distToWideCirclePx, wideCircleLeg, wideCircleLegStep, ellipseHullPoint, wideCircleHullPoint
10
+ //! js-export: distToWideCirclePx, legSweepAngle, wideCircleLeg, wideCircleLegStep, ellipseHullPoint, wideCircleHullPoint
11
11
  //! js-skip: nearCircleDistancePx — a float32 remedy with no float64 caller. The hit tests' copy of this file's solve (marks/ellipseDistance.ts) holds the ellipse at every aspect, so nothing outside the shader has an approximation to want.
12
12
  //! oracle-skip: ellipseHullPoint — a miter between near-parallel tangent lines, so float32 and float64 part on the probe's arbitrary directions and radii; over the angles the hull steps through they agree to 0.004 px, and arcHull.test.ts referees the twin against every inked point instead
13
13
  //! oracle-skip: wideCircleHullPoint — the foot-relative frame cancels at half steps and angles the band never reaches; arcHull.test.ts referees it with the legs
@@ -0,0 +1,14 @@
1
+ // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from insertionGlyph.slang.
2
+ // Do not edit. Run `pnpm gen:shaders` to regenerate.
3
+
4
+ export const LONG_INSERTION_MIN_LENGTH = 10
5
+
6
+ export const LONG_INSERTION_TEXT_THRESHOLD_PX = 15
7
+
8
+ export const MIN_HEIGHT_FOR_TEXT = 5
9
+
10
+ export const INSERTION_SERIF_MIN_PX_PER_BP = 3
11
+
12
+ export const SERIF_HALF_W_PX = 2
13
+
14
+ export const SERIF_H_PX = 2
@@ -0,0 +1,59 @@
1
+ // The insertion glyph's geometry: the marker's width, its serif caps, and
2
+ // whether it outgrows the reference span it stands on. The pileup's insertion
3
+ // pass and alignments-core's `insertion` mark both import it, and the Canvas2D,
4
+ // SVG and hit-test paths run its generated twins (adr-051).
5
+ //
6
+ // A marker is a 1px tick (small), a 1-5px bar (long), or a box sized for its
7
+ // count label (large: long, zoomed in past LONG_INSERTION_TEXT_THRESHOLD_PX,
8
+ // and in a row at least MIN_HEIGHT_FOR_TEXT tall). The long bar floors at 1px
9
+ // so the width stays monotonic in length; a sub-pixel bar rasterizes to a
10
+ // fraction of a column on either backend.
11
+ //
12
+ // Serif caps are wedges SERIF_HALF_W_PX either side of the bar, tapering
13
+ // SERIF_H_PX into the row, on small insertions zoomed in past
14
+ // INSERTION_SERIF_MIN_PX_PER_BP.
15
+ //! export-consts: LONG_INSERTION_MIN_LENGTH, LONG_INSERTION_TEXT_THRESHOLD_PX, MIN_HEIGHT_FOR_TEXT, INSERTION_SERIF_MIN_PX_PER_BP, SERIF_HALF_W_PX, SERIF_H_PX
16
+ //! consts-out: packages/alignments-core/src/insertionLabel.generated.ts
17
+ //! js-export: insertionBarWidthPx, textWidth, insertionSerifsDraw, insertionMarkerDraws
18
+ //! js-export-out: packages/alignments-core/src/insertionWidth.generated.ts
19
+ module insertionGlyph;
20
+
21
+ public static const uint LONG_INSERTION_MIN_LENGTH = 10u;
22
+ public static const float LONG_INSERTION_TEXT_THRESHOLD_PX = 15.0;
23
+ public static const float INSERTION_SERIF_MIN_PX_PER_BP = 3.0;
24
+ public static const float MIN_HEIGHT_FOR_TEXT = 5.0;
25
+ public static const float SERIF_HALF_W_PX = 2.0;
26
+ public static const float SERIF_H_PX = 2.0;
27
+
28
+ static const float LABEL_CHAR_W = 6.0;
29
+ static const float LABEL_PAD = 10.0;
30
+
31
+ public float textWidth(uint num) {
32
+ if (num < 10u) { return LABEL_CHAR_W + LABEL_PAD; }
33
+ if (num < 100u) { return LABEL_CHAR_W * 2.0 + LABEL_PAD; }
34
+ if (num < 1000u) { return LABEL_CHAR_W * 3.0 + LABEL_PAD; }
35
+ if (num < 10000u) { return LABEL_CHAR_W * 4.0 + LABEL_PAD; }
36
+ return LABEL_CHAR_W * 5.0 + LABEL_PAD;
37
+ }
38
+
39
+ public float insertionBarWidthPx(uint length, float pxPerBp, float featHeight) {
40
+ float insWPx = float(length) * pxPerBp;
41
+ bool isLong = length >= LONG_INSERTION_MIN_LENGTH;
42
+ bool isLarge = isLong
43
+ && insWPx >= LONG_INSERTION_TEXT_THRESHOLD_PX
44
+ && featHeight >= MIN_HEIGHT_FOR_TEXT;
45
+ if (isLarge) { return textWidth(length); }
46
+ if (isLong) { return clamp(insWPx / 3.0, 1.0, 5.0); }
47
+ return 1.0;
48
+ }
49
+
50
+ public bool insertionSerifsDraw(uint length, float pxPerBp) {
51
+ return length < LONG_INSERTION_MIN_LENGTH && pxPerBp >= INSERTION_SERIF_MIN_PX_PER_BP;
52
+ }
53
+
54
+ // A marker standing on a reference span draws only where it is wider than
55
+ // that span, floored at `spanFloorPx`, the narrowest the span itself paints.
56
+ // An interbase insertion has no span and always draws.
57
+ public bool insertionMarkerDraws(float barWidthPx, float spanPx, float spanFloorPx) {
58
+ return barWidthPx > max(spanFloorPx, abs(spanPx));
59
+ }
@@ -1,6 +1,6 @@
1
1
  // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from lineCenterMark.slang.
2
2
  // Do not edit. Run `pnpm gen:shaders` to regenerate.
3
3
 
4
- 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 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"
4
+ 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 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"
5
5
 
6
- 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 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"
6
+ 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 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"
@@ -29,14 +29,14 @@ export const UNIFORM_OFFSET_F32 = {
29
29
  rampMin: 9,
30
30
  rampMax: 10,
31
31
  rampMidNorm: 11,
32
- rowHeight: 60,
33
- rowBandPx: 61,
34
- rowOffsetPx: 62,
35
- origin: 63,
36
- lineWidth: 64,
37
- zero: 65,
38
- viewportWidth: 66,
39
- devicePixelRatio: 67,
32
+ rowHeight: 61,
33
+ rowBandPx: 62,
34
+ rowOffsetPx: 63,
35
+ origin: 64,
36
+ lineWidth: 65,
37
+ zero: 66,
38
+ viewportWidth: 67,
39
+ devicePixelRatio: 68,
40
40
  } as const
41
41
 
42
42
  // Word indices into a Int32Array view over the uniform buffer.
@@ -44,7 +44,8 @@ export const UNIFORM_OFFSET_I32 = {
44
44
  valueScaleType: 6,
45
45
  rampMode: 8,
46
46
  colorCutCount: 12,
47
- rowTableKeys: 68,
47
+ colorFromY: 60,
48
+ rowTableKeys: 69,
48
49
  } as const
49
50
 
50
51
 
@@ -104,6 +105,7 @@ export interface Uniforms {
104
105
  colorCutCount: number
105
106
  colorCuts: [[number, number, number, number], [number, number, number, number]]
106
107
  colorBands: [[number, number, number, number], [number, number, number, number], [number, number, number, number], [number, number, number, number], [number, number, number, number], [number, number, number, number], [number, number, number, number], [number, number, number, number], [number, number, number, number]]
108
+ colorFromY: number
107
109
  rowHeight: number
108
110
  rowBandPx: number
109
111
  rowOffsetPx: number
@@ -175,15 +177,16 @@ export function writeUniforms(buf: ArrayBuffer, uniforms: Uniforms) {
175
177
  f32[57] = uniforms.colorBands[8][1]
176
178
  f32[58] = uniforms.colorBands[8][2]
177
179
  f32[59] = uniforms.colorBands[8][3]
178
- f32[60] = uniforms.rowHeight
179
- f32[61] = uniforms.rowBandPx
180
- f32[62] = uniforms.rowOffsetPx
181
- f32[63] = uniforms.origin
182
- f32[64] = uniforms.lineWidth
183
- f32[65] = uniforms.zero
184
- f32[66] = uniforms.viewportWidth
185
- f32[67] = uniforms.devicePixelRatio
186
- i32[68] = uniforms.rowTableKeys
180
+ i32[60] = uniforms.colorFromY
181
+ f32[61] = uniforms.rowHeight
182
+ f32[62] = uniforms.rowBandPx
183
+ f32[63] = uniforms.rowOffsetPx
184
+ f32[64] = uniforms.origin
185
+ f32[65] = uniforms.lineWidth
186
+ f32[66] = uniforms.zero
187
+ f32[67] = uniforms.viewportWidth
188
+ f32[68] = uniforms.devicePixelRatio
189
+ i32[69] = uniforms.rowTableKeys
187
190
  }
188
191
 
189
192
  export const INSTANCE_STRIDE_BYTES = 32
@@ -54,6 +54,7 @@ struct VsOut {
54
54
  nointerpolation float2 colorLine : TEXCOORD2;
55
55
  nointerpolation float4 cutYsLo : TEXCOORD3;
56
56
  nointerpolation float4 cutYsHi : TEXCOORD4;
57
+ nointerpolation float colorAlongY : TEXCOORD5;
57
58
  };
58
59
 
59
60
  [shader("vertex")]
@@ -69,6 +70,7 @@ VsOut vs_main(LineCenterInstance inst, uint vid : SV_VertexID) {
69
70
  o.colorLine = float2(0.0);
70
71
  o.cutYsLo = float4(0.0);
71
72
  o.cutYsHi = float4(0.0);
73
+ o.colorAlongY = 0.0;
72
74
  return o;
73
75
  }
74
76
  float sx1 = lineBpToClipX(inst.x, u);
@@ -109,6 +111,8 @@ VsOut vs_main(LineCenterInstance inst, uint vid : SV_VertexID) {
109
111
  len > CAPSULE_MIN_LEN_PX ? (currColorYPx - prevColorYPx) / len : 0.0);
110
112
  o.cutYsLo = lineCutYsPx(0, bandTop, u);
111
113
  o.cutYsHi = lineCutYsPx(4, bandTop, u);
114
+ o.colorAlongY =
115
+ lineColorAlongY(u.rampMode, u.colorFromY, place.overridden) ? 1.0 : 0.0;
112
116
  return o;
113
117
  }
114
118
 
@@ -121,7 +125,7 @@ float4 fs_main(VsOut v) : SV_Target {
121
125
  }
122
126
  float along = clamp(v.localPos.x, -v.segHalfLen, v.segHalfLen);
123
127
  float4 color = lineFragmentColor(
124
- v.colorLine.x + v.colorLine.y * along, v.cutYsLo, v.cutYsHi, v.color, u);
128
+ v.colorLine.x + v.colorLine.y * along, v.cutYsLo, v.cutYsHi, v.color, v.colorAlongY, u);
125
129
  // premultiplied, so same-colour overlaps union under the max blend
126
130
  return float4(color.rgb * alpha, color.a * alpha);
127
131
  }
@@ -1,4 +1,4 @@
1
1
  // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from lineCenterMark.slang.
2
2
  // Do not edit. Run `pnpm gen:shaders` to regenerate.
3
3
 
4
- export const WGSL_SOURCE = "struct Uniforms_std140_0\n{\n @align(16) bpRangeX_0 : vec3<f32>,\n @align(4) canvasHeight_0 : f32,\n @align(16) domainMin_0 : f32,\n @align(4) domainMax_0 : f32,\n @align(8) 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) rowHeight_0 : f32,\n @align(4) rowBandPx_0 : f32,\n @align(8) rowOffsetPx_0 : f32,\n @align(4) origin_0 : f32,\n @align(16) lineWidth_0 : f32,\n @align(4) zero_0 : f32,\n @align(8) viewportWidth_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 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 valueToYPxScaled_0( value_2 : f32, domainMin_3 : f32, domainMax_3 : f32, h_1 : f32, scaleType_2 : i32, symlogConstant_2 : f32) -> f32\n{\n return (1.0f - normalizeScore_0(value_2, domainMin_3, domainMax_3, scaleType_2, symlogConstant_2)) * h_1;\n}\n\nstruct CapsuleFrame_0\n{\n tangent_0 : vec2<f32>,\n normal_0 : vec2<f32>,\n};\n\nfn capsuleFrame_0( delta_0 : vec2<f32>, len_0 : f32) -> CapsuleFrame_0\n{\n var f_0 : CapsuleFrame_0;\n var _S15 : vec2<f32>;\n if(len_0 > 0.00009999999747379f)\n {\n _S15 = delta_0 / vec2<f32>(len_0);\n }\n else\n {\n _S15 = vec2<f32>(1.0f, 0.0f);\n }\n f_0.tangent_0 = _S15;\n f_0.normal_0 = vec2<f32>(- _S15.y, _S15.x);\n return f_0;\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 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 capsuleQuadLocal_0( vid_1 : u32, halfLenPx_0 : f32, halfWidthPx_0 : f32, dpr_2 : f32) -> vec2<f32>\n{\n var ext_0 : f32 = halfWidthPx_0 + aaHalfPx_0(dpr_2);\n var q_0 : vec2<f32> = quadLocal_0(vid_1) * vec2<f32>(2.0f) - vec2<f32>(1.0f);\n return vec2<f32>(q_0.x * (halfLenPx_0 + ext_0), q_0.y * ext_0);\n}\n\nfn pxToClipLen_0( px_0 : f32, size_0 : f32) -> f32\n{\n return px_0 * 2.0f / size_0;\n}\n\nfn yPxToClipY_0( yPx_0 : f32, canvasHeight_1 : f32) -> f32\n{\n return 1.0f - yPx_0 / canvasHeight_1 * 2.0f;\n}\n\nstruct VsOut_0\n{\n @builtin(position) position_0 : vec4<f32>,\n @interpolate(flat) @location(0) color_1 : vec4<f32>,\n @location(5) localPos_0 : vec2<f32>,\n @interpolate(flat) @location(1) segHalfLen_0 : f32,\n @interpolate(flat) @location(2) colorLine_0 : vec2<f32>,\n @interpolate(flat) @location(3) cutYsLo_0 : vec4<f32>,\n @interpolate(flat) @location(4) cutYsHi_0 : vec4<f32>,\n};\n\nstruct vertexInput_0\n{\n @location(0) x_2 : u32,\n @location(1) x2_0 : u32,\n @location(2) y_1 : f32,\n @location(3) color_2 : u32,\n @location(4) row_0 : u32,\n @location(5) prevX_0 : u32,\n @location(6) prevX2_0 : u32,\n @location(7) prevY_0 : f32,\n};\n\nfn markScaleColor_0( _S20 : texture_2d<f32>, _S21 : sampler, _S22 : u32, _S23 : i32, _S24 : f32, _S25 : f32, _S26 : f32, _S27 : i32, _S28 : vec4<f32>, _S29 : vec4<f32>) -> vec4<f32>\n{\n if(_S23 == i32(0))\n {\n return unpackRGBA_0(_S22);\n }\n if(_S22 == u32(2143289345))\n {\n return unpackRGBA_0(u32(4289703855));\n }\n var scaleType_3 : i32;\n if(((_S22 & (u32(2139095040)))) == u32(2139095040))\n {\n if(((_S22 & (u32(8388607)))) != u32(0))\n {\n return unpackRGBA_0(u32(4286611584));\n }\n var negative_0 : bool = ((_S22 & (u32(2147483648)))) != u32(0);\n if(_S23 == i32(3))\n {\n if(negative_0)\n {\n scaleType_3 = i32(0);\n }\n else\n {\n scaleType_3 = _S27;\n }\n return u_0.colorBands_0[scaleType_3];\n }\n var _S30 : f32;\n if(negative_0)\n {\n _S30 = 0.0f;\n }\n else\n {\n _S30 = 1.0f;\n }\n return rampColor_0(_S20, _S21, rampMidT_0(_S30, _S26));\n }\n var value_3 : f32 = (bitcast<f32>((_S22)));\n if(_S23 == i32(3))\n {\n return u_0.colorBands_0[thresholdBand_0(value_3, _S27, _S28, _S29)];\n }\n if(_S23 == i32(2))\n {\n scaleType_3 = i32(1);\n }\n else\n {\n scaleType_3 = i32(0);\n }\n return rampColor_0(_S20, _S21, rampMidT_0(normalizeScore_0(value_3, _S24, _S25, scaleType_3, 1.0f), _S26));\n}\n\nfn lineBpToClipX_0( _S31 : u32) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(_S31), u_0.bpRangeX_0, u_0.zero_0);\n}\n\nfn lineValueYPx_0( _S32 : f32, _S33 : f32) -> f32\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\nfn lineColorYPx_0( _S34 : f32, _S35 : f32) -> f32\n{\n return _S35 + (1.0f - 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\nfn lineCutYsPx_0( _S36 : i32, _S37 : f32) -> vec4<f32>\n{\n var ys_0 : vec4<f32> = vec4<f32>(0.0f);\n var k_0 : i32 = i32(0);\n for(;;)\n {\n if(k_0 < i32(4))\n {\n }\n else\n {\n break;\n }\n var _S38 : i32 = _S36 + k_0;\n if(_S38 < (u_0.colorCutCount_0))\n {\n ys_0[k_0] = lineColorYPx_0(colorCutAt_0(_S38, u_0.colorCuts_0[i32(0)], u_0.colorCuts_0[i32(1)]), _S37);\n }\n k_0 = k_0 + i32(1);\n }\n return ys_0;\n}\n\n@vertex\nfn vs_main( _S39 : vertexInput_0, @builtin(vertex_index) vid_2 : u32) -> VsOut_0\n{\n var o_0 : VsOut_0;\n var _S40 : RowPlacement_0 = rowTableLookup_0(rowTable_texture_0, rowTable_sampler_0, _S39.row_0, u_0.rowTableKeys_0, markScaleColor_0(colorRamp_texture_0, colorRamp_sampler_0, _S39.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(_S40.hidden_0)\n {\n o_0.position_0 = vec4<f32>(2.0f, 2.0f, 0.0f, 1.0f);\n var _S41 : vec4<f32> = vec4<f32>(0.0f);\n o_0.color_1 = _S41;\n var _S42 : vec2<f32> = vec2<f32>(0.0f);\n o_0.localPos_0 = _S42;\n o_0.segHalfLen_0 = 0.0f;\n o_0.colorLine_0 = _S42;\n o_0.cutYsLo_0 = _S41;\n o_0.cutYsHi_0 = _S41;\n return o_0;\n }\n var bandTop_0 : f32 = rowBandTopPx_0(u_0.rowOffsetPx_0, u_0.rowHeight_0, _S40.slot_0);\n var hasPrev_0 : bool = (_S39.prevX_0) != u32(4294967295);\n var midCurrX_0 : f32 = (lineBpToClipX_0(_S39.x_2) + lineBpToClipX_0(_S39.x2_0)) * 0.5f;\n var midPrevX_0 : f32;\n if(hasPrev_0)\n {\n midPrevX_0 = (lineBpToClipX_0(_S39.prevX_0) + lineBpToClipX_0(_S39.prevX2_0)) * 0.5f;\n }\n else\n {\n midPrevX_0 = midCurrX_0;\n }\n var _S43 : f32 = lineValueYPx_0(_S39.y_1, bandTop_0);\n var prevYPx_0 : f32;\n if(hasPrev_0)\n {\n prevYPx_0 = lineValueYPx_0(_S39.prevY_0, bandTop_0);\n }\n else\n {\n prevYPx_0 = _S43;\n }\n var deltaPx_0 : vec2<f32> = vec2<f32>((midCurrX_0 - midPrevX_0) * u_0.viewportWidth_0 * 0.5f, _S43 - prevYPx_0);\n var len_1 : f32 = length(deltaPx_0);\n var f_1 : CapsuleFrame_0 = capsuleFrame_0(deltaPx_0, len_1);\n var _S44 : f32 = len_1 * 0.5f;\n var local_0 : vec2<f32> = capsuleQuadLocal_0(vid_2, _S44, u_0.lineWidth_0 * 0.5f, u_0.devicePixelRatio_0);\n var off_0 : vec2<f32> = f_1.tangent_0 * vec2<f32>(local_0.x) + f_1.normal_0 * vec2<f32>(local_0.y);\n o_0.position_0 = vec4<f32>((midPrevX_0 + midCurrX_0) * 0.5f + pxToClipLen_0(off_0.x, u_0.viewportWidth_0), yPxToClipY_0((prevYPx_0 + _S43) * 0.5f + off_0.y, u_0.canvasHeight_0), 0.0f, 1.0f);\n o_0.color_1 = _S40.color_0;\n o_0.localPos_0 = local_0;\n o_0.segHalfLen_0 = _S44;\n var _S45 : f32 = lineColorYPx_0(_S39.y_1, bandTop_0);\n var prevColorYPx_0 : f32;\n if(hasPrev_0)\n {\n prevColorYPx_0 = lineColorYPx_0(_S39.prevY_0, bandTop_0);\n }\n else\n {\n prevColorYPx_0 = _S45;\n }\n var _S46 : f32 = (prevColorYPx_0 + _S45) * 0.5f;\n if(len_1 > 0.00009999999747379f)\n {\n midPrevX_0 = (_S45 - prevColorYPx_0) / len_1;\n }\n else\n {\n midPrevX_0 = 0.0f;\n }\n o_0.colorLine_0 = vec2<f32>(_S46, midPrevX_0);\n o_0.cutYsLo_0 = lineCutYsPx_0(i32(0), bandTop_0);\n o_0.cutYsHi_0 = lineCutYsPx_0(i32(4), bandTop_0);\n return o_0;\n}\n\nfn capsuleDistPx_0( alongPx_0 : f32, acrossPx_0 : f32, halfLenPx_1 : f32) -> f32\n{\n var _S47 : f32 = max(abs(alongPx_0) - halfLenPx_1, 0.0f);\n return sqrt(_S47 * _S47 + acrossPx_0 * acrossPx_0);\n}\n\nfn capsuleDist_0( local_1 : vec2<f32>, halfLenPx_2 : f32) -> f32\n{\n return capsuleDistPx_0(local_1.x, local_1.y, halfLenPx_2);\n}\n\nfn aaRamp_0( signedInk_0 : f32, widthPx_0 : f32) -> f32\n{\n return clamp(signedInk_0 / widthPx_0 + 0.5f, 0.0f, 1.0f);\n}\n\nfn edgeCoverage_0( signedInkCssPx_0 : f32, dpr_3 : f32) -> f32\n{\n return aaRamp_0(signedInkCssPx_0, aaPx_0(dpr_3));\n}\n\nfn thresholdBandAtYPx_0( yPx_1 : f32, cutCount_1 : i32, cutYsLo_1 : vec4<f32>, cutYsHi_1 : vec4<f32>) -> i32\n{\n var band_1 : i32 = i32(0);\n var i_2 : i32 = i32(0);\n for(;;)\n {\n if(i_2 < cutCount_1)\n {\n }\n else\n {\n break;\n }\n if(yPx_1 <= (colorCutAt_0(i_2, cutYsLo_1, cutYsHi_1)))\n {\n band_1 = i_2 + i32(1);\n }\n i_2 = i_2 + i32(1);\n }\n return band_1;\n}\n\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @interpolate(flat) @location(0) color_3 : vec4<f32>,\n @location(5) localPos_1 : vec2<f32>,\n @interpolate(flat) @location(1) segHalfLen_1 : f32,\n @interpolate(flat) @location(2) colorLine_1 : vec2<f32>,\n @interpolate(flat) @location(3) cutYsLo_2 : vec4<f32>,\n @interpolate(flat) @location(4) cutYsHi_2 : vec4<f32>,\n};\n\nfn lineFragmentColor_0( _S48 : f32, _S49 : vec4<f32>, _S50 : vec4<f32>, _S51 : vec4<f32>) -> vec4<f32>\n{\n if((u_0.rampMode_0) != i32(3))\n {\n return _S51;\n }\n return u_0.colorBands_0[thresholdBandAtYPx_0(_S48, u_0.colorCutCount_0, _S49, _S50)];\n}\n\n@fragment\nfn fs_main( _S52 : pixelInput_0, @builtin(position) position_1 : vec4<f32>) -> pixelOutput_0\n{\n var alpha_0 : f32 = edgeCoverage_0(u_0.lineWidth_0 * 0.5f - capsuleDist_0(_S52.localPos_1, _S52.segHalfLen_1), u_0.devicePixelRatio_0);\n if(alpha_0 <= 0.0f)\n {\n discard;\n }\n var _S53 : vec4<f32> = lineFragmentColor_0(_S52.colorLine_1.x + _S52.colorLine_1.y * clamp(_S52.localPos_1.x, - _S52.segHalfLen_1, _S52.segHalfLen_1), _S52.cutYsLo_2, _S52.cutYsHi_2, _S52.color_3);\n var _S54 : pixelOutput_0 = pixelOutput_0( vec4<f32>(_S53.xyz * vec3<f32>(alpha_0), _S53.w * alpha_0) );\n return _S54;\n}\n\n"
4
+ export const WGSL_SOURCE = "struct Uniforms_std140_0\n{\n @align(16) bpRangeX_0 : vec3<f32>,\n @align(4) canvasHeight_0 : f32,\n @align(16) domainMin_0 : f32,\n @align(4) domainMax_0 : f32,\n @align(8) 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) colorFromY_0 : i32,\n @align(4) rowHeight_0 : f32,\n @align(8) rowBandPx_0 : f32,\n @align(4) rowOffsetPx_0 : f32,\n @align(16) origin_0 : f32,\n @align(4) lineWidth_0 : f32,\n @align(8) zero_0 : f32,\n @align(4) viewportWidth_0 : f32,\n @align(16) devicePixelRatio_0 : f32,\n @align(4) 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 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 valueToYPxScaled_0( value_2 : f32, domainMin_3 : f32, domainMax_3 : f32, h_1 : f32, scaleType_2 : i32, symlogConstant_2 : f32) -> f32\n{\n return (1.0f - normalizeScore_0(value_2, domainMin_3, domainMax_3, scaleType_2, symlogConstant_2)) * h_1;\n}\n\nstruct CapsuleFrame_0\n{\n tangent_0 : vec2<f32>,\n normal_0 : vec2<f32>,\n};\n\nfn capsuleFrame_0( delta_0 : vec2<f32>, len_0 : f32) -> CapsuleFrame_0\n{\n var f_0 : CapsuleFrame_0;\n var _S16 : vec2<f32>;\n if(len_0 > 0.00009999999747379f)\n {\n _S16 = delta_0 / vec2<f32>(len_0);\n }\n else\n {\n _S16 = vec2<f32>(1.0f, 0.0f);\n }\n f_0.tangent_0 = _S16;\n f_0.normal_0 = vec2<f32>(- _S16.y, _S16.x);\n return f_0;\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 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 capsuleQuadLocal_0( vid_1 : u32, halfLenPx_0 : f32, halfWidthPx_0 : f32, dpr_2 : f32) -> vec2<f32>\n{\n var ext_0 : f32 = halfWidthPx_0 + aaHalfPx_0(dpr_2);\n var q_0 : vec2<f32> = quadLocal_0(vid_1) * vec2<f32>(2.0f) - vec2<f32>(1.0f);\n return vec2<f32>(q_0.x * (halfLenPx_0 + ext_0), q_0.y * ext_0);\n}\n\nfn pxToClipLen_0( px_0 : f32, size_0 : f32) -> f32\n{\n return px_0 * 2.0f / size_0;\n}\n\nfn yPxToClipY_0( yPx_0 : f32, canvasHeight_1 : f32) -> f32\n{\n return 1.0f - yPx_0 / canvasHeight_1 * 2.0f;\n}\n\nfn lineColorAlongY_0( rampMode_1 : i32, colorFromY_1 : i32, overridden_1 : bool) -> bool\n{\n var _S21 : bool;\n if(rampMode_1 == i32(3))\n {\n _S21 = colorFromY_1 != i32(0);\n }\n else\n {\n _S21 = false;\n }\n if(_S21)\n {\n _S21 = !overridden_1;\n }\n else\n {\n _S21 = false;\n }\n return _S21;\n}\n\nstruct VsOut_0\n{\n @builtin(position) position_0 : vec4<f32>,\n @interpolate(flat) @location(0) color_1 : vec4<f32>,\n @location(6) localPos_0 : vec2<f32>,\n @interpolate(flat) @location(1) segHalfLen_0 : f32,\n @interpolate(flat) @location(2) colorLine_0 : vec2<f32>,\n @interpolate(flat) @location(3) cutYsLo_0 : vec4<f32>,\n @interpolate(flat) @location(4) cutYsHi_0 : vec4<f32>,\n @interpolate(flat) @location(5) colorAlongY_0 : f32,\n};\n\nstruct vertexInput_0\n{\n @location(0) x_2 : u32,\n @location(1) x2_0 : u32,\n @location(2) y_1 : f32,\n @location(3) color_2 : u32,\n @location(4) row_0 : u32,\n @location(5) prevX_0 : u32,\n @location(6) prevX2_0 : u32,\n @location(7) prevY_0 : f32,\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_3 : 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_3 = i32(0);\n }\n else\n {\n scaleType_3 = _S29;\n }\n return u_0.colorBands_0[scaleType_3];\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_3 : f32 = (bitcast<f32>((_S24)));\n if(_S25 == i32(3))\n {\n return u_0.colorBands_0[thresholdBand_0(value_3, _S29, _S30, _S31)];\n }\n if(_S25 == i32(2))\n {\n scaleType_3 = i32(1);\n }\n else\n {\n scaleType_3 = i32(0);\n }\n return rampColor_0(_S22, _S23, rampMidT_0(normalizeScore_0(value_3, _S26, _S27, scaleType_3, 1.0f), _S28));\n}\n\nfn lineBpToClipX_0( _S33 : u32) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(_S33), u_0.bpRangeX_0, u_0.zero_0);\n}\n\nfn lineValueYPx_0( _S34 : f32, _S35 : f32) -> f32\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\nfn lineColorYPx_0( _S36 : f32, _S37 : f32) -> f32\n{\n return _S37 + (1.0f - 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\nfn lineCutYsPx_0( _S38 : i32, _S39 : f32) -> vec4<f32>\n{\n var ys_0 : vec4<f32> = vec4<f32>(0.0f);\n var k_0 : i32 = i32(0);\n for(;;)\n {\n if(k_0 < i32(4))\n {\n }\n else\n {\n break;\n }\n var _S40 : i32 = _S38 + k_0;\n if(_S40 < (u_0.colorCutCount_0))\n {\n ys_0[k_0] = lineColorYPx_0(colorCutAt_0(_S40, u_0.colorCuts_0[i32(0)], u_0.colorCuts_0[i32(1)]), _S39);\n }\n k_0 = k_0 + i32(1);\n }\n return ys_0;\n}\n\n@vertex\nfn vs_main( _S41 : vertexInput_0, @builtin(vertex_index) vid_2 : u32) -> VsOut_0\n{\n var o_0 : VsOut_0;\n var _S42 : RowPlacement_0 = rowTableLookup_0(rowTable_texture_0, rowTable_sampler_0, _S41.row_0, u_0.rowTableKeys_0, markScaleColor_0(colorRamp_texture_0, colorRamp_sampler_0, _S41.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(_S42.hidden_0)\n {\n o_0.position_0 = vec4<f32>(2.0f, 2.0f, 0.0f, 1.0f);\n var _S43 : vec4<f32> = vec4<f32>(0.0f);\n o_0.color_1 = _S43;\n var _S44 : vec2<f32> = vec2<f32>(0.0f);\n o_0.localPos_0 = _S44;\n o_0.segHalfLen_0 = 0.0f;\n o_0.colorLine_0 = _S44;\n o_0.cutYsLo_0 = _S43;\n o_0.cutYsHi_0 = _S43;\n o_0.colorAlongY_0 = 0.0f;\n return o_0;\n }\n var bandTop_0 : f32 = rowBandTopPx_0(u_0.rowOffsetPx_0, u_0.rowHeight_0, _S42.slot_0);\n var hasPrev_0 : bool = (_S41.prevX_0) != u32(4294967295);\n var midCurrX_0 : f32 = (lineBpToClipX_0(_S41.x_2) + lineBpToClipX_0(_S41.x2_0)) * 0.5f;\n var midPrevX_0 : f32;\n if(hasPrev_0)\n {\n midPrevX_0 = (lineBpToClipX_0(_S41.prevX_0) + lineBpToClipX_0(_S41.prevX2_0)) * 0.5f;\n }\n else\n {\n midPrevX_0 = midCurrX_0;\n }\n var _S45 : f32 = lineValueYPx_0(_S41.y_1, bandTop_0);\n var prevYPx_0 : f32;\n if(hasPrev_0)\n {\n prevYPx_0 = lineValueYPx_0(_S41.prevY_0, bandTop_0);\n }\n else\n {\n prevYPx_0 = _S45;\n }\n var deltaPx_0 : vec2<f32> = vec2<f32>((midCurrX_0 - midPrevX_0) * u_0.viewportWidth_0 * 0.5f, _S45 - prevYPx_0);\n var len_1 : f32 = length(deltaPx_0);\n var f_1 : CapsuleFrame_0 = capsuleFrame_0(deltaPx_0, len_1);\n var _S46 : f32 = len_1 * 0.5f;\n var local_0 : vec2<f32> = capsuleQuadLocal_0(vid_2, _S46, u_0.lineWidth_0 * 0.5f, u_0.devicePixelRatio_0);\n var off_0 : vec2<f32> = f_1.tangent_0 * vec2<f32>(local_0.x) + f_1.normal_0 * vec2<f32>(local_0.y);\n o_0.position_0 = vec4<f32>((midPrevX_0 + midCurrX_0) * 0.5f + pxToClipLen_0(off_0.x, u_0.viewportWidth_0), yPxToClipY_0((prevYPx_0 + _S45) * 0.5f + off_0.y, u_0.canvasHeight_0), 0.0f, 1.0f);\n o_0.color_1 = _S42.color_0;\n o_0.localPos_0 = local_0;\n o_0.segHalfLen_0 = _S46;\n var _S47 : f32 = lineColorYPx_0(_S41.y_1, bandTop_0);\n var prevColorYPx_0 : f32;\n if(hasPrev_0)\n {\n prevColorYPx_0 = lineColorYPx_0(_S41.prevY_0, bandTop_0);\n }\n else\n {\n prevColorYPx_0 = _S47;\n }\n var _S48 : f32 = (prevColorYPx_0 + _S47) * 0.5f;\n if(len_1 > 0.00009999999747379f)\n {\n midPrevX_0 = (_S47 - prevColorYPx_0) / len_1;\n }\n else\n {\n midPrevX_0 = 0.0f;\n }\n o_0.colorLine_0 = vec2<f32>(_S48, midPrevX_0);\n o_0.cutYsLo_0 = lineCutYsPx_0(i32(0), bandTop_0);\n o_0.cutYsHi_0 = lineCutYsPx_0(i32(4), bandTop_0);\n if(lineColorAlongY_0(u_0.rampMode_0, u_0.colorFromY_0, _S42.overridden_0))\n {\n midPrevX_0 = 1.0f;\n }\n else\n {\n midPrevX_0 = 0.0f;\n }\n o_0.colorAlongY_0 = midPrevX_0;\n return o_0;\n}\n\nfn capsuleDistPx_0( alongPx_0 : f32, acrossPx_0 : f32, halfLenPx_1 : f32) -> f32\n{\n var _S49 : f32 = max(abs(alongPx_0) - halfLenPx_1, 0.0f);\n return sqrt(_S49 * _S49 + acrossPx_0 * acrossPx_0);\n}\n\nfn capsuleDist_0( local_1 : vec2<f32>, halfLenPx_2 : f32) -> f32\n{\n return capsuleDistPx_0(local_1.x, local_1.y, halfLenPx_2);\n}\n\nfn aaRamp_0( signedInk_0 : f32, widthPx_0 : f32) -> f32\n{\n return clamp(signedInk_0 / widthPx_0 + 0.5f, 0.0f, 1.0f);\n}\n\nfn edgeCoverage_0( signedInkCssPx_0 : f32, dpr_3 : f32) -> f32\n{\n return aaRamp_0(signedInkCssPx_0, aaPx_0(dpr_3));\n}\n\nfn thresholdBandAtYPx_0( yPx_1 : f32, cutCount_1 : i32, cutYsLo_1 : vec4<f32>, cutYsHi_1 : vec4<f32>) -> i32\n{\n var band_1 : i32 = i32(0);\n var i_2 : i32 = i32(0);\n for(;;)\n {\n if(i_2 < cutCount_1)\n {\n }\n else\n {\n break;\n }\n if(yPx_1 <= (colorCutAt_0(i_2, cutYsLo_1, cutYsHi_1)))\n {\n band_1 = i_2 + i32(1);\n }\n i_2 = i_2 + i32(1);\n }\n return band_1;\n}\n\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @interpolate(flat) @location(0) color_3 : vec4<f32>,\n @location(6) localPos_1 : vec2<f32>,\n @interpolate(flat) @location(1) segHalfLen_1 : f32,\n @interpolate(flat) @location(2) colorLine_1 : vec2<f32>,\n @interpolate(flat) @location(3) cutYsLo_2 : vec4<f32>,\n @interpolate(flat) @location(4) cutYsHi_2 : vec4<f32>,\n @interpolate(flat) @location(5) colorAlongY_1 : f32,\n};\n\nfn lineFragmentColor_0( _S50 : f32, _S51 : vec4<f32>, _S52 : vec4<f32>, _S53 : vec4<f32>, _S54 : f32) -> vec4<f32>\n{\n if(_S54 < 0.5f)\n {\n return _S53;\n }\n return u_0.colorBands_0[thresholdBandAtYPx_0(_S50, u_0.colorCutCount_0, _S51, _S52)];\n}\n\n@fragment\nfn fs_main( _S55 : pixelInput_0, @builtin(position) position_1 : vec4<f32>) -> pixelOutput_0\n{\n var alpha_0 : f32 = edgeCoverage_0(u_0.lineWidth_0 * 0.5f - capsuleDist_0(_S55.localPos_1, _S55.segHalfLen_1), u_0.devicePixelRatio_0);\n if(alpha_0 <= 0.0f)\n {\n discard;\n }\n var _S56 : vec4<f32> = lineFragmentColor_0(_S55.colorLine_1.x + _S55.colorLine_1.y * clamp(_S55.localPos_1.x, - _S55.segHalfLen_1, _S55.segHalfLen_1), _S55.cutYsLo_2, _S55.cutYsHi_2, _S55.color_3, _S55.colorAlongY_1);\n var _S57 : pixelOutput_0 = pixelOutput_0( vec4<f32>(_S56.xyz * vec3<f32>(alpha_0), _S56.w * alpha_0) );\n return _S57;\n}\n\n"
@@ -0,0 +1,20 @@
1
+ // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from lineCommon.slang.
2
+ // Do not edit. Run `pnpm gen:shaders` to regenerate.
3
+
4
+ // Scalar twins of lineCommon.slang, transliterated from slangc's WGSL so
5
+ // the Canvas2D and SVG paths run the shader's own math. See adr-051.
6
+
7
+ export function lineColorAlongY(rampMode: number, colorFromY: number, overridden: boolean): boolean {
8
+ let _t0: boolean
9
+ if ((rampMode == 3)) {
10
+ _t0 = (colorFromY != 0)
11
+ } else {
12
+ _t0 = false
13
+ }
14
+ if (_t0) {
15
+ _t0 = !overridden
16
+ } else {
17
+ _t0 = false
18
+ }
19
+ return _t0
20
+ }