@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.
- package/esm/RenderCanvas.d.ts +1 -1
- package/esm/RenderCanvas.js +1 -1
- package/esm/canvas2dUtils.js +1 -1
- package/esm/createRenderingBackend.d.ts +2 -2
- package/esm/createRenderingBackend.js +2 -2
- package/esm/graphicsCapabilities.js +1 -1
- package/esm/hal/createHal.js +1 -1
- package/esm/hal/deviceGpuCache.js +8 -11
- package/esm/hal/types.d.ts +0 -2
- package/esm/hal/webgl2Hal.d.ts +1 -1
- package/esm/hal/webgl2Hal.js +4 -4
- package/esm/hal/webgpuHal.js +2 -3
- package/esm/marks/barMark.js +4 -2
- package/esm/marks/index.d.ts +4 -4
- package/esm/marks/index.js +3 -3
- package/esm/marks/lineMark.d.ts +6 -0
- package/esm/marks/lineMark.js +34 -21
- package/esm/marks/linkMark.d.ts +21 -1
- package/esm/marks/linkMark.js +25 -6
- package/esm/marks/markPlan.d.ts +4 -3
- package/esm/marks/markPlan.js +5 -4
- package/esm/marks/markRamp.d.ts +4 -2
- package/esm/marks/markRamp.js +14 -6
- package/esm/marks/rowLane.d.ts +2 -0
- package/esm/marks/rowLane.js +7 -3
- package/esm/marks/rowSpanIndex.d.ts +3 -2
- package/esm/marks/rowSpanIndex.js +18 -8
- package/esm/marks/spanMark.d.ts +4 -3
- package/esm/marks/spanMark.js +3 -3
- package/esm/marks/types.d.ts +4 -1
- package/esm/marks/types.js +3 -1
- package/esm/shaders/barMark.glsl.generated.d.ts +1 -1
- package/esm/shaders/barMark.glsl.generated.js +1 -1
- package/esm/shaders/barMark.wgsl.generated.d.ts +1 -1
- package/esm/shaders/barMark.wgsl.generated.js +1 -1
- package/esm/shaders/curveDistance.js.generated.d.ts +1 -0
- package/esm/shaders/curveDistance.js.generated.js +9 -0
- package/esm/shaders/insertionGlyph.generated.d.ts +6 -0
- package/esm/shaders/insertionGlyph.generated.js +8 -0
- package/esm/shaders/lineCenterMark.glsl.generated.d.ts +2 -2
- package/esm/shaders/lineCenterMark.glsl.generated.js +2 -2
- package/esm/shaders/lineCenterMark.iface.generated.d.ts +11 -9
- package/esm/shaders/lineCenterMark.iface.generated.js +20 -18
- package/esm/shaders/lineCenterMark.wgsl.generated.d.ts +1 -1
- package/esm/shaders/lineCenterMark.wgsl.generated.js +1 -1
- package/esm/shaders/lineCommon.js.generated.d.ts +1 -0
- package/esm/shaders/lineCommon.js.generated.js +20 -0
- package/esm/shaders/lineStepMark.glsl.generated.d.ts +2 -2
- package/esm/shaders/lineStepMark.glsl.generated.js +2 -2
- package/esm/shaders/lineStepMark.iface.generated.d.ts +11 -9
- package/esm/shaders/lineStepMark.iface.generated.js +20 -18
- package/esm/shaders/lineStepMark.wgsl.generated.d.ts +1 -1
- package/esm/shaders/lineStepMark.wgsl.generated.js +1 -1
- package/esm/shaders/linkMark.glsl.generated.d.ts +1 -1
- package/esm/shaders/linkMark.glsl.generated.js +1 -1
- package/esm/shaders/linkMark.js.generated.d.ts +2 -1
- package/esm/shaders/linkMark.js.generated.js +3 -3
- package/esm/shaders/linkMark.wgsl.generated.d.ts +1 -1
- package/esm/shaders/linkMark.wgsl.generated.js +1 -1
- package/esm/shaders/pointMark.glsl.generated.d.ts +1 -1
- package/esm/shaders/pointMark.glsl.generated.js +1 -1
- package/esm/shaders/pointMark.wgsl.generated.d.ts +1 -1
- package/esm/shaders/pointMark.wgsl.generated.js +1 -1
- package/esm/shaders/spanMark.glsl.generated.d.ts +1 -1
- package/esm/shaders/spanMark.glsl.generated.js +1 -1
- package/esm/shaders/spanMark.wgsl.generated.d.ts +1 -1
- package/esm/shaders/spanMark.wgsl.generated.js +1 -1
- package/esm/slangPass.d.ts +10 -9
- package/esm/slangPass.js +2 -2
- package/package.json +3 -3
- package/src/shaders/barMark.glsl.generated.ts +1 -1
- package/src/shaders/barMark.wgsl.generated.ts +1 -1
- package/src/shaders/capsule.slang +1 -1
- package/src/shaders/curveDistance.js.generated.ts +12 -0
- package/src/shaders/curveDistance.slang +1 -1
- package/src/shaders/insertionGlyph.generated.ts +14 -0
- package/src/shaders/insertionGlyph.slang +59 -0
- package/src/shaders/lineCenterMark.glsl.generated.ts +2 -2
- package/src/shaders/lineCenterMark.iface.generated.ts +21 -18
- package/src/shaders/lineCenterMark.slang +5 -1
- package/src/shaders/lineCenterMark.wgsl.generated.ts +1 -1
- package/src/shaders/lineCommon.js.generated.ts +20 -0
- package/src/shaders/lineCommon.slang +14 -4
- package/src/shaders/lineStepMark.glsl.generated.ts +2 -2
- package/src/shaders/lineStepMark.iface.generated.ts +21 -18
- package/src/shaders/lineStepMark.slang +5 -1
- package/src/shaders/lineStepMark.wgsl.generated.ts +1 -1
- package/src/shaders/linkMark.glsl.generated.ts +1 -1
- package/src/shaders/linkMark.js.generated.ts +3 -3
- package/src/shaders/linkMark.slang +10 -7
- package/src/shaders/linkMark.wgsl.generated.ts +1 -1
- package/src/shaders/pointMark.glsl.generated.ts +1 -1
- package/src/shaders/pointMark.wgsl.generated.ts +1 -1
- package/src/shaders/rowRect.slang +2 -2
- package/src/shaders/rowTable.slang +5 -1
- package/src/shaders/spanMark.glsl.generated.ts +1 -1
- package/src/shaders/spanMark.wgsl.generated.ts +1 -1
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@@ -11,6 +11,7 @@
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// `markColor` and `rowTable` for itself, since Slang does not re-export through
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// an import.
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//! export-consts: GAP_Y, NO_PREV_X
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//! js-export: lineColorAlongY
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module lineCommon;
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import hpmath;
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@@ -44,6 +45,9 @@ public struct Uniforms {
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public int colorCutCount;
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public float4 colorCuts[2];
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public float4 colorBands[MAX_COLOR_BANDS];
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// 1 where the colour field is the plotted `y`, so a threshold's cuts sit on
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// the y scale and the line changes colour where it crosses one.
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public int colorFromY;
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// CSS px per row band; the canvas height where every instance is on row 0.
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public float rowHeight;
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// CSS px the value scale runs over inside a row, and how far below the
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@@ -92,10 +96,16 @@ public float4 lineCutYsPx(int from, float bandTop, Uniforms u) {
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return ys;
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}
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//
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//
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public
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// Whether a line reads its colour along y: under a threshold over the plotted
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// value, on a row the table does not recolour. The painter asks it too.
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public bool lineColorAlongY(int rampMode, int colorFromY, bool overridden) {
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return rampMode == RAMP_THRESHOLD && colorFromY != 0 && !overridden;
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}
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// A line fragment's colour: along y, the interval the colour y it is read at
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// falls in; otherwise the colour its vertex resolved.
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public float4 lineFragmentColor(float colorYPx, float4 cutYsLo, float4 cutYsHi, float4 own, float alongY, Uniforms u) {
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if (alongY < 0.5) {
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return own;
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}
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return u.colorBands[thresholdBandAtYPx(colorYPx, u.colorCutCount, cutYsLo, cutYsHi)];
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// AUTO-GENERATED by packages/shader-tools/src/shader-codegen from lineStepMark.slang.
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// Do not edit. Run `pnpm gen:shaders` to regenerate.
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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\nfloat lineValueYPx_0(float _S11, float _S12)\n{\n\n return _S12 + valueToYPxScaled_0(_S11, u_0.domainMin_0, u_0.domainMax_0, u_0.rowBandPx_0, u_0.valueScaleType_0, u_0.valueSymlogConstant_0);\n}\n\n\nfloat neighbourYPx_0(float neighbour_0, float bandTop_0)\n{\n\n float _S13;\n if(neighbour_0 < -1.50000000274887788e+38)\n {\n\n _S13 = u_0.origin_0;\n\n }\n else\n {\n\n _S13 = neighbour_0;\n\n }\n\n return lineValueYPx_0(_S13, bandTop_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\nvec2 quadLocal_0(uint vid_0)\n{\n\n uint v_0 = vid_0 % 6U;\n\n bool _S14 = v_0 == 0U;\n\n bool _S15;\n\n if(_S14)\n {\n\n _S15 = true;\n\n }\n else\n {\n\n _S15 = v_0 == 2U;\n\n }\n\n if(_S15)\n {\n\n _S15 = true;\n\n }\n else\n {\n\n _S15 = v_0 == 3U;\n\n }\n\n float _S16;\n\n if(_S15)\n {\n\n _S16 = 0.0;\n\n }\n else\n {\n\n _S16 = 1.0;\n\n }\n if(_S14)\n {\n\n _S15 = true;\n\n }\n else\n {\n\n _S15 = v_0 == 1U;\n\n }\n\n if(_S15)\n {\n\n _S15 = true;\n\n }\n else\n {\n\n _S15 = v_0 == 4U;\n\n }\n\n float _S17;\n\n if(_S15)\n {\n\n _S17 = 0.0;\n\n }\n else\n {\n\n _S17 = 1.0;\n\n }\n\n return vec2(_S16, _S17);\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\nflat out vec2 v_colorLine;\n\n\nflat out vec4 v_cutYsLo;\n\n\nflat out vec4 v_cutYsHi;\n\n\nout float v_yPx;\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 float a_prevY;\n\n\nlayout(location = 6)\nin float a_nextY;\n\n\nstruct VsOut_0\n{\n vec4 position_0;\n vec4 color_0;\n vec2 colorLine_0;\n vec4 cutYsLo_0;\n vec4 cutYsHi_0;\n float yPx_1;\n};\n\n\nvec4 rampColor_0(float _S18)\n{\n\n return (textureLod((u_colorRamp), (vec2((clamp(_S18, 0.0, 1.0) * 255.0 + 0.5) / 256.0, 0.5)), (0.0)));\n}\n\n\nvec4 markScaleColor_0(uint _S19, int _S20, float _S21, float _S22, float _S23, int _S24, vec4 _S25, vec4 _S26)\n{\n\n if(_S20 == 0)\n {\n\n return unpackRGBA_0(_S19);\n }\n if(_S19 == 2143289345U)\n {\n\n return unpackRGBA_0(4289703855U);\n }\n\n int scaleType_3;\n\n if((_S19 & 2139095040U) == 2139095040U)\n {\n\n if((_S19 & 8388607U) != 0U)\n {\n\n return unpackRGBA_0(4286611584U);\n }\n\n bool negative_0 = (_S19 & 2147483648U) != 0U;\n if(_S20 == 3)\n {\n\n if(negative_0)\n {\n\n scaleType_3 = 0;\n\n }\n else\n {\n\n scaleType_3 = _S24;\n\n }\n\n return u_0.colorBands_0[scaleType_3];\n }\n\n float _S27;\n\n if(negative_0)\n {\n\n _S27 = 0.0;\n\n }\n else\n {\n\n _S27 = 1.0;\n\n }\n\n return rampColor_0(rampMidT_0(_S27, _S23));\n }\n float value_3 = uintBitsToFloat(_S19);\n if(_S20 == 3)\n {\n\n return u_0.colorBands_0[thresholdBand_0(value_3, _S24, _S25, _S26)];\n }\n if(_S20 == 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, _S21, _S22, scaleType_3, 1.0), _S23));\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 _S28, int _S29, vec4 _S30)\n{\n\n RowPlacement_0 p_0;\n p_0.hidden_0 = false;\n p_0.slot_1 = _S28;\n p_0.color_1 = _S30;\n if(_S29 < 0)\n {\n\n return p_0;\n }\n uint n_0 = uint(_S29);\n if(_S28 >= 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 _S31 = rowTableTexelX_0(_S28, n_0);\n\n float u_2 = (float(_S31) + 0.5) / float(rowTableWidth_0(n_0));\n float rows_0 = float(2U * h_1);\n uint y_0 = rowTableTexelY_0(_S28, 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 _S32;\n if((c_2.w) > 0.0)\n {\n\n _S32 = c_2;\n\n }\n else\n {\n\n _S32 = _S30;\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 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 o_0.colorLine_0 = vec2(0.0);\n o_0.cutYsLo_0 = _S40;\n o_0.cutYsHi_0 = _S40;\n o_0.yPx_1 = 0.0;\n VsOut_0 _S41 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S41.color_0;\n\n v_colorLine = _S41.colorLine_0;\n\n v_cutYsLo = _S41.cutYsLo_0;\n\n v_cutYsHi = _S41.cutYsHi_0;\n\n v_yPx = _S41.yPx_1;\n\n return;\n }\n\n float _S42 = lineBpToClipX_0(a_x);\n\n float _S43 = lineBpToClipX_0(a_x2);\n\n\n\n float bandTop_1 = rowBandTopPx_0(u_0.rowOffsetPx_0, u_0.rowHeight_0, _S39.slot_1);\n\n float _S44 = lineValueYPx_0(a_y, bandTop_1);\n\n float prevPx_0 = neighbourYPx_0(a_prevY, bandTop_1);\n float nextPx_0 = neighbourYPx_0(a_nextY, bandTop_1);\n float hw_0 = u_0.lineWidth_0 * 0.5;\n float hwx_0 = pxToClipLen_0(hw_0, u_0.viewportWidth_0);\n\n uint seg_0 = uint(gl_VertexID) / 6U;\n vec2 q_0 = quadLocal_0(uint(gl_VertexID));\n\n float sx_0;\n\n float sy_0;\n\n vec2 colorLine_1;\n\n\n\n if(seg_0 == 0U)\n {\n float _S45 = max(prevPx_0, _S44);\n\n float _S46 = min(prevPx_0, _S44);\n\n float _S47 = mix(_S45 + hw_0, _S46 - hw_0, q_0.y);\n vec2 _S48 = vec2(_S46, _S45);\n\n sx_0 = mix(_S42 - hwx_0, _S42 + hwx_0, q_0.x);\n\n sy_0 = _S47;\n\n colorLine_1 = _S48;\n\n }\n else\n {\n\n if(seg_0 == 1U)\n {\n float _S49 = mix(_S44 + hw_0, _S44 - hw_0, q_0.y);\n\n float _S50 = lineColorYPx_0(a_y, bandTop_1);\n\n vec2 _S51 = vec2(_S50, _S50);\n\n sx_0 = mix(min(_S42, _S43) - hwx_0, max(_S42, _S43) + hwx_0, q_0.x);\n\n sy_0 = _S49;\n\n colorLine_1 = _S51;\n\n }\n else\n {\n\n float _S52 = max(_S44, nextPx_0);\n\n float _S53 = min(_S44, nextPx_0);\n\n float _S54 = mix(_S52 + hw_0, _S53 - hw_0, q_0.y);\n vec2 _S55 = vec2(_S53, _S52);\n\n sx_0 = mix(_S43 - hwx_0, _S43 + hwx_0, q_0.x);\n\n sy_0 = _S54;\n\n colorLine_1 = _S55;\n\n }\n\n }\n\n o_0.position_0 = vec4(sx_0, yPxToClipY_0(sy_0, u_0.canvasHeight_0), 0.0, 1.0);\n o_0.color_0 = _S39.color_1;\n o_0.colorLine_0 = colorLine_1;\n o_0.cutYsLo_0 = lineCutYsPx_0(0, bandTop_1);\n o_0.cutYsHi_0 = lineCutYsPx_0(4, bandTop_1);\n o_0.yPx_1 = sy_0;\n VsOut_0 _S56 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S56.color_0;\n\n v_colorLine = _S56.colorLine_0;\n\n v_cutYsLo = _S56.cutYsLo_0;\n\n v_cutYsHi = _S56.cutYsHi_0;\n\n v_yPx = _S56.yPx_1;\n\n return;\n}\n\n"
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4
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+
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\nfloat lineValueYPx_0(float _S11, float _S12)\n{\n\n return _S12 + valueToYPxScaled_0(_S11, u_0.domainMin_0, u_0.domainMax_0, u_0.rowBandPx_0, u_0.valueScaleType_0, u_0.valueSymlogConstant_0);\n}\n\n\nfloat neighbourYPx_0(float neighbour_0, float bandTop_0)\n{\n\n float _S13;\n if(neighbour_0 < -1.50000000274887788e+38)\n {\n\n _S13 = u_0.origin_0;\n\n }\n else\n {\n\n _S13 = neighbour_0;\n\n }\n\n return lineValueYPx_0(_S13, bandTop_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\nvec2 quadLocal_0(uint vid_0)\n{\n\n uint v_0 = vid_0 % 6U;\n\n bool _S14 = v_0 == 0U;\n\n bool _S15;\n\n if(_S14)\n {\n\n _S15 = true;\n\n }\n else\n {\n\n _S15 = v_0 == 2U;\n\n }\n\n if(_S15)\n {\n\n _S15 = true;\n\n }\n else\n {\n\n _S15 = v_0 == 3U;\n\n }\n\n float _S16;\n\n if(_S15)\n {\n\n _S16 = 0.0;\n\n }\n else\n {\n\n _S16 = 1.0;\n\n }\n if(_S14)\n {\n\n _S15 = true;\n\n }\n else\n {\n\n _S15 = v_0 == 1U;\n\n }\n\n if(_S15)\n {\n\n _S15 = true;\n\n }\n else\n {\n\n _S15 = v_0 == 4U;\n\n }\n\n float _S17;\n\n if(_S15)\n {\n\n _S17 = 0.0;\n\n }\n else\n {\n\n _S17 = 1.0;\n\n }\n\n return vec2(_S16, _S17);\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 _S18;\n if(rampMode_1 == 3)\n {\n\n _S18 = colorFromY_1 != 0;\n\n }\n else\n {\n\n _S18 = false;\n\n }\n\n if(_S18)\n {\n\n _S18 = !overridden_0;\n\n }\n else\n {\n\n _S18 = false;\n\n }\n\n return _S18;\n}\n\n\nflat out vec4 v_color;\n\n\nflat out vec2 v_colorLine;\n\n\nflat out vec4 v_cutYsLo;\n\n\nflat out vec4 v_cutYsHi;\n\n\nout float v_yPx;\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 float a_prevY;\n\n\nlayout(location = 6)\nin float a_nextY;\n\n\nstruct VsOut_0\n{\n vec4 position_0;\n vec4 color_0;\n vec2 colorLine_0;\n vec4 cutYsLo_0;\n vec4 cutYsHi_0;\n float yPx_1;\n float colorAlongY_0;\n};\n\n\nvec4 rampColor_0(float _S19)\n{\n\n return (textureLod((u_colorRamp), (vec2((clamp(_S19, 0.0, 1.0) * 255.0 + 0.5) / 256.0, 0.5)), (0.0)));\n}\n\n\nvec4 markScaleColor_0(uint _S20, int _S21, float _S22, float _S23, float _S24, int _S25, vec4 _S26, vec4 _S27)\n{\n\n if(_S21 == 0)\n {\n\n return unpackRGBA_0(_S20);\n }\n if(_S20 == 2143289345U)\n {\n\n return unpackRGBA_0(4289703855U);\n }\n\n int scaleType_3;\n\n if((_S20 & 2139095040U) == 2139095040U)\n {\n\n if((_S20 & 8388607U) != 0U)\n {\n\n return unpackRGBA_0(4286611584U);\n }\n\n bool negative_0 = (_S20 & 2147483648U) != 0U;\n if(_S21 == 3)\n {\n\n if(negative_0)\n {\n\n scaleType_3 = 0;\n\n }\n else\n {\n\n scaleType_3 = _S25;\n\n }\n\n return u_0.colorBands_0[scaleType_3];\n }\n\n float _S28;\n\n if(negative_0)\n {\n\n _S28 = 0.0;\n\n }\n else\n {\n\n _S28 = 1.0;\n\n }\n\n return rampColor_0(rampMidT_0(_S28, _S24));\n }\n float value_3 = uintBitsToFloat(_S20);\n if(_S21 == 3)\n {\n\n return u_0.colorBands_0[thresholdBand_0(value_3, _S25, _S26, _S27)];\n }\n if(_S21 == 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, _S22, _S23, scaleType_3, 1.0), _S24));\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 _S29, int _S30, vec4 _S31)\n{\n\n RowPlacement_0 p_0;\n p_0.hidden_0 = false;\n p_0.slot_1 = _S29;\n p_0.color_1 = _S31;\n p_0.overridden_1 = false;\n if(_S30 < 0)\n {\n\n return p_0;\n }\n uint n_0 = uint(_S30);\n if(_S29 >= 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 _S32 = rowTableTexelX_0(_S29, n_0);\n\n float u_2 = (float(_S32) + 0.5) / float(rowTableWidth_0(n_0));\n float rows_0 = float(2U * h_1);\n uint y_0 = rowTableTexelY_0(_S29, 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 _S33 = (c_2.w) > 0.0;\n\n p_0.overridden_1 = _S33;\n\n vec4 _S34;\n if(_S33)\n {\n\n _S34 = c_2;\n\n }\n else\n {\n\n _S34 = _S31;\n\n }\n\n p_0.color_1 = _S34;\n return p_0;\n}\n\n\nfloat lineBpToClipX_0(uint _S35)\n{\n\n return hpToClipX_0(hpSplitUint_0(_S35), u_0.bpRangeX_0, u_0.zero_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 o_0.colorLine_0 = vec2(0.0);\n o_0.cutYsLo_0 = _S42;\n o_0.cutYsHi_0 = _S42;\n o_0.colorAlongY_0 = 0.0;\n o_0.yPx_1 = 0.0;\n VsOut_0 _S43 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S43.color_0;\n\n v_colorLine = _S43.colorLine_0;\n\n v_cutYsLo = _S43.cutYsLo_0;\n\n v_cutYsHi = _S43.cutYsHi_0;\n\n v_yPx = _S43.yPx_1;\n\n v_colorAlongY = _S43.colorAlongY_0;\n\n return;\n }\n\n float _S44 = lineBpToClipX_0(a_x);\n\n float _S45 = lineBpToClipX_0(a_x2);\n\n\n\n float bandTop_1 = rowBandTopPx_0(u_0.rowOffsetPx_0, u_0.rowHeight_0, _S41.slot_1);\n\n float _S46 = lineValueYPx_0(a_y, bandTop_1);\n\n float prevPx_0 = neighbourYPx_0(a_prevY, bandTop_1);\n float nextPx_0 = neighbourYPx_0(a_nextY, bandTop_1);\n float hw_0 = u_0.lineWidth_0 * 0.5;\n float hwx_0 = pxToClipLen_0(hw_0, u_0.viewportWidth_0);\n\n uint seg_0 = uint(gl_VertexID) / 6U;\n vec2 q_0 = quadLocal_0(uint(gl_VertexID));\n\n float sx_0;\n\n float sy_0;\n\n vec2 colorLine_1;\n\n\n\n if(seg_0 == 0U)\n {\n float _S47 = max(prevPx_0, _S46);\n\n float _S48 = min(prevPx_0, _S46);\n\n float _S49 = mix(_S47 + hw_0, _S48 - hw_0, q_0.y);\n vec2 _S50 = vec2(_S48, _S47);\n\n sx_0 = mix(_S44 - hwx_0, _S44 + hwx_0, q_0.x);\n\n sy_0 = _S49;\n\n colorLine_1 = _S50;\n\n }\n else\n {\n\n if(seg_0 == 1U)\n {\n float _S51 = mix(_S46 + hw_0, _S46 - hw_0, q_0.y);\n\n float _S52 = lineColorYPx_0(a_y, bandTop_1);\n\n vec2 _S53 = vec2(_S52, _S52);\n\n sx_0 = mix(min(_S44, _S45) - hwx_0, max(_S44, _S45) + hwx_0, q_0.x);\n\n sy_0 = _S51;\n\n colorLine_1 = _S53;\n\n }\n else\n {\n\n float _S54 = max(_S46, nextPx_0);\n\n float _S55 = min(_S46, nextPx_0);\n\n float _S56 = mix(_S54 + hw_0, _S55 - hw_0, q_0.y);\n vec2 _S57 = vec2(_S55, _S54);\n\n sx_0 = mix(_S45 - hwx_0, _S45 + hwx_0, q_0.x);\n\n sy_0 = _S56;\n\n colorLine_1 = _S57;\n\n }\n\n }\n\n o_0.position_0 = vec4(sx_0, yPxToClipY_0(sy_0, u_0.canvasHeight_0), 0.0, 1.0);\n o_0.color_0 = _S41.color_1;\n o_0.colorLine_0 = colorLine_1;\n o_0.cutYsLo_0 = lineCutYsPx_0(0, bandTop_1);\n o_0.cutYsHi_0 = lineCutYsPx_0(4, bandTop_1);\n\n if(lineColorAlongY_0(u_0.rampMode_0, u_0.colorFromY_0, _S41.overridden_1))\n {\n\n sx_0 = 1.0;\n\n }\n else\n {\n\n sx_0 = 0.0;\n\n }\n\n o_0.colorAlongY_0 = sx_0;\n\n o_0.yPx_1 = sy_0;\n VsOut_0 _S58 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S58.color_0;\n\n v_colorLine = _S58.colorLine_0;\n\n v_cutYsLo = _S58.cutYsLo_0;\n\n v_cutYsHi = _S58.cutYsHi_0;\n\n v_yPx = _S58.yPx_1;\n\n v_colorAlongY = _S58.colorAlongY_0;\n\n return;\n}\n\n"
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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 colorCutAt_0(int i_0, vec4 cutsLo_0, vec4 cutsHi_0)\n{\n\n float _S1;\n if(i_0 < 4)\n {\n\n _S1 = cutsLo_0[i_0];\n\n }\n else\n {\n\n _S1 = cutsHi_0[i_0 - 4];\n\n }\n\n return _S1;\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\nflat in vec2 v_colorLine;\n\n\nflat in vec4 v_cutYsLo;\n\n\nflat in vec4 v_cutYsHi;\n\n\nin float v_yPx;\n\n\nvec4 lineFragmentColor_0(float _S2, vec4 _S3, vec4 _S4, vec4 _S5)\n{\n\n if(
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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 colorCutAt_0(int i_0, vec4 cutsLo_0, vec4 cutsHi_0)\n{\n\n float _S1;\n if(i_0 < 4)\n {\n\n _S1 = cutsLo_0[i_0];\n\n }\n else\n {\n\n _S1 = cutsHi_0[i_0 - 4];\n\n }\n\n return _S1;\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\nflat in vec2 v_colorLine;\n\n\nflat in vec4 v_cutYsLo;\n\n\nflat in vec4 v_cutYsHi;\n\n\nin float v_yPx;\n\n\nflat in float v_colorAlongY;\n\n\nvec4 lineFragmentColor_0(float _S2, vec4 _S3, vec4 _S4, vec4 _S5, float _S6)\n{\n\n if(_S6 < 0.5)\n {\n\n return _S5;\n }\n return u_0.colorBands_0[thresholdBandAtYPx_0(_S2, u_0.colorCutCount_0, _S3, _S4)];\n}\n\n\nvoid main()\n{\n\n entryPointParam_fs_main_0 = lineFragmentColor_0(clamp(v_yPx, v_colorLine.x, v_colorLine.y), v_cutYsLo, v_cutYsHi, v_color, v_colorAlongY);\n\n return;\n}\n\n"
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@@ -25,14 +25,14 @@ export const UNIFORM_OFFSET_F32 = {
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rampMin: 9,
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rampMax: 10,
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rowHeight:
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origin:
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lineWidth:
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zero:
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viewportWidth:
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devicePixelRatio:
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rowHeight: 61,
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rowBandPx: 62,
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rowOffsetPx: 63,
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origin: 64,
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lineWidth: 65,
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zero: 66,
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viewportWidth: 67,
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devicePixelRatio: 68,
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} as const
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// Word indices into a Int32Array view over the uniform buffer.
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@@ -40,7 +40,8 @@ export const UNIFORM_OFFSET_I32 = {
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valueScaleType: 6,
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rampMode: 8,
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colorCutCount: 12,
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colorFromY: 60,
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rowTableKeys: 69,
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} as const
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@@ -100,6 +101,7 @@ export interface Uniforms {
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colorCutCount: number
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colorCuts: [[number, number, number, number], [number, number, number, number]]
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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]]
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colorFromY: number
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rowHeight: number
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rowBandPx: number
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@@ -171,15 +173,16 @@ export function writeUniforms(buf: ArrayBuffer, uniforms: Uniforms) {
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f32[57] = uniforms.colorBands[8][1]
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f32[58] = uniforms.colorBands[8][2]
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f32[59] = uniforms.colorBands[8][3]
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f32[61] = uniforms.
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f32[62] = uniforms.
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f32[63] = uniforms.
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f32[64] = uniforms.
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f32[65] = uniforms.
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f32[66] = uniforms.
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f32[67] = uniforms.
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i32[60] = uniforms.colorFromY
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f32[61] = uniforms.rowHeight
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f32[62] = uniforms.rowBandPx
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f32[63] = uniforms.rowOffsetPx
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f32[64] = uniforms.origin
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f32[65] = uniforms.lineWidth
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f32[66] = uniforms.zero
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f32[67] = uniforms.viewportWidth
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f32[68] = uniforms.devicePixelRatio
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i32[69] = uniforms.rowTableKeys
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}
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export const INSTANCE_STRIDE_BYTES = 28
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@@ -54,6 +54,7 @@ struct VsOut {
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nointerpolation float4 cutYsLo : TEXCOORD1;
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nointerpolation float4 cutYsHi : TEXCOORD2;
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float yPx : TEXCOORD3;
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nointerpolation float colorAlongY : TEXCOORD4;
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};
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// A neighbour's y: its value's, or the origin's where it is a gap.
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@@ -72,6 +73,7 @@ VsOut vs_main(LineStepInstance inst, uint vid : SV_VertexID) {
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o.colorLine = float2(0.0);
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o.cutYsLo = float4(0.0);
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o.cutYsHi = float4(0.0);
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o.colorAlongY = 0.0;
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o.yPx = 0.0;
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return o;
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}
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@@ -108,6 +110,8 @@ VsOut vs_main(LineStepInstance inst, uint vid : SV_VertexID) {
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o.colorLine = colorLine;
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o.cutYsLo = lineCutYsPx(0, bandTop, u);
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o.cutYsHi = lineCutYsPx(4, bandTop, u);
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o.colorAlongY =
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lineColorAlongY(u.rampMode, u.colorFromY, place.overridden) ? 1.0 : 0.0;
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o.yPx = sy;
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return o;
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}
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@@ -121,5 +125,5 @@ VsOut vs_main(LineStepInstance inst, uint vid : SV_VertexID) {
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[shader("fragment")]
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float4 fs_main(VsOut v) : SV_Target {
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return lineFragmentColor(
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clamp(v.yPx, v.colorLine.x, v.colorLine.y), v.cutYsLo, v.cutYsHi, v.color, u);
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128
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clamp(v.yPx, v.colorLine.x, v.colorLine.y), v.cutYsLo, v.cutYsHi, v.color, v.colorAlongY, u);
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}
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@@ -1,4 +1,4 @@
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1
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// AUTO-GENERATED by packages/shader-tools/src/shader-codegen from lineStepMark.slang.
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2
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// Do not edit. Run `pnpm gen:shaders` to regenerate.
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3
3
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4
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-
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\nfn lineValueYPx_0( _S15 : f32, _S16 : f32) -> f32\n{\n return _S16 + valueToYPxScaled_0(_S15, u_0.domainMin_0, u_0.domainMax_0, u_0.rowBandPx_0, u_0.valueScaleType_0, u_0.valueSymlogConstant_0);\n}\n\nfn neighbourYPx_0( neighbour_0 : f32, bandTop_0 : f32) -> f32\n{\n var _S17 : f32;\n if(neighbour_0 < -1.50000000274887788e+38f)\n {\n _S17 = u_0.origin_0;\n }\n else\n {\n _S17 = neighbour_0;\n }\n return lineValueYPx_0(_S17, bandTop_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 quadLocal_0( vid_0 : u32) -> vec2<f32>\n{\n var v_0 : u32 = vid_0 % u32(6);\n var _S18 : bool = v_0 == u32(0);\n var _S19 : bool;\n if(_S18)\n {\n _S19 = true;\n }\n else\n {\n _S19 = v_0 == u32(2);\n }\n if(_S19)\n {\n _S19 = true;\n }\n else\n {\n _S19 = v_0 == u32(3);\n }\n var _S20 : f32;\n if(_S19)\n {\n _S20 = 0.0f;\n }\n else\n {\n _S20 = 1.0f;\n }\n if(_S18)\n {\n _S19 = true;\n }\n else\n {\n _S19 = v_0 == u32(1);\n }\n if(_S19)\n {\n _S19 = true;\n }\n else\n {\n _S19 = v_0 == u32(4);\n }\n var _S21 : f32;\n if(_S19)\n {\n _S21 = 0.0f;\n }\n else\n {\n _S21 = 1.0f;\n }\n return vec2<f32>(_S20, _S21);\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 @interpolate(flat) @location(4) colorLine_0 : vec2<f32>,\n @interpolate(flat) @location(1) cutYsLo_0 : vec4<f32>,\n @interpolate(flat) @location(2) cutYsHi_0 : vec4<f32>,\n @location(3) yPx_1 : 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) prevY_0 : f32,\n @location(6) nextY_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 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_1 : 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 o_0.colorLine_0 = vec2<f32>(0.0f);\n o_0.cutYsLo_0 = _S41;\n o_0.cutYsHi_0 = _S41;\n o_0.yPx_1 = 0.0f;\n return o_0;\n }\n var _S42 : f32 = lineBpToClipX_0(_S39.x_2);\n var _S43 : f32 = lineBpToClipX_0(_S39.x2_0);\n var bandTop_1 : f32 = rowBandTopPx_0(u_0.rowOffsetPx_0, u_0.rowHeight_0, _S40.slot_0);\n var _S44 : f32 = lineValueYPx_0(_S39.y_1, bandTop_1);\n var prevPx_0 : f32 = neighbourYPx_0(_S39.prevY_0, bandTop_1);\n var nextPx_0 : f32 = neighbourYPx_0(_S39.nextY_0, bandTop_1);\n var hw_0 : f32 = u_0.lineWidth_0 * 0.5f;\n var hwx_0 : f32 = pxToClipLen_0(hw_0, u_0.viewportWidth_0);\n var seg_0 : u32 = vid_1 / u32(6);\n var q_0 : vec2<f32> = quadLocal_0(vid_1);\n var sx_0 : f32;\n var sy_0 : f32;\n var colorLine_1 : vec2<f32>;\n if(seg_0 == u32(0))\n {\n var _S45 : f32 = max(prevPx_0, _S44);\n var _S46 : f32 = min(prevPx_0, _S44);\n var _S47 : f32 = mix(_S45 + hw_0, _S46 - hw_0, q_0.y);\n var _S48 : vec2<f32> = vec2<f32>(_S46, _S45);\n sx_0 = mix(_S42 - hwx_0, _S42 + hwx_0, q_0.x);\n sy_0 = _S47;\n colorLine_1 = _S48;\n }\n else\n {\n if(seg_0 == u32(1))\n {\n var _S49 : f32 = mix(_S44 + hw_0, _S44 - hw_0, q_0.y);\n var _S50 : f32 = lineColorYPx_0(_S39.y_1, bandTop_1);\n var _S51 : vec2<f32> = vec2<f32>(_S50, _S50);\n sx_0 = mix(min(_S42, _S43) - hwx_0, max(_S42, _S43) + hwx_0, q_0.x);\n sy_0 = _S49;\n colorLine_1 = _S51;\n }\n else\n {\n var _S52 : f32 = max(_S44, nextPx_0);\n var _S53 : f32 = min(_S44, nextPx_0);\n var _S54 : f32 = mix(_S52 + hw_0, _S53 - hw_0, q_0.y);\n var _S55 : vec2<f32> = vec2<f32>(_S53, _S52);\n sx_0 = mix(_S43 - hwx_0, _S43 + hwx_0, q_0.x);\n sy_0 = _S54;\n colorLine_1 = _S55;\n }\n }\n o_0.position_0 = vec4<f32>(sx_0, yPxToClipY_0(sy_0, u_0.canvasHeight_0), 0.0f, 1.0f);\n o_0.color_1 = _S40.color_0;\n o_0.colorLine_0 = colorLine_1;\n o_0.cutYsLo_0 = lineCutYsPx_0(i32(0), bandTop_1);\n o_0.cutYsHi_0 = lineCutYsPx_0(i32(4), bandTop_1);\n o_0.yPx_1 = sy_0;\n return o_0;\n}\n\nfn thresholdBandAtYPx_0( yPx_2 : 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_2 <= (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 @interpolate(flat) @location(4) colorLine_2 : vec2<f32>,\n @interpolate(flat) @location(1) cutYsLo_2 : vec4<f32>,\n @interpolate(flat) @location(2) cutYsHi_2 : vec4<f32>,\n @location(3) yPx_3 : f32,\n};\n\nfn lineFragmentColor_0( _S56 : f32, _S57 : vec4<f32>, _S58 : vec4<f32>, _S59 : vec4<f32>) -> vec4<f32>\n{\n if((u_0.rampMode_0) != i32(3))\n {\n return _S59;\n }\n return u_0.colorBands_0[thresholdBandAtYPx_0(_S56, u_0.colorCutCount_0, _S57, _S58)];\n}\n\n@fragment\nfn fs_main( _S60 : pixelInput_0, @builtin(position) position_1 : vec4<f32>) -> pixelOutput_0\n{\n var _S61 : pixelOutput_0 = pixelOutput_0( lineFragmentColor_0(clamp(_S60.yPx_3, _S60.colorLine_2.x, _S60.colorLine_2.y), _S60.cutYsLo_2, _S60.cutYsHi_2, _S60.color_3) );\n return _S61;\n}\n\n"
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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\nfn lineValueYPx_0( _S16 : f32, _S17 : f32) -> f32\n{\n return _S17 + valueToYPxScaled_0(_S16, u_0.domainMin_0, u_0.domainMax_0, u_0.rowBandPx_0, u_0.valueScaleType_0, u_0.valueSymlogConstant_0);\n}\n\nfn neighbourYPx_0( neighbour_0 : f32, bandTop_0 : f32) -> f32\n{\n var _S18 : f32;\n if(neighbour_0 < -1.50000000274887788e+38f)\n {\n _S18 = u_0.origin_0;\n }\n else\n {\n _S18 = neighbour_0;\n }\n return lineValueYPx_0(_S18, bandTop_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 quadLocal_0( vid_0 : u32) -> vec2<f32>\n{\n var v_0 : u32 = vid_0 % u32(6);\n var _S19 : bool = v_0 == u32(0);\n var _S20 : bool;\n if(_S19)\n {\n _S20 = true;\n }\n else\n {\n _S20 = v_0 == u32(2);\n }\n if(_S20)\n {\n _S20 = true;\n }\n else\n {\n _S20 = v_0 == u32(3);\n }\n var _S21 : f32;\n if(_S20)\n {\n _S21 = 0.0f;\n }\n else\n {\n _S21 = 1.0f;\n }\n if(_S19)\n {\n _S20 = true;\n }\n else\n {\n _S20 = v_0 == u32(1);\n }\n if(_S20)\n {\n _S20 = true;\n }\n else\n {\n _S20 = v_0 == u32(4);\n }\n var _S22 : f32;\n if(_S20)\n {\n _S22 = 0.0f;\n }\n else\n {\n _S22 = 1.0f;\n }\n return vec2<f32>(_S21, _S22);\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 _S23 : bool;\n if(rampMode_1 == i32(3))\n {\n _S23 = colorFromY_1 != i32(0);\n }\n else\n {\n _S23 = false;\n }\n if(_S23)\n {\n _S23 = !overridden_1;\n }\n else\n {\n _S23 = false;\n }\n return _S23;\n}\n\nstruct VsOut_0\n{\n @builtin(position) position_0 : vec4<f32>,\n @interpolate(flat) @location(0) color_1 : vec4<f32>,\n @interpolate(flat) @location(5) colorLine_0 : vec2<f32>,\n @interpolate(flat) @location(1) cutYsLo_0 : vec4<f32>,\n @interpolate(flat) @location(2) cutYsHi_0 : vec4<f32>,\n @location(3) yPx_1 : f32,\n @interpolate(flat) @location(4) 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) prevY_0 : f32,\n @location(6) nextY_0 : f32,\n};\n\nfn markScaleColor_0( _S24 : texture_2d<f32>, _S25 : sampler, _S26 : u32, _S27 : i32, _S28 : f32, _S29 : f32, _S30 : f32, _S31 : i32, _S32 : vec4<f32>, _S33 : vec4<f32>) -> vec4<f32>\n{\n if(_S27 == i32(0))\n {\n return unpackRGBA_0(_S26);\n }\n if(_S26 == u32(2143289345))\n {\n return unpackRGBA_0(u32(4289703855));\n }\n var scaleType_3 : i32;\n if(((_S26 & (u32(2139095040)))) == u32(2139095040))\n {\n if(((_S26 & (u32(8388607)))) != u32(0))\n {\n return unpackRGBA_0(u32(4286611584));\n }\n var negative_0 : bool = ((_S26 & (u32(2147483648)))) != u32(0);\n if(_S27 == i32(3))\n {\n if(negative_0)\n {\n scaleType_3 = i32(0);\n }\n else\n {\n scaleType_3 = _S31;\n }\n return u_0.colorBands_0[scaleType_3];\n }\n var _S34 : f32;\n if(negative_0)\n {\n _S34 = 0.0f;\n }\n else\n {\n _S34 = 1.0f;\n }\n return rampColor_0(_S24, _S25, rampMidT_0(_S34, _S30));\n }\n var value_3 : f32 = (bitcast<f32>((_S26)));\n if(_S27 == i32(3))\n {\n return u_0.colorBands_0[thresholdBand_0(value_3, _S31, _S32, _S33)];\n }\n if(_S27 == i32(2))\n {\n scaleType_3 = i32(1);\n }\n else\n {\n scaleType_3 = i32(0);\n }\n return rampColor_0(_S24, _S25, rampMidT_0(normalizeScore_0(value_3, _S28, _S29, scaleType_3, 1.0f), _S30));\n}\n\nfn lineBpToClipX_0( _S35 : u32) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(_S35), u_0.bpRangeX_0, u_0.zero_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_1 : 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 o_0.colorLine_0 = vec2<f32>(0.0f);\n o_0.cutYsLo_0 = _S43;\n o_0.cutYsHi_0 = _S43;\n o_0.colorAlongY_0 = 0.0f;\n o_0.yPx_1 = 0.0f;\n return o_0;\n }\n var _S44 : f32 = lineBpToClipX_0(_S41.x_2);\n var _S45 : f32 = lineBpToClipX_0(_S41.x2_0);\n var bandTop_1 : f32 = rowBandTopPx_0(u_0.rowOffsetPx_0, u_0.rowHeight_0, _S42.slot_0);\n var _S46 : f32 = lineValueYPx_0(_S41.y_1, bandTop_1);\n var prevPx_0 : f32 = neighbourYPx_0(_S41.prevY_0, bandTop_1);\n var nextPx_0 : f32 = neighbourYPx_0(_S41.nextY_0, bandTop_1);\n var hw_0 : f32 = u_0.lineWidth_0 * 0.5f;\n var hwx_0 : f32 = pxToClipLen_0(hw_0, u_0.viewportWidth_0);\n var seg_0 : u32 = vid_1 / u32(6);\n var q_0 : vec2<f32> = quadLocal_0(vid_1);\n var sx_0 : f32;\n var sy_0 : f32;\n var colorLine_1 : vec2<f32>;\n if(seg_0 == u32(0))\n {\n var _S47 : f32 = max(prevPx_0, _S46);\n var _S48 : f32 = min(prevPx_0, _S46);\n var _S49 : f32 = mix(_S47 + hw_0, _S48 - hw_0, q_0.y);\n var _S50 : vec2<f32> = vec2<f32>(_S48, _S47);\n sx_0 = mix(_S44 - hwx_0, _S44 + hwx_0, q_0.x);\n sy_0 = _S49;\n colorLine_1 = _S50;\n }\n else\n {\n if(seg_0 == u32(1))\n {\n var _S51 : f32 = mix(_S46 + hw_0, _S46 - hw_0, q_0.y);\n var _S52 : f32 = lineColorYPx_0(_S41.y_1, bandTop_1);\n var _S53 : vec2<f32> = vec2<f32>(_S52, _S52);\n sx_0 = mix(min(_S44, _S45) - hwx_0, max(_S44, _S45) + hwx_0, q_0.x);\n sy_0 = _S51;\n colorLine_1 = _S53;\n }\n else\n {\n var _S54 : f32 = max(_S46, nextPx_0);\n var _S55 : f32 = min(_S46, nextPx_0);\n var _S56 : f32 = mix(_S54 + hw_0, _S55 - hw_0, q_0.y);\n var _S57 : vec2<f32> = vec2<f32>(_S55, _S54);\n sx_0 = mix(_S45 - hwx_0, _S45 + hwx_0, q_0.x);\n sy_0 = _S56;\n colorLine_1 = _S57;\n }\n }\n o_0.position_0 = vec4<f32>(sx_0, yPxToClipY_0(sy_0, u_0.canvasHeight_0), 0.0f, 1.0f);\n o_0.color_1 = _S42.color_0;\n o_0.colorLine_0 = colorLine_1;\n o_0.cutYsLo_0 = lineCutYsPx_0(i32(0), bandTop_1);\n o_0.cutYsHi_0 = lineCutYsPx_0(i32(4), bandTop_1);\n if(lineColorAlongY_0(u_0.rampMode_0, u_0.colorFromY_0, _S42.overridden_0))\n {\n sx_0 = 1.0f;\n }\n else\n {\n sx_0 = 0.0f;\n }\n o_0.colorAlongY_0 = sx_0;\n o_0.yPx_1 = sy_0;\n return o_0;\n}\n\nfn thresholdBandAtYPx_0( yPx_2 : 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_2 <= (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 @interpolate(flat) @location(5) colorLine_2 : vec2<f32>,\n @interpolate(flat) @location(1) cutYsLo_2 : vec4<f32>,\n @interpolate(flat) @location(2) cutYsHi_2 : vec4<f32>,\n @location(3) yPx_3 : f32,\n @interpolate(flat) @location(4) colorAlongY_1 : f32,\n};\n\nfn lineFragmentColor_0( _S58 : f32, _S59 : vec4<f32>, _S60 : vec4<f32>, _S61 : vec4<f32>, _S62 : f32) -> vec4<f32>\n{\n if(_S62 < 0.5f)\n {\n return _S61;\n }\n return u_0.colorBands_0[thresholdBandAtYPx_0(_S58, u_0.colorCutCount_0, _S59, _S60)];\n}\n\n@fragment\nfn fs_main( _S63 : pixelInput_0, @builtin(position) position_1 : vec4<f32>) -> pixelOutput_0\n{\n var _S64 : pixelOutput_0 = pixelOutput_0( lineFragmentColor_0(clamp(_S63.yPx_3, _S63.colorLine_2.x, _S63.colorLine_2.y), _S63.cutYsLo_2, _S63.cutYsHi_2, _S63.color_3, _S63.colorAlongY_1) );\n return _S64;\n}\n\n"
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// AUTO-GENERATED by packages/shader-tools/src/shader-codegen from linkMark.slang.
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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 float canvasHeight_0;\n float devicePixelRatio_0;\n float rowHeight_0;\n float rowOffsetPx_0;\n int reverse_0;\n float stemPx_0;\n float dashPx_0;\n float gapPx_0;\n float footPx_0;\n uint curveSegments_0;\n float insetPx_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 valued_0;\n int linkShape_0;\n int sizeMode_0;\n float sizeConstantPx_0;\n float sizeDomainMin_0;\n float sizeDomainMax_0;\n int sizeScaleType_0;\n float sizeRangeMin_0;\n float sizeRangeMax_0;\n float canvasWidth_0;\n uint regionCount_0;\n float zero_0;\n vec4 ownEntry_0;\n vec4 ownSpan_0;\n vec4 regionTable_0[256];\n vec4 regionSpan_0[128];\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\nfloat linkStrokeWidthPx_0(float raw_0, int sizeMode_1, float constantPx_0, float domainMin_3, float domainMax_3, int scaleType_2, float rangeMin_0, float rangeMax_0, float dpr_0)\n{\n\n float w_1;\n\n if(sizeMode_1 == 1)\n {\n if(raw_0 > -1.00000001504746622e+29)\n {\n\n w_1 = rangeMin_0 + normalizeScore_0(raw_0, domainMin_3, domainMax_3, scaleType_2, 1.0) * (rangeMax_0 - rangeMin_0);\n\n }\n else\n {\n\n w_1 = rangeMin_0;\n\n }\n\n }\n else\n {\n\n w_1 = constantPx_0;\n\n }\n\n return max(w_1, 1.5 / dpr_0);\n}\n\n\nfloat aaPx_0(float dpr_1)\n{\n\n return 1.0 / max(dpr_1, 1.0);\n}\n\n\nfloat aaHalfPx_0(float dpr_2)\n{\n\n return 0.5 * aaPx_0(dpr_2);\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 linkBaseYPx_0(float rowOffsetPx_2, float rowHeight_2, uint row_0, int reverse_1)\n{\n\n float _S11 = rowBandTopPx_0(rowOffsetPx_2, rowHeight_2, row_0);\n\n float _S12;\n\n if(reverse_1 != 0)\n {\n\n _S12 = 0.0;\n\n }\n else\n {\n\n _S12 = rowHeight_2;\n\n }\n\n return _S11 + _S12;\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 hpViewportOffsetBp_0(vec2 splitPos_0, vec3 bpRange_0, float hpZero_0)\n{\n\n float floorBp_0 = -3.00000000549775576e+38 + hpZero_0;\n\n\n return max(bpRange_0.x - splitPos_0.x, floorBp_0) + max(bpRange_0.y - splitPos_0.y, floorBp_0);\n}\n\n\nfloat entryPx_0(uint bp_0, vec4 r_0, float hpZero_1)\n{\n\n return r_0.x - hpViewportOffsetBp_0(hpSplitUint_0(bp_0), vec3(r_0.y, r_0.z, 0.0), hpZero_1) * r_0.w;\n}\n\n\nfloat valueToYPxScaled_0(float value_2, float domainMin_4, float domainMax_4, float h_0, int scaleType_3, float symlogConstant_2)\n{\n\n return (1.0 - normalizeScore_0(value_2, domainMin_4, domainMax_4, scaleType_3, symlogConstant_2)) * h_0;\n}\n\n\nfloat insetValueYPx_0(float value_3, float domainMin_5, float domainMax_5, float h_1, int scaleType_4, float insetPx_1, float symlogConstant_3)\n{\n\n float _S13 = min(insetPx_1, h_1 * 0.5);\n return _S13 + valueToYPxScaled_0(value_3, domainMin_5, domainMax_5, h_1 - 2.0 * _S13, scaleType_4, symlogConstant_3);\n}\n\n\nfloat linkValuePx_0(float value_4, float domainMin_6, float domainMax_6, float h_2, int scaleType_5, float insetPx_2, float symlogConstant_4)\n{\n\n return h_2 - insetValueYPx_0(value_4, domainMin_6, domainMax_6, h_2, scaleType_5, insetPx_2, symlogConstant_4);\n}\n\n\nfloat linkApexPx_0(float halfWidthPx_0, float reachPx_0, int linkShape_1, int valued_1, float valuePx_0)\n{\n\n if(valued_1 != 0)\n {\n\n return valuePx_0;\n }\n\n if(linkShape_1 == 2)\n {\n\n return 0.0;\n }\n\n if(linkShape_1 == 1)\n {\n\n return halfWidthPx_0;\n }\n\n return min(halfWidthPx_0, reachPx_0);\n}\n\n\nbool linkIsFar_0(float halfWidthPx_1, float screenWidthPx_0)\n{\n\n return (2.0 * halfWidthPx_1) > (3.0 * screenWidthPx_0);\n}\n\n\nvec2 linkRadiiPx_0(float halfWidthPx_2, float apexPx_0, float screenWidthPx_1)\n{\n\n if(linkIsFar_0(halfWidthPx_2, screenWidthPx_1))\n {\n\n return vec2(halfWidthPx_2, halfWidthPx_2);\n }\n return vec2(halfWidthPx_2, apexPx_0);\n}\n\n\nfloat legSweepAngle_0(float radiusPx_0, float yReachPx_0)\n{\n\n return asin(clamp(yReachPx_0 / max(radiusPx_0, 9.99999997475242708e-07), 0.0, 1.0));\n}\n\n\nvec2 wideCircleLeg_0(uint seg_0, uint segments_0, float legSweep_0)\n{\n\n uint half_0 = segments_0 / 2U;\n if(seg_0 <= half_0)\n {\n\n return vec2(1.0, float(seg_0) / float(half_0) * legSweep_0);\n }\n return vec2(-1.0, float(segments_0 - seg_0) / float(segments_0 - half_0 - 1U) * legSweep_0);\n}\n\n\n\n\nfloat wideCircleLegStep_0(uint seg_1, uint segments_1, float legSweep_1)\n{\n\n uint half_1 = segments_1 / 2U;\n\n uint _S14;\n if(seg_1 <= half_1)\n {\n\n _S14 = half_1;\n\n }\n else\n {\n\n _S14 = segments_1 - half_1 - 1U;\n\n }\n\n return legSweep_1 / float(_S14);\n}\n\n\nvec2 wideCircleHullPoint_0(float sinB_0, float sinHalfB_0, float cosHalf_0, float radiusPx_1, float padPx_0)\n{\n\n float sec_0;\n if(padPx_0 > 0.0)\n {\n\n sec_0 = 1.0 / max(cosHalf_0, 9.99999997475242708e-07);\n\n }\n else\n {\n\n sec_0 = 1.0;\n\n }\n float grow_0 = radiusPx_1 * (sec_0 - 1.0) + sec_0 * padPx_0;\n float sh2_0 = sinHalfB_0 * sinHalfB_0;\n return vec2(grow_0 * (1.0 - 2.0 * sh2_0) - 2.0 * radiusPx_1 * sh2_0, (radiusPx_1 + grow_0) * sinB_0);\n}\n\n\nvec2 ellipseHullPoint_0(float cosA_0, float sinA_0, float cosHalf_1, float sinHalf_0, float rx_0, float ry_0, float padPx_1)\n{\n float px_0 = cosA_0 * rx_0;\n float py_0 = sinA_0 * ry_0;\n if(padPx_1 <= 0.0)\n {\n\n float d_0 = - padPx_1;\n float gx_0 = ry_0 * cosA_0;\n float gy_0 = rx_0 * sinA_0;\n float glen_0 = sqrt(gx_0 * gx_0 + gy_0 * gy_0);\n bool acrossX_0 = (ry_0 * glen_0) < (d_0 * rx_0);\n bool acrossY_0 = (rx_0 * glen_0) < (d_0 * ry_0);\n\n bool _S15;\n if(acrossX_0)\n {\n\n _S15 = acrossY_0;\n\n }\n else\n {\n\n _S15 = false;\n\n }\n\n if(_S15)\n {\n\n return vec2(0.0, 0.0);\n }\n\n if(acrossX_0)\n {\n\n float _S16 = ry_0 * ry_0;\n return vec2(float((int(sign((cosA_0))))) * sqrt(max(_S16 - d_0 * d_0, 0.0) * max(rx_0 * rx_0 - _S16, 0.0)) / max(ry_0, 9.99999997475242708e-07), 0.0);\n }\n if(acrossY_0)\n {\n\n float _S17 = rx_0 * rx_0;\n return vec2(0.0, float((int(sign((sinA_0))))) * sqrt(max(_S17 - d_0 * d_0, 0.0) * max(ry_0 * ry_0 - _S17, 0.0)) / max(rx_0, 9.99999997475242708e-07));\n }\n float k_0 = d_0 / max(glen_0, 9.99999997475242708e-07);\n return vec2(px_0 - gx_0 * k_0, py_0 - gy_0 * k_0);\n }\n float _S18 = cosA_0 * cosHalf_1;\n\n float _S19 = sinA_0 * sinHalf_0;\n\n float ax_0 = ry_0 * (_S18 + _S19);\n float _S20 = sinA_0 * cosHalf_1;\n\n float _S21 = cosA_0 * sinHalf_0;\n\n float ay_0 = rx_0 * (_S20 - _S21);\n float bx_0 = ry_0 * (_S18 - _S19);\n float by_0 = rx_0 * (_S20 + _S21);\n float _S22 = max(sqrt(ax_0 * ax_0 + ay_0 * ay_0), 9.99999968265522539e-21);\n float _S23 = max(sqrt(bx_0 * bx_0 + by_0 * by_0), 9.99999968265522539e-21);\n float nx_0 = ax_0 / _S22 + bx_0 / _S23;\n float ny_0 = ay_0 / _S22 + by_0 / _S23;\n float m_0 = 2.0 * padPx_1 / max(nx_0 * nx_0 + ny_0 * ny_0, 0.00019999999494758);\n return vec2(px_0 / cosHalf_1 + nx_0 * m_0, py_0 / cosHalf_1 + ny_0 * m_0);\n}\n\n\nstruct LinkVertex_0\n{\n vec2 screen_0;\n vec2 local_0;\n vec2 radii_0;\n float kind_0;\n float legSide_0;\n};\n\n\nstruct LinkInstance_0\n{\n uint x_2;\n uint x2_0;\n uint x2Region_0;\n float y_0;\n float size_0;\n uint color_0;\n uint row_1;\n uint feet_0;\n};\n\n\nstruct LinkEnv_0\n{\n float strokeHalf_0;\n float hw_0;\n float baseY_0;\n float ySign_0;\n float reach_0;\n float xPx_0;\n float x2Px_0;\n bool placed_0;\n};\n\n\nLinkVertex_0 curveVertex_0(LinkInstance_0 inst_0, LinkEnv_0 e_0, uint seg_2, float side_0)\n{\n\n float t_2 = float(seg_2) / float(u_0.curveSegments_0);\n\n float pad_0 = side_0 * e_0.hw_0;\n\n\n LinkVertex_0 v_0;\n v_0.legSide_0 = 1.0;\n\n float legDir_0;\n\n vec2 origin_0;\n if(!e_0.placed_0)\n {\n\n v_0.kind_0 = 2.0;\n v_0.radii_0 = vec2(0.0, u_0.stemPx_0);\n\n\n v_0.local_0 = vec2(pad_0, - t_2 * (u_0.stemPx_0 + e_0.hw_0));\n\n origin_0 = vec2(e_0.xPx_0, e_0.baseY_0);\n\n legDir_0 = 1.0;\n\n }\n else\n {\n\n float pairHalf_0 = abs(e_0.x2Px_0 - e_0.xPx_0) * 0.5;\n\n\n float apex_0 = linkApexPx_0(pairHalf_0, e_0.reach_0, u_0.linkShape_0, u_0.valued_0, linkValuePx_0(inst_0.y_0, u_0.domainMin_0, u_0.domainMax_0, u_0.rowHeight_0, u_0.valueScaleType_0, u_0.insetPx_0, u_0.valueSymlogConstant_0));\n v_0.radii_0 = linkRadiiPx_0(pairHalf_0, apex_0, u_0.canvasWidth_0);\n float _S24 = min(e_0.xPx_0, e_0.x2Px_0);\n\n float _S25 = max(e_0.xPx_0, e_0.x2Px_0);\n if((u_0.linkShape_0) == 2)\n {\n\n v_0.kind_0 = 3.0;\n float _S26 = max(2.0 * pairHalf_0, 2.5);\n v_0.radii_0 = vec2(_S26, 0.0);\n v_0.local_0 = vec2(t_2 * _S26, pad_0);\n\n origin_0 = vec2((e_0.xPx_0 + e_0.x2Px_0) * 0.5 - _S26 * 0.5, e_0.baseY_0 - apex_0 * e_0.ySign_0);\n\n legDir_0 = 1.0;\n\n }\n else\n {\n\n\n\n if(linkIsFar_0(pairHalf_0, u_0.canvasWidth_0))\n {\n\n v_0.kind_0 = 1.0;\n float legSweep_2 = legSweepAngle_0(v_0.radii_0.x, e_0.reach_0 + e_0.hw_0);\n\n\n vec2 leg_0 = wideCircleLeg_0(seg_2, u_0.curveSegments_0, legSweep_2);\n float b_0 = leg_0.y;\n\n\n vec2 _S27 = wideCircleHullPoint_0(sin(b_0), sin(b_0 * 0.5), cos(0.5 * wideCircleLegStep_0(seg_2, u_0.curveSegments_0, legSweep_2)), v_0.radii_0.x, pad_0);\n\n v_0.local_0 = _S27;\n\n v_0.local_0[1] = - _S27.y;\n float _S28 = leg_0.x;\n\n if(_S28 > 0.0)\n {\n\n legDir_0 = _S25;\n\n }\n else\n {\n\n legDir_0 = _S24;\n\n }\n\n vec2 _S29 = vec2(legDir_0, e_0.baseY_0);\n\n v_0.legSide_0 = _S28;\n\n origin_0 = _S29;\n\n legDir_0 = _S28;\n\n }\n else\n {\n\n v_0.kind_0 = 0.0;\n float a_0 = t_2 * 3.14159274101257324;\n float halfStep_0 = 3.14159274101257324 / (2.0 * float(u_0.curveSegments_0));\n vec2 _S30 = ellipseHullPoint_0(cos(a_0), sin(a_0), cos(halfStep_0), sin(halfStep_0), v_0.radii_0.x, v_0.radii_0.y, pad_0);\n\n v_0.local_0 = _S30;\n\n v_0.local_0[1] = - _S30.y;\n\n origin_0 = vec2((e_0.xPx_0 + e_0.x2Px_0) * 0.5, e_0.baseY_0);\n\n legDir_0 = 1.0;\n\n }\n\n }\n\n }\n\n v_0.screen_0 = origin_0 + vec2(legDir_0 * v_0.local_0.x, v_0.local_0.y * e_0.ySign_0);\n return v_0;\n}\n\n\nvec2 regionSpanPx_0(uint region_0)\n{\n\n vec4 s_0 = u_0.regionSpan_0[region_0 / 2U];\n\n vec2 _S31;\n if((region_0 % 2U) == 0U)\n {\n\n _S31 = s_0.xy;\n\n }\n else\n {\n\n _S31 = s_0.zw;\n\n }\n\n return _S31;\n}\n\n\nfloat linkFootDir_0(uint feet_1, uint shift_0)\n{\n\n uint d_1 = (feet_1 >> shift_0) & 3U;\n\n float _S32;\n if(d_1 == 1U)\n {\n\n _S32 = 1.0;\n\n }\n else\n {\n\n if(d_1 == 2U)\n {\n\n _S32 = -1.0;\n\n }\n else\n {\n\n _S32 = 0.0;\n\n }\n\n }\n\n return _S32;\n}\n\n\nfloat linkFootLenPx_0(float x_3, float dir_0, float leftPx_0, float rightPx_0, float footPx_1)\n{\n\n float _S33;\n if(dir_0 > 0.0)\n {\n\n _S33 = rightPx_0 - x_3;\n\n }\n else\n {\n\n _S33 = x_3 - leftPx_0;\n\n }\n\n return max(0.0, min(footPx_1, _S33));\n}\n\n\nLinkVertex_0 footCorner_0(LinkInstance_0 inst_1, LinkEnv_0 e_1, uint f_0, uint c_2, out bool present_0)\n{\n\n bool _S34 = f_0 == 0U;\n\n float x_4;\n\n if(_S34)\n {\n\n x_4 = e_1.xPx_0;\n\n }\n else\n {\n\n x_4 = e_1.x2Px_0;\n\n }\n uint _S35 = min(inst_1.x2Region_0, 255U);\n\n vec4 entry_0;\n if(_S34)\n {\n\n entry_0 = u_0.ownEntry_0;\n\n }\n else\n {\n\n entry_0 = u_0.regionTable_0[_S35];\n\n }\n\n vec2 span_0;\n if(_S34)\n {\n\n span_0 = u_0.ownSpan_0.xy;\n\n }\n else\n {\n\n span_0 = regionSpanPx_0(_S35);\n\n }\n float dir_1 = linkFootDir_0(inst_1.feet_0, f_0 * 2U) * float((int(sign((entry_0.w)))));\n float len_0 = linkFootLenPx_0(x_4, dir_1, span_0.x, span_0.y, u_0.footPx_0);\n\n bool _S36;\n if(dir_1 != 0.0)\n {\n\n _S36 = len_0 > 0.0;\n\n }\n else\n {\n\n _S36 = false;\n\n }\n\n if(_S36)\n {\n\n if(_S34)\n {\n\n _S36 = true;\n\n }\n else\n {\n\n _S36 = e_1.placed_0;\n\n }\n\n }\n else\n {\n\n _S36 = false;\n\n }\n\n present_0 = _S36;\n\n float along_0;\n if(c_2 >= 2U)\n {\n\n along_0 = len_0;\n\n }\n else\n {\n\n along_0 = 0.0;\n\n }\n\n float across_0;\n if((c_2 % 2U) == 0U)\n {\n\n across_0 = - e_1.hw_0;\n\n }\n else\n {\n\n across_0 = e_1.hw_0;\n\n }\n LinkVertex_0 v_1;\n v_1.kind_0 = 4.0;\n v_1.radii_0 = vec2(len_0, 0.0);\n v_1.legSide_0 = 1.0;\n v_1.local_0 = vec2(along_0, across_0);\n v_1.screen_0 = vec2(x_4 + dir_1 * along_0, e_1.baseY_0 - e_1.ySign_0 * e_1.strokeHalf_0 + across_0);\n return v_1;\n}\n\n\n\nLinkVertex_0 footBlockStart_0(LinkInstance_0 inst_2, LinkEnv_0 e_2, uint f_1)\n{\n\n LinkVertex_0 tail_0 = curveVertex_0(inst_2, e_2, u_0.curveSegments_0, 1.0);\n if(f_1 == 0U)\n {\n\n return tail_0;\n }\n\n bool first_0;\n LinkVertex_0 last_0 = footCorner_0(inst_2, e_2, 0U, 3U, first_0);\n\n LinkVertex_0 _S37;\n if(first_0)\n {\n\n _S37 = last_0;\n\n }\n else\n {\n\n _S37 = tail_0;\n\n }\n\n return _S37;\n}\n\n\n\nLinkVertex_0 footVertex_0(LinkInstance_0 inst_3, LinkEnv_0 e_3, uint f_2, uint k_1)\n{\n\n LinkVertex_0 start_0 = footBlockStart_0(inst_3, e_3, f_2);\n if(k_1 == 0U)\n {\n\n return start_0;\n }\n\n bool present_1;\n\n uint _S38;\n if(k_1 <= 2U)\n {\n\n _S38 = 0U;\n\n }\n else\n {\n\n _S38 = k_1 - 2U;\n\n }\n\n LinkVertex_0 v_2 = footCorner_0(inst_3, e_3, f_2, _S38, present_1);\n\n LinkVertex_0 _S39;\n if(present_1)\n {\n\n _S39 = v_2;\n\n }\n else\n {\n\n _S39 = start_0;\n\n }\n\n return _S39;\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\nout vec4 v_color;\n\n\nout vec2 v_local;\n\n\nflat out vec2 v_radii;\n\n\nflat out float v_kind;\n\n\nflat out float v_halfWidthPx;\n\n\nout float v_legSide;\n\n\nlayout(location = 0)\nin uint a_x;\n\n\nlayout(location = 1)\nin uint a_x2;\n\n\nlayout(location = 2)\nin uint a_x2Region;\n\n\nlayout(location = 3)\nin float a_y;\n\n\nlayout(location = 4)\nin float a_size;\n\n\nlayout(location = 5)\nin uint a_color;\n\n\nlayout(location = 6)\nin uint a_row;\n\n\nlayout(location = 7)\nin uint a_feet;\n\n\nvec4 rampColor_0(float _S40)\n{\n\n return (textureLod((u_colorRamp), (vec2((clamp(_S40, 0.0, 1.0) * 255.0 + 0.5) / 256.0, 0.5)), (0.0)));\n}\n\n\nvec4 markScaleColor_0(uint _S41, int _S42, float _S43, float _S44, float _S45, int _S46, vec4 _S47, vec4 _S48)\n{\n\n if(_S42 == 0)\n {\n\n return unpackRGBA_0(_S41);\n }\n if(_S41 == 2143289345U)\n {\n\n return unpackRGBA_0(4289703855U);\n }\n\n int scaleType_6;\n\n if((_S41 & 2139095040U) == 2139095040U)\n {\n\n if((_S41 & 8388607U) != 0U)\n {\n\n return unpackRGBA_0(4286611584U);\n }\n\n bool negative_0 = (_S41 & 2147483648U) != 0U;\n if(_S42 == 3)\n {\n\n if(negative_0)\n {\n\n scaleType_6 = 0;\n\n }\n else\n {\n\n scaleType_6 = _S46;\n\n }\n\n return u_0.colorBands_0[scaleType_6];\n }\n\n float _S49;\n\n if(negative_0)\n {\n\n _S49 = 0.0;\n\n }\n else\n {\n\n _S49 = 1.0;\n\n }\n\n return rampColor_0(rampMidT_0(_S49, _S45));\n }\n float value_5 = uintBitsToFloat(_S41);\n if(_S42 == 3)\n {\n\n return u_0.colorBands_0[thresholdBand_0(value_5, _S46, _S47, _S48)];\n }\n if(_S42 == 2)\n {\n\n scaleType_6 = 1;\n\n }\n else\n {\n\n scaleType_6 = 0;\n\n }\n return rampColor_0(rampMidT_0(normalizeScore_0(value_5, _S43, _S44, scaleType_6, 1.0), _S45));\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 _S50, int _S51, vec4 _S52)\n{\n\n RowPlacement_0 p_0;\n p_0.hidden_0 = false;\n p_0.slot_1 = _S50;\n p_0.color_1 = _S52;\n if(_S51 < 0)\n {\n\n return p_0;\n }\n uint n_0 = uint(_S51);\n if(_S50 >= n_0)\n {\n\n p_0.hidden_0 = true;\n return p_0;\n }\n uint h_3 = rowTablePlaneHeight_0(n_0);\n uint _S53 = rowTableTexelX_0(_S50, n_0);\n\n float u_2 = (float(_S53) + 0.5) / float(rowTableWidth_0(n_0));\n float rows_0 = float(2U * h_3);\n uint y_1 = rowTableTexelY_0(_S50, n_0);\n vec4 s_1 = (textureLod((u_rowTable), (vec2(u_2, (float(y_1) + 0.5) / rows_0)), (0.0)));\n if((s_1.w) < 0.5)\n {\n\n p_0.hidden_0 = true;\n return p_0;\n }\n p_0.slot_1 = ((byteOf_0(s_1.x)) | ((byteOf_0(s_1.y)) << 8)) | ((byteOf_0(s_1.z)) << 16);\n vec4 c_3 = (textureLod((u_rowTable), (vec2(u_2, (float(y_1 + h_3) + 0.5) / rows_0)), (0.0)));\n\n vec4 _S54;\n if((c_3.w) > 0.0)\n {\n\n _S54 = c_3;\n\n }\n else\n {\n\n _S54 = _S52;\n\n }\n\n p_0.color_1 = _S54;\n return p_0;\n}\n\n\nstruct VsOut_0\n{\n vec4 position_0;\n vec4 color_2;\n vec2 local_1;\n vec2 radii_1;\n float kind_1;\n float halfWidthPx_3;\n float legSide_1;\n};\n\n\nvoid main()\n{\n\n RowPlacement_0 _S55 = 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 LinkEnv_0 e_4;\n float _S56 = 0.5 * linkStrokeWidthPx_0(a_size, u_0.sizeMode_0, u_0.sizeConstantPx_0, u_0.sizeDomainMin_0, u_0.sizeDomainMax_0, u_0.sizeScaleType_0, u_0.sizeRangeMin_0, u_0.sizeRangeMax_0, u_0.devicePixelRatio_0);\n\n e_4.strokeHalf_0 = _S56;\n\n\n e_4.hw_0 = _S56 + aaHalfPx_0(u_0.devicePixelRatio_0);\n e_4.baseY_0 = linkBaseYPx_0(u_0.rowOffsetPx_0, u_0.rowHeight_0, _S55.slot_1, u_0.reverse_0);\n\n float _S57;\n if((u_0.reverse_0) != 0)\n {\n\n _S57 = -1.0;\n\n }\n else\n {\n\n _S57 = 1.0;\n\n }\n\n e_4.ySign_0 = _S57;\n e_4.reach_0 = max(u_0.rowHeight_0 - u_0.insetPx_0, 0.0);\n e_4.xPx_0 = entryPx_0(a_x, u_0.ownEntry_0, u_0.zero_0);\n bool _S58 = a_x2Region < (u_0.regionCount_0);\n\n e_4.placed_0 = _S58;\n if(_S58)\n {\n\n _S57 = entryPx_0(a_x2, u_0.regionTable_0[a_x2Region], u_0.zero_0);\n\n }\n else\n {\n\n _S57 = e_4.xPx_0;\n\n }\n\n e_4.x2Px_0 = _S57;\n\n uint curveVerts_0 = (u_0.curveSegments_0 + 1U) * 2U;\n\n LinkVertex_0 v_3;\n\n if(uint(gl_VertexID) < curveVerts_0)\n {\n\n LinkEnv_0 _S59 = e_4;\n\n uint _S60 = uint(gl_VertexID) / 2U;\n\n if((uint(gl_VertexID) % 2U) == 0U)\n {\n\n _S57 = -1.0;\n\n }\n else\n {\n\n _S57 = 1.0;\n\n }\n\n LinkInstance_0 _S61 = LinkInstance_0(a_x, a_x2, a_x2Region, a_y, a_size, a_color, a_row, a_feet);\n\n v_3 = curveVertex_0(_S61, _S59, _S60, _S57);\n\n }\n else\n {\n uint j_0 = uint(gl_VertexID) - curveVerts_0;\n\n LinkInstance_0 _S62 = LinkInstance_0(a_x, a_x2, a_x2Region, a_y, a_size, a_color, a_row, a_feet);\n\n v_3 = footVertex_0(_S62, e_4, j_0 / 6U, j_0 % 6U);\n\n }\n\n VsOut_0 o_0;\n\n bool _S63;\n if(a_x2Region == 4294967294U)\n {\n\n _S63 = true;\n\n }\n else\n {\n\n _S63 = _S55.hidden_0;\n\n }\n\n vec4 _S64;\n if(_S63)\n {\n\n _S64 = vec4(-2.0, -2.0, 0.0, 1.0);\n\n }\n else\n {\n\n _S64 = vec4(v_3.screen_0.x / u_0.canvasWidth_0 * 2.0 - 1.0, yPxToClipY_0(v_3.screen_0.y, u_0.canvasHeight_0), 0.0, 1.0);\n\n }\n\n o_0.position_0 = _S64;\n\n o_0.color_2 = _S55.color_1;\n o_0.local_1 = v_3.local_0;\n o_0.radii_1 = v_3.radii_0;\n o_0.kind_1 = v_3.kind_0;\n o_0.halfWidthPx_3 = e_4.strokeHalf_0;\n o_0.legSide_1 = v_3.legSide_0;\n VsOut_0 _S65 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S65.color_2;\n\n v_local = _S65.local_1;\n\n v_radii = _S65.radii_1;\n\n v_kind = _S65.kind_1;\n\n v_halfWidthPx = _S65.halfWidthPx_3;\n\n v_legSide = _S65.legSide_1;\n\n return;\n}\n\n"
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4
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+
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 float canvasHeight_0;\n float devicePixelRatio_0;\n float rowHeight_0;\n float rowOffsetPx_0;\n int reverse_0;\n float stemPx_0;\n float dashPx_0;\n float gapPx_0;\n float footPx_0;\n uint curveSegments_0;\n float insetPx_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 valued_0;\n int linkShape_0;\n int sizeMode_0;\n float sizeConstantPx_0;\n float sizeDomainMin_0;\n float sizeDomainMax_0;\n int sizeScaleType_0;\n float sizeRangeMin_0;\n float sizeRangeMax_0;\n float canvasWidth_0;\n uint regionCount_0;\n float zero_0;\n vec4 ownEntry_0;\n vec4 ownSpan_0;\n vec4 regionTable_0[256];\n vec4 regionSpan_0[128];\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\nfloat linkStrokeWidthPx_0(float raw_0, int sizeMode_1, float constantPx_0, float domainMin_3, float domainMax_3, int scaleType_2, float rangeMin_0, float rangeMax_0, float dpr_0)\n{\n\n float w_1;\n\n if(sizeMode_1 == 1)\n {\n if(raw_0 > -1.00000001504746622e+29)\n {\n\n w_1 = rangeMin_0 + normalizeScore_0(raw_0, domainMin_3, domainMax_3, scaleType_2, 1.0) * (rangeMax_0 - rangeMin_0);\n\n }\n else\n {\n\n w_1 = rangeMin_0;\n\n }\n\n }\n else\n {\n\n w_1 = constantPx_0;\n\n }\n\n return max(w_1, 1.5 / dpr_0);\n}\n\n\nfloat aaPx_0(float dpr_1)\n{\n\n return 1.0 / max(dpr_1, 1.0);\n}\n\n\nfloat aaHalfPx_0(float dpr_2)\n{\n\n return 0.5 * aaPx_0(dpr_2);\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 linkBaseYPx_0(float rowOffsetPx_2, float rowHeight_2, uint row_0, int reverse_1)\n{\n\n float _S11 = rowBandTopPx_0(rowOffsetPx_2, rowHeight_2, row_0);\n\n float _S12;\n\n if(reverse_1 != 0)\n {\n\n _S12 = 0.0;\n\n }\n else\n {\n\n _S12 = rowHeight_2;\n\n }\n\n return _S11 + _S12;\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 hpViewportOffsetBp_0(vec2 splitPos_0, vec3 bpRange_0, float hpZero_0)\n{\n\n float floorBp_0 = -3.00000000549775576e+38 + hpZero_0;\n\n\n return max(bpRange_0.x - splitPos_0.x, floorBp_0) + max(bpRange_0.y - splitPos_0.y, floorBp_0);\n}\n\n\nfloat entryPx_0(uint bp_0, vec4 r_0, float hpZero_1)\n{\n\n return r_0.x - hpViewportOffsetBp_0(hpSplitUint_0(bp_0), vec3(r_0.y, r_0.z, 0.0), hpZero_1) * r_0.w;\n}\n\n\nfloat valueToYPxScaled_0(float value_2, float domainMin_4, float domainMax_4, float h_0, int scaleType_3, float symlogConstant_2)\n{\n\n return (1.0 - normalizeScore_0(value_2, domainMin_4, domainMax_4, scaleType_3, symlogConstant_2)) * h_0;\n}\n\n\nfloat insetValueYPx_0(float value_3, float domainMin_5, float domainMax_5, float h_1, int scaleType_4, float insetPx_1, float symlogConstant_3)\n{\n\n float _S13 = min(insetPx_1, h_1 * 0.5);\n return _S13 + valueToYPxScaled_0(value_3, domainMin_5, domainMax_5, h_1 - 2.0 * _S13, scaleType_4, symlogConstant_3);\n}\n\n\nfloat linkValuePx_0(float value_4, float domainMin_6, float domainMax_6, float h_2, int scaleType_5, float insetPx_2, float symlogConstant_4)\n{\n\n return h_2 - insetValueYPx_0(value_4, domainMin_6, domainMax_6, h_2, scaleType_5, insetPx_2, symlogConstant_4);\n}\n\n\n\n\nfloat linkApexPx_0(float halfWidthPx_0, float reachPx_0, float strokeHalfPx_0, int linkShape_1, int valued_1, float valuePx_0)\n{\n\n if(valued_1 != 0)\n {\n\n return valuePx_0;\n }\n\n if(linkShape_1 == 2)\n {\n\n return 0.0;\n }\n\n if(linkShape_1 == 1)\n {\n\n return halfWidthPx_0;\n }\n\n return min(halfWidthPx_0, max(reachPx_0 - strokeHalfPx_0, 0.0));\n}\n\n\nbool linkIsFar_0(float halfWidthPx_1, float screenWidthPx_0)\n{\n\n return (2.0 * halfWidthPx_1) > (3.0 * screenWidthPx_0);\n}\n\n\nvec2 linkRadiiPx_0(float halfWidthPx_2, float apexPx_0, float screenWidthPx_1)\n{\n\n if(linkIsFar_0(halfWidthPx_2, screenWidthPx_1))\n {\n\n return vec2(halfWidthPx_2, halfWidthPx_2);\n }\n return vec2(halfWidthPx_2, apexPx_0);\n}\n\n\nfloat legSweepAngle_0(float radiusPx_0, float yReachPx_0)\n{\n\n return asin(clamp(yReachPx_0 / max(radiusPx_0, 9.99999997475242708e-07), 0.0, 1.0));\n}\n\n\nvec2 wideCircleLeg_0(uint seg_0, uint segments_0, float legSweep_0)\n{\n\n uint half_0 = segments_0 / 2U;\n if(seg_0 <= half_0)\n {\n\n return vec2(1.0, float(seg_0) / float(half_0) * legSweep_0);\n }\n return vec2(-1.0, float(segments_0 - seg_0) / float(segments_0 - half_0 - 1U) * legSweep_0);\n}\n\n\n\n\nfloat wideCircleLegStep_0(uint seg_1, uint segments_1, float legSweep_1)\n{\n\n uint half_1 = segments_1 / 2U;\n\n uint _S14;\n if(seg_1 <= half_1)\n {\n\n _S14 = half_1;\n\n }\n else\n {\n\n _S14 = segments_1 - half_1 - 1U;\n\n }\n\n return legSweep_1 / float(_S14);\n}\n\n\nvec2 wideCircleHullPoint_0(float sinB_0, float sinHalfB_0, float cosHalf_0, float radiusPx_1, float padPx_0)\n{\n\n float sec_0;\n if(padPx_0 > 0.0)\n {\n\n sec_0 = 1.0 / max(cosHalf_0, 9.99999997475242708e-07);\n\n }\n else\n {\n\n sec_0 = 1.0;\n\n }\n float grow_0 = radiusPx_1 * (sec_0 - 1.0) + sec_0 * padPx_0;\n float sh2_0 = sinHalfB_0 * sinHalfB_0;\n return vec2(grow_0 * (1.0 - 2.0 * sh2_0) - 2.0 * radiusPx_1 * sh2_0, (radiusPx_1 + grow_0) * sinB_0);\n}\n\n\nvec2 ellipseHullPoint_0(float cosA_0, float sinA_0, float cosHalf_1, float sinHalf_0, float rx_0, float ry_0, float padPx_1)\n{\n float px_0 = cosA_0 * rx_0;\n float py_0 = sinA_0 * ry_0;\n if(padPx_1 <= 0.0)\n {\n\n float d_0 = - padPx_1;\n float gx_0 = ry_0 * cosA_0;\n float gy_0 = rx_0 * sinA_0;\n float glen_0 = sqrt(gx_0 * gx_0 + gy_0 * gy_0);\n bool acrossX_0 = (ry_0 * glen_0) < (d_0 * rx_0);\n bool acrossY_0 = (rx_0 * glen_0) < (d_0 * ry_0);\n\n bool _S15;\n if(acrossX_0)\n {\n\n _S15 = acrossY_0;\n\n }\n else\n {\n\n _S15 = false;\n\n }\n\n if(_S15)\n {\n\n return vec2(0.0, 0.0);\n }\n\n if(acrossX_0)\n {\n\n float _S16 = ry_0 * ry_0;\n return vec2(float((int(sign((cosA_0))))) * sqrt(max(_S16 - d_0 * d_0, 0.0) * max(rx_0 * rx_0 - _S16, 0.0)) / max(ry_0, 9.99999997475242708e-07), 0.0);\n }\n if(acrossY_0)\n {\n\n float _S17 = rx_0 * rx_0;\n return vec2(0.0, float((int(sign((sinA_0))))) * sqrt(max(_S17 - d_0 * d_0, 0.0) * max(ry_0 * ry_0 - _S17, 0.0)) / max(rx_0, 9.99999997475242708e-07));\n }\n float k_0 = d_0 / max(glen_0, 9.99999997475242708e-07);\n return vec2(px_0 - gx_0 * k_0, py_0 - gy_0 * k_0);\n }\n float _S18 = cosA_0 * cosHalf_1;\n\n float _S19 = sinA_0 * sinHalf_0;\n\n float ax_0 = ry_0 * (_S18 + _S19);\n float _S20 = sinA_0 * cosHalf_1;\n\n float _S21 = cosA_0 * sinHalf_0;\n\n float ay_0 = rx_0 * (_S20 - _S21);\n float bx_0 = ry_0 * (_S18 - _S19);\n float by_0 = rx_0 * (_S20 + _S21);\n float _S22 = max(sqrt(ax_0 * ax_0 + ay_0 * ay_0), 9.99999968265522539e-21);\n float _S23 = max(sqrt(bx_0 * bx_0 + by_0 * by_0), 9.99999968265522539e-21);\n float nx_0 = ax_0 / _S22 + bx_0 / _S23;\n float ny_0 = ay_0 / _S22 + by_0 / _S23;\n float m_0 = 2.0 * padPx_1 / max(nx_0 * nx_0 + ny_0 * ny_0, 0.00019999999494758);\n return vec2(px_0 / cosHalf_1 + nx_0 * m_0, py_0 / cosHalf_1 + ny_0 * m_0);\n}\n\n\nstruct LinkVertex_0\n{\n vec2 screen_0;\n vec2 local_0;\n vec2 radii_0;\n float kind_0;\n float legSide_0;\n};\n\n\nstruct LinkInstance_0\n{\n uint x_2;\n uint x2_0;\n uint x2Region_0;\n float y_0;\n float size_0;\n uint color_0;\n uint row_1;\n uint feet_0;\n};\n\n\nstruct LinkEnv_0\n{\n float strokeHalf_0;\n float hw_0;\n float baseY_0;\n float ySign_0;\n float reach_0;\n float xPx_0;\n float x2Px_0;\n bool placed_0;\n};\n\n\nLinkVertex_0 curveVertex_0(LinkInstance_0 inst_0, LinkEnv_0 e_0, uint seg_2, float side_0)\n{\n\n float t_2 = float(seg_2) / float(u_0.curveSegments_0);\n\n float pad_0 = side_0 * e_0.hw_0;\n\n\n LinkVertex_0 v_0;\n v_0.legSide_0 = 1.0;\n\n float legDir_0;\n\n vec2 origin_0;\n if(!e_0.placed_0)\n {\n\n v_0.kind_0 = 2.0;\n v_0.radii_0 = vec2(0.0, u_0.stemPx_0);\n\n\n v_0.local_0 = vec2(pad_0, - t_2 * (u_0.stemPx_0 + e_0.hw_0));\n\n origin_0 = vec2(e_0.xPx_0, e_0.baseY_0);\n\n legDir_0 = 1.0;\n\n }\n else\n {\n\n float pairHalf_0 = abs(e_0.x2Px_0 - e_0.xPx_0) * 0.5;\n\n\n float apex_0 = linkApexPx_0(pairHalf_0, e_0.reach_0, e_0.strokeHalf_0, u_0.linkShape_0, u_0.valued_0, linkValuePx_0(inst_0.y_0, u_0.domainMin_0, u_0.domainMax_0, u_0.rowHeight_0, u_0.valueScaleType_0, u_0.insetPx_0, u_0.valueSymlogConstant_0));\n v_0.radii_0 = linkRadiiPx_0(pairHalf_0, apex_0, u_0.canvasWidth_0);\n float _S24 = min(e_0.xPx_0, e_0.x2Px_0);\n\n float _S25 = max(e_0.xPx_0, e_0.x2Px_0);\n if((u_0.linkShape_0) == 2)\n {\n\n v_0.kind_0 = 3.0;\n float _S26 = max(2.0 * pairHalf_0, 2.5);\n v_0.radii_0 = vec2(_S26, 0.0);\n v_0.local_0 = vec2(t_2 * _S26, pad_0);\n\n origin_0 = vec2((e_0.xPx_0 + e_0.x2Px_0) * 0.5 - _S26 * 0.5, e_0.baseY_0 - apex_0 * e_0.ySign_0);\n\n legDir_0 = 1.0;\n\n }\n else\n {\n\n\n\n if(linkIsFar_0(pairHalf_0, u_0.canvasWidth_0))\n {\n\n v_0.kind_0 = 1.0;\n float legSweep_2 = legSweepAngle_0(v_0.radii_0.x, e_0.reach_0 + e_0.hw_0);\n\n\n vec2 leg_0 = wideCircleLeg_0(seg_2, u_0.curveSegments_0, legSweep_2);\n float b_0 = leg_0.y;\n\n\n vec2 _S27 = wideCircleHullPoint_0(sin(b_0), sin(b_0 * 0.5), cos(0.5 * wideCircleLegStep_0(seg_2, u_0.curveSegments_0, legSweep_2)), v_0.radii_0.x, pad_0);\n\n v_0.local_0 = _S27;\n\n v_0.local_0[1] = - _S27.y;\n float _S28 = leg_0.x;\n\n if(_S28 > 0.0)\n {\n\n legDir_0 = _S25;\n\n }\n else\n {\n\n legDir_0 = _S24;\n\n }\n\n vec2 _S29 = vec2(legDir_0, e_0.baseY_0);\n\n v_0.legSide_0 = _S28;\n\n origin_0 = _S29;\n\n legDir_0 = _S28;\n\n }\n else\n {\n\n v_0.kind_0 = 0.0;\n float a_0 = t_2 * 3.14159274101257324;\n float halfStep_0 = 3.14159274101257324 / (2.0 * float(u_0.curveSegments_0));\n vec2 _S30 = ellipseHullPoint_0(cos(a_0), sin(a_0), cos(halfStep_0), sin(halfStep_0), v_0.radii_0.x, v_0.radii_0.y, pad_0);\n\n v_0.local_0 = _S30;\n\n v_0.local_0[1] = - _S30.y;\n\n origin_0 = vec2((e_0.xPx_0 + e_0.x2Px_0) * 0.5, e_0.baseY_0);\n\n legDir_0 = 1.0;\n\n }\n\n }\n\n }\n\n v_0.screen_0 = origin_0 + vec2(legDir_0 * v_0.local_0.x, v_0.local_0.y * e_0.ySign_0);\n return v_0;\n}\n\n\nvec2 regionSpanPx_0(uint region_0)\n{\n\n vec4 s_0 = u_0.regionSpan_0[region_0 / 2U];\n\n vec2 _S31;\n if((region_0 % 2U) == 0U)\n {\n\n _S31 = s_0.xy;\n\n }\n else\n {\n\n _S31 = s_0.zw;\n\n }\n\n return _S31;\n}\n\n\nfloat linkFootDir_0(uint feet_1, uint shift_0)\n{\n\n uint d_1 = (feet_1 >> shift_0) & 3U;\n\n float _S32;\n if(d_1 == 1U)\n {\n\n _S32 = 1.0;\n\n }\n else\n {\n\n if(d_1 == 2U)\n {\n\n _S32 = -1.0;\n\n }\n else\n {\n\n _S32 = 0.0;\n\n }\n\n }\n\n return _S32;\n}\n\n\nfloat linkFootLenPx_0(float x_3, float dir_0, float leftPx_0, float rightPx_0, float footPx_1)\n{\n\n float _S33;\n if(dir_0 > 0.0)\n {\n\n _S33 = rightPx_0 - x_3;\n\n }\n else\n {\n\n _S33 = x_3 - leftPx_0;\n\n }\n\n return max(0.0, min(footPx_1, _S33));\n}\n\n\nLinkVertex_0 footCorner_0(LinkInstance_0 inst_1, LinkEnv_0 e_1, uint f_0, uint c_2, out bool present_0)\n{\n\n bool _S34 = f_0 == 0U;\n\n float x_4;\n\n if(_S34)\n {\n\n x_4 = e_1.xPx_0;\n\n }\n else\n {\n\n x_4 = e_1.x2Px_0;\n\n }\n uint _S35 = min(inst_1.x2Region_0, 255U);\n\n vec4 entry_0;\n if(_S34)\n {\n\n entry_0 = u_0.ownEntry_0;\n\n }\n else\n {\n\n entry_0 = u_0.regionTable_0[_S35];\n\n }\n\n vec2 span_0;\n if(_S34)\n {\n\n span_0 = u_0.ownSpan_0.xy;\n\n }\n else\n {\n\n span_0 = regionSpanPx_0(_S35);\n\n }\n float dir_1 = linkFootDir_0(inst_1.feet_0, f_0 * 2U) * float((int(sign((entry_0.w)))));\n float len_0 = linkFootLenPx_0(x_4, dir_1, span_0.x, span_0.y, u_0.footPx_0);\n\n bool _S36;\n if(dir_1 != 0.0)\n {\n\n _S36 = len_0 > 0.0;\n\n }\n else\n {\n\n _S36 = false;\n\n }\n\n if(_S36)\n {\n\n if(_S34)\n {\n\n _S36 = true;\n\n }\n else\n {\n\n _S36 = e_1.placed_0;\n\n }\n\n }\n else\n {\n\n _S36 = false;\n\n }\n\n present_0 = _S36;\n\n float along_0;\n if(c_2 >= 2U)\n {\n\n along_0 = len_0;\n\n }\n else\n {\n\n along_0 = 0.0;\n\n }\n\n float across_0;\n if((c_2 % 2U) == 0U)\n {\n\n across_0 = - e_1.hw_0;\n\n }\n else\n {\n\n across_0 = e_1.hw_0;\n\n }\n LinkVertex_0 v_1;\n v_1.kind_0 = 4.0;\n v_1.radii_0 = vec2(len_0, 0.0);\n v_1.legSide_0 = 1.0;\n v_1.local_0 = vec2(along_0, across_0);\n v_1.screen_0 = vec2(x_4 + dir_1 * along_0, e_1.baseY_0 - e_1.ySign_0 * e_1.strokeHalf_0 + across_0);\n return v_1;\n}\n\n\n\nLinkVertex_0 footBlockStart_0(LinkInstance_0 inst_2, LinkEnv_0 e_2, uint f_1)\n{\n\n LinkVertex_0 tail_0 = curveVertex_0(inst_2, e_2, u_0.curveSegments_0, 1.0);\n if(f_1 == 0U)\n {\n\n return tail_0;\n }\n\n bool first_0;\n LinkVertex_0 last_0 = footCorner_0(inst_2, e_2, 0U, 3U, first_0);\n\n LinkVertex_0 _S37;\n if(first_0)\n {\n\n _S37 = last_0;\n\n }\n else\n {\n\n _S37 = tail_0;\n\n }\n\n return _S37;\n}\n\n\n\nLinkVertex_0 footVertex_0(LinkInstance_0 inst_3, LinkEnv_0 e_3, uint f_2, uint k_1)\n{\n\n LinkVertex_0 start_0 = footBlockStart_0(inst_3, e_3, f_2);\n if(k_1 == 0U)\n {\n\n return start_0;\n }\n\n bool present_1;\n\n uint _S38;\n if(k_1 <= 2U)\n {\n\n _S38 = 0U;\n\n }\n else\n {\n\n _S38 = k_1 - 2U;\n\n }\n\n LinkVertex_0 v_2 = footCorner_0(inst_3, e_3, f_2, _S38, present_1);\n\n LinkVertex_0 _S39;\n if(present_1)\n {\n\n _S39 = v_2;\n\n }\n else\n {\n\n _S39 = start_0;\n\n }\n\n return _S39;\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\nout vec4 v_color;\n\n\nout vec2 v_local;\n\n\nflat out vec2 v_radii;\n\n\nflat out float v_kind;\n\n\nflat out float v_halfWidthPx;\n\n\nout float v_legSide;\n\n\nlayout(location = 0)\nin uint a_x;\n\n\nlayout(location = 1)\nin uint a_x2;\n\n\nlayout(location = 2)\nin uint a_x2Region;\n\n\nlayout(location = 3)\nin float a_y;\n\n\nlayout(location = 4)\nin float a_size;\n\n\nlayout(location = 5)\nin uint a_color;\n\n\nlayout(location = 6)\nin uint a_row;\n\n\nlayout(location = 7)\nin uint a_feet;\n\n\nvec4 rampColor_0(float _S40)\n{\n\n return (textureLod((u_colorRamp), (vec2((clamp(_S40, 0.0, 1.0) * 255.0 + 0.5) / 256.0, 0.5)), (0.0)));\n}\n\n\nvec4 markScaleColor_0(uint _S41, int _S42, float _S43, float _S44, float _S45, int _S46, vec4 _S47, vec4 _S48)\n{\n\n if(_S42 == 0)\n {\n\n return unpackRGBA_0(_S41);\n }\n if(_S41 == 2143289345U)\n {\n\n return unpackRGBA_0(4289703855U);\n }\n\n int scaleType_6;\n\n if((_S41 & 2139095040U) == 2139095040U)\n {\n\n if((_S41 & 8388607U) != 0U)\n {\n\n return unpackRGBA_0(4286611584U);\n }\n\n bool negative_0 = (_S41 & 2147483648U) != 0U;\n if(_S42 == 3)\n {\n\n if(negative_0)\n {\n\n scaleType_6 = 0;\n\n }\n else\n {\n\n scaleType_6 = _S46;\n\n }\n\n return u_0.colorBands_0[scaleType_6];\n }\n\n float _S49;\n\n if(negative_0)\n {\n\n _S49 = 0.0;\n\n }\n else\n {\n\n _S49 = 1.0;\n\n }\n\n return rampColor_0(rampMidT_0(_S49, _S45));\n }\n float value_5 = uintBitsToFloat(_S41);\n if(_S42 == 3)\n {\n\n return u_0.colorBands_0[thresholdBand_0(value_5, _S46, _S47, _S48)];\n }\n if(_S42 == 2)\n {\n\n scaleType_6 = 1;\n\n }\n else\n {\n\n scaleType_6 = 0;\n\n }\n return rampColor_0(rampMidT_0(normalizeScore_0(value_5, _S43, _S44, scaleType_6, 1.0), _S45));\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 _S50, int _S51, vec4 _S52)\n{\n\n RowPlacement_0 p_0;\n p_0.hidden_0 = false;\n p_0.slot_1 = _S50;\n p_0.color_1 = _S52;\n p_0.overridden_0 = false;\n if(_S51 < 0)\n {\n\n return p_0;\n }\n uint n_0 = uint(_S51);\n if(_S50 >= n_0)\n {\n\n p_0.hidden_0 = true;\n return p_0;\n }\n uint h_3 = rowTablePlaneHeight_0(n_0);\n uint _S53 = rowTableTexelX_0(_S50, n_0);\n\n float u_2 = (float(_S53) + 0.5) / float(rowTableWidth_0(n_0));\n float rows_0 = float(2U * h_3);\n uint y_1 = rowTableTexelY_0(_S50, n_0);\n vec4 s_1 = (textureLod((u_rowTable), (vec2(u_2, (float(y_1) + 0.5) / rows_0)), (0.0)));\n if((s_1.w) < 0.5)\n {\n\n p_0.hidden_0 = true;\n return p_0;\n }\n p_0.slot_1 = ((byteOf_0(s_1.x)) | ((byteOf_0(s_1.y)) << 8)) | ((byteOf_0(s_1.z)) << 16);\n vec4 c_3 = (textureLod((u_rowTable), (vec2(u_2, (float(y_1 + h_3) + 0.5) / rows_0)), (0.0)));\n bool _S54 = (c_3.w) > 0.0;\n\n p_0.overridden_0 = _S54;\n\n vec4 _S55;\n if(_S54)\n {\n\n _S55 = c_3;\n\n }\n else\n {\n\n _S55 = _S52;\n\n }\n\n p_0.color_1 = _S55;\n return p_0;\n}\n\n\nstruct VsOut_0\n{\n vec4 position_0;\n vec4 color_2;\n vec2 local_1;\n vec2 radii_1;\n float kind_1;\n float halfWidthPx_3;\n float legSide_1;\n};\n\n\nvoid main()\n{\n\n RowPlacement_0 _S56 = 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 LinkEnv_0 e_4;\n float _S57 = 0.5 * linkStrokeWidthPx_0(a_size, u_0.sizeMode_0, u_0.sizeConstantPx_0, u_0.sizeDomainMin_0, u_0.sizeDomainMax_0, u_0.sizeScaleType_0, u_0.sizeRangeMin_0, u_0.sizeRangeMax_0, u_0.devicePixelRatio_0);\n\n e_4.strokeHalf_0 = _S57;\n\n\n e_4.hw_0 = _S57 + aaHalfPx_0(u_0.devicePixelRatio_0);\n e_4.baseY_0 = linkBaseYPx_0(u_0.rowOffsetPx_0, u_0.rowHeight_0, _S56.slot_1, u_0.reverse_0);\n\n float _S58;\n if((u_0.reverse_0) != 0)\n {\n\n _S58 = -1.0;\n\n }\n else\n {\n\n _S58 = 1.0;\n\n }\n\n e_4.ySign_0 = _S58;\n e_4.reach_0 = max(u_0.rowHeight_0 - u_0.insetPx_0, 0.0);\n e_4.xPx_0 = entryPx_0(a_x, u_0.ownEntry_0, u_0.zero_0);\n bool _S59 = a_x2Region < (u_0.regionCount_0);\n\n e_4.placed_0 = _S59;\n if(_S59)\n {\n\n _S58 = entryPx_0(a_x2, u_0.regionTable_0[a_x2Region], u_0.zero_0);\n\n }\n else\n {\n\n _S58 = e_4.xPx_0;\n\n }\n\n e_4.x2Px_0 = _S58;\n\n uint curveVerts_0 = (u_0.curveSegments_0 + 1U) * 2U;\n\n LinkVertex_0 v_3;\n\n if(uint(gl_VertexID) < curveVerts_0)\n {\n\n LinkEnv_0 _S60 = e_4;\n\n uint _S61 = uint(gl_VertexID) / 2U;\n\n if((uint(gl_VertexID) % 2U) == 0U)\n {\n\n _S58 = -1.0;\n\n }\n else\n {\n\n _S58 = 1.0;\n\n }\n\n LinkInstance_0 _S62 = LinkInstance_0(a_x, a_x2, a_x2Region, a_y, a_size, a_color, a_row, a_feet);\n\n v_3 = curveVertex_0(_S62, _S60, _S61, _S58);\n\n }\n else\n {\n uint j_0 = uint(gl_VertexID) - curveVerts_0;\n\n LinkInstance_0 _S63 = LinkInstance_0(a_x, a_x2, a_x2Region, a_y, a_size, a_color, a_row, a_feet);\n\n v_3 = footVertex_0(_S63, e_4, j_0 / 6U, j_0 % 6U);\n\n }\n\n VsOut_0 o_0;\n\n bool _S64;\n if(a_x2Region == 4294967294U)\n {\n\n _S64 = true;\n\n }\n else\n {\n\n _S64 = _S56.hidden_0;\n\n }\n\n vec4 _S65;\n if(_S64)\n {\n\n _S65 = vec4(-2.0, -2.0, 0.0, 1.0);\n\n }\n else\n {\n\n _S65 = vec4(v_3.screen_0.x / u_0.canvasWidth_0 * 2.0 - 1.0, yPxToClipY_0(v_3.screen_0.y, u_0.canvasHeight_0), 0.0, 1.0);\n\n }\n\n o_0.position_0 = _S65;\n\n o_0.color_2 = _S56.color_1;\n o_0.local_1 = v_3.local_0;\n o_0.radii_1 = v_3.radii_0;\n o_0.kind_1 = v_3.kind_0;\n o_0.halfWidthPx_3 = e_4.strokeHalf_0;\n o_0.legSide_1 = v_3.legSide_0;\n VsOut_0 _S66 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S66.color_2;\n\n v_local = _S66.local_1;\n\n v_radii = _S66.radii_1;\n\n v_kind = _S66.kind_1;\n\n v_halfWidthPx = _S66.halfWidthPx_3;\n\n v_legSide = _S66.legSide_1;\n\n return;\n}\n\n"
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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 float canvasHeight_0;\n float devicePixelRatio_0;\n float rowHeight_0;\n float rowOffsetPx_0;\n int reverse_0;\n float stemPx_0;\n float dashPx_0;\n float gapPx_0;\n float footPx_0;\n uint curveSegments_0;\n float insetPx_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 valued_0;\n int linkShape_0;\n int sizeMode_0;\n float sizeConstantPx_0;\n float sizeDomainMin_0;\n float sizeDomainMax_0;\n int sizeScaleType_0;\n float sizeRangeMin_0;\n float sizeRangeMax_0;\n float canvasWidth_0;\n uint regionCount_0;\n float zero_0;\n vec4 ownEntry_0;\n vec4 ownSpan_0;\n vec4 regionTable_0[256];\n vec4 regionSpan_0[128];\n int rowTableKeys_0;\n}u_0;\n\nfloat distToWideCirclePx_0(float x_0, float y_0, float r_0)\n{\n\n float rk_0 = 2.0 * x_0 + (x_0 * x_0 + y_0 * y_0) / r_0;\n return abs(rk_0 / (sqrt(max(1.0 + rk_0 / r_0, 0.0)) + 1.0));\n}\n\nfloat distToWideCircle_0(vec2 legLocal_0, float r_1)\n{\n\n return distToWideCirclePx_0(legLocal_0.x, legLocal_0.y, r_1);\n}\n\n\nfloat nearCircleDistancePx_0(float qx_0, float qy_0, float ax_0, float ay_0)\n{\n\n float kx_0 = qx_0 / ax_0;\n float ky_0 = qy_0 / ay_0;\n float k_0 = sqrt(kx_0 * kx_0 + ky_0 * ky_0);\n float gx_0 = qx_0 / (ax_0 * ax_0);\n float gy_0 = qy_0 / (ay_0 * ay_0);\n return abs(k_0 * (k_0 - 1.0) / max(sqrt(gx_0 * gx_0 + gy_0 * gy_0), 9.99999968265522539e-21));\n}\n\n\nfloat sdEllipse_0(vec2 p_0, vec2 radii_0)\n{\n\n vec2 q_0 = abs(p_0);\n\n vec2 ab_0;\n\n vec2 q_1;\n\n if((q_0.x) > (q_0.y))\n {\n\n vec2 _S1 = q_0.yx;\n\n ab_0 = radii_0.yx;\n\n q_1 = _S1;\n\n }\n else\n {\n\n ab_0 = radii_0;\n\n q_1 = q_0;\n\n }\n\n if((dot(ab_0, ab_0)) <= 0.0)\n {\n\n return length(q_1);\n }\n\n float _S2 = ab_0.y;\n\n float _S3 = ab_0.x;\n\n float l_0 = _S2 * _S2 - _S3 * _S3;\n if((abs(l_0)) < (0.05000000074505806 * _S2 * _S2))\n {\n\n return nearCircleDistancePx_0(q_1.x, q_1.y, _S3, _S2);\n }\n float m_0 = _S3 * q_1.x / l_0;\n\n float m2_0 = m_0 * m_0;\n float n_0 = _S2 * q_1.y / l_0;\n\n float n2_0 = n_0 * n_0;\n float c_0 = (m2_0 + n2_0 - 1.0) / 3.0;\n float c3_0 = c_0 * c_0 * c_0;\n float _S4 = m2_0 * n2_0;\n\n float d_0 = c3_0 + _S4;\n float g_0 = m_0 + m_0 * n2_0;\n\n float co_0;\n\n if(d_0 < 0.0)\n {\n\n float h_0 = acos(clamp((c3_0 + _S4 * 2.0) / c3_0, -1.0, 1.0)) / 3.0;\n float s_0 = cos(h_0);\n float t_0 = sin(h_0) * sqrt(3.0);\n float _S5 = - c_0;\n\n float rx_0 = sqrt(max(_S5 * (s_0 + t_0 + 2.0) + m2_0, 0.0));\n float ry_0 = sqrt(max(_S5 * (s_0 - t_0 + 2.0) + m2_0, 0.0));\n\n co_0 = (ry_0 + float((int(sign((l_0))))) * rx_0 + abs(g_0) / max(rx_0 * ry_0, 9.99999968265522539e-21) - m_0) / 2.0;\n\n }\n else\n {\n\n float w_0 = c3_0 + _S4 * 2.0 + 2.0 * m_0 * n_0 * sqrt(d_0);\n float aw_0 = abs(w_0);\n float _S6 = float((int(sign((w_0)))));\n\n float s_1 = _S6 * pow(aw_0, 0.3333333432674408);\n if(aw_0 > 0.0)\n {\n\n co_0 = _S6 * pow(c3_0 * (c3_0 / aw_0), 0.3333333432674408);\n\n }\n else\n {\n\n co_0 = 0.0;\n\n }\n float rx_1 = - s_1 - co_0 - c_0 * 4.0 + 2.0 * m2_0;\n float ry_1 = (s_1 - co_0) * sqrt(3.0);\n float rm_0 = sqrt(rx_1 * rx_1 + ry_1 * ry_1);\n\n co_0 = (ry_1 / sqrt(max(rm_0 - rx_1, 9.99999968265522539e-21)) + 2.0 * g_0 / max(rm_0, 9.99999968265522539e-21) - m_0) / 2.0;\n\n }\n\n float co_1 = clamp(co_0, -1.0, 1.0);\n\n return length(ab_0 * vec2(co_1, sqrt(max(1.0 - co_1 * co_1, 0.0))) - q_1);\n}\n\n\nstruct VsOut_0\n{\n vec4 position_0;\n vec4 color_0;\n vec2 local_0;\n vec2 radii_1;\n float kind_0;\n float halfWidthPx_0;\n float legSide_0;\n};\n\n\nfloat linkDistance_0(VsOut_0 i_0)\n{\n\n if((i_0.kind_0) >= 2.5)\n {\n\n float _S7 = i_0.local_0.x;\n return length(vec2(_S7 - clamp(_S7, 0.0, i_0.radii_1.x), i_0.local_0.y));\n }\n if((i_0.kind_0) >= 1.5)\n {\n\n float _S8 = i_0.local_0.y;\n return length(vec2(i_0.local_0.x, _S8 - clamp(_S8, - i_0.radii_1.y, 0.0)));\n }\n if((i_0.kind_0) >= 0.5)\n {\n\n return distToWideCircle_0(i_0.local_0, i_0.radii_1.x);\n }\n\n return sdEllipse_0(i_0.local_0, i_0.radii_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 linkDashAlong_0(VsOut_0 i_1)\n{\n\n if((i_1.kind_0) >= 3.5)\n {\n\n return -1.0;\n }\n\n if((i_1.kind_0) >= 2.5)\n {\n\n return i_1.local_0.x;\n }\n\n if((i_1.kind_0) >= 1.5)\n {\n\n return - i_1.local_0.y;\n }\n\n return -1.0;\n}\n\n\nfloat dashCoverageAt_0(float coord_0, float dashPx_1, float gapPx_1, float aaPx_1)\n{\n float period_0 = dashPx_1 + gapPx_1;\n float shifted_0 = coord_0 + gapPx_1 * 0.5;\n\n return aaRamp_0(dashPx_1 * 0.5 - abs(shifted_0 - period_0 * floor(shifted_0 / period_0) - period_0 * 0.5), aaPx_1);\n}\n\nfloat dashCoverage_0(float coord_1, float dashPx_2, float gapPx_2, float dpr_2)\n{\n\n return dashCoverageAt_0(coord_1, dashPx_2, gapPx_2, aaPx_0(dpr_2));\n}\n\n\nfloat linkDash_0(VsOut_0 i_2)\n{\n\n float along_0 = linkDashAlong_0(i_2);\n\n bool _S9;\n if((u_0.dashPx_0) > 0.0)\n {\n\n _S9 = along_0 >= 0.0;\n\n }\n else\n {\n\n _S9 = false;\n\n }\n\n float _S10;\n if(_S9)\n {\n\n _S10 = dashCoverage_0(along_0, u_0.dashPx_0, u_0.gapPx_0, u_0.devicePixelRatio_0);\n\n }\n else\n {\n\n _S10 = 1.0;\n\n }\n\n return _S10;\n}\n\n\nlayout(location = 0)\nout vec4 entryPointParam_fs_main_0;\n\n\nin vec4 v_color;\n\n\nin vec2 v_local;\n\n\nflat in vec2 v_radii;\n\n\nflat in float v_kind;\n\n\nflat in float v_halfWidthPx;\n\n\nin float v_legSide;\n\n\n\n\nvoid main()\n{\n\n if((abs(v_legSide)) < 0.99900001287460327)\n {\n\n discard;\n\n }\n\n VsOut_0 _S11 = VsOut_0(gl_FragCoord, v_color, v_local, v_radii, v_kind, v_halfWidthPx, v_legSide);\n\n VsOut_0 _S12 = VsOut_0(gl_FragCoord, v_color, v_local, v_radii, v_kind, v_halfWidthPx, v_legSide);\n\n entryPointParam_fs_main_0 = vec4(v_color.xyz, v_color.w * (edgeCoverage_0(v_halfWidthPx - linkDistance_0(_S11), u_0.devicePixelRatio_0) * linkDash_0(_S12)));\n\n return;\n}\n\n"
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@@ -117,7 +117,7 @@ export function linkValuePx(value: number, domainMin: number, domainMax: number,
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return (h - insetValueYPx(value, domainMin, domainMax, h, scaleType, insetPx, symlogConstant))
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}
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export function linkApexPx(halfWidthPx: number, reachPx: number, linkShape: number, valued: number, valuePx: number): number {
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export function linkApexPx(halfWidthPx: number, reachPx: number, strokeHalfPx: number, linkShape: number, valued: number, valuePx: number): number {
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if ((valued != 0)) {
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return valuePx
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}
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@@ -127,10 +127,10 @@ export function linkApexPx(halfWidthPx: number, reachPx: number, linkShape: numb
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if ((linkShape == 1)) {
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}
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return _min(halfWidthPx, reachPx)
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return _min(halfWidthPx, _max((reachPx - strokeHalfPx), 0.0))
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function linkIsFar(halfWidthPx: number, screenWidthPx: number): boolean {
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export function linkIsFar(halfWidthPx: number, screenWidthPx: number): boolean {
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return ((2.0 * halfWidthPx) > (3.0 * screenWidthPx))
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}
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@@ -25,8 +25,7 @@
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//! topology: triangle-strip
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//! coverage: analytic
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//! export-consts: LINK_SHAPE_DOME, LINK_SHAPE_ARC, LINK_SHAPE_LINE, LINK_LINE_MIN_PX, LINK_NO_REGION, LINK_ELSEWHERE, LINK_MAX_REGIONS, LINK_STEM_PX, LINK_FOOT_PX, LINK_FAR_SCREEN_WIDTHS, LINK_SIZE_CONSTANT, LINK_SIZE_SCALED, LINK_NO_SIZE, LINK_CURVE_SEGMENTS
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//! js-export: linkApexPx, linkRadiiPx, linkStrokeWidthPx, linkValuePx, linkBaseYPx, linkFootLenPx, linkFootDir
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//! js-skip: linkIsFar — reached as a private helper inside the generated linkRadiiPx, so the far decision is shared without a second way to ask it
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//! js-export: linkApexPx, linkRadiiPx, linkIsFar, linkStrokeWidthPx, linkValuePx, linkBaseYPx, linkFootLenPx, linkFootDir
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import antialias;
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import colorPack;
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@@ -175,7 +174,9 @@ float entryPx(uint bp, float4 r, float hpZero) {
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return r.x - hpViewportOffsetBp(hpSplitUint(bp), float3(r.y, r.z, 0.0), hpZero) * r.w;
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}
|
|
177
176
|
|
|
178
|
-
|
|
177
|
+
// Whether a pair is wide enough to draw as a true circle's two legs, which the
|
|
178
|
+
// painter strokes as a circle and `linkRadiiPx` sizes as one.
|
|
179
|
+
public bool linkIsFar(float halfWidthPx, float screenWidthPx) {
|
|
179
180
|
return 2.0 * halfWidthPx > LINK_FAR_SCREEN_WIDTHS * screenWidthPx;
|
|
180
181
|
}
|
|
181
182
|
|
|
@@ -185,12 +186,14 @@ public float linkValuePx(float value, float domainMin, float domainMax, float h,
|
|
|
185
186
|
return h - insetValueYPx(value, domainMin, domainMax, h, scaleType, insetPx, symlogConstant);
|
|
186
187
|
}
|
|
187
188
|
|
|
188
|
-
// The apex height of a pair, in CSS px above the baseline.
|
|
189
|
-
|
|
189
|
+
// The apex height of a pair's centreline, in CSS px above the baseline. A dome
|
|
190
|
+
// stops half its stroke short of the band's top, so its thickest arc stays on
|
|
191
|
+
// the canvas.
|
|
192
|
+
public float linkApexPx(float halfWidthPx, float reachPx, float strokeHalfPx, int linkShape, int valued, float valuePx) {
|
|
190
193
|
if (valued != 0) { return valuePx; }
|
|
191
194
|
if (linkShape == LINK_SHAPE_LINE) { return 0.0; }
|
|
192
195
|
if (linkShape == LINK_SHAPE_ARC) { return halfWidthPx; }
|
|
193
|
-
return min(halfWidthPx, reachPx);
|
|
196
|
+
return min(halfWidthPx, max(reachPx - strokeHalfPx, 0.0));
|
|
194
197
|
}
|
|
195
198
|
|
|
196
199
|
// The baseline of a row's band, in canvas px: its bottom, or its top under a
|
|
@@ -279,7 +282,7 @@ LinkVertex curveVertex(LinkInstance inst, LinkEnv e, uint seg, float side) {
|
|
|
279
282
|
float pairHalf = abs(e.x2Px - e.xPx) * 0.5;
|
|
280
283
|
float valuePx = linkValuePx(inst.y, u.domainMin, u.domainMax, u.rowHeight,
|
|
281
284
|
u.valueScaleType, u.insetPx, u.valueSymlogConstant);
|
|
282
|
-
float apex = linkApexPx(pairHalf, e.reach, u.linkShape, u.valued, valuePx);
|
|
285
|
+
float apex = linkApexPx(pairHalf, e.reach, e.strokeHalf, u.linkShape, u.valued, valuePx);
|
|
283
286
|
v.radii = linkRadiiPx(pairHalf, apex, u.canvasWidth);
|
|
284
287
|
float2 ends = float2(min(e.xPx, e.x2Px), max(e.xPx, e.x2Px));
|
|
285
288
|
if (u.linkShape == LINK_SHAPE_LINE) {
|