@jbrowse/render-core 5.0.0-beta.11 → 5.0.0-beta.14

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (190) hide show
  1. package/esm/OverlayCanvas.d.ts +3 -2
  2. package/esm/OverlayCanvas.js +4 -2
  3. package/esm/RenderCanvas.d.ts +4 -3
  4. package/esm/RenderCanvas.js +4 -2
  5. package/esm/ScrollLockedOverlay.d.ts +2 -2
  6. package/esm/ScrollLockedOverlay.js +3 -2
  7. package/esm/blockClipUtils.d.ts +5 -5
  8. package/esm/blockClipUtils.js +4 -3
  9. package/esm/canvas2dUtils.d.ts +15 -21
  10. package/esm/canvas2dUtils.js +25 -55
  11. package/esm/colorRampLut.d.ts +2 -2
  12. package/esm/colorRampLut.js +2 -2
  13. package/esm/coverageBand.d.ts +0 -1
  14. package/esm/coverageBand.js +0 -5
  15. package/esm/coverageBandBuffers.d.ts +8 -5
  16. package/esm/createRenderingBackend.d.ts +1 -1
  17. package/esm/displayPhase.d.ts +5 -9
  18. package/esm/displayPhase.js +2 -2
  19. package/esm/hal/mockHal.d.ts +3 -4
  20. package/esm/hal/mockHal.js +5 -4
  21. package/esm/hal/types.d.ts +5 -5
  22. package/esm/hal/webgl2Hal.d.ts +4 -1
  23. package/esm/hal/webgl2Hal.js +18 -6
  24. package/esm/hal/webgpuHal.js +2 -2
  25. package/esm/linkFeet.d.ts +4 -0
  26. package/esm/linkFeet.js +7 -0
  27. package/esm/marks/barMark.d.ts +1 -1
  28. package/esm/marks/barMark.js +4 -2
  29. package/esm/marks/colorFill.d.ts +4 -4
  30. package/esm/marks/colorFill.js +4 -4
  31. package/esm/marks/connectorMark.d.ts +48 -0
  32. package/esm/marks/connectorMark.js +285 -0
  33. package/esm/marks/drawAgainstHit.d.ts +1 -1
  34. package/esm/marks/drawAgainstHit.js +4 -4
  35. package/esm/marks/glyphPaint.d.ts +5 -4
  36. package/esm/marks/glyphPaint.js +17 -7
  37. package/esm/marks/index.d.ts +8 -5
  38. package/esm/marks/index.js +6 -4
  39. package/esm/marks/lineMark.d.ts +47 -7
  40. package/esm/marks/lineMark.js +53 -39
  41. package/esm/marks/linkMark.d.ts +43 -6
  42. package/esm/marks/linkMark.js +118 -21
  43. package/esm/marks/markBackend.d.ts +1 -1
  44. package/esm/marks/markBackend.js +1 -1
  45. package/esm/marks/markPlan.d.ts +4 -3
  46. package/esm/marks/markPlan.js +5 -4
  47. package/esm/marks/markRamp.d.ts +11 -11
  48. package/esm/marks/markRamp.js +9 -9
  49. package/esm/marks/pointMark.d.ts +11 -5
  50. package/esm/marks/pointMark.js +34 -9
  51. package/esm/marks/rowLane.d.ts +4 -2
  52. package/esm/marks/rowLane.js +7 -3
  53. package/esm/marks/rowTable.d.ts +5 -5
  54. package/esm/marks/rowTable.js +4 -4
  55. package/esm/marks/ruleMark.js +1 -0
  56. package/esm/marks/spanMark.d.ts +8 -7
  57. package/esm/marks/spanMark.js +3 -3
  58. package/esm/marks/types.d.ts +8 -5
  59. package/esm/marks/types.js +8 -1
  60. package/esm/perRegionRenderingBackend.d.ts +1 -1
  61. package/esm/perRegionRenderingBackend.js +1 -1
  62. package/esm/regionDataMap.d.ts +2 -2
  63. package/esm/regionDataMap.js +2 -2
  64. package/esm/shaders/barMark.glsl.generated.d.ts +1 -1
  65. package/esm/shaders/barMark.glsl.generated.js +1 -1
  66. package/esm/shaders/barMark.wgsl.generated.d.ts +1 -1
  67. package/esm/shaders/barMark.wgsl.generated.js +1 -1
  68. package/esm/shaders/capsule.js.generated.d.ts +1 -1
  69. package/esm/shaders/capsule.js.generated.js +2 -2
  70. package/esm/shaders/connectorMark.consts.generated.d.ts +11 -0
  71. package/esm/shaders/connectorMark.consts.generated.js +13 -0
  72. package/esm/shaders/{coverageIndicator.generated.d.ts → connectorMark.generated.d.ts} +2 -1
  73. package/esm/shaders/connectorMark.generated.js +8 -0
  74. package/esm/shaders/connectorMark.glsl.generated.d.ts +2 -0
  75. package/esm/shaders/connectorMark.glsl.generated.js +4 -0
  76. package/esm/shaders/connectorMark.iface.generated.d.ts +88 -0
  77. package/esm/shaders/connectorMark.iface.generated.js +1194 -0
  78. package/esm/shaders/connectorMark.js.generated.d.ts +5 -0
  79. package/esm/shaders/connectorMark.js.generated.js +47 -0
  80. package/esm/shaders/connectorMark.wgsl.generated.d.ts +1 -0
  81. package/esm/shaders/connectorMark.wgsl.generated.js +3 -0
  82. package/esm/shaders/coverageInterbase.glsl.generated.d.ts +1 -1
  83. package/esm/shaders/coverageInterbase.glsl.generated.js +1 -1
  84. package/esm/shaders/coverageInterbase.wgsl.generated.d.ts +1 -1
  85. package/esm/shaders/coverageInterbase.wgsl.generated.js +1 -1
  86. package/esm/shaders/curveDistance.js.generated.d.ts +4 -0
  87. package/esm/shaders/curveDistance.js.generated.js +113 -0
  88. package/esm/shaders/insertionGlyph.generated.d.ts +6 -0
  89. package/esm/shaders/insertionGlyph.generated.js +8 -0
  90. package/esm/shaders/lineCenterMark.glsl.generated.d.ts +2 -2
  91. package/esm/shaders/lineCenterMark.glsl.generated.js +2 -2
  92. package/esm/shaders/lineCenterMark.iface.generated.d.ts +11 -9
  93. package/esm/shaders/lineCenterMark.iface.generated.js +20 -18
  94. package/esm/shaders/lineCenterMark.wgsl.generated.d.ts +1 -1
  95. package/esm/shaders/lineCenterMark.wgsl.generated.js +1 -1
  96. package/esm/shaders/lineCommon.js.generated.d.ts +1 -0
  97. package/esm/shaders/lineCommon.js.generated.js +20 -0
  98. package/esm/shaders/lineStepMark.glsl.generated.d.ts +2 -2
  99. package/esm/shaders/lineStepMark.glsl.generated.js +2 -2
  100. package/esm/shaders/lineStepMark.iface.generated.d.ts +11 -9
  101. package/esm/shaders/lineStepMark.iface.generated.js +20 -18
  102. package/esm/shaders/lineStepMark.wgsl.generated.d.ts +1 -1
  103. package/esm/shaders/lineStepMark.wgsl.generated.js +1 -1
  104. package/esm/shaders/linkMark.consts.generated.d.ts +1 -0
  105. package/esm/shaders/linkMark.consts.generated.js +1 -0
  106. package/esm/shaders/linkMark.glsl.generated.d.ts +2 -2
  107. package/esm/shaders/linkMark.glsl.generated.js +2 -2
  108. package/esm/shaders/linkMark.js.generated.d.ts +4 -2
  109. package/esm/shaders/linkMark.js.generated.js +33 -4
  110. package/esm/shaders/linkMark.wgsl.generated.d.ts +1 -1
  111. package/esm/shaders/linkMark.wgsl.generated.js +1 -1
  112. package/esm/shaders/pointMark.glsl.generated.d.ts +1 -1
  113. package/esm/shaders/pointMark.glsl.generated.js +1 -1
  114. package/esm/shaders/pointMark.iface.generated.d.ts +10 -8
  115. package/esm/shaders/pointMark.iface.generated.js +18 -16
  116. package/esm/shaders/pointMark.wgsl.generated.d.ts +1 -1
  117. package/esm/shaders/pointMark.wgsl.generated.js +1 -1
  118. package/esm/shaders/spanMark.glsl.generated.d.ts +1 -1
  119. package/esm/shaders/spanMark.glsl.generated.js +1 -1
  120. package/esm/shaders/spanMark.wgsl.generated.d.ts +1 -1
  121. package/esm/shaders/spanMark.wgsl.generated.js +1 -1
  122. package/esm/slangPass.d.ts +5 -3
  123. package/esm/slangPass.js +2 -2
  124. package/package.json +7 -4
  125. package/src/shaders/arcHull.test.ts +87 -0
  126. package/src/shaders/barMark.glsl.generated.ts +1 -1
  127. package/src/shaders/barMark.slang +2 -2
  128. package/src/shaders/barMark.wgsl.generated.ts +1 -1
  129. package/src/shaders/capsule.js.generated.ts +2 -2
  130. package/src/shaders/capsule.slang +69 -24
  131. package/src/shaders/clipStrip.slang +1 -1
  132. package/src/shaders/colorPack.slang +2 -2
  133. package/src/shaders/colorRampLut.slang +7 -7
  134. package/src/shaders/connectorMark.consts.generated.ts +24 -0
  135. package/src/shaders/connectorMark.generated.ts +12 -0
  136. package/src/shaders/connectorMark.glsl.generated.ts +6 -0
  137. package/src/shaders/connectorMark.iface.generated.ts +1270 -0
  138. package/src/shaders/connectorMark.js.generated.ts +52 -0
  139. package/src/shaders/connectorMark.slang +287 -0
  140. package/src/shaders/connectorMark.wgsl.generated.ts +4 -0
  141. package/src/shaders/coverageBand.slang +10 -12
  142. package/src/shaders/coverageInterbase.glsl.generated.ts +1 -1
  143. package/src/shaders/coverageInterbase.slang +24 -21
  144. package/src/shaders/coverageInterbase.wgsl.generated.ts +1 -1
  145. package/src/shaders/coverageSnp.slang +1 -1
  146. package/src/shaders/curveDistance.js.generated.ts +112 -0
  147. package/src/shaders/curveDistance.slang +104 -1
  148. package/src/shaders/farDome.test.ts +117 -0
  149. package/src/shaders/hpClampFloor.test.ts +0 -4
  150. package/src/shaders/insertionGlyph.generated.ts +14 -0
  151. package/src/shaders/insertionGlyph.slang +59 -0
  152. package/src/shaders/lineCenterMark.glsl.generated.ts +2 -2
  153. package/src/shaders/lineCenterMark.iface.generated.ts +21 -18
  154. package/src/shaders/lineCenterMark.slang +19 -23
  155. package/src/shaders/lineCenterMark.wgsl.generated.ts +1 -1
  156. package/src/shaders/lineCommon.js.generated.ts +20 -0
  157. package/src/shaders/lineCommon.slang +18 -8
  158. package/src/shaders/lineStepMark.glsl.generated.ts +2 -2
  159. package/src/shaders/lineStepMark.iface.generated.ts +21 -18
  160. package/src/shaders/lineStepMark.slang +10 -6
  161. package/src/shaders/lineStepMark.wgsl.generated.ts +1 -1
  162. package/src/shaders/linkMark.consts.generated.ts +2 -0
  163. package/src/shaders/linkMark.glsl.generated.ts +2 -2
  164. package/src/shaders/linkMark.js.generated.ts +30 -4
  165. package/src/shaders/linkMark.slang +67 -24
  166. package/src/shaders/linkMark.wgsl.generated.ts +1 -1
  167. package/src/shaders/markColor.slang +10 -10
  168. package/src/shaders/pointMark.glsl.generated.ts +1 -1
  169. package/src/shaders/pointMark.iface.generated.ts +19 -16
  170. package/src/shaders/pointMark.slang +12 -8
  171. package/src/shaders/pointMark.wgsl.generated.ts +1 -1
  172. package/src/shaders/rowRect.slang +3 -3
  173. package/src/shaders/rowTable.slang +12 -8
  174. package/src/shaders/scoreScale.slang +1 -1
  175. package/src/shaders/spanMark.glsl.generated.ts +1 -1
  176. package/src/shaders/spanMark.slang +5 -5
  177. package/src/shaders/spanMark.wgsl.generated.ts +1 -1
  178. package/src/shaders/viewRegion.slang +13 -0
  179. package/esm/shaders/coverageIndicator.generated.js +0 -7
  180. package/esm/shaders/coverageIndicator.glsl.generated.d.ts +0 -2
  181. package/esm/shaders/coverageIndicator.glsl.generated.js +0 -4
  182. package/esm/shaders/coverageIndicator.iface.generated.d.ts +0 -85
  183. package/esm/shaders/coverageIndicator.iface.generated.js +0 -114
  184. package/esm/shaders/coverageIndicator.wgsl.generated.d.ts +0 -1
  185. package/esm/shaders/coverageIndicator.wgsl.generated.js +0 -3
  186. package/src/shaders/coverageIndicator.generated.ts +0 -11
  187. package/src/shaders/coverageIndicator.glsl.generated.ts +0 -6
  188. package/src/shaders/coverageIndicator.iface.generated.ts +0 -172
  189. package/src/shaders/coverageIndicator.slang +0 -61
  190. package/src/shaders/coverageIndicator.wgsl.generated.ts +0 -4
@@ -11,20 +11,21 @@ export declare const UNIFORM_OFFSET_F32: {
11
11
  readonly rampMin: 9;
12
12
  readonly rampMax: 10;
13
13
  readonly rampMidNorm: 11;
14
- readonly rowHeight: 60;
15
- readonly rowBandPx: 61;
16
- readonly rowOffsetPx: 62;
17
- readonly origin: 63;
18
- readonly lineWidth: 64;
19
- readonly zero: 65;
20
- readonly viewportWidth: 66;
21
- readonly devicePixelRatio: 67;
14
+ readonly rowHeight: 61;
15
+ readonly rowBandPx: 62;
16
+ readonly rowOffsetPx: 63;
17
+ readonly origin: 64;
18
+ readonly lineWidth: 65;
19
+ readonly zero: 66;
20
+ readonly viewportWidth: 67;
21
+ readonly devicePixelRatio: 68;
22
22
  };
23
23
  export declare const UNIFORM_OFFSET_I32: {
24
24
  readonly valueScaleType: 6;
25
25
  readonly rampMode: 8;
26
26
  readonly colorCutCount: 12;
27
- readonly rowTableKeys: 68;
27
+ readonly colorFromY: 60;
28
+ readonly rowTableKeys: 69;
28
29
  };
29
30
  export declare const UNIFORM_SLOT_ARRAYS: {
30
31
  readonly colorCuts: readonly [16, 20];
@@ -46,6 +47,7 @@ export interface Uniforms {
46
47
  colorCutCount: number;
47
48
  colorCuts: [[number, number, number, number], [number, number, number, number]];
48
49
  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]];
50
+ colorFromY: number;
49
51
  rowHeight: number;
50
52
  rowBandPx: number;
51
53
  rowOffsetPx: number;
@@ -19,21 +19,22 @@ export const UNIFORM_OFFSET_F32 = {
19
19
  rampMin: 9,
20
20
  rampMax: 10,
21
21
  rampMidNorm: 11,
22
- rowHeight: 60,
23
- rowBandPx: 61,
24
- rowOffsetPx: 62,
25
- origin: 63,
26
- lineWidth: 64,
27
- zero: 65,
28
- viewportWidth: 66,
29
- devicePixelRatio: 67,
22
+ rowHeight: 61,
23
+ rowBandPx: 62,
24
+ rowOffsetPx: 63,
25
+ origin: 64,
26
+ lineWidth: 65,
27
+ zero: 66,
28
+ viewportWidth: 67,
29
+ devicePixelRatio: 68,
30
30
  };
31
31
  // Word indices into a Int32Array view over the uniform buffer.
32
32
  export const UNIFORM_OFFSET_I32 = {
33
33
  valueScaleType: 6,
34
34
  rampMode: 8,
35
35
  colorCutCount: 12,
36
- rowTableKeys: 68,
36
+ colorFromY: 60,
37
+ rowTableKeys: 69,
37
38
  };
38
39
  // Word indices of each array field’s elements, into a 4-byte-word
39
40
  // view over the uniform buffer (Uint32Array or Float32Array — the
@@ -119,15 +120,16 @@ export function writeUniforms(buf, uniforms) {
119
120
  f32[57] = uniforms.colorBands[8][1];
120
121
  f32[58] = uniforms.colorBands[8][2];
121
122
  f32[59] = uniforms.colorBands[8][3];
122
- f32[60] = uniforms.rowHeight;
123
- f32[61] = uniforms.rowBandPx;
124
- f32[62] = uniforms.rowOffsetPx;
125
- f32[63] = uniforms.origin;
126
- f32[64] = uniforms.lineWidth;
127
- f32[65] = uniforms.zero;
128
- f32[66] = uniforms.viewportWidth;
129
- f32[67] = uniforms.devicePixelRatio;
130
- i32[68] = uniforms.rowTableKeys;
123
+ i32[60] = uniforms.colorFromY;
124
+ f32[61] = uniforms.rowHeight;
125
+ f32[62] = uniforms.rowBandPx;
126
+ f32[63] = uniforms.rowOffsetPx;
127
+ f32[64] = uniforms.origin;
128
+ f32[65] = uniforms.lineWidth;
129
+ f32[66] = uniforms.zero;
130
+ f32[67] = uniforms.viewportWidth;
131
+ f32[68] = uniforms.devicePixelRatio;
132
+ i32[69] = uniforms.rowTableKeys;
131
133
  }
132
134
  export const INSTANCE_STRIDE_BYTES = 28;
133
135
  export const INSTANCE_STRIDE_WORDS = 7;
@@ -1 +1 @@
1
- export declare const WGSL_SOURCE = "struct Uniforms_std140_0\n{\n @align(16) bpRangeX_0 : vec3<f32>,\n @align(4) canvasHeight_0 : f32,\n @align(16) domainMin_0 : f32,\n @align(4) domainMax_0 : f32,\n @align(8) valueScaleType_0 : i32,\n @align(4) valueSymlogConstant_0 : f32,\n @align(16) rampMode_0 : i32,\n @align(4) rampMin_0 : f32,\n @align(8) rampMax_0 : f32,\n @align(4) rampMidNorm_0 : f32,\n @align(16) colorCutCount_0 : i32,\n @align(16) colorCuts_0 : array<vec4<f32>, i32(2)>,\n @align(16) colorBands_0 : array<vec4<f32>, i32(9)>,\n @align(16) 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";
1
+ export declare const WGSL_SOURCE = "struct Uniforms_std140_0\n{\n @align(16) bpRangeX_0 : vec3<f32>,\n @align(4) canvasHeight_0 : f32,\n @align(16) domainMin_0 : f32,\n @align(4) domainMax_0 : f32,\n @align(8) valueScaleType_0 : i32,\n @align(4) valueSymlogConstant_0 : f32,\n @align(16) rampMode_0 : i32,\n @align(4) rampMin_0 : f32,\n @align(8) rampMax_0 : f32,\n @align(4) rampMidNorm_0 : f32,\n @align(16) colorCutCount_0 : i32,\n @align(16) colorCuts_0 : array<vec4<f32>, i32(2)>,\n @align(16) colorBands_0 : array<vec4<f32>, i32(9)>,\n @align(16) 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";
@@ -1,3 +1,3 @@
1
1
  // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from lineStepMark.slang.
2
2
  // Do not edit. Run `pnpm gen:shaders` to regenerate.
3
- export const WGSL_SOURCE = "struct Uniforms_std140_0\n{\n @align(16) bpRangeX_0 : vec3<f32>,\n @align(4) canvasHeight_0 : f32,\n @align(16) domainMin_0 : f32,\n @align(4) domainMax_0 : f32,\n @align(8) valueScaleType_0 : i32,\n @align(4) valueSymlogConstant_0 : f32,\n @align(16) rampMode_0 : i32,\n @align(4) rampMin_0 : f32,\n @align(8) rampMax_0 : f32,\n @align(4) rampMidNorm_0 : f32,\n @align(16) colorCutCount_0 : i32,\n @align(16) colorCuts_0 : array<vec4<f32>, i32(2)>,\n @align(16) colorBands_0 : array<vec4<f32>, i32(9)>,\n @align(16) 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";
3
+ export const WGSL_SOURCE = "struct Uniforms_std140_0\n{\n @align(16) bpRangeX_0 : vec3<f32>,\n @align(4) canvasHeight_0 : f32,\n @align(16) domainMin_0 : f32,\n @align(4) domainMax_0 : f32,\n @align(8) valueScaleType_0 : i32,\n @align(4) valueSymlogConstant_0 : f32,\n @align(16) rampMode_0 : i32,\n @align(4) rampMin_0 : f32,\n @align(8) rampMax_0 : f32,\n @align(4) rampMidNorm_0 : f32,\n @align(16) colorCutCount_0 : i32,\n @align(16) colorCuts_0 : array<vec4<f32>, i32(2)>,\n @align(16) colorBands_0 : array<vec4<f32>, i32(9)>,\n @align(16) 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";
@@ -8,6 +8,7 @@ export declare const LINK_MAX_REGIONS = 256;
8
8
  export declare const LINK_STEM_PX = 12;
9
9
  export declare const LINK_FOOT_PX = 20;
10
10
  export declare const LINK_FAR_SCREEN_WIDTHS = 3;
11
+ export declare const LINK_FAR_FLAT_RATIO = 0.25;
11
12
  export declare const LINK_SIZE_CONSTANT = 0;
12
13
  export declare const LINK_SIZE_SCALED = 1;
13
14
  export declare const LINK_NO_SIZE = -1e+30;
@@ -10,6 +10,7 @@ export const LINK_MAX_REGIONS = 256;
10
10
  export const LINK_STEM_PX = 12;
11
11
  export const LINK_FOOT_PX = 20;
12
12
  export const LINK_FAR_SCREEN_WIDTHS = 3;
13
+ export const LINK_FAR_FLAT_RATIO = 0.25;
13
14
  export const LINK_SIZE_CONSTANT = 0;
14
15
  export const LINK_SIZE_SCALED = 1;
15
16
  export const LINK_NO_SIZE = -1e+30;
@@ -1,2 +1,2 @@
1
- export declare const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\n\n\nlayout(std140) uniform Uniforms\n{\n 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";
2
- export declare const GLSL_FRAGMENT = "#version 300 es\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\n\n\nlayout(std140) uniform Uniforms\n{\n 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";
1
+ export declare const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\n\n\nlayout(std140) uniform Uniforms\n{\n 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 viewRegionPx_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\nint linkApexHeld_0(int valued_2, float value_5, float domainMax_7)\n{\n\n bool _S14;\n if(valued_2 != 0)\n {\n\n _S14 = value_5 < domainMax_7;\n\n }\n else\n {\n\n _S14 = false;\n\n }\n\n int _S15;\n\n if(_S14)\n {\n\n _S15 = 1;\n\n }\n else\n {\n\n _S15 = 0;\n\n }\n\n return _S15;\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, int held_0)\n{\n\n bool _S16;\n\n if(linkIsFar_0(halfWidthPx_2, screenWidthPx_1))\n {\n\n if(held_0 == 0)\n {\n\n _S16 = true;\n\n }\n else\n {\n\n _S16 = apexPx_0 >= (0.25 * halfWidthPx_2);\n\n }\n\n }\n else\n {\n\n _S16 = false;\n\n }\n\n if(_S16)\n {\n return vec2(halfWidthPx_2, halfWidthPx_2);\n }\n return vec2(halfWidthPx_2, apexPx_0);\n}\n\n\nfloat farDomeParam_0(float dPx_0, float rxPx_0)\n{\n\n return sqrt(clamp(dPx_0 / (2.0 * max(rxPx_0, 9.99999997475242708e-07)), 0.0, 0.8399999737739563));\n}\n\n\nvec2 farDomeHullPoint_0(float u_2, float stepU_0, float rxPx_1, float ryPx_0, float padPx_0)\n{\n\n float _S17 = max(ryPx_0, 9.99999997475242708e-07);\n float _S18 = max(u_2, 0.5 * stepU_0);\n float nx_0 = - _S17 * (1.0 - 2.0 * _S18 * _S18);\n float _S19 = 2.0 * rxPx_1;\n\n float ny_0 = _S19 * _S18 * sqrt(1.0 - _S18 * _S18);\n float _S20 = max(nx_0 * nx_0 + ny_0 * ny_0, 9.99999968265522539e-21);\n float reach_0 = padPx_0 + float((int(sign((padPx_0))))) * 0.5 * rxPx_1 * stepU_0 * stepU_0;\n float _S21 = sqrt(_S20);\n\n float along_0 = reach_0 / _S21;\n float d_0 = _S19 * u_2 * u_2;\n float _S22 = u_2 * u_2;\n\n float h_3 = 2.0 * _S17 * u_2 * sqrt(1.0 - _S22);\n\n bool folded_0;\n\n if(padPx_0 < 0.0)\n {\n\n folded_0 = _S22 < 0.5;\n\n }\n else\n {\n\n folded_0 = false;\n\n }\n if(folded_0)\n {\n\n folded_0 = (_S20 * _S21) < (-2.0 * reach_0 * rxPx_1 * _S17);\n\n }\n else\n {\n\n folded_0 = false;\n\n }\n\n float _S23;\n if(folded_0)\n {\n\n if(u_2 > 0.0)\n {\n\n _S23 = d_0 - reach_0;\n\n }\n else\n {\n\n _S23 = d_0;\n\n }\n\n }\n else\n {\n\n _S23 = d_0 + nx_0 * along_0;\n\n }\n\n float _S24;\n if(folded_0)\n {\n\n _S24 = h_3 + reach_0;\n\n }\n else\n {\n\n _S24 = h_3 + ny_0 * along_0;\n\n }\n\n return vec2(_S23, _S24);\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 _S25;\n if(seg_1 <= half_1)\n {\n\n _S25 = half_1;\n\n }\n else\n {\n\n _S25 = segments_1 - half_1 - 1U;\n\n }\n\n return legSweep_1 / float(_S25);\n}\n\n\nvec2 wideCircleHullPoint_0(float sinB_0, float sinHalfB_0, float cosHalf_0, float radiusPx_1, float padPx_1)\n{\n\n float sec_0;\n if(padPx_1 > 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_1;\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_2)\n{\n float px_0 = cosA_0 * rx_0;\n float py_0 = sinA_0 * ry_0;\n if(padPx_2 <= 0.0)\n {\n\n float d_1 = - padPx_2;\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_1 * rx_0);\n bool acrossY_0 = (rx_0 * glen_0) < (d_1 * ry_0);\n\n bool _S26;\n if(acrossX_0)\n {\n\n _S26 = acrossY_0;\n\n }\n else\n {\n\n _S26 = false;\n\n }\n\n if(_S26)\n {\n\n return vec2(0.0, 0.0);\n }\n\n if(acrossX_0)\n {\n\n float _S27 = ry_0 * ry_0;\n return vec2(float((int(sign((cosA_0))))) * sqrt(max(_S27 - d_1 * d_1, 0.0) * max(rx_0 * rx_0 - _S27, 0.0)) / max(ry_0, 9.99999997475242708e-07), 0.0);\n }\n if(acrossY_0)\n {\n\n float _S28 = rx_0 * rx_0;\n return vec2(0.0, float((int(sign((sinA_0))))) * sqrt(max(_S28 - d_1 * d_1, 0.0) * max(ry_0 * ry_0 - _S28, 0.0)) / max(rx_0, 9.99999997475242708e-07));\n }\n float k_0 = d_1 / max(glen_0, 9.99999997475242708e-07);\n return vec2(px_0 - gx_0 * k_0, py_0 - gy_0 * k_0);\n }\n float _S29 = cosA_0 * cosHalf_1;\n\n float _S30 = sinA_0 * sinHalf_0;\n\n float ax_0 = ry_0 * (_S29 + _S30);\n float _S31 = sinA_0 * cosHalf_1;\n\n float _S32 = cosA_0 * sinHalf_0;\n\n float ay_0 = rx_0 * (_S31 - _S32);\n float bx_0 = ry_0 * (_S29 - _S30);\n float by_0 = rx_0 * (_S31 + _S32);\n float _S33 = max(sqrt(ax_0 * ax_0 + ay_0 * ay_0), 9.99999968265522539e-21);\n float _S34 = max(sqrt(bx_0 * bx_0 + by_0 * by_0), 9.99999968265522539e-21);\n float nx_1 = ax_0 / _S33 + bx_0 / _S34;\n float ny_1 = ay_0 / _S33 + by_0 / _S34;\n float m_0 = 2.0 * padPx_2 / max(nx_1 * nx_1 + ny_1 * ny_1, 0.00019999999494758);\n return vec2(px_0 / cosHalf_1 + nx_1 * m_0, py_0 / cosHalf_1 + ny_1 * 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_1;\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 _S35 = float(seg_2);\n\n float t_2 = _S35 / 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_1, 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, linkApexHeld_0(u_0.valued_0, inst_0.y_0, u_0.domainMax_0));\n\n float _S36 = min(e_0.xPx_0, e_0.x2Px_0);\n\n float _S37 = 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 _S38 = max(2.0 * pairHalf_0, 2.5);\n v_0.radii_0 = vec2(_S38, 0.0);\n v_0.local_0 = vec2(t_2 * _S38, pad_0);\n\n origin_0 = vec2((e_0.xPx_0 + e_0.x2Px_0) * 0.5 - _S38 * 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 bool _S39;\n\n if(linkIsFar_0(pairHalf_0, u_0.canvasWidth_0))\n {\n\n _S39 = (v_0.radii_0.y) < (v_0.radii_0.x);\n\n }\n else\n {\n\n _S39 = false;\n\n }\n\n if(_S39)\n {\n\n v_0.kind_0 = 1.0;\n float rx_1 = v_0.radii_0.x;\n bool fromRight_0 = (u_0.canvasWidth_0 * 0.5 - _S36) > rx_1;\n if(fromRight_0)\n {\n\n legDir_0 = _S37;\n\n }\n else\n {\n\n legDir_0 = _S36;\n\n }\n float margin_0 = e_0.hw_0 + 2.0;\n\n float nearD_0;\n if(fromRight_0)\n {\n\n nearD_0 = legDir_0 - u_0.canvasWidth_0 - margin_0;\n\n }\n else\n {\n\n nearD_0 = - margin_0 - legDir_0;\n\n }\n\n float farD_0;\n if(fromRight_0)\n {\n\n farD_0 = legDir_0 + margin_0;\n\n }\n else\n {\n\n farD_0 = u_0.canvasWidth_0 + margin_0 - legDir_0;\n\n }\n float u0_0 = farDomeParam_0(nearD_0, rx_1);\n float step_0 = (max(farDomeParam_0(farD_0, rx_1), u0_0) - u0_0) / float(u_0.curveSegments_0);\n v_0.local_0 = - farDomeHullPoint_0(u0_0 + _S35 * step_0, step_0, rx_1, v_0.radii_0.y, pad_0);\n vec2 _S40 = vec2(legDir_0, e_0.baseY_0);\n if(fromRight_0)\n {\n\n legDir_0 = 1.0;\n\n }\n else\n {\n\n legDir_0 = -1.0;\n\n }\n\n origin_0 = _S40;\n\n }\n else\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_1 + 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 _S41 = 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 = _S41;\n\n v_0.local_0[1] = - _S41.y;\n float _S42 = leg_0.x;\n\n if(_S42 > 0.0)\n {\n\n legDir_0 = _S37;\n\n }\n else\n {\n\n legDir_0 = _S36;\n\n }\n\n vec2 _S43 = vec2(legDir_0, e_0.baseY_0);\n\n v_0.legSide_0 = _S42;\n\n origin_0 = _S43;\n\n legDir_0 = _S42;\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 _S44 = 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 = _S44;\n\n v_0.local_0[1] = - _S44.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 }\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 _S45;\n if((region_0 % 2U) == 0U)\n {\n\n _S45 = s_0.xy;\n\n }\n else\n {\n\n _S45 = s_0.zw;\n\n }\n\n return _S45;\n}\n\n\nfloat linkFootDir_0(uint feet_1, uint shift_0)\n{\n\n uint d_2 = (feet_1 >> shift_0) & 3U;\n\n float _S46;\n if(d_2 == 1U)\n {\n\n _S46 = 1.0;\n\n }\n else\n {\n\n if(d_2 == 2U)\n {\n\n _S46 = -1.0;\n\n }\n else\n {\n\n _S46 = 0.0;\n\n }\n\n }\n\n return _S46;\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 _S47;\n if(dir_0 > 0.0)\n {\n\n _S47 = rightPx_0 - x_3;\n\n }\n else\n {\n\n _S47 = x_3 - leftPx_0;\n\n }\n\n return max(0.0, min(footPx_1, _S47));\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 _S48 = f_0 == 0U;\n\n float x_4;\n\n if(_S48)\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 _S49 = min(inst_1.x2Region_0, 255U);\n\n vec4 entry_0;\n if(_S48)\n {\n\n entry_0 = u_0.ownEntry_0;\n\n }\n else\n {\n\n entry_0 = u_0.regionTable_0[_S49];\n\n }\n\n vec2 span_0;\n if(_S48)\n {\n\n span_0 = u_0.ownSpan_0.xy;\n\n }\n else\n {\n\n span_0 = regionSpanPx_0(_S49);\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 _S50;\n if(dir_1 != 0.0)\n {\n\n _S50 = len_0 > 0.0;\n\n }\n else\n {\n\n _S50 = false;\n\n }\n\n if(_S50)\n {\n\n if(_S48)\n {\n\n _S50 = true;\n\n }\n else\n {\n\n _S50 = e_1.placed_0;\n\n }\n\n }\n else\n {\n\n _S50 = false;\n\n }\n\n present_0 = _S50;\n\n float along_1;\n if(c_2 >= 2U)\n {\n\n along_1 = len_0;\n\n }\n else\n {\n\n along_1 = 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_1, across_0);\n v_1.screen_0 = vec2(x_4 + dir_1 * along_1, 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 _S51;\n if(first_0)\n {\n\n _S51 = last_0;\n\n }\n else\n {\n\n _S51 = tail_0;\n\n }\n\n return _S51;\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 _S52;\n if(k_1 <= 2U)\n {\n\n _S52 = 0U;\n\n }\n else\n {\n\n _S52 = k_1 - 2U;\n\n }\n\n LinkVertex_0 v_2 = footCorner_0(inst_3, e_3, f_2, _S52, present_1);\n\n LinkVertex_0 _S53;\n if(present_1)\n {\n\n _S53 = v_2;\n\n }\n else\n {\n\n _S53 = start_0;\n\n }\n\n return _S53;\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 _S54)\n{\n\n return (textureLod((u_colorRamp), (vec2((clamp(_S54, 0.0, 1.0) * 255.0 + 0.5) / 256.0, 0.5)), (0.0)));\n}\n\n\nvec4 markScaleColor_0(uint _S55, int _S56, float _S57, float _S58, float _S59, int _S60, vec4 _S61, vec4 _S62)\n{\n\n if(_S56 == 0)\n {\n\n return unpackRGBA_0(_S55);\n }\n if(_S55 == 2143289345U)\n {\n\n return unpackRGBA_0(4289703855U);\n }\n\n int scaleType_6;\n\n if((_S55 & 2139095040U) == 2139095040U)\n {\n\n if((_S55 & 8388607U) != 0U)\n {\n\n return unpackRGBA_0(4286611584U);\n }\n\n bool negative_0 = (_S55 & 2147483648U) != 0U;\n if(_S56 == 3)\n {\n\n if(negative_0)\n {\n\n scaleType_6 = 0;\n\n }\n else\n {\n\n scaleType_6 = _S60;\n\n }\n\n return u_0.colorBands_0[scaleType_6];\n }\n\n float _S63;\n\n if(negative_0)\n {\n\n _S63 = 0.0;\n\n }\n else\n {\n\n _S63 = 1.0;\n\n }\n\n return rampColor_0(rampMidT_0(_S63, _S59));\n }\n float value_6 = uintBitsToFloat(_S55);\n if(_S56 == 3)\n {\n\n return u_0.colorBands_0[thresholdBand_0(value_6, _S60, _S61, _S62)];\n }\n if(_S56 == 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_6, _S57, _S58, scaleType_6, 1.0), _S59));\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 _S64, int _S65, vec4 _S66)\n{\n\n RowPlacement_0 p_0;\n p_0.hidden_0 = false;\n p_0.slot_1 = _S64;\n p_0.color_1 = _S66;\n p_0.overridden_0 = false;\n if(_S65 < 0)\n {\n\n return p_0;\n }\n uint n_0 = uint(_S65);\n if(_S64 >= n_0)\n {\n\n p_0.hidden_0 = true;\n return p_0;\n }\n uint h_4 = rowTablePlaneHeight_0(n_0);\n uint _S67 = rowTableTexelX_0(_S64, n_0);\n\n float u_3 = (float(_S67) + 0.5) / float(rowTableWidth_0(n_0));\n float rows_0 = float(2U * h_4);\n uint y_1 = rowTableTexelY_0(_S64, n_0);\n vec4 s_1 = (textureLod((u_rowTable), (vec2(u_3, (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_3, (float(y_1 + h_4) + 0.5) / rows_0)), (0.0)));\n bool _S68 = (c_3.w) > 0.0;\n\n p_0.overridden_0 = _S68;\n\n vec4 _S69;\n if(_S68)\n {\n\n _S69 = c_3;\n\n }\n else\n {\n\n _S69 = _S66;\n\n }\n\n p_0.color_1 = _S69;\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 _S70 = 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 _S71 = 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 = _S71;\n\n\n e_4.hw_0 = _S71 + aaHalfPx_0(u_0.devicePixelRatio_0);\n e_4.baseY_0 = linkBaseYPx_0(u_0.rowOffsetPx_0, u_0.rowHeight_0, _S70.slot_1, u_0.reverse_0);\n\n float _S72;\n if((u_0.reverse_0) != 0)\n {\n\n _S72 = -1.0;\n\n }\n else\n {\n\n _S72 = 1.0;\n\n }\n\n e_4.ySign_0 = _S72;\n e_4.reach_1 = max(u_0.rowHeight_0 - u_0.insetPx_0, 0.0);\n e_4.xPx_0 = viewRegionPx_0(a_x, u_0.ownEntry_0, u_0.zero_0);\n bool _S73 = a_x2Region < (u_0.regionCount_0);\n\n e_4.placed_0 = _S73;\n if(_S73)\n {\n\n _S72 = viewRegionPx_0(a_x2, u_0.regionTable_0[a_x2Region], u_0.zero_0);\n\n }\n else\n {\n\n _S72 = e_4.xPx_0;\n\n }\n\n e_4.x2Px_0 = _S72;\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 _S74 = e_4;\n\n uint _S75 = uint(gl_VertexID) / 2U;\n\n if((uint(gl_VertexID) % 2U) == 0U)\n {\n\n _S72 = -1.0;\n\n }\n else\n {\n\n _S72 = 1.0;\n\n }\n\n LinkInstance_0 _S76 = LinkInstance_0(a_x, a_x2, a_x2Region, a_y, a_size, a_color, a_row, a_feet);\n\n v_3 = curveVertex_0(_S76, _S74, _S75, _S72);\n\n }\n else\n {\n uint j_0 = uint(gl_VertexID) - curveVerts_0;\n\n LinkInstance_0 _S77 = LinkInstance_0(a_x, a_x2, a_x2Region, a_y, a_size, a_color, a_row, a_feet);\n\n v_3 = footVertex_0(_S77, e_4, j_0 / 6U, j_0 % 6U);\n\n }\n\n VsOut_0 o_0;\n\n bool _S78;\n if(a_x2Region == 4294967294U)\n {\n\n _S78 = true;\n\n }\n else\n {\n\n _S78 = _S70.hidden_0;\n\n }\n\n vec4 _S79;\n if(_S78)\n {\n\n _S79 = vec4(-2.0, -2.0, 0.0, 1.0);\n\n }\n else\n {\n\n _S79 = 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 = _S79;\n\n o_0.color_2 = _S70.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 _S80 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S80.color_2;\n\n v_local = _S80.local_1;\n\n v_radii = _S80.radii_1;\n\n v_kind = _S80.kind_1;\n\n v_halfWidthPx = _S80.halfWidthPx_3;\n\n v_legSide = _S80.legSide_1;\n\n return;\n}\n\n";
2
+ export declare const GLSL_FRAGMENT = "#version 300 es\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\n\n\nlayout(std140) uniform Uniforms\n{\n 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 farDomeDistSq_0(float u_1, float dPx_0, float hPx_0, float rx_0, float ry_0)\n{\n\n float ox_0 = 2.0 * rx_0 * u_1 * u_1 - dPx_0;\n float oy_0 = 2.0 * ry_0 * u_1 * sqrt(max(1.0 - u_1 * u_1, 0.0)) - hPx_0;\n return ox_0 * ox_0 + oy_0 * oy_0;\n}\n\n\n\n\nfloat farDomeStep_0(float u_2, float dPx_1, float hPx_1, float rx_1, float ry_1)\n{\n\n float w_0 = sqrt(max(1.0 - u_2 * u_2, 9.99999997475242708e-07));\n float ox_1 = 2.0 * rx_1 * u_2 * u_2 - dPx_1;\n float _S1 = 2.0 * ry_1;\n\n float _S2 = _S1 * u_2;\n\n float oy_1 = _S2 * w_0 - hPx_1;\n float _S3 = 4.0 * rx_1;\n\n float dx_0 = _S3 * u_2;\n float _S4 = 2.0 * u_2 * u_2;\n\n float dy_0 = _S1 * (1.0 - _S4) / w_0;\n\n float whole_0 = clamp(u_2 - (ox_1 * dx_0 + oy_1 * dy_0) / max(dx_0 * dx_0 + dy_0 * dy_0 + ox_1 * _S3 + oy_1 * (_S2 * (_S4 - 3.0) / (w_0 * w_0 * w_0)), 9.999999960041972e-13), 0.0, 0.99900001287460327);\n float half_0 = 0.5 * (u_2 + whole_0);\n float here_0 = ox_1 * ox_1 + oy_1 * oy_1;\n\n float _S5;\n\n if((farDomeDistSq_0(whole_0, dPx_1, hPx_1, rx_1, ry_1)) < here_0)\n {\n\n _S5 = whole_0;\n\n }\n else\n {\n\n if((farDomeDistSq_0(half_0, dPx_1, hPx_1, rx_1, ry_1)) < here_0)\n {\n\n _S5 = half_0;\n\n }\n else\n {\n\n _S5 = u_2;\n\n }\n\n }\n\n return _S5;\n}\n\n\nfloat farDomeDistancePx_0(float dPx_2, float hPx_2, float rxPx_0, float ryPx_0)\n{\n\n float _S6 = max(rxPx_0, 9.99999997475242708e-07);\n float _S7 = max(ryPx_0, 9.99999997475242708e-07);\n float q_0 = clamp(hPx_2 / _S7, 0.0, 1.0);\n float c_0 = sqrt(1.0 - q_0 * q_0);\n\n float uH_0;\n\n if(dPx_2 > _S6)\n {\n\n uH_0 = sqrt(0.5 * (1.0 + c_0));\n\n }\n else\n {\n\n uH_0 = q_0 / sqrt(2.0 * (1.0 + c_0));\n\n }\n float uD_0 = sqrt(clamp(dPx_2 / (2.0 * _S6), 0.0, 1.0));\n\n float u_3;\n\n if((farDomeDistSq_0(uH_0, dPx_2, hPx_2, _S6, _S7)) < (farDomeDistSq_0(uD_0, dPx_2, hPx_2, _S6, _S7)))\n {\n\n u_3 = uH_0;\n\n }\n else\n {\n\n u_3 = uD_0;\n\n }\n\n return sqrt(farDomeDistSq_0(farDomeStep_0(farDomeStep_0(farDomeStep_0(farDomeStep_0(u_3, dPx_2, hPx_2, _S6, _S7), dPx_2, hPx_2, _S6, _S7), dPx_2, hPx_2, _S6, _S7), dPx_2, hPx_2, _S6, _S7), dPx_2, hPx_2, _S6, _S7));\n}\n\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_1 = abs(p_0);\n\n vec2 ab_0;\n\n vec2 q_2;\n\n if((q_1.x) > (q_1.y))\n {\n\n vec2 _S8 = q_1.yx;\n\n ab_0 = radii_0.yx;\n\n q_2 = _S8;\n\n }\n else\n {\n\n ab_0 = radii_0;\n\n q_2 = q_1;\n\n }\n\n if((dot(ab_0, ab_0)) <= 0.0)\n {\n\n return length(q_2);\n }\n\n float _S9 = ab_0.y;\n\n float _S10 = ab_0.x;\n\n float l_0 = _S9 * _S9 - _S10 * _S10;\n if((abs(l_0)) < (0.05000000074505806 * _S9 * _S9))\n {\n\n return nearCircleDistancePx_0(q_2.x, q_2.y, _S10, _S9);\n }\n float m_0 = _S10 * q_2.x / l_0;\n\n float m2_0 = m_0 * m_0;\n float n_0 = _S9 * q_2.y / l_0;\n\n float n2_0 = n_0 * n_0;\n float c_1 = (m2_0 + n2_0 - 1.0) / 3.0;\n float c3_0 = c_1 * c_1 * c_1;\n float _S11 = m2_0 * n2_0;\n\n float d_0 = c3_0 + _S11;\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 + _S11 * 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 _S12 = - c_1;\n\n float rx_2 = sqrt(max(_S12 * (s_0 + t_0 + 2.0) + m2_0, 0.0));\n float ry_2 = sqrt(max(_S12 * (s_0 - t_0 + 2.0) + m2_0, 0.0));\n\n co_0 = (ry_2 + float((int(sign((l_0))))) * rx_2 + abs(g_0) / max(rx_2 * ry_2, 9.99999968265522539e-21) - m_0) / 2.0;\n\n }\n else\n {\n\n float w_1 = c3_0 + _S11 * 2.0 + 2.0 * m_0 * n_0 * sqrt(d_0);\n float aw_0 = abs(w_1);\n float _S13 = float((int(sign((w_1)))));\n\n float s_1 = _S13 * pow(aw_0, 0.3333333432674408);\n if(aw_0 > 0.0)\n {\n\n co_0 = _S13 * 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_3 = - s_1 - co_0 - c_1 * 4.0 + 2.0 * m2_0;\n float ry_3 = (s_1 - co_0) * sqrt(3.0);\n float rm_0 = sqrt(rx_3 * rx_3 + ry_3 * ry_3);\n\n co_0 = (ry_3 / sqrt(max(rm_0 - rx_3, 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_2);\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 _S14 = i_0.local_0.x;\n return length(vec2(_S14 - clamp(_S14, 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 _S15 = i_0.local_0.y;\n return length(vec2(i_0.local_0.x, _S15 - clamp(_S15, - i_0.radii_1.y, 0.0)));\n }\n if((i_0.kind_0) >= 0.5)\n {\n\n float _S16 = i_0.radii_1.y;\n\n float _S17 = i_0.radii_1.x;\n\n float _S18;\n if(_S16 < _S17)\n {\n\n _S18 = farDomeDistancePx_0(- i_0.local_0.x, - i_0.local_0.y, _S17, _S16);\n\n }\n else\n {\n\n _S18 = distToWideCircle_0(i_0.local_0, _S17);\n\n }\n\n return _S18;\n }\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 _S19;\n if((u_0.dashPx_0) > 0.0)\n {\n\n _S19 = along_0 >= 0.0;\n\n }\n else\n {\n\n _S19 = false;\n\n }\n\n float _S20;\n if(_S19)\n {\n\n _S20 = dashCoverage_0(along_0, u_0.dashPx_0, u_0.gapPx_0, u_0.devicePixelRatio_0);\n\n }\n else\n {\n\n _S20 = 1.0;\n\n }\n\n return _S20;\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 _S21 = VsOut_0(gl_FragCoord, v_color, v_local, v_radii, v_kind, v_halfWidthPx, v_legSide);\n\n VsOut_0 _S22 = 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(_S21), u_0.devicePixelRatio_0) * linkDash_0(_S22)));\n\n return;\n}\n\n";