@jbrowse/render-core 5.0.0-beta.7 → 5.0.0-beta.9

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Files changed (174) hide show
  1. package/esm/RenderCanvas.d.ts +2 -2
  2. package/esm/RenderLifecycleMixin.d.ts +7 -6
  3. package/esm/RenderLifecycleMixin.js +7 -6
  4. package/esm/canvas2dUtils.d.ts +58 -17
  5. package/esm/canvas2dUtils.js +82 -30
  6. package/esm/computePipeline.d.ts +4 -3
  7. package/esm/computePipeline.js +21 -14
  8. package/esm/coverageBand.d.ts +3 -3
  9. package/esm/coverageBand.js +2 -2
  10. package/esm/coverageBandBuffers.d.ts +2 -3
  11. package/esm/createRenderingBackend.d.ts +1 -1
  12. package/esm/displayPhase.d.ts +79 -109
  13. package/esm/displayPhase.js +42 -83
  14. package/esm/gpuDevice.d.ts +11 -10
  15. package/esm/gpuDevice.js +10 -11
  16. package/esm/graphicsCapabilities.d.ts +6 -7
  17. package/esm/graphicsCapabilities.js +3 -4
  18. package/esm/hal/createHal.js +1 -1
  19. package/esm/hal/deviceGpuCache.d.ts +25 -30
  20. package/esm/hal/deviceGpuCache.js +85 -97
  21. package/esm/hal/index.d.ts +2 -2
  22. package/esm/hal/index.js +1 -1
  23. package/esm/hal/mockHal.d.ts +8 -6
  24. package/esm/hal/mockHal.js +7 -2
  25. package/esm/hal/passIds.d.ts +8 -7
  26. package/esm/hal/passIds.js +11 -10
  27. package/esm/hal/types.d.ts +28 -12
  28. package/esm/hal/webgl2Hal.d.ts +11 -3
  29. package/esm/hal/webgl2Hal.js +116 -145
  30. package/esm/hal/webgpuHal.d.ts +8 -8
  31. package/esm/hal/webgpuHal.js +97 -124
  32. package/esm/instancePass.d.ts +2 -1
  33. package/esm/mapUploadSync.d.ts +2 -2
  34. package/esm/mapUploadSync.js +2 -2
  35. package/esm/marks/barMark.d.ts +6 -3
  36. package/esm/marks/barMark.js +19 -13
  37. package/esm/marks/drawAgainstHit.d.ts +58 -39
  38. package/esm/marks/drawAgainstHit.js +136 -96
  39. package/esm/marks/glyphPaint.d.ts +14 -2
  40. package/esm/marks/glyphPaint.js +16 -2
  41. package/esm/marks/index.d.ts +4 -2
  42. package/esm/marks/index.js +3 -2
  43. package/esm/marks/markBackend.d.ts +2 -2
  44. package/esm/marks/markBackend.js +2 -2
  45. package/esm/marks/markHit.d.ts +2 -2
  46. package/esm/marks/markHit.js +2 -2
  47. package/esm/marks/markPlan.d.ts +2 -2
  48. package/esm/marks/markPlan.js +2 -2
  49. package/esm/marks/markRamp.d.ts +1 -3
  50. package/esm/marks/markRamp.js +1 -5
  51. package/esm/marks/nearestMarkHit.d.ts +49 -0
  52. package/esm/marks/nearestMarkHit.js +126 -0
  53. package/esm/marks/pointMark.d.ts +9 -2
  54. package/esm/marks/pointMark.js +36 -31
  55. package/esm/marks/rowLane.d.ts +17 -0
  56. package/esm/marks/rowLane.js +11 -0
  57. package/esm/marks/spanMark.d.ts +6 -26
  58. package/esm/marks/spanMark.js +34 -31
  59. package/esm/marks/types.d.ts +51 -181
  60. package/esm/marks/types.js +91 -131
  61. package/esm/namedReactions.d.ts +3 -4
  62. package/esm/namedReactions.js +3 -4
  63. package/esm/scoreScale.d.ts +20 -0
  64. package/esm/scoreScale.js +77 -0
  65. package/esm/shaders/barMark.generated.d.ts +2 -3
  66. package/esm/shaders/barMark.generated.js +4 -3
  67. package/esm/shaders/barMark.glsl.generated.d.ts +2 -0
  68. package/esm/shaders/barMark.glsl.generated.js +4 -0
  69. package/esm/shaders/barMark.iface.generated.d.ts +12 -6
  70. package/esm/shaders/barMark.iface.generated.js +27 -15
  71. package/esm/shaders/barMark.wgsl.generated.d.ts +1 -0
  72. package/esm/shaders/barMark.wgsl.generated.js +3 -0
  73. package/esm/shaders/coverageBar.generated.d.ts +2 -3
  74. package/esm/shaders/coverageBar.generated.js +4 -3
  75. package/esm/shaders/coverageBar.glsl.generated.d.ts +2 -0
  76. package/esm/shaders/coverageBar.glsl.generated.js +4 -0
  77. package/esm/shaders/coverageBar.iface.generated.js +1 -1
  78. package/esm/shaders/coverageBar.wgsl.generated.d.ts +1 -0
  79. package/esm/shaders/coverageBar.wgsl.generated.js +3 -0
  80. package/esm/shaders/coverageIndicator.generated.d.ts +2 -3
  81. package/esm/shaders/coverageIndicator.generated.js +4 -3
  82. package/esm/shaders/coverageIndicator.glsl.generated.d.ts +2 -0
  83. package/esm/shaders/coverageIndicator.glsl.generated.js +4 -0
  84. package/esm/shaders/coverageIndicator.iface.generated.js +1 -1
  85. package/esm/shaders/coverageIndicator.wgsl.generated.d.ts +1 -0
  86. package/esm/shaders/coverageIndicator.wgsl.generated.js +3 -0
  87. package/esm/shaders/coverageInterbase.generated.d.ts +2 -3
  88. package/esm/shaders/coverageInterbase.generated.js +4 -3
  89. package/esm/shaders/coverageInterbase.glsl.generated.d.ts +2 -0
  90. package/esm/shaders/coverageInterbase.glsl.generated.js +4 -0
  91. package/esm/shaders/coverageInterbase.iface.generated.js +1 -1
  92. package/esm/shaders/coverageInterbase.wgsl.generated.d.ts +1 -0
  93. package/esm/shaders/coverageInterbase.wgsl.generated.js +3 -0
  94. package/esm/shaders/coverageMod.generated.d.ts +2 -3
  95. package/esm/shaders/coverageMod.generated.js +4 -3
  96. package/esm/shaders/coverageMod.glsl.generated.d.ts +2 -0
  97. package/esm/shaders/coverageMod.glsl.generated.js +4 -0
  98. package/esm/shaders/coverageMod.iface.generated.js +1 -1
  99. package/esm/shaders/coverageMod.wgsl.generated.d.ts +1 -0
  100. package/esm/shaders/coverageMod.wgsl.generated.js +3 -0
  101. package/esm/shaders/coverageSnp.generated.d.ts +2 -3
  102. package/esm/shaders/coverageSnp.generated.js +4 -3
  103. package/esm/shaders/coverageSnp.glsl.generated.d.ts +2 -0
  104. package/esm/shaders/coverageSnp.glsl.generated.js +4 -0
  105. package/esm/shaders/coverageSnp.iface.generated.js +1 -1
  106. package/esm/shaders/coverageSnp.wgsl.generated.d.ts +1 -0
  107. package/esm/shaders/coverageSnp.wgsl.generated.js +3 -0
  108. package/esm/shaders/pointMark.generated.d.ts +2 -3
  109. package/esm/shaders/pointMark.generated.js +4 -3
  110. package/esm/shaders/pointMark.glsl.generated.d.ts +2 -0
  111. package/esm/shaders/pointMark.glsl.generated.js +4 -0
  112. package/esm/shaders/pointMark.iface.generated.d.ts +11 -3
  113. package/esm/shaders/pointMark.iface.generated.js +23 -9
  114. package/esm/shaders/pointMark.js.generated.d.ts +1 -1
  115. package/esm/shaders/pointMark.js.generated.js +51 -29
  116. package/esm/shaders/pointMark.wgsl.generated.d.ts +1 -0
  117. package/esm/shaders/pointMark.wgsl.generated.js +3 -0
  118. package/esm/shaders/scoreScale.js.generated.js +46 -22
  119. package/esm/shaders/spanMark.generated.d.ts +2 -3
  120. package/esm/shaders/spanMark.generated.js +4 -3
  121. package/esm/shaders/spanMark.glsl.generated.d.ts +2 -0
  122. package/esm/shaders/spanMark.glsl.generated.js +4 -0
  123. package/esm/shaders/spanMark.iface.generated.js +1 -1
  124. package/esm/shaders/spanMark.wgsl.generated.d.ts +1 -0
  125. package/esm/shaders/spanMark.wgsl.generated.js +3 -0
  126. package/esm/slangPass.d.ts +9 -10
  127. package/esm/slangPass.js +9 -3
  128. package/esm/useGraphicsCapabilities.d.ts +1 -1
  129. package/esm/useGraphicsCapabilities.js +1 -1
  130. package/esm/webgpuUtils.d.ts +3 -11
  131. package/esm/webgpuUtils.js +12 -33
  132. package/package.json +3 -2
  133. package/src/shaders/barMark.generated.ts +6 -5
  134. package/src/shaders/barMark.glsl.generated.ts +6 -0
  135. package/src/shaders/barMark.iface.generated.ts +31 -15
  136. package/src/shaders/barMark.slang +11 -3
  137. package/src/shaders/barMark.wgsl.generated.ts +4 -0
  138. package/src/shaders/colorPack.slang +3 -2
  139. package/src/shaders/coverageBand.slang +5 -11
  140. package/src/shaders/coverageBar.generated.ts +6 -5
  141. package/src/shaders/coverageBar.glsl.generated.ts +6 -0
  142. package/src/shaders/coverageBar.iface.generated.ts +1 -1
  143. package/src/shaders/coverageBar.slang +1 -1
  144. package/src/shaders/coverageBar.wgsl.generated.ts +4 -0
  145. package/src/shaders/coverageIndicator.generated.ts +6 -5
  146. package/src/shaders/coverageIndicator.glsl.generated.ts +6 -0
  147. package/src/shaders/coverageIndicator.iface.generated.ts +1 -1
  148. package/src/shaders/coverageIndicator.wgsl.generated.ts +4 -0
  149. package/src/shaders/coverageInterbase.generated.ts +6 -5
  150. package/src/shaders/coverageInterbase.glsl.generated.ts +6 -0
  151. package/src/shaders/coverageInterbase.iface.generated.ts +1 -1
  152. package/src/shaders/coverageInterbase.wgsl.generated.ts +4 -0
  153. package/src/shaders/coverageMod.generated.ts +6 -5
  154. package/src/shaders/coverageMod.glsl.generated.ts +6 -0
  155. package/src/shaders/coverageMod.iface.generated.ts +1 -1
  156. package/src/shaders/coverageMod.wgsl.generated.ts +4 -0
  157. package/src/shaders/coverageSnp.generated.ts +6 -5
  158. package/src/shaders/coverageSnp.glsl.generated.ts +6 -0
  159. package/src/shaders/coverageSnp.iface.generated.ts +1 -1
  160. package/src/shaders/coverageSnp.wgsl.generated.ts +4 -0
  161. package/src/shaders/hpmath.slang +18 -6
  162. package/src/shaders/pointMark.generated.ts +6 -6
  163. package/src/shaders/pointMark.glsl.generated.ts +6 -0
  164. package/src/shaders/pointMark.iface.generated.ts +28 -9
  165. package/src/shaders/pointMark.js.generated.ts +48 -29
  166. package/src/shaders/pointMark.slang +18 -5
  167. package/src/shaders/pointMark.wgsl.generated.ts +4 -0
  168. package/src/shaders/scoreScale.js.generated.ts +43 -22
  169. package/src/shaders/scoreScale.slang +37 -53
  170. package/src/shaders/spanMark.generated.ts +6 -5
  171. package/src/shaders/spanMark.glsl.generated.ts +6 -0
  172. package/src/shaders/spanMark.iface.generated.ts +1 -1
  173. package/src/shaders/spanMark.wgsl.generated.ts +4 -0
  174. package/src/shaders/valueScale.slang +8 -45
@@ -0,0 +1 @@
1
+ export declare const WGSL_SOURCE = "struct CoverageBandUniforms_std140_0\n{\n @align(16) bpHi_0 : f32,\n @align(4) bpLo_0 : f32,\n @align(8) bpLen_0 : f32,\n @align(4) hpZero_0 : f32,\n @align(16) canvasW_0 : f32,\n @align(4) canvasH_0 : f32,\n @align(8) covHeight_0 : f32,\n @align(4) covYOffset_0 : f32,\n @align(16) covTop_0 : f32,\n @align(4) regionMaxDepth_0 : f32,\n @align(8) depthDomainMax_0 : f32,\n @align(4) depthDomainMin_0 : f32,\n @align(16) coverageSymlogConstant_0 : f32,\n @align(4) binSize_0 : f32,\n @align(8) interbaseHeight_0 : f32,\n @align(4) snpMinFreq_0 : f32,\n @align(16) reversed_0 : f32,\n @align(4) coverageScaleType_0 : i32,\n @align(8) colorCoverage_0 : u32,\n @align(4) colorBaseA_0 : u32,\n @align(16) colorBaseC_0 : u32,\n @align(4) colorBaseG_0 : u32,\n @align(8) colorBaseT_0 : u32,\n @align(4) colorBaseN_0 : u32,\n @align(16) colorInsertionIndicator_0 : u32,\n @align(4) colorSoftclipIndicator_0 : u32,\n @align(8) colorHardclipIndicator_0 : u32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : CoverageBandUniforms_std140_0;\nfn quadLocal_0( vid_0 : u32) -> vec2<f32>\n{\n var v_0 : u32 = vid_0 % u32(6);\n var _S1 : bool = v_0 == u32(0);\n var _S2 : bool;\n if(_S1)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(2);\n }\n if(_S2)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(3);\n }\n var _S3 : f32;\n if(_S2)\n {\n _S3 = 0.0f;\n }\n else\n {\n _S3 = 1.0f;\n }\n if(_S1)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(1);\n }\n if(_S2)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(4);\n }\n var _S4 : f32;\n if(_S2)\n {\n _S4 = 0.0f;\n }\n else\n {\n _S4 = 1.0f;\n }\n return vec2<f32>(_S3, _S4);\n}\n\nfn hpSplitUint_0( value_0 : u32) -> vec2<f32>\n{\n var lo_0 : u32 = (value_0 & (u32(4095)));\n return vec2<f32>(f32(value_0 - lo_0), f32(lo_0));\n}\n\nfn hpToClipX_0( splitPos_0 : vec2<f32>, bpRange_0 : vec3<f32>, hpZero_1 : f32) -> f32\n{\n var step_0 : f32 = 2.0f / bpRange_0.z;\n var _S5 : f32 = - (1.0f / hpZero_1);\n return dot(vec3<f32>(-1.0f, max(splitPos_0.x - bpRange_0.x, _S5), max(splitPos_0.y - bpRange_0.y, _S5)), vec3<f32>(1.0f, step_0, step_0));\n}\n\nfn covBpToClipX_0( bp_0 : u32, u_1 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3<f32>((*u_1).bpHi_0, (*u_1).bpLo_0, (*u_1).bpLen_0), (*u_1).hpZero_0);\n}\n\nfn expandToMinWidthLeftPx_0( x1_0 : f32, x2_0 : f32, minWidth_0 : f32) -> f32\n{\n var _S6 : f32;\n if((x2_0 - x1_0) < minWidth_0)\n {\n _S6 = (x1_0 + x2_0) * 0.5f - minWidth_0 * 0.5f;\n }\n else\n {\n _S6 = x1_0;\n }\n return _S6;\n}\n\nfn expandToMinWidthRightPx_0( x1_1 : f32, x2_1 : f32, minWidth_1 : f32) -> f32\n{\n var _S7 : f32;\n if((x2_1 - x1_1) < minWidth_1)\n {\n _S7 = (x1_1 + x2_1) * 0.5f + minWidth_1 * 0.5f;\n }\n else\n {\n _S7 = x2_1;\n }\n return _S7;\n}\n\nfn expandToMinWidthPx_0( x1_2 : f32, x2_2 : f32, minWidth_2 : f32) -> vec2<f32>\n{\n return vec2<f32>(expandToMinWidthLeftPx_0(x1_2, x2_2, minWidth_2), expandToMinWidthRightPx_0(x1_2, x2_2, minWidth_2));\n}\n\nfn expandToMinWidthX_0( x1_3 : f32, x2_3 : f32, minWidthPx_0 : f32, canvasWidth_0 : f32) -> vec2<f32>\n{\n return expandToMinWidthPx_0(x1_3, x2_3, minWidthPx_0 * 2.0f / canvasWidth_0);\n}\n\nfn covExpandMinWidthX_0( x1_4 : f32, x2_4 : f32, canvasWidth_1 : f32) -> vec2<f32>\n{\n return expandToMinWidthX_0(x1_4, x2_4, 1.0f, canvasWidth_1);\n}\n\nfn covBottomOffsetPx_0( covHeight_1 : f32, covYOffset_1 : f32) -> f32\n{\n return covHeight_1 - covYOffset_1;\n}\n\nfn covBaselinePx_0( u_2 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return (*u_2).covTop_0 + covBottomOffsetPx_0((*u_2).covHeight_0, (*u_2).covYOffset_0);\n}\n\nfn log1pf_0( x_0 : f32) -> f32\n{\n var u_3 : f32 = 1.0f + x_0;\n var _S8 : f32;\n if(u_3 == 1.0f)\n {\n _S8 = x_0;\n }\n else\n {\n _S8 = log(u_3) * (x_0 / (u_3 - 1.0f));\n }\n return _S8;\n}\n\nfn symlogTransform_0( x_1 : f32, c_0 : f32) -> f32\n{\n return f32((i32(sign((x_1))))) * log1pf_0(abs(x_1 / c_0));\n}\n\nfn normalizeScore_0( score_0 : f32, domainMin_0 : f32, domainMax_0 : f32, scaleType_0 : i32, symlogConstant_0 : f32) -> f32\n{\n var tMax_0 : f32;\n var tMin_0 : f32;\n var t_0 : f32;\n if(scaleType_0 == i32(2))\n {\n var _S9 : f32 = symlogTransform_0(score_0, symlogConstant_0);\n var _S10 : f32 = symlogTransform_0(domainMin_0, symlogConstant_0);\n tMax_0 = symlogTransform_0(domainMax_0, symlogConstant_0);\n tMin_0 = _S10;\n t_0 = _S9;\n }\n else\n {\n if(scaleType_0 == i32(1))\n {\n if(domainMin_0 > 0.0f)\n {\n tMax_0 = domainMin_0;\n }\n else\n {\n tMax_0 = 1.0f;\n }\n var _S11 : f32 = log2(max(score_0, tMax_0));\n var _S12 : f32 = log2(tMax_0);\n tMax_0 = log2(max(domainMax_0, tMax_0));\n tMin_0 = _S12;\n t_0 = _S11;\n }\n else\n {\n tMax_0 = domainMax_0;\n tMin_0 = domainMin_0;\n t_0 = score_0;\n }\n }\n var tRange_0 : f32 = tMax_0 - tMin_0;\n if(tRange_0 <= 0.0f)\n {\n if(t_0 > 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 clamp((t_0 - tMin_0) / tRange_0, 0.0f, 1.0f);\n}\n\nfn normalizeDepthScalar_0( rawDepth_0 : f32, domainMin_1 : f32, domainMax_1 : f32, scaleType_1 : i32, symlogConstant_1 : f32) -> f32\n{\n return normalizeScore_0(rawDepth_0, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1);\n}\n\nfn covNormalizeDepth_0( relDepth_0 : f32, u_4 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return normalizeDepthScalar_0(relDepth_0 * (*u_4).regionMaxDepth_0, (*u_4).depthDomainMin_0, (*u_4).depthDomainMax_0, (*u_4).coverageScaleType_0, (*u_4).coverageSymlogConstant_0);\n}\n\nfn covEffectiveHeightPx_0( covHeight_2 : f32, covYOffset_2 : f32) -> f32\n{\n return max(covHeight_2 - 2.0f * covYOffset_2, 0.0f);\n}\n\nfn covEffHeight_0( u_5 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return covEffectiveHeightPx_0((*u_5).covHeight_0, (*u_5).covYOffset_0);\n}\n\nfn covBarHeightPx_0( depthFraction_0 : f32, effectiveHeightPx_0 : f32) -> f32\n{\n return depthFraction_0 * effectiveHeightPx_0;\n}\n\nfn covSegBottomPx_0( baselinePx_0 : f32, yOffset_0 : f32, barHeightPx_0 : f32) -> f32\n{\n return baselinePx_0 - yOffset_0 * barHeightPx_0;\n}\n\nfn yPxToClipY_0( yPx_0 : f32, canvasHeight_0 : f32) -> f32\n{\n return 1.0f - yPx_0 / canvasHeight_0 * 2.0f;\n}\n\nfn covSegTopPx_0( baselinePx_1 : f32, yOffset_1 : f32, segHeight_0 : f32, barHeightPx_1 : f32) -> f32\n{\n return covSegBottomPx_0(baselinePx_1, yOffset_1, barHeightPx_1) - segHeight_0 * barHeightPx_1;\n}\n\nfn covFlipX_0( x_2 : f32, u_6 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return mix(x_2, - x_2, (*u_6).reversed_0);\n}\n\nfn covFlippedQuad_0( x0_0 : f32, x1_5 : f32, yBot_0 : f32, yTop_0 : f32, local_0 : vec2<f32>, u_7 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S13 : f32 = covFlipX_0(mix(x0_0, x1_5, local_0.x), &((*u_7)));\n return vec4<f32>(_S13, mix(yBot_0, yTop_0, local_0.y), 0.0f, 1.0f);\n}\n\nfn covSegQuad_0( position_0 : u32, widthBp_0 : u32, yOffset_2 : f32, segHeight_1 : f32, relDepth_1 : f32, local_1 : vec2<f32>, u_8 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S14 : f32 = covBpToClipX_0(position_0, &((*u_8)));\n var _S15 : f32 = covBpToClipX_0(position_0 + widthBp_0, &((*u_8)));\n var xx_0 : vec2<f32> = covExpandMinWidthX_0(_S14, _S15, (*u_8).canvasW_0);\n var _S16 : f32 = covBaselinePx_0(&((*u_8)));\n var _S17 : f32 = covNormalizeDepth_0(relDepth_1, &((*u_8)));\n var _S18 : f32 = covEffHeight_0(&((*u_8)));\n var barPx_0 : f32 = covBarHeightPx_0(_S17, _S18);\n var _S19 : vec4<f32> = covFlippedQuad_0(xx_0.x, xx_0.y, yPxToClipY_0(covSegBottomPx_0(_S16, yOffset_2, barPx_0), (*u_8).canvasH_0), yPxToClipY_0(covSegTopPx_0(_S16, yOffset_2, segHeight_1, barPx_0), (*u_8).canvasH_0), local_1, &((*u_8)));\n return _S19;\n}\n\nfn unpackRGBA_0( c_1 : u32) -> vec4<f32>\n{\n return vec4<f32>(f32((((c_1 >> (u32(0)))) & (u32(255)))), f32((((c_1 >> (u32(8)))) & (u32(255)))), f32((((c_1 >> (u32(16)))) & (u32(255)))), f32((((c_1 >> (u32(24)))) & (u32(255))))) / vec4<f32>(255.0f);\n}\n\nstruct CoverageVsOut_0\n{\n @builtin(position) position_1 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n};\n\nstruct vertexInput_0\n{\n @location(0) position_2 : u32,\n @location(1) relDepth_2 : f32,\n};\n\n@vertex\nfn vs_main( _S20 : vertexInput_0, @builtin(vertex_index) vid_1 : u32) -> CoverageVsOut_0\n{\n var o_0 : CoverageVsOut_0;\n var _S21 : u32 = u32(u_0.binSize_0);\n var _S22 : vec2<f32> = quadLocal_0(vid_1);\n var _S23 : CoverageBandUniforms_std140_0 = u_0;\n var _S24 : vec4<f32> = covSegQuad_0(_S20.position_2, _S21, 0.0f, 1.0f, _S20.relDepth_2, _S22, &(_S23));\n o_0.position_1 = _S24;\n o_0.color_0 = vec4<f32>(unpackRGBA_0(u_0.colorCoverage_0).xyz, 1.0f);\n return o_0;\n}\n\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_1 : vec4<f32>,\n};\n\n@fragment\nfn fs_main( _S25 : pixelInput_0, @builtin(position) position_3 : vec4<f32>) -> pixelOutput_0\n{\n var _S26 : pixelOutput_0 = pixelOutput_0( _S25.color_1 );\n return _S26;\n}\n\n";
@@ -0,0 +1,3 @@
1
+ // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageBar.slang.
2
+ // Do not edit. Run `pnpm gen:shaders` to regenerate.
3
+ export const WGSL_SOURCE = "struct CoverageBandUniforms_std140_0\n{\n @align(16) bpHi_0 : f32,\n @align(4) bpLo_0 : f32,\n @align(8) bpLen_0 : f32,\n @align(4) hpZero_0 : f32,\n @align(16) canvasW_0 : f32,\n @align(4) canvasH_0 : f32,\n @align(8) covHeight_0 : f32,\n @align(4) covYOffset_0 : f32,\n @align(16) covTop_0 : f32,\n @align(4) regionMaxDepth_0 : f32,\n @align(8) depthDomainMax_0 : f32,\n @align(4) depthDomainMin_0 : f32,\n @align(16) coverageSymlogConstant_0 : f32,\n @align(4) binSize_0 : f32,\n @align(8) interbaseHeight_0 : f32,\n @align(4) snpMinFreq_0 : f32,\n @align(16) reversed_0 : f32,\n @align(4) coverageScaleType_0 : i32,\n @align(8) colorCoverage_0 : u32,\n @align(4) colorBaseA_0 : u32,\n @align(16) colorBaseC_0 : u32,\n @align(4) colorBaseG_0 : u32,\n @align(8) colorBaseT_0 : u32,\n @align(4) colorBaseN_0 : u32,\n @align(16) colorInsertionIndicator_0 : u32,\n @align(4) colorSoftclipIndicator_0 : u32,\n @align(8) colorHardclipIndicator_0 : u32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : CoverageBandUniforms_std140_0;\nfn quadLocal_0( vid_0 : u32) -> vec2<f32>\n{\n var v_0 : u32 = vid_0 % u32(6);\n var _S1 : bool = v_0 == u32(0);\n var _S2 : bool;\n if(_S1)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(2);\n }\n if(_S2)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(3);\n }\n var _S3 : f32;\n if(_S2)\n {\n _S3 = 0.0f;\n }\n else\n {\n _S3 = 1.0f;\n }\n if(_S1)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(1);\n }\n if(_S2)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(4);\n }\n var _S4 : f32;\n if(_S2)\n {\n _S4 = 0.0f;\n }\n else\n {\n _S4 = 1.0f;\n }\n return vec2<f32>(_S3, _S4);\n}\n\nfn hpSplitUint_0( value_0 : u32) -> vec2<f32>\n{\n var lo_0 : u32 = (value_0 & (u32(4095)));\n return vec2<f32>(f32(value_0 - lo_0), f32(lo_0));\n}\n\nfn hpToClipX_0( splitPos_0 : vec2<f32>, bpRange_0 : vec3<f32>, hpZero_1 : f32) -> f32\n{\n var step_0 : f32 = 2.0f / bpRange_0.z;\n var _S5 : f32 = - (1.0f / hpZero_1);\n return dot(vec3<f32>(-1.0f, max(splitPos_0.x - bpRange_0.x, _S5), max(splitPos_0.y - bpRange_0.y, _S5)), vec3<f32>(1.0f, step_0, step_0));\n}\n\nfn covBpToClipX_0( bp_0 : u32, u_1 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3<f32>((*u_1).bpHi_0, (*u_1).bpLo_0, (*u_1).bpLen_0), (*u_1).hpZero_0);\n}\n\nfn expandToMinWidthLeftPx_0( x1_0 : f32, x2_0 : f32, minWidth_0 : f32) -> f32\n{\n var _S6 : f32;\n if((x2_0 - x1_0) < minWidth_0)\n {\n _S6 = (x1_0 + x2_0) * 0.5f - minWidth_0 * 0.5f;\n }\n else\n {\n _S6 = x1_0;\n }\n return _S6;\n}\n\nfn expandToMinWidthRightPx_0( x1_1 : f32, x2_1 : f32, minWidth_1 : f32) -> f32\n{\n var _S7 : f32;\n if((x2_1 - x1_1) < minWidth_1)\n {\n _S7 = (x1_1 + x2_1) * 0.5f + minWidth_1 * 0.5f;\n }\n else\n {\n _S7 = x2_1;\n }\n return _S7;\n}\n\nfn expandToMinWidthPx_0( x1_2 : f32, x2_2 : f32, minWidth_2 : f32) -> vec2<f32>\n{\n return vec2<f32>(expandToMinWidthLeftPx_0(x1_2, x2_2, minWidth_2), expandToMinWidthRightPx_0(x1_2, x2_2, minWidth_2));\n}\n\nfn expandToMinWidthX_0( x1_3 : f32, x2_3 : f32, minWidthPx_0 : f32, canvasWidth_0 : f32) -> vec2<f32>\n{\n return expandToMinWidthPx_0(x1_3, x2_3, minWidthPx_0 * 2.0f / canvasWidth_0);\n}\n\nfn covExpandMinWidthX_0( x1_4 : f32, x2_4 : f32, canvasWidth_1 : f32) -> vec2<f32>\n{\n return expandToMinWidthX_0(x1_4, x2_4, 1.0f, canvasWidth_1);\n}\n\nfn covBottomOffsetPx_0( covHeight_1 : f32, covYOffset_1 : f32) -> f32\n{\n return covHeight_1 - covYOffset_1;\n}\n\nfn covBaselinePx_0( u_2 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return (*u_2).covTop_0 + covBottomOffsetPx_0((*u_2).covHeight_0, (*u_2).covYOffset_0);\n}\n\nfn log1pf_0( x_0 : f32) -> f32\n{\n var u_3 : f32 = 1.0f + x_0;\n var _S8 : f32;\n if(u_3 == 1.0f)\n {\n _S8 = x_0;\n }\n else\n {\n _S8 = log(u_3) * (x_0 / (u_3 - 1.0f));\n }\n return _S8;\n}\n\nfn symlogTransform_0( x_1 : f32, c_0 : f32) -> f32\n{\n return f32((i32(sign((x_1))))) * log1pf_0(abs(x_1 / c_0));\n}\n\nfn normalizeScore_0( score_0 : f32, domainMin_0 : f32, domainMax_0 : f32, scaleType_0 : i32, symlogConstant_0 : f32) -> f32\n{\n var tMax_0 : f32;\n var tMin_0 : f32;\n var t_0 : f32;\n if(scaleType_0 == i32(2))\n {\n var _S9 : f32 = symlogTransform_0(score_0, symlogConstant_0);\n var _S10 : f32 = symlogTransform_0(domainMin_0, symlogConstant_0);\n tMax_0 = symlogTransform_0(domainMax_0, symlogConstant_0);\n tMin_0 = _S10;\n t_0 = _S9;\n }\n else\n {\n if(scaleType_0 == i32(1))\n {\n if(domainMin_0 > 0.0f)\n {\n tMax_0 = domainMin_0;\n }\n else\n {\n tMax_0 = 1.0f;\n }\n var _S11 : f32 = log2(max(score_0, tMax_0));\n var _S12 : f32 = log2(tMax_0);\n tMax_0 = log2(max(domainMax_0, tMax_0));\n tMin_0 = _S12;\n t_0 = _S11;\n }\n else\n {\n tMax_0 = domainMax_0;\n tMin_0 = domainMin_0;\n t_0 = score_0;\n }\n }\n var tRange_0 : f32 = tMax_0 - tMin_0;\n if(tRange_0 <= 0.0f)\n {\n if(t_0 > 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 clamp((t_0 - tMin_0) / tRange_0, 0.0f, 1.0f);\n}\n\nfn normalizeDepthScalar_0( rawDepth_0 : f32, domainMin_1 : f32, domainMax_1 : f32, scaleType_1 : i32, symlogConstant_1 : f32) -> f32\n{\n return normalizeScore_0(rawDepth_0, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1);\n}\n\nfn covNormalizeDepth_0( relDepth_0 : f32, u_4 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return normalizeDepthScalar_0(relDepth_0 * (*u_4).regionMaxDepth_0, (*u_4).depthDomainMin_0, (*u_4).depthDomainMax_0, (*u_4).coverageScaleType_0, (*u_4).coverageSymlogConstant_0);\n}\n\nfn covEffectiveHeightPx_0( covHeight_2 : f32, covYOffset_2 : f32) -> f32\n{\n return max(covHeight_2 - 2.0f * covYOffset_2, 0.0f);\n}\n\nfn covEffHeight_0( u_5 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return covEffectiveHeightPx_0((*u_5).covHeight_0, (*u_5).covYOffset_0);\n}\n\nfn covBarHeightPx_0( depthFraction_0 : f32, effectiveHeightPx_0 : f32) -> f32\n{\n return depthFraction_0 * effectiveHeightPx_0;\n}\n\nfn covSegBottomPx_0( baselinePx_0 : f32, yOffset_0 : f32, barHeightPx_0 : f32) -> f32\n{\n return baselinePx_0 - yOffset_0 * barHeightPx_0;\n}\n\nfn yPxToClipY_0( yPx_0 : f32, canvasHeight_0 : f32) -> f32\n{\n return 1.0f - yPx_0 / canvasHeight_0 * 2.0f;\n}\n\nfn covSegTopPx_0( baselinePx_1 : f32, yOffset_1 : f32, segHeight_0 : f32, barHeightPx_1 : f32) -> f32\n{\n return covSegBottomPx_0(baselinePx_1, yOffset_1, barHeightPx_1) - segHeight_0 * barHeightPx_1;\n}\n\nfn covFlipX_0( x_2 : f32, u_6 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return mix(x_2, - x_2, (*u_6).reversed_0);\n}\n\nfn covFlippedQuad_0( x0_0 : f32, x1_5 : f32, yBot_0 : f32, yTop_0 : f32, local_0 : vec2<f32>, u_7 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S13 : f32 = covFlipX_0(mix(x0_0, x1_5, local_0.x), &((*u_7)));\n return vec4<f32>(_S13, mix(yBot_0, yTop_0, local_0.y), 0.0f, 1.0f);\n}\n\nfn covSegQuad_0( position_0 : u32, widthBp_0 : u32, yOffset_2 : f32, segHeight_1 : f32, relDepth_1 : f32, local_1 : vec2<f32>, u_8 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S14 : f32 = covBpToClipX_0(position_0, &((*u_8)));\n var _S15 : f32 = covBpToClipX_0(position_0 + widthBp_0, &((*u_8)));\n var xx_0 : vec2<f32> = covExpandMinWidthX_0(_S14, _S15, (*u_8).canvasW_0);\n var _S16 : f32 = covBaselinePx_0(&((*u_8)));\n var _S17 : f32 = covNormalizeDepth_0(relDepth_1, &((*u_8)));\n var _S18 : f32 = covEffHeight_0(&((*u_8)));\n var barPx_0 : f32 = covBarHeightPx_0(_S17, _S18);\n var _S19 : vec4<f32> = covFlippedQuad_0(xx_0.x, xx_0.y, yPxToClipY_0(covSegBottomPx_0(_S16, yOffset_2, barPx_0), (*u_8).canvasH_0), yPxToClipY_0(covSegTopPx_0(_S16, yOffset_2, segHeight_1, barPx_0), (*u_8).canvasH_0), local_1, &((*u_8)));\n return _S19;\n}\n\nfn unpackRGBA_0( c_1 : u32) -> vec4<f32>\n{\n return vec4<f32>(f32((((c_1 >> (u32(0)))) & (u32(255)))), f32((((c_1 >> (u32(8)))) & (u32(255)))), f32((((c_1 >> (u32(16)))) & (u32(255)))), f32((((c_1 >> (u32(24)))) & (u32(255))))) / vec4<f32>(255.0f);\n}\n\nstruct CoverageVsOut_0\n{\n @builtin(position) position_1 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n};\n\nstruct vertexInput_0\n{\n @location(0) position_2 : u32,\n @location(1) relDepth_2 : f32,\n};\n\n@vertex\nfn vs_main( _S20 : vertexInput_0, @builtin(vertex_index) vid_1 : u32) -> CoverageVsOut_0\n{\n var o_0 : CoverageVsOut_0;\n var _S21 : u32 = u32(u_0.binSize_0);\n var _S22 : vec2<f32> = quadLocal_0(vid_1);\n var _S23 : CoverageBandUniforms_std140_0 = u_0;\n var _S24 : vec4<f32> = covSegQuad_0(_S20.position_2, _S21, 0.0f, 1.0f, _S20.relDepth_2, _S22, &(_S23));\n o_0.position_1 = _S24;\n o_0.color_0 = vec4<f32>(unpackRGBA_0(u_0.colorCoverage_0).xyz, 1.0f);\n return o_0;\n}\n\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_1 : vec4<f32>,\n};\n\n@fragment\nfn fs_main( _S25 : pixelInput_0, @builtin(position) position_3 : vec4<f32>) -> pixelOutput_0\n{\n var _S26 : pixelOutput_0 = pixelOutput_0( _S25.color_1 );\n return _S26;\n}\n\n";
@@ -1,4 +1,3 @@
1
- export declare const WGSL_SOURCE = "struct CoverageBandUniforms_std140_0\n{\n @align(16) bpHi_0 : f32,\n @align(4) bpLo_0 : f32,\n @align(8) bpLen_0 : f32,\n @align(4) hpZero_0 : f32,\n @align(16) canvasW_0 : f32,\n @align(4) canvasH_0 : f32,\n @align(8) covHeight_0 : f32,\n @align(4) covYOffset_0 : f32,\n @align(16) covTop_0 : f32,\n @align(4) regionMaxDepth_0 : f32,\n @align(8) depthDomainMax_0 : f32,\n @align(4) depthDomainMin_0 : f32,\n @align(16) coverageSymlogConstant_0 : f32,\n @align(4) binSize_0 : f32,\n @align(8) interbaseHeight_0 : f32,\n @align(4) snpMinFreq_0 : f32,\n @align(16) reversed_0 : f32,\n @align(4) coverageScaleType_0 : i32,\n @align(8) colorCoverage_0 : u32,\n @align(4) colorBaseA_0 : u32,\n @align(16) colorBaseC_0 : u32,\n @align(4) colorBaseG_0 : u32,\n @align(8) colorBaseT_0 : u32,\n @align(4) colorBaseN_0 : u32,\n @align(16) colorInsertionIndicator_0 : u32,\n @align(4) colorSoftclipIndicator_0 : u32,\n @align(8) colorHardclipIndicator_0 : u32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : CoverageBandUniforms_std140_0;\nfn hpSplitUint_0( value_0 : u32) -> vec2<f32>\n{\n var lo_0 : u32 = (value_0 & (u32(4095)));\n return vec2<f32>(f32(value_0 - lo_0), f32(lo_0));\n}\n\nfn hpToClipX_0( splitPos_0 : vec2<f32>, bpRange_0 : vec3<f32>, hpZero_1 : f32) -> f32\n{\n var step_0 : f32 = 2.0f / bpRange_0.z;\n var _S1 : f32 = - (1.0f / hpZero_1);\n return dot(vec3<f32>(-1.0f, max(splitPos_0.x - bpRange_0.x, _S1), max(splitPos_0.y - bpRange_0.y, _S1)), vec3<f32>(1.0f, step_0, step_0));\n}\n\nfn covBpToClipX_0( bp_0 : u32, u_1 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3<f32>((*u_1).bpHi_0, (*u_1).bpLo_0, (*u_1).bpLen_0), (*u_1).hpZero_0);\n}\n\nfn pxToClipLen_0( px_0 : f32, size_0 : f32) -> f32\n{\n return px_0 * 2.0f / size_0;\n}\n\nfn yPxToClipY_0( yPx_0 : f32, canvasHeight_0 : f32) -> f32\n{\n return 1.0f - yPx_0 / canvasHeight_0 * 2.0f;\n}\n\nfn covAreaTop_0( u_2 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return yPxToClipY_0((*u_2).covTop_0, (*u_2).canvasH_0);\n}\n\nfn covFlipX_0( x_0 : f32, u_3 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return mix(x_0, - x_0, (*u_3).reversed_0);\n}\n\nfn unpackRGBA_0( c_0 : u32) -> vec4<f32>\n{\n return vec4<f32>(f32((((c_0 >> (u32(0)))) & (u32(255)))), f32((((c_0 >> (u32(8)))) & (u32(255)))), f32((((c_0 >> (u32(16)))) & (u32(255)))), f32((((c_0 >> (u32(24)))) & (u32(255))))) / vec4<f32>(255.0f);\n}\n\nfn covClipKindColor_0( ct_0 : f32, u_4 : ptr<function, CoverageBandUniforms_std140_0>) -> vec3<f32>\n{\n var ci_0 : i32 = i32(ct_0);\n if(ci_0 == i32(2))\n {\n return unpackRGBA_0((*u_4).colorSoftclipIndicator_0).xyz;\n }\n if(ci_0 == i32(3))\n {\n return unpackRGBA_0((*u_4).colorHardclipIndicator_0).xyz;\n }\n return unpackRGBA_0((*u_4).colorInsertionIndicator_0).xyz;\n}\n\nstruct VsOut_0\n{\n @builtin(position) position_0 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n @location(1) bary_0 : vec3<f32>,\n};\n\nstruct vertexInput_0\n{\n @location(0) position_1 : u32,\n @location(1) colorType_0 : f32,\n};\n\n@vertex\nfn vs_main( _S2 : vertexInput_0, @builtin(vertex_index) vid_0 : u32) -> VsOut_0\n{\n var o_0 : VsOut_0;\n var v_0 : u32 = vid_0 % u32(3);\n var _S3 : CoverageBandUniforms_std140_0 = u_0;\n var _S4 : f32 = covBpToClipX_0(_S2.position_1, &(_S3));\n var tw_0 : f32 = pxToClipLen_0(7.0f, u_0.canvasW_0);\n var th_0 : f32 = pxToClipLen_0(4.5f, u_0.canvasH_0);\n var _S5 : f32 = covAreaTop_0(&(_S3));\n var sx_0 : f32;\n var sy_0 : f32;\n if(v_0 == u32(0))\n {\n var _S6 : f32 = _S4 - tw_0 * 0.5f;\n o_0.bary_0 = vec3<f32>(1.0f, 0.0f, 0.0f);\n sx_0 = _S6;\n sy_0 = _S5;\n }\n else\n {\n if(v_0 == u32(1))\n {\n var _S7 : f32 = _S4 + tw_0 * 0.5f;\n o_0.bary_0 = vec3<f32>(0.0f, 1.0f, 0.0f);\n sx_0 = _S7;\n sy_0 = _S5;\n }\n else\n {\n var _S8 : f32 = _S5 - th_0;\n o_0.bary_0 = vec3<f32>(0.0f, 0.0f, 1.0f);\n sx_0 = _S4;\n sy_0 = _S8;\n }\n }\n var _S9 : f32 = covFlipX_0(sx_0, &(_S3));\n o_0.position_0 = vec4<f32>(_S9, sy_0, 0.0f, 1.0f);\n var _S10 : vec3<f32> = covClipKindColor_0(_S2.colorType_0, &(_S3));\n o_0.color_0 = vec4<f32>(_S10, 1.0f);\n return o_0;\n}\n\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_1 : vec4<f32>,\n @location(1) bary_1 : vec3<f32>,\n};\n\n@fragment\nfn fs_main( _S11 : pixelInput_0, @builtin(position) position_2 : vec4<f32>) -> pixelOutput_0\n{\n var _S12 : pixelOutput_0 = pixelOutput_0( vec4<f32>(_S11.color_1.xyz, _S11.color_1.w * smoothstep(0.0f, 1.0f, min(_S11.bary_1.y * 3.70000004768371582f, _S11.bary_1.x * 3.70000004768371582f))) );\n return _S12;\n}\n\n";
2
- export declare const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nstruct CoverageBandUniforms_0\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n};\n\n\nlayout(std140) uniform Uniforms\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n}u_0;\n\nvec2 hpSplitUint_0(uint value_0)\n{\n\n uint lo_0 = value_0 & 4095U;\n\n return vec2(float(value_0 - lo_0), float(lo_0));\n}\n\n\nfloat hpToClipX_0(vec2 splitPos_0, vec3 bpRange_0, float hpZero_1)\n{\n float step_0 = 2.0 / bpRange_0.z;\n float _S1 = - (1.0 / hpZero_1);\n\n return dot(vec3(-1.0, max(splitPos_0.x - bpRange_0.x, _S1), max(splitPos_0.y - bpRange_0.y, _S1)), vec3(1.0, step_0, step_0));\n}\n\n\nfloat covBpToClipX_0(uint bp_0, CoverageBandUniforms_0 u_1)\n{\n\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3(u_1.bpHi_0, u_1.bpLo_0, u_1.bpLen_0), u_1.hpZero_0);\n}\n\n\nfloat pxToClipLen_0(float px_0, float size_0)\n{\n\n return px_0 * 2.0 / size_0;\n}\n\n\nfloat yPxToClipY_0(float yPx_0, float canvasHeight_0)\n{\n\n return 1.0 - yPx_0 / canvasHeight_0 * 2.0;\n}\n\n\nfloat covAreaTop_0(CoverageBandUniforms_0 u_2)\n{\n\n return yPxToClipY_0(u_2.covTop_0, u_2.canvasH_0);\n}\n\n\nfloat covFlipX_0(float x_0, CoverageBandUniforms_0 u_3)\n{\n\n return mix(x_0, - x_0, u_3.reversed_0);\n}\n\n\nvec4 unpackRGBA_0(uint c_0)\n{\n\n return vec4(float((c_0 >> 0U) & 255U), float((c_0 >> 8U) & 255U), float((c_0 >> 16U) & 255U), float((c_0 >> 24U) & 255U)) / 255.0;\n}\n\n\nvec3 covClipKindColor_0(float ct_0, CoverageBandUniforms_0 u_4)\n{\n\n int ci_0 = int(ct_0);\n if(ci_0 == 2)\n {\n\n return unpackRGBA_0(u_4.colorSoftclipIndicator_0).xyz;\n }\n\n if(ci_0 == 3)\n {\n\n return unpackRGBA_0(u_4.colorHardclipIndicator_0).xyz;\n }\n\n return unpackRGBA_0(u_4.colorInsertionIndicator_0).xyz;\n}\n\n\nout vec4 v_color;\n\n\nout vec3 v_bary;\n\n\nlayout(location = 0)\nin uint a_position;\n\n\nlayout(location = 1)\nin float a_colorType;\n\n\nstruct VsOut_0\n{\n vec4 position_0;\n vec4 color_0;\n vec3 bary_0;\n};\n\nvoid main()\n{\n\n VsOut_0 o_0;\n uint v_0 = uint(gl_VertexID) % 3U;\n\n CoverageBandUniforms_0 _S2 = CoverageBandUniforms_0(u_0.bpHi_0, u_0.bpLo_0, u_0.bpLen_0, u_0.hpZero_0, u_0.canvasW_0, u_0.canvasH_0, u_0.covHeight_0, u_0.covYOffset_0, u_0.covTop_0, u_0.regionMaxDepth_0, u_0.depthDomainMax_0, u_0.depthDomainMin_0, u_0.coverageSymlogConstant_0, u_0.binSize_0, u_0.interbaseHeight_0, u_0.snpMinFreq_0, u_0.reversed_0, u_0.coverageScaleType_0, u_0.colorCoverage_0, u_0.colorBaseA_0, u_0.colorBaseC_0, u_0.colorBaseG_0, u_0.colorBaseT_0, u_0.colorBaseN_0, u_0.colorInsertionIndicator_0, u_0.colorSoftclipIndicator_0, u_0.colorHardclipIndicator_0);\n\n float cx_0 = covBpToClipX_0(a_position, _S2);\n float tw_0 = pxToClipLen_0(7.0, u_0.canvasW_0);\n float th_0 = pxToClipLen_0(4.5, u_0.canvasH_0);\n\n float top_0 = covAreaTop_0(_S2);\n\n float sx_0;\n\n float sy_0;\n\n if(v_0 == 0U)\n {\n\n float _S3 = cx_0 - tw_0 * 0.5;\n\n o_0.bary_0 = vec3(1.0, 0.0, 0.0);\n\n sx_0 = _S3;\n\n sy_0 = top_0;\n\n }\n else\n {\n\n if(v_0 == 1U)\n {\n\n float _S4 = cx_0 + tw_0 * 0.5;\n\n o_0.bary_0 = vec3(0.0, 1.0, 0.0);\n\n sx_0 = _S4;\n\n sy_0 = top_0;\n\n }\n else\n {\n\n float _S5 = top_0 - th_0;\n\n o_0.bary_0 = vec3(0.0, 0.0, 1.0);\n\n sx_0 = cx_0;\n\n sy_0 = _S5;\n\n }\n\n }\n\n\n\n o_0.position_0 = vec4(covFlipX_0(sx_0, _S2), sy_0, 0.0, 1.0);\n o_0.color_0 = vec4(covClipKindColor_0(a_colorType, _S2), 1.0);\n VsOut_0 _S6 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S6.color_0;\n\n v_bary = _S6.bary_0;\n\n return;\n}\n\n";
3
- export declare const GLSL_FRAGMENT = "#version 300 es\nprecision highp float;\nprecision highp int;\nlayout(location = 0)\nout vec4 entryPointParam_fs_main_0;\n\n\nin vec4 v_color;\n\n\nin vec3 v_bary;\n\n\nvoid main()\n{\n\n entryPointParam_fs_main_0 = vec4(v_color.xyz, v_color.w * smoothstep(0.0, 1.0, min(v_bary.y * 3.70000004768371582, v_bary.x * 3.70000004768371582)));\n\n return;\n}\n\n";
1
+ import type { ShaderSource } from '@jbrowse/render-core/hal';
4
2
  export * from './coverageIndicator.iface.generated.ts';
3
+ export declare const SOURCE: ShaderSource;
@@ -1,6 +1,7 @@
1
1
  // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageIndicator.slang.
2
2
  // Do not edit. Run `pnpm gen:shaders` to regenerate.
3
- export const WGSL_SOURCE = "struct CoverageBandUniforms_std140_0\n{\n @align(16) bpHi_0 : f32,\n @align(4) bpLo_0 : f32,\n @align(8) bpLen_0 : f32,\n @align(4) hpZero_0 : f32,\n @align(16) canvasW_0 : f32,\n @align(4) canvasH_0 : f32,\n @align(8) covHeight_0 : f32,\n @align(4) covYOffset_0 : f32,\n @align(16) covTop_0 : f32,\n @align(4) regionMaxDepth_0 : f32,\n @align(8) depthDomainMax_0 : f32,\n @align(4) depthDomainMin_0 : f32,\n @align(16) coverageSymlogConstant_0 : f32,\n @align(4) binSize_0 : f32,\n @align(8) interbaseHeight_0 : f32,\n @align(4) snpMinFreq_0 : f32,\n @align(16) reversed_0 : f32,\n @align(4) coverageScaleType_0 : i32,\n @align(8) colorCoverage_0 : u32,\n @align(4) colorBaseA_0 : u32,\n @align(16) colorBaseC_0 : u32,\n @align(4) colorBaseG_0 : u32,\n @align(8) colorBaseT_0 : u32,\n @align(4) colorBaseN_0 : u32,\n @align(16) colorInsertionIndicator_0 : u32,\n @align(4) colorSoftclipIndicator_0 : u32,\n @align(8) colorHardclipIndicator_0 : u32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : CoverageBandUniforms_std140_0;\nfn hpSplitUint_0( value_0 : u32) -> vec2<f32>\n{\n var lo_0 : u32 = (value_0 & (u32(4095)));\n return vec2<f32>(f32(value_0 - lo_0), f32(lo_0));\n}\n\nfn hpToClipX_0( splitPos_0 : vec2<f32>, bpRange_0 : vec3<f32>, hpZero_1 : f32) -> f32\n{\n var step_0 : f32 = 2.0f / bpRange_0.z;\n var _S1 : f32 = - (1.0f / hpZero_1);\n return dot(vec3<f32>(-1.0f, max(splitPos_0.x - bpRange_0.x, _S1), max(splitPos_0.y - bpRange_0.y, _S1)), vec3<f32>(1.0f, step_0, step_0));\n}\n\nfn covBpToClipX_0( bp_0 : u32, u_1 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3<f32>((*u_1).bpHi_0, (*u_1).bpLo_0, (*u_1).bpLen_0), (*u_1).hpZero_0);\n}\n\nfn pxToClipLen_0( px_0 : f32, size_0 : f32) -> f32\n{\n return px_0 * 2.0f / size_0;\n}\n\nfn yPxToClipY_0( yPx_0 : f32, canvasHeight_0 : f32) -> f32\n{\n return 1.0f - yPx_0 / canvasHeight_0 * 2.0f;\n}\n\nfn covAreaTop_0( u_2 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return yPxToClipY_0((*u_2).covTop_0, (*u_2).canvasH_0);\n}\n\nfn covFlipX_0( x_0 : f32, u_3 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return mix(x_0, - x_0, (*u_3).reversed_0);\n}\n\nfn unpackRGBA_0( c_0 : u32) -> vec4<f32>\n{\n return vec4<f32>(f32((((c_0 >> (u32(0)))) & (u32(255)))), f32((((c_0 >> (u32(8)))) & (u32(255)))), f32((((c_0 >> (u32(16)))) & (u32(255)))), f32((((c_0 >> (u32(24)))) & (u32(255))))) / vec4<f32>(255.0f);\n}\n\nfn covClipKindColor_0( ct_0 : f32, u_4 : ptr<function, CoverageBandUniforms_std140_0>) -> vec3<f32>\n{\n var ci_0 : i32 = i32(ct_0);\n if(ci_0 == i32(2))\n {\n return unpackRGBA_0((*u_4).colorSoftclipIndicator_0).xyz;\n }\n if(ci_0 == i32(3))\n {\n return unpackRGBA_0((*u_4).colorHardclipIndicator_0).xyz;\n }\n return unpackRGBA_0((*u_4).colorInsertionIndicator_0).xyz;\n}\n\nstruct VsOut_0\n{\n @builtin(position) position_0 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n @location(1) bary_0 : vec3<f32>,\n};\n\nstruct vertexInput_0\n{\n @location(0) position_1 : u32,\n @location(1) colorType_0 : f32,\n};\n\n@vertex\nfn vs_main( _S2 : vertexInput_0, @builtin(vertex_index) vid_0 : u32) -> VsOut_0\n{\n var o_0 : VsOut_0;\n var v_0 : u32 = vid_0 % u32(3);\n var _S3 : CoverageBandUniforms_std140_0 = u_0;\n var _S4 : f32 = covBpToClipX_0(_S2.position_1, &(_S3));\n var tw_0 : f32 = pxToClipLen_0(7.0f, u_0.canvasW_0);\n var th_0 : f32 = pxToClipLen_0(4.5f, u_0.canvasH_0);\n var _S5 : f32 = covAreaTop_0(&(_S3));\n var sx_0 : f32;\n var sy_0 : f32;\n if(v_0 == u32(0))\n {\n var _S6 : f32 = _S4 - tw_0 * 0.5f;\n o_0.bary_0 = vec3<f32>(1.0f, 0.0f, 0.0f);\n sx_0 = _S6;\n sy_0 = _S5;\n }\n else\n {\n if(v_0 == u32(1))\n {\n var _S7 : f32 = _S4 + tw_0 * 0.5f;\n o_0.bary_0 = vec3<f32>(0.0f, 1.0f, 0.0f);\n sx_0 = _S7;\n sy_0 = _S5;\n }\n else\n {\n var _S8 : f32 = _S5 - th_0;\n o_0.bary_0 = vec3<f32>(0.0f, 0.0f, 1.0f);\n sx_0 = _S4;\n sy_0 = _S8;\n }\n }\n var _S9 : f32 = covFlipX_0(sx_0, &(_S3));\n o_0.position_0 = vec4<f32>(_S9, sy_0, 0.0f, 1.0f);\n var _S10 : vec3<f32> = covClipKindColor_0(_S2.colorType_0, &(_S3));\n o_0.color_0 = vec4<f32>(_S10, 1.0f);\n return o_0;\n}\n\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_1 : vec4<f32>,\n @location(1) bary_1 : vec3<f32>,\n};\n\n@fragment\nfn fs_main( _S11 : pixelInput_0, @builtin(position) position_2 : vec4<f32>) -> pixelOutput_0\n{\n var _S12 : pixelOutput_0 = pixelOutput_0( vec4<f32>(_S11.color_1.xyz, _S11.color_1.w * smoothstep(0.0f, 1.0f, min(_S11.bary_1.y * 3.70000004768371582f, _S11.bary_1.x * 3.70000004768371582f))) );\n return _S12;\n}\n\n";
4
- export const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nstruct CoverageBandUniforms_0\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n};\n\n\nlayout(std140) uniform Uniforms\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n}u_0;\n\nvec2 hpSplitUint_0(uint value_0)\n{\n\n uint lo_0 = value_0 & 4095U;\n\n return vec2(float(value_0 - lo_0), float(lo_0));\n}\n\n\nfloat hpToClipX_0(vec2 splitPos_0, vec3 bpRange_0, float hpZero_1)\n{\n float step_0 = 2.0 / bpRange_0.z;\n float _S1 = - (1.0 / hpZero_1);\n\n return dot(vec3(-1.0, max(splitPos_0.x - bpRange_0.x, _S1), max(splitPos_0.y - bpRange_0.y, _S1)), vec3(1.0, step_0, step_0));\n}\n\n\nfloat covBpToClipX_0(uint bp_0, CoverageBandUniforms_0 u_1)\n{\n\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3(u_1.bpHi_0, u_1.bpLo_0, u_1.bpLen_0), u_1.hpZero_0);\n}\n\n\nfloat pxToClipLen_0(float px_0, float size_0)\n{\n\n return px_0 * 2.0 / size_0;\n}\n\n\nfloat yPxToClipY_0(float yPx_0, float canvasHeight_0)\n{\n\n return 1.0 - yPx_0 / canvasHeight_0 * 2.0;\n}\n\n\nfloat covAreaTop_0(CoverageBandUniforms_0 u_2)\n{\n\n return yPxToClipY_0(u_2.covTop_0, u_2.canvasH_0);\n}\n\n\nfloat covFlipX_0(float x_0, CoverageBandUniforms_0 u_3)\n{\n\n return mix(x_0, - x_0, u_3.reversed_0);\n}\n\n\nvec4 unpackRGBA_0(uint c_0)\n{\n\n return vec4(float((c_0 >> 0U) & 255U), float((c_0 >> 8U) & 255U), float((c_0 >> 16U) & 255U), float((c_0 >> 24U) & 255U)) / 255.0;\n}\n\n\nvec3 covClipKindColor_0(float ct_0, CoverageBandUniforms_0 u_4)\n{\n\n int ci_0 = int(ct_0);\n if(ci_0 == 2)\n {\n\n return unpackRGBA_0(u_4.colorSoftclipIndicator_0).xyz;\n }\n\n if(ci_0 == 3)\n {\n\n return unpackRGBA_0(u_4.colorHardclipIndicator_0).xyz;\n }\n\n return unpackRGBA_0(u_4.colorInsertionIndicator_0).xyz;\n}\n\n\nout vec4 v_color;\n\n\nout vec3 v_bary;\n\n\nlayout(location = 0)\nin uint a_position;\n\n\nlayout(location = 1)\nin float a_colorType;\n\n\nstruct VsOut_0\n{\n vec4 position_0;\n vec4 color_0;\n vec3 bary_0;\n};\n\nvoid main()\n{\n\n VsOut_0 o_0;\n uint v_0 = uint(gl_VertexID) % 3U;\n\n CoverageBandUniforms_0 _S2 = CoverageBandUniforms_0(u_0.bpHi_0, u_0.bpLo_0, u_0.bpLen_0, u_0.hpZero_0, u_0.canvasW_0, u_0.canvasH_0, u_0.covHeight_0, u_0.covYOffset_0, u_0.covTop_0, u_0.regionMaxDepth_0, u_0.depthDomainMax_0, u_0.depthDomainMin_0, u_0.coverageSymlogConstant_0, u_0.binSize_0, u_0.interbaseHeight_0, u_0.snpMinFreq_0, u_0.reversed_0, u_0.coverageScaleType_0, u_0.colorCoverage_0, u_0.colorBaseA_0, u_0.colorBaseC_0, u_0.colorBaseG_0, u_0.colorBaseT_0, u_0.colorBaseN_0, u_0.colorInsertionIndicator_0, u_0.colorSoftclipIndicator_0, u_0.colorHardclipIndicator_0);\n\n float cx_0 = covBpToClipX_0(a_position, _S2);\n float tw_0 = pxToClipLen_0(7.0, u_0.canvasW_0);\n float th_0 = pxToClipLen_0(4.5, u_0.canvasH_0);\n\n float top_0 = covAreaTop_0(_S2);\n\n float sx_0;\n\n float sy_0;\n\n if(v_0 == 0U)\n {\n\n float _S3 = cx_0 - tw_0 * 0.5;\n\n o_0.bary_0 = vec3(1.0, 0.0, 0.0);\n\n sx_0 = _S3;\n\n sy_0 = top_0;\n\n }\n else\n {\n\n if(v_0 == 1U)\n {\n\n float _S4 = cx_0 + tw_0 * 0.5;\n\n o_0.bary_0 = vec3(0.0, 1.0, 0.0);\n\n sx_0 = _S4;\n\n sy_0 = top_0;\n\n }\n else\n {\n\n float _S5 = top_0 - th_0;\n\n o_0.bary_0 = vec3(0.0, 0.0, 1.0);\n\n sx_0 = cx_0;\n\n sy_0 = _S5;\n\n }\n\n }\n\n\n\n o_0.position_0 = vec4(covFlipX_0(sx_0, _S2), sy_0, 0.0, 1.0);\n o_0.color_0 = vec4(covClipKindColor_0(a_colorType, _S2), 1.0);\n VsOut_0 _S6 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S6.color_0;\n\n v_bary = _S6.bary_0;\n\n return;\n}\n\n";
5
- export const GLSL_FRAGMENT = "#version 300 es\nprecision highp float;\nprecision highp int;\nlayout(location = 0)\nout vec4 entryPointParam_fs_main_0;\n\n\nin vec4 v_color;\n\n\nin vec3 v_bary;\n\n\nvoid main()\n{\n\n entryPointParam_fs_main_0 = vec4(v_color.xyz, v_color.w * smoothstep(0.0, 1.0, min(v_bary.y * 3.70000004768371582, v_bary.x * 3.70000004768371582)));\n\n return;\n}\n\n";
6
3
  export * from './coverageIndicator.iface.generated.js';
4
+ export const SOURCE = {
5
+ wgsl: () => import('./coverageIndicator.wgsl.generated.js'),
6
+ glsl: () => import('./coverageIndicator.glsl.generated.js'),
7
+ };
@@ -0,0 +1,2 @@
1
+ export declare const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nstruct CoverageBandUniforms_0\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n};\n\n\nlayout(std140) uniform Uniforms\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n}u_0;\n\nvec2 hpSplitUint_0(uint value_0)\n{\n\n uint lo_0 = value_0 & 4095U;\n\n return vec2(float(value_0 - lo_0), float(lo_0));\n}\n\n\nfloat hpToClipX_0(vec2 splitPos_0, vec3 bpRange_0, float hpZero_1)\n{\n float step_0 = 2.0 / bpRange_0.z;\n float _S1 = - (1.0 / hpZero_1);\n\n return dot(vec3(-1.0, max(splitPos_0.x - bpRange_0.x, _S1), max(splitPos_0.y - bpRange_0.y, _S1)), vec3(1.0, step_0, step_0));\n}\n\n\nfloat covBpToClipX_0(uint bp_0, CoverageBandUniforms_0 u_1)\n{\n\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3(u_1.bpHi_0, u_1.bpLo_0, u_1.bpLen_0), u_1.hpZero_0);\n}\n\n\nfloat pxToClipLen_0(float px_0, float size_0)\n{\n\n return px_0 * 2.0 / size_0;\n}\n\n\nfloat yPxToClipY_0(float yPx_0, float canvasHeight_0)\n{\n\n return 1.0 - yPx_0 / canvasHeight_0 * 2.0;\n}\n\n\nfloat covAreaTop_0(CoverageBandUniforms_0 u_2)\n{\n\n return yPxToClipY_0(u_2.covTop_0, u_2.canvasH_0);\n}\n\n\nfloat covFlipX_0(float x_0, CoverageBandUniforms_0 u_3)\n{\n\n return mix(x_0, - x_0, u_3.reversed_0);\n}\n\n\nvec4 unpackRGBA_0(uint c_0)\n{\n\n return vec4(float((c_0 >> 0U) & 255U), float((c_0 >> 8U) & 255U), float((c_0 >> 16U) & 255U), float((c_0 >> 24U) & 255U)) / 255.0;\n}\n\n\nvec3 covClipKindColor_0(float ct_0, CoverageBandUniforms_0 u_4)\n{\n\n int ci_0 = int(ct_0);\n if(ci_0 == 2)\n {\n\n return unpackRGBA_0(u_4.colorSoftclipIndicator_0).xyz;\n }\n\n if(ci_0 == 3)\n {\n\n return unpackRGBA_0(u_4.colorHardclipIndicator_0).xyz;\n }\n\n return unpackRGBA_0(u_4.colorInsertionIndicator_0).xyz;\n}\n\n\nout vec4 v_color;\n\n\nout vec3 v_bary;\n\n\nlayout(location = 0)\nin uint a_position;\n\n\nlayout(location = 1)\nin float a_colorType;\n\n\nstruct VsOut_0\n{\n vec4 position_0;\n vec4 color_0;\n vec3 bary_0;\n};\n\nvoid main()\n{\n\n VsOut_0 o_0;\n uint v_0 = uint(gl_VertexID) % 3U;\n\n CoverageBandUniforms_0 _S2 = CoverageBandUniforms_0(u_0.bpHi_0, u_0.bpLo_0, u_0.bpLen_0, u_0.hpZero_0, u_0.canvasW_0, u_0.canvasH_0, u_0.covHeight_0, u_0.covYOffset_0, u_0.covTop_0, u_0.regionMaxDepth_0, u_0.depthDomainMax_0, u_0.depthDomainMin_0, u_0.coverageSymlogConstant_0, u_0.binSize_0, u_0.interbaseHeight_0, u_0.snpMinFreq_0, u_0.reversed_0, u_0.coverageScaleType_0, u_0.colorCoverage_0, u_0.colorBaseA_0, u_0.colorBaseC_0, u_0.colorBaseG_0, u_0.colorBaseT_0, u_0.colorBaseN_0, u_0.colorInsertionIndicator_0, u_0.colorSoftclipIndicator_0, u_0.colorHardclipIndicator_0);\n\n float cx_0 = covBpToClipX_0(a_position, _S2);\n float tw_0 = pxToClipLen_0(7.0, u_0.canvasW_0);\n float th_0 = pxToClipLen_0(4.5, u_0.canvasH_0);\n\n float top_0 = covAreaTop_0(_S2);\n\n float sx_0;\n\n float sy_0;\n\n if(v_0 == 0U)\n {\n\n float _S3 = cx_0 - tw_0 * 0.5;\n\n o_0.bary_0 = vec3(1.0, 0.0, 0.0);\n\n sx_0 = _S3;\n\n sy_0 = top_0;\n\n }\n else\n {\n\n if(v_0 == 1U)\n {\n\n float _S4 = cx_0 + tw_0 * 0.5;\n\n o_0.bary_0 = vec3(0.0, 1.0, 0.0);\n\n sx_0 = _S4;\n\n sy_0 = top_0;\n\n }\n else\n {\n\n float _S5 = top_0 - th_0;\n\n o_0.bary_0 = vec3(0.0, 0.0, 1.0);\n\n sx_0 = cx_0;\n\n sy_0 = _S5;\n\n }\n\n }\n\n\n\n o_0.position_0 = vec4(covFlipX_0(sx_0, _S2), sy_0, 0.0, 1.0);\n o_0.color_0 = vec4(covClipKindColor_0(a_colorType, _S2), 1.0);\n VsOut_0 _S6 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S6.color_0;\n\n v_bary = _S6.bary_0;\n\n return;\n}\n\n";
2
+ export declare const GLSL_FRAGMENT = "#version 300 es\nprecision highp float;\nprecision highp int;\nlayout(location = 0)\nout vec4 entryPointParam_fs_main_0;\n\n\nin vec4 v_color;\n\n\nin vec3 v_bary;\n\n\nvoid main()\n{\n\n entryPointParam_fs_main_0 = vec4(v_color.xyz, v_color.w * smoothstep(0.0, 1.0, min(v_bary.y * 3.70000004768371582, v_bary.x * 3.70000004768371582)));\n\n return;\n}\n\n";
@@ -0,0 +1,4 @@
1
+ // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageIndicator.slang.
2
+ // Do not edit. Run `pnpm gen:shaders` to regenerate.
3
+ export const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nstruct CoverageBandUniforms_0\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n};\n\n\nlayout(std140) uniform Uniforms\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n}u_0;\n\nvec2 hpSplitUint_0(uint value_0)\n{\n\n uint lo_0 = value_0 & 4095U;\n\n return vec2(float(value_0 - lo_0), float(lo_0));\n}\n\n\nfloat hpToClipX_0(vec2 splitPos_0, vec3 bpRange_0, float hpZero_1)\n{\n float step_0 = 2.0 / bpRange_0.z;\n float _S1 = - (1.0 / hpZero_1);\n\n return dot(vec3(-1.0, max(splitPos_0.x - bpRange_0.x, _S1), max(splitPos_0.y - bpRange_0.y, _S1)), vec3(1.0, step_0, step_0));\n}\n\n\nfloat covBpToClipX_0(uint bp_0, CoverageBandUniforms_0 u_1)\n{\n\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3(u_1.bpHi_0, u_1.bpLo_0, u_1.bpLen_0), u_1.hpZero_0);\n}\n\n\nfloat pxToClipLen_0(float px_0, float size_0)\n{\n\n return px_0 * 2.0 / size_0;\n}\n\n\nfloat yPxToClipY_0(float yPx_0, float canvasHeight_0)\n{\n\n return 1.0 - yPx_0 / canvasHeight_0 * 2.0;\n}\n\n\nfloat covAreaTop_0(CoverageBandUniforms_0 u_2)\n{\n\n return yPxToClipY_0(u_2.covTop_0, u_2.canvasH_0);\n}\n\n\nfloat covFlipX_0(float x_0, CoverageBandUniforms_0 u_3)\n{\n\n return mix(x_0, - x_0, u_3.reversed_0);\n}\n\n\nvec4 unpackRGBA_0(uint c_0)\n{\n\n return vec4(float((c_0 >> 0U) & 255U), float((c_0 >> 8U) & 255U), float((c_0 >> 16U) & 255U), float((c_0 >> 24U) & 255U)) / 255.0;\n}\n\n\nvec3 covClipKindColor_0(float ct_0, CoverageBandUniforms_0 u_4)\n{\n\n int ci_0 = int(ct_0);\n if(ci_0 == 2)\n {\n\n return unpackRGBA_0(u_4.colorSoftclipIndicator_0).xyz;\n }\n\n if(ci_0 == 3)\n {\n\n return unpackRGBA_0(u_4.colorHardclipIndicator_0).xyz;\n }\n\n return unpackRGBA_0(u_4.colorInsertionIndicator_0).xyz;\n}\n\n\nout vec4 v_color;\n\n\nout vec3 v_bary;\n\n\nlayout(location = 0)\nin uint a_position;\n\n\nlayout(location = 1)\nin float a_colorType;\n\n\nstruct VsOut_0\n{\n vec4 position_0;\n vec4 color_0;\n vec3 bary_0;\n};\n\nvoid main()\n{\n\n VsOut_0 o_0;\n uint v_0 = uint(gl_VertexID) % 3U;\n\n CoverageBandUniforms_0 _S2 = CoverageBandUniforms_0(u_0.bpHi_0, u_0.bpLo_0, u_0.bpLen_0, u_0.hpZero_0, u_0.canvasW_0, u_0.canvasH_0, u_0.covHeight_0, u_0.covYOffset_0, u_0.covTop_0, u_0.regionMaxDepth_0, u_0.depthDomainMax_0, u_0.depthDomainMin_0, u_0.coverageSymlogConstant_0, u_0.binSize_0, u_0.interbaseHeight_0, u_0.snpMinFreq_0, u_0.reversed_0, u_0.coverageScaleType_0, u_0.colorCoverage_0, u_0.colorBaseA_0, u_0.colorBaseC_0, u_0.colorBaseG_0, u_0.colorBaseT_0, u_0.colorBaseN_0, u_0.colorInsertionIndicator_0, u_0.colorSoftclipIndicator_0, u_0.colorHardclipIndicator_0);\n\n float cx_0 = covBpToClipX_0(a_position, _S2);\n float tw_0 = pxToClipLen_0(7.0, u_0.canvasW_0);\n float th_0 = pxToClipLen_0(4.5, u_0.canvasH_0);\n\n float top_0 = covAreaTop_0(_S2);\n\n float sx_0;\n\n float sy_0;\n\n if(v_0 == 0U)\n {\n\n float _S3 = cx_0 - tw_0 * 0.5;\n\n o_0.bary_0 = vec3(1.0, 0.0, 0.0);\n\n sx_0 = _S3;\n\n sy_0 = top_0;\n\n }\n else\n {\n\n if(v_0 == 1U)\n {\n\n float _S4 = cx_0 + tw_0 * 0.5;\n\n o_0.bary_0 = vec3(0.0, 1.0, 0.0);\n\n sx_0 = _S4;\n\n sy_0 = top_0;\n\n }\n else\n {\n\n float _S5 = top_0 - th_0;\n\n o_0.bary_0 = vec3(0.0, 0.0, 1.0);\n\n sx_0 = cx_0;\n\n sy_0 = _S5;\n\n }\n\n }\n\n\n\n o_0.position_0 = vec4(covFlipX_0(sx_0, _S2), sy_0, 0.0, 1.0);\n o_0.color_0 = vec4(covClipKindColor_0(a_colorType, _S2), 1.0);\n VsOut_0 _S6 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S6.color_0;\n\n v_bary = _S6.bary_0;\n\n return;\n}\n\n";
4
+ export const GLSL_FRAGMENT = "#version 300 es\nprecision highp float;\nprecision highp int;\nlayout(location = 0)\nout vec4 entryPointParam_fs_main_0;\n\n\nin vec4 v_color;\n\n\nin vec3 v_bary;\n\n\nvoid main()\n{\n\n entryPointParam_fs_main_0 = vec4(v_color.xyz, v_color.w * smoothstep(0.0, 1.0, min(v_bary.y * 3.70000004768371582, v_bary.x * 3.70000004768371582)));\n\n return;\n}\n\n";
@@ -1,7 +1,7 @@
1
1
  // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageIndicator.slang.
2
2
  // Do not edit. Run `pnpm gen:shaders` to regenerate.
3
3
  export const BINDINGS = [
4
- { index: 1, kind: 'uniform', name: 'u' },
4
+ { index: 1, kind: 'uniform', name: 'u', stages: ['vertex'] },
5
5
  ];
6
6
  export const VERTS_PER_INSTANCE = 3;
7
7
  export const UNIFORMS_SIZE_BYTES = 112;
@@ -0,0 +1 @@
1
+ export declare const WGSL_SOURCE = "struct CoverageBandUniforms_std140_0\n{\n @align(16) bpHi_0 : f32,\n @align(4) bpLo_0 : f32,\n @align(8) bpLen_0 : f32,\n @align(4) hpZero_0 : f32,\n @align(16) canvasW_0 : f32,\n @align(4) canvasH_0 : f32,\n @align(8) covHeight_0 : f32,\n @align(4) covYOffset_0 : f32,\n @align(16) covTop_0 : f32,\n @align(4) regionMaxDepth_0 : f32,\n @align(8) depthDomainMax_0 : f32,\n @align(4) depthDomainMin_0 : f32,\n @align(16) coverageSymlogConstant_0 : f32,\n @align(4) binSize_0 : f32,\n @align(8) interbaseHeight_0 : f32,\n @align(4) snpMinFreq_0 : f32,\n @align(16) reversed_0 : f32,\n @align(4) coverageScaleType_0 : i32,\n @align(8) colorCoverage_0 : u32,\n @align(4) colorBaseA_0 : u32,\n @align(16) colorBaseC_0 : u32,\n @align(4) colorBaseG_0 : u32,\n @align(8) colorBaseT_0 : u32,\n @align(4) colorBaseN_0 : u32,\n @align(16) colorInsertionIndicator_0 : u32,\n @align(4) colorSoftclipIndicator_0 : u32,\n @align(8) colorHardclipIndicator_0 : u32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : CoverageBandUniforms_std140_0;\nfn hpSplitUint_0( value_0 : u32) -> vec2<f32>\n{\n var lo_0 : u32 = (value_0 & (u32(4095)));\n return vec2<f32>(f32(value_0 - lo_0), f32(lo_0));\n}\n\nfn hpToClipX_0( splitPos_0 : vec2<f32>, bpRange_0 : vec3<f32>, hpZero_1 : f32) -> f32\n{\n var step_0 : f32 = 2.0f / bpRange_0.z;\n var _S1 : f32 = - (1.0f / hpZero_1);\n return dot(vec3<f32>(-1.0f, max(splitPos_0.x - bpRange_0.x, _S1), max(splitPos_0.y - bpRange_0.y, _S1)), vec3<f32>(1.0f, step_0, step_0));\n}\n\nfn covBpToClipX_0( bp_0 : u32, u_1 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3<f32>((*u_1).bpHi_0, (*u_1).bpLo_0, (*u_1).bpLen_0), (*u_1).hpZero_0);\n}\n\nfn pxToClipLen_0( px_0 : f32, size_0 : f32) -> f32\n{\n return px_0 * 2.0f / size_0;\n}\n\nfn yPxToClipY_0( yPx_0 : f32, canvasHeight_0 : f32) -> f32\n{\n return 1.0f - yPx_0 / canvasHeight_0 * 2.0f;\n}\n\nfn covAreaTop_0( u_2 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return yPxToClipY_0((*u_2).covTop_0, (*u_2).canvasH_0);\n}\n\nfn covFlipX_0( x_0 : f32, u_3 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return mix(x_0, - x_0, (*u_3).reversed_0);\n}\n\nfn unpackRGBA_0( c_0 : u32) -> vec4<f32>\n{\n return vec4<f32>(f32((((c_0 >> (u32(0)))) & (u32(255)))), f32((((c_0 >> (u32(8)))) & (u32(255)))), f32((((c_0 >> (u32(16)))) & (u32(255)))), f32((((c_0 >> (u32(24)))) & (u32(255))))) / vec4<f32>(255.0f);\n}\n\nfn covClipKindColor_0( ct_0 : f32, u_4 : ptr<function, CoverageBandUniforms_std140_0>) -> vec3<f32>\n{\n var ci_0 : i32 = i32(ct_0);\n if(ci_0 == i32(2))\n {\n return unpackRGBA_0((*u_4).colorSoftclipIndicator_0).xyz;\n }\n if(ci_0 == i32(3))\n {\n return unpackRGBA_0((*u_4).colorHardclipIndicator_0).xyz;\n }\n return unpackRGBA_0((*u_4).colorInsertionIndicator_0).xyz;\n}\n\nstruct VsOut_0\n{\n @builtin(position) position_0 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n @location(1) bary_0 : vec3<f32>,\n};\n\nstruct vertexInput_0\n{\n @location(0) position_1 : u32,\n @location(1) colorType_0 : f32,\n};\n\n@vertex\nfn vs_main( _S2 : vertexInput_0, @builtin(vertex_index) vid_0 : u32) -> VsOut_0\n{\n var o_0 : VsOut_0;\n var v_0 : u32 = vid_0 % u32(3);\n var _S3 : CoverageBandUniforms_std140_0 = u_0;\n var _S4 : f32 = covBpToClipX_0(_S2.position_1, &(_S3));\n var tw_0 : f32 = pxToClipLen_0(7.0f, u_0.canvasW_0);\n var th_0 : f32 = pxToClipLen_0(4.5f, u_0.canvasH_0);\n var _S5 : f32 = covAreaTop_0(&(_S3));\n var sx_0 : f32;\n var sy_0 : f32;\n if(v_0 == u32(0))\n {\n var _S6 : f32 = _S4 - tw_0 * 0.5f;\n o_0.bary_0 = vec3<f32>(1.0f, 0.0f, 0.0f);\n sx_0 = _S6;\n sy_0 = _S5;\n }\n else\n {\n if(v_0 == u32(1))\n {\n var _S7 : f32 = _S4 + tw_0 * 0.5f;\n o_0.bary_0 = vec3<f32>(0.0f, 1.0f, 0.0f);\n sx_0 = _S7;\n sy_0 = _S5;\n }\n else\n {\n var _S8 : f32 = _S5 - th_0;\n o_0.bary_0 = vec3<f32>(0.0f, 0.0f, 1.0f);\n sx_0 = _S4;\n sy_0 = _S8;\n }\n }\n var _S9 : f32 = covFlipX_0(sx_0, &(_S3));\n o_0.position_0 = vec4<f32>(_S9, sy_0, 0.0f, 1.0f);\n var _S10 : vec3<f32> = covClipKindColor_0(_S2.colorType_0, &(_S3));\n o_0.color_0 = vec4<f32>(_S10, 1.0f);\n return o_0;\n}\n\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_1 : vec4<f32>,\n @location(1) bary_1 : vec3<f32>,\n};\n\n@fragment\nfn fs_main( _S11 : pixelInput_0, @builtin(position) position_2 : vec4<f32>) -> pixelOutput_0\n{\n var _S12 : pixelOutput_0 = pixelOutput_0( vec4<f32>(_S11.color_1.xyz, _S11.color_1.w * smoothstep(0.0f, 1.0f, min(_S11.bary_1.y * 3.70000004768371582f, _S11.bary_1.x * 3.70000004768371582f))) );\n return _S12;\n}\n\n";
@@ -0,0 +1,3 @@
1
+ // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageIndicator.slang.
2
+ // Do not edit. Run `pnpm gen:shaders` to regenerate.
3
+ export const WGSL_SOURCE = "struct CoverageBandUniforms_std140_0\n{\n @align(16) bpHi_0 : f32,\n @align(4) bpLo_0 : f32,\n @align(8) bpLen_0 : f32,\n @align(4) hpZero_0 : f32,\n @align(16) canvasW_0 : f32,\n @align(4) canvasH_0 : f32,\n @align(8) covHeight_0 : f32,\n @align(4) covYOffset_0 : f32,\n @align(16) covTop_0 : f32,\n @align(4) regionMaxDepth_0 : f32,\n @align(8) depthDomainMax_0 : f32,\n @align(4) depthDomainMin_0 : f32,\n @align(16) coverageSymlogConstant_0 : f32,\n @align(4) binSize_0 : f32,\n @align(8) interbaseHeight_0 : f32,\n @align(4) snpMinFreq_0 : f32,\n @align(16) reversed_0 : f32,\n @align(4) coverageScaleType_0 : i32,\n @align(8) colorCoverage_0 : u32,\n @align(4) colorBaseA_0 : u32,\n @align(16) colorBaseC_0 : u32,\n @align(4) colorBaseG_0 : u32,\n @align(8) colorBaseT_0 : u32,\n @align(4) colorBaseN_0 : u32,\n @align(16) colorInsertionIndicator_0 : u32,\n @align(4) colorSoftclipIndicator_0 : u32,\n @align(8) colorHardclipIndicator_0 : u32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : CoverageBandUniforms_std140_0;\nfn hpSplitUint_0( value_0 : u32) -> vec2<f32>\n{\n var lo_0 : u32 = (value_0 & (u32(4095)));\n return vec2<f32>(f32(value_0 - lo_0), f32(lo_0));\n}\n\nfn hpToClipX_0( splitPos_0 : vec2<f32>, bpRange_0 : vec3<f32>, hpZero_1 : f32) -> f32\n{\n var step_0 : f32 = 2.0f / bpRange_0.z;\n var _S1 : f32 = - (1.0f / hpZero_1);\n return dot(vec3<f32>(-1.0f, max(splitPos_0.x - bpRange_0.x, _S1), max(splitPos_0.y - bpRange_0.y, _S1)), vec3<f32>(1.0f, step_0, step_0));\n}\n\nfn covBpToClipX_0( bp_0 : u32, u_1 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3<f32>((*u_1).bpHi_0, (*u_1).bpLo_0, (*u_1).bpLen_0), (*u_1).hpZero_0);\n}\n\nfn pxToClipLen_0( px_0 : f32, size_0 : f32) -> f32\n{\n return px_0 * 2.0f / size_0;\n}\n\nfn yPxToClipY_0( yPx_0 : f32, canvasHeight_0 : f32) -> f32\n{\n return 1.0f - yPx_0 / canvasHeight_0 * 2.0f;\n}\n\nfn covAreaTop_0( u_2 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return yPxToClipY_0((*u_2).covTop_0, (*u_2).canvasH_0);\n}\n\nfn covFlipX_0( x_0 : f32, u_3 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return mix(x_0, - x_0, (*u_3).reversed_0);\n}\n\nfn unpackRGBA_0( c_0 : u32) -> vec4<f32>\n{\n return vec4<f32>(f32((((c_0 >> (u32(0)))) & (u32(255)))), f32((((c_0 >> (u32(8)))) & (u32(255)))), f32((((c_0 >> (u32(16)))) & (u32(255)))), f32((((c_0 >> (u32(24)))) & (u32(255))))) / vec4<f32>(255.0f);\n}\n\nfn covClipKindColor_0( ct_0 : f32, u_4 : ptr<function, CoverageBandUniforms_std140_0>) -> vec3<f32>\n{\n var ci_0 : i32 = i32(ct_0);\n if(ci_0 == i32(2))\n {\n return unpackRGBA_0((*u_4).colorSoftclipIndicator_0).xyz;\n }\n if(ci_0 == i32(3))\n {\n return unpackRGBA_0((*u_4).colorHardclipIndicator_0).xyz;\n }\n return unpackRGBA_0((*u_4).colorInsertionIndicator_0).xyz;\n}\n\nstruct VsOut_0\n{\n @builtin(position) position_0 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n @location(1) bary_0 : vec3<f32>,\n};\n\nstruct vertexInput_0\n{\n @location(0) position_1 : u32,\n @location(1) colorType_0 : f32,\n};\n\n@vertex\nfn vs_main( _S2 : vertexInput_0, @builtin(vertex_index) vid_0 : u32) -> VsOut_0\n{\n var o_0 : VsOut_0;\n var v_0 : u32 = vid_0 % u32(3);\n var _S3 : CoverageBandUniforms_std140_0 = u_0;\n var _S4 : f32 = covBpToClipX_0(_S2.position_1, &(_S3));\n var tw_0 : f32 = pxToClipLen_0(7.0f, u_0.canvasW_0);\n var th_0 : f32 = pxToClipLen_0(4.5f, u_0.canvasH_0);\n var _S5 : f32 = covAreaTop_0(&(_S3));\n var sx_0 : f32;\n var sy_0 : f32;\n if(v_0 == u32(0))\n {\n var _S6 : f32 = _S4 - tw_0 * 0.5f;\n o_0.bary_0 = vec3<f32>(1.0f, 0.0f, 0.0f);\n sx_0 = _S6;\n sy_0 = _S5;\n }\n else\n {\n if(v_0 == u32(1))\n {\n var _S7 : f32 = _S4 + tw_0 * 0.5f;\n o_0.bary_0 = vec3<f32>(0.0f, 1.0f, 0.0f);\n sx_0 = _S7;\n sy_0 = _S5;\n }\n else\n {\n var _S8 : f32 = _S5 - th_0;\n o_0.bary_0 = vec3<f32>(0.0f, 0.0f, 1.0f);\n sx_0 = _S4;\n sy_0 = _S8;\n }\n }\n var _S9 : f32 = covFlipX_0(sx_0, &(_S3));\n o_0.position_0 = vec4<f32>(_S9, sy_0, 0.0f, 1.0f);\n var _S10 : vec3<f32> = covClipKindColor_0(_S2.colorType_0, &(_S3));\n o_0.color_0 = vec4<f32>(_S10, 1.0f);\n return o_0;\n}\n\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_1 : vec4<f32>,\n @location(1) bary_1 : vec3<f32>,\n};\n\n@fragment\nfn fs_main( _S11 : pixelInput_0, @builtin(position) position_2 : vec4<f32>) -> pixelOutput_0\n{\n var _S12 : pixelOutput_0 = pixelOutput_0( vec4<f32>(_S11.color_1.xyz, _S11.color_1.w * smoothstep(0.0f, 1.0f, min(_S11.bary_1.y * 3.70000004768371582f, _S11.bary_1.x * 3.70000004768371582f))) );\n return _S12;\n}\n\n";
@@ -1,4 +1,3 @@
1
- export declare const WGSL_SOURCE = "struct CoverageBandUniforms_std140_0\n{\n @align(16) bpHi_0 : f32,\n @align(4) bpLo_0 : f32,\n @align(8) bpLen_0 : f32,\n @align(4) hpZero_0 : f32,\n @align(16) canvasW_0 : f32,\n @align(4) canvasH_0 : f32,\n @align(8) covHeight_0 : f32,\n @align(4) covYOffset_0 : f32,\n @align(16) covTop_0 : f32,\n @align(4) regionMaxDepth_0 : f32,\n @align(8) depthDomainMax_0 : f32,\n @align(4) depthDomainMin_0 : f32,\n @align(16) coverageSymlogConstant_0 : f32,\n @align(4) binSize_0 : f32,\n @align(8) interbaseHeight_0 : f32,\n @align(4) snpMinFreq_0 : f32,\n @align(16) reversed_0 : f32,\n @align(4) coverageScaleType_0 : i32,\n @align(8) colorCoverage_0 : u32,\n @align(4) colorBaseA_0 : u32,\n @align(16) colorBaseC_0 : u32,\n @align(4) colorBaseG_0 : u32,\n @align(8) colorBaseT_0 : u32,\n @align(4) colorBaseN_0 : u32,\n @align(16) colorInsertionIndicator_0 : u32,\n @align(4) colorSoftclipIndicator_0 : u32,\n @align(8) colorHardclipIndicator_0 : u32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : CoverageBandUniforms_std140_0;\nfn quadLocal_0( vid_0 : u32) -> vec2<f32>\n{\n var v_0 : u32 = vid_0 % u32(6);\n var _S1 : bool = v_0 == u32(0);\n var _S2 : bool;\n if(_S1)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(2);\n }\n if(_S2)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(3);\n }\n var _S3 : f32;\n if(_S2)\n {\n _S3 = 0.0f;\n }\n else\n {\n _S3 = 1.0f;\n }\n if(_S1)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(1);\n }\n if(_S2)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(4);\n }\n var _S4 : f32;\n if(_S2)\n {\n _S4 = 0.0f;\n }\n else\n {\n _S4 = 1.0f;\n }\n return vec2<f32>(_S3, _S4);\n}\n\nfn hpSplitUint_0( value_0 : u32) -> vec2<f32>\n{\n var lo_0 : u32 = (value_0 & (u32(4095)));\n return vec2<f32>(f32(value_0 - lo_0), f32(lo_0));\n}\n\nfn hpToClipX_0( splitPos_0 : vec2<f32>, bpRange_0 : vec3<f32>, hpZero_1 : f32) -> f32\n{\n var step_0 : f32 = 2.0f / bpRange_0.z;\n var _S5 : f32 = - (1.0f / hpZero_1);\n return dot(vec3<f32>(-1.0f, max(splitPos_0.x - bpRange_0.x, _S5), max(splitPos_0.y - bpRange_0.y, _S5)), vec3<f32>(1.0f, step_0, step_0));\n}\n\nfn covBpToClipX_0( bp_0 : u32, u_1 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3<f32>((*u_1).bpHi_0, (*u_1).bpLo_0, (*u_1).bpLen_0), (*u_1).hpZero_0);\n}\n\nfn pxToClipLen_0( px_0 : f32, size_0 : f32) -> f32\n{\n return px_0 * 2.0f / size_0;\n}\n\nfn interbaseEdgePx_0( offset_0 : f32, interbaseHeight_1 : f32) -> f32\n{\n return floor(4.5f + offset_0 * interbaseHeight_1 + 0.5f);\n}\n\nfn yPxToClipY_0( yPx_0 : f32, canvasHeight_0 : f32) -> f32\n{\n return 1.0f - yPx_0 / canvasHeight_0 * 2.0f;\n}\n\nfn covAreaTop_0( u_2 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return yPxToClipY_0((*u_2).covTop_0, (*u_2).canvasH_0);\n}\n\nfn covFlipX_0( x_0 : f32, u_3 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return mix(x_0, - x_0, (*u_3).reversed_0);\n}\n\nfn covFlippedQuad_0( x0_0 : f32, x1_0 : f32, yBot_0 : f32, yTop_0 : f32, local_0 : vec2<f32>, u_4 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S6 : f32 = covFlipX_0(mix(x0_0, x1_0, local_0.x), &((*u_4)));\n return vec4<f32>(_S6, mix(yBot_0, yTop_0, local_0.y), 0.0f, 1.0f);\n}\n\nfn unpackRGBA_0( c_0 : u32) -> vec4<f32>\n{\n return vec4<f32>(f32((((c_0 >> (u32(0)))) & (u32(255)))), f32((((c_0 >> (u32(8)))) & (u32(255)))), f32((((c_0 >> (u32(16)))) & (u32(255)))), f32((((c_0 >> (u32(24)))) & (u32(255))))) / vec4<f32>(255.0f);\n}\n\nfn covClipKindColor_0( ct_0 : f32, u_5 : ptr<function, CoverageBandUniforms_std140_0>) -> vec3<f32>\n{\n var ci_0 : i32 = i32(ct_0);\n if(ci_0 == i32(2))\n {\n return unpackRGBA_0((*u_5).colorSoftclipIndicator_0).xyz;\n }\n if(ci_0 == i32(3))\n {\n return unpackRGBA_0((*u_5).colorHardclipIndicator_0).xyz;\n }\n return unpackRGBA_0((*u_5).colorInsertionIndicator_0).xyz;\n}\n\nstruct CoverageVsOut_0\n{\n @builtin(position) position_0 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n};\n\nstruct vertexInput_0\n{\n @location(0) position_1 : u32,\n @location(1) yOffset_0 : f32,\n @location(2) segHeight_0 : f32,\n @location(3) colorType_0 : f32,\n};\n\n@vertex\nfn vs_main( _S7 : vertexInput_0, @builtin(vertex_index) vid_1 : u32) -> CoverageVsOut_0\n{\n var local_1 : vec2<f32> = quadLocal_0(vid_1);\n var _S8 : CoverageBandUniforms_std140_0 = u_0;\n var _S9 : f32 = covBpToClipX_0(_S7.position_1, &(_S8));\n var barW_0 : f32 = pxToClipLen_0(1.0f, u_0.canvasW_0);\n var topPx_0 : f32 = interbaseEdgePx_0(_S7.yOffset_0, u_0.interbaseHeight_0);\n var botPx_0 : f32 = interbaseEdgePx_0(_S7.yOffset_0 + _S7.segHeight_0, u_0.interbaseHeight_0);\n var _S10 : f32 = covAreaTop_0(&(_S8));\n var o_0 : CoverageVsOut_0;\n var _S11 : f32 = barW_0 * 0.5f;\n var _S12 : vec4<f32> = covFlippedQuad_0(_S9 - _S11, _S9 + _S11, _S10 - pxToClipLen_0(botPx_0, u_0.canvasH_0), _S10 - pxToClipLen_0(topPx_0, u_0.canvasH_0), local_1, &(_S8));\n o_0.position_0 = _S12;\n var _S13 : vec3<f32> = covClipKindColor_0(_S7.colorType_0, &(_S8));\n o_0.color_0 = vec4<f32>(_S13, 1.0f);\n return o_0;\n}\n\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_1 : vec4<f32>,\n};\n\n@fragment\nfn fs_main( _S14 : pixelInput_0, @builtin(position) position_2 : vec4<f32>) -> pixelOutput_0\n{\n var _S15 : pixelOutput_0 = pixelOutput_0( _S14.color_1 );\n return _S15;\n}\n\n";
2
- export declare const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nstruct CoverageBandUniforms_0\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n};\n\n\nlayout(std140) uniform Uniforms\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n}u_0;\n\nvec2 quadLocal_0(uint vid_0)\n{\n\n uint v_0 = vid_0 % 6U;\n\n bool _S1 = v_0 == 0U;\n\n bool _S2;\n\n if(_S1)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 2U;\n\n }\n\n if(_S2)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 3U;\n\n }\n\n float _S3;\n\n if(_S2)\n {\n\n _S3 = 0.0;\n\n }\n else\n {\n\n _S3 = 1.0;\n\n }\n if(_S1)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 1U;\n\n }\n\n if(_S2)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 4U;\n\n }\n\n float _S4;\n\n if(_S2)\n {\n\n _S4 = 0.0;\n\n }\n else\n {\n\n _S4 = 1.0;\n\n }\n\n return vec2(_S3, _S4);\n}\n\n\nvec2 hpSplitUint_0(uint value_0)\n{\n\n uint lo_0 = value_0 & 4095U;\n\n return vec2(float(value_0 - lo_0), float(lo_0));\n}\n\n\nfloat hpToClipX_0(vec2 splitPos_0, vec3 bpRange_0, float hpZero_1)\n{\n float step_0 = 2.0 / bpRange_0.z;\n float _S5 = - (1.0 / hpZero_1);\n\n return dot(vec3(-1.0, max(splitPos_0.x - bpRange_0.x, _S5), max(splitPos_0.y - bpRange_0.y, _S5)), vec3(1.0, step_0, step_0));\n}\n\n\nfloat covBpToClipX_0(uint bp_0, CoverageBandUniforms_0 u_1)\n{\n\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3(u_1.bpHi_0, u_1.bpLo_0, u_1.bpLen_0), u_1.hpZero_0);\n}\n\n\nfloat pxToClipLen_0(float px_0, float size_0)\n{\n\n return px_0 * 2.0 / size_0;\n}\n\n\nfloat interbaseEdgePx_0(float offset_0, float interbaseHeight_1)\n{\n\n return floor(4.5 + offset_0 * interbaseHeight_1 + 0.5);\n}\n\n\nfloat yPxToClipY_0(float yPx_0, float canvasHeight_0)\n{\n\n return 1.0 - yPx_0 / canvasHeight_0 * 2.0;\n}\n\n\nfloat covAreaTop_0(CoverageBandUniforms_0 u_2)\n{\n\n return yPxToClipY_0(u_2.covTop_0, u_2.canvasH_0);\n}\n\n\nfloat covFlipX_0(float x_0, CoverageBandUniforms_0 u_3)\n{\n\n return mix(x_0, - x_0, u_3.reversed_0);\n}\n\n\nvec4 covFlippedQuad_0(float x0_0, float x1_0, float yBot_0, float yTop_0, vec2 local_0, CoverageBandUniforms_0 u_4)\n{\n return vec4(covFlipX_0(mix(x0_0, x1_0, local_0.x), u_4), mix(yBot_0, yTop_0, local_0.y), 0.0, 1.0);\n}\n\n\nvec4 unpackRGBA_0(uint c_0)\n{\n\n return vec4(float((c_0 >> 0U) & 255U), float((c_0 >> 8U) & 255U), float((c_0 >> 16U) & 255U), float((c_0 >> 24U) & 255U)) / 255.0;\n}\n\n\nvec3 covClipKindColor_0(float ct_0, CoverageBandUniforms_0 u_5)\n{\n\n int ci_0 = int(ct_0);\n if(ci_0 == 2)\n {\n\n return unpackRGBA_0(u_5.colorSoftclipIndicator_0).xyz;\n }\n\n if(ci_0 == 3)\n {\n\n return unpackRGBA_0(u_5.colorHardclipIndicator_0).xyz;\n }\n\n return unpackRGBA_0(u_5.colorInsertionIndicator_0).xyz;\n}\n\n\nout vec4 v_color;\n\n\nlayout(location = 0)\nin uint a_position;\n\n\nlayout(location = 1)\nin float a_yOffset;\n\n\nlayout(location = 2)\nin float a_segHeight;\n\n\nlayout(location = 3)\nin float a_colorType;\n\n\nstruct CoverageVsOut_0\n{\n vec4 position_0;\n vec4 color_0;\n};\n\n\nvoid main()\n{\n\n CoverageBandUniforms_0 _S6 = CoverageBandUniforms_0(u_0.bpHi_0, u_0.bpLo_0, u_0.bpLen_0, u_0.hpZero_0, u_0.canvasW_0, u_0.canvasH_0, u_0.covHeight_0, u_0.covYOffset_0, u_0.covTop_0, u_0.regionMaxDepth_0, u_0.depthDomainMax_0, u_0.depthDomainMin_0, u_0.coverageSymlogConstant_0, u_0.binSize_0, u_0.interbaseHeight_0, u_0.snpMinFreq_0, u_0.reversed_0, u_0.coverageScaleType_0, u_0.colorCoverage_0, u_0.colorBaseA_0, u_0.colorBaseC_0, u_0.colorBaseG_0, u_0.colorBaseT_0, u_0.colorBaseN_0, u_0.colorInsertionIndicator_0, u_0.colorSoftclipIndicator_0, u_0.colorHardclipIndicator_0);\n\n\n\n float cx_0 = covBpToClipX_0(a_position, _S6);\n\n float _S7 = covAreaTop_0(_S6);\n\n CoverageVsOut_0 o_0;\n\n float _S8 = pxToClipLen_0(1.0, u_0.canvasW_0) * 0.5;\n\n o_0.position_0 = covFlippedQuad_0(cx_0 - _S8, cx_0 + _S8, _S7 - pxToClipLen_0(interbaseEdgePx_0(a_yOffset + a_segHeight, u_0.interbaseHeight_0), u_0.canvasH_0), _S7 - pxToClipLen_0(interbaseEdgePx_0(a_yOffset, u_0.interbaseHeight_0), u_0.canvasH_0), quadLocal_0(uint(gl_VertexID)), _S6);\n o_0.color_0 = vec4(covClipKindColor_0(a_colorType, _S6), 1.0);\n CoverageVsOut_0 _S9 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S9.color_0;\n\n return;\n}\n\n";
3
- export declare const GLSL_FRAGMENT = "#version 300 es\nprecision highp float;\nprecision highp int;\nlayout(location = 0)\nout vec4 entryPointParam_fs_main_0;\n\n\nin vec4 v_color;\n\n\nvoid main()\n{\n\n entryPointParam_fs_main_0 = v_color;\n\n return;\n}\n\n";
1
+ import type { ShaderSource } from '@jbrowse/render-core/hal';
4
2
  export * from './coverageInterbase.iface.generated.ts';
3
+ export declare const SOURCE: ShaderSource;
@@ -1,6 +1,7 @@
1
1
  // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageInterbase.slang.
2
2
  // Do not edit. Run `pnpm gen:shaders` to regenerate.
3
- export const WGSL_SOURCE = "struct CoverageBandUniforms_std140_0\n{\n @align(16) bpHi_0 : f32,\n @align(4) bpLo_0 : f32,\n @align(8) bpLen_0 : f32,\n @align(4) hpZero_0 : f32,\n @align(16) canvasW_0 : f32,\n @align(4) canvasH_0 : f32,\n @align(8) covHeight_0 : f32,\n @align(4) covYOffset_0 : f32,\n @align(16) covTop_0 : f32,\n @align(4) regionMaxDepth_0 : f32,\n @align(8) depthDomainMax_0 : f32,\n @align(4) depthDomainMin_0 : f32,\n @align(16) coverageSymlogConstant_0 : f32,\n @align(4) binSize_0 : f32,\n @align(8) interbaseHeight_0 : f32,\n @align(4) snpMinFreq_0 : f32,\n @align(16) reversed_0 : f32,\n @align(4) coverageScaleType_0 : i32,\n @align(8) colorCoverage_0 : u32,\n @align(4) colorBaseA_0 : u32,\n @align(16) colorBaseC_0 : u32,\n @align(4) colorBaseG_0 : u32,\n @align(8) colorBaseT_0 : u32,\n @align(4) colorBaseN_0 : u32,\n @align(16) colorInsertionIndicator_0 : u32,\n @align(4) colorSoftclipIndicator_0 : u32,\n @align(8) colorHardclipIndicator_0 : u32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : CoverageBandUniforms_std140_0;\nfn quadLocal_0( vid_0 : u32) -> vec2<f32>\n{\n var v_0 : u32 = vid_0 % u32(6);\n var _S1 : bool = v_0 == u32(0);\n var _S2 : bool;\n if(_S1)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(2);\n }\n if(_S2)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(3);\n }\n var _S3 : f32;\n if(_S2)\n {\n _S3 = 0.0f;\n }\n else\n {\n _S3 = 1.0f;\n }\n if(_S1)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(1);\n }\n if(_S2)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(4);\n }\n var _S4 : f32;\n if(_S2)\n {\n _S4 = 0.0f;\n }\n else\n {\n _S4 = 1.0f;\n }\n return vec2<f32>(_S3, _S4);\n}\n\nfn hpSplitUint_0( value_0 : u32) -> vec2<f32>\n{\n var lo_0 : u32 = (value_0 & (u32(4095)));\n return vec2<f32>(f32(value_0 - lo_0), f32(lo_0));\n}\n\nfn hpToClipX_0( splitPos_0 : vec2<f32>, bpRange_0 : vec3<f32>, hpZero_1 : f32) -> f32\n{\n var step_0 : f32 = 2.0f / bpRange_0.z;\n var _S5 : f32 = - (1.0f / hpZero_1);\n return dot(vec3<f32>(-1.0f, max(splitPos_0.x - bpRange_0.x, _S5), max(splitPos_0.y - bpRange_0.y, _S5)), vec3<f32>(1.0f, step_0, step_0));\n}\n\nfn covBpToClipX_0( bp_0 : u32, u_1 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3<f32>((*u_1).bpHi_0, (*u_1).bpLo_0, (*u_1).bpLen_0), (*u_1).hpZero_0);\n}\n\nfn pxToClipLen_0( px_0 : f32, size_0 : f32) -> f32\n{\n return px_0 * 2.0f / size_0;\n}\n\nfn interbaseEdgePx_0( offset_0 : f32, interbaseHeight_1 : f32) -> f32\n{\n return floor(4.5f + offset_0 * interbaseHeight_1 + 0.5f);\n}\n\nfn yPxToClipY_0( yPx_0 : f32, canvasHeight_0 : f32) -> f32\n{\n return 1.0f - yPx_0 / canvasHeight_0 * 2.0f;\n}\n\nfn covAreaTop_0( u_2 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return yPxToClipY_0((*u_2).covTop_0, (*u_2).canvasH_0);\n}\n\nfn covFlipX_0( x_0 : f32, u_3 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return mix(x_0, - x_0, (*u_3).reversed_0);\n}\n\nfn covFlippedQuad_0( x0_0 : f32, x1_0 : f32, yBot_0 : f32, yTop_0 : f32, local_0 : vec2<f32>, u_4 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S6 : f32 = covFlipX_0(mix(x0_0, x1_0, local_0.x), &((*u_4)));\n return vec4<f32>(_S6, mix(yBot_0, yTop_0, local_0.y), 0.0f, 1.0f);\n}\n\nfn unpackRGBA_0( c_0 : u32) -> vec4<f32>\n{\n return vec4<f32>(f32((((c_0 >> (u32(0)))) & (u32(255)))), f32((((c_0 >> (u32(8)))) & (u32(255)))), f32((((c_0 >> (u32(16)))) & (u32(255)))), f32((((c_0 >> (u32(24)))) & (u32(255))))) / vec4<f32>(255.0f);\n}\n\nfn covClipKindColor_0( ct_0 : f32, u_5 : ptr<function, CoverageBandUniforms_std140_0>) -> vec3<f32>\n{\n var ci_0 : i32 = i32(ct_0);\n if(ci_0 == i32(2))\n {\n return unpackRGBA_0((*u_5).colorSoftclipIndicator_0).xyz;\n }\n if(ci_0 == i32(3))\n {\n return unpackRGBA_0((*u_5).colorHardclipIndicator_0).xyz;\n }\n return unpackRGBA_0((*u_5).colorInsertionIndicator_0).xyz;\n}\n\nstruct CoverageVsOut_0\n{\n @builtin(position) position_0 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n};\n\nstruct vertexInput_0\n{\n @location(0) position_1 : u32,\n @location(1) yOffset_0 : f32,\n @location(2) segHeight_0 : f32,\n @location(3) colorType_0 : f32,\n};\n\n@vertex\nfn vs_main( _S7 : vertexInput_0, @builtin(vertex_index) vid_1 : u32) -> CoverageVsOut_0\n{\n var local_1 : vec2<f32> = quadLocal_0(vid_1);\n var _S8 : CoverageBandUniforms_std140_0 = u_0;\n var _S9 : f32 = covBpToClipX_0(_S7.position_1, &(_S8));\n var barW_0 : f32 = pxToClipLen_0(1.0f, u_0.canvasW_0);\n var topPx_0 : f32 = interbaseEdgePx_0(_S7.yOffset_0, u_0.interbaseHeight_0);\n var botPx_0 : f32 = interbaseEdgePx_0(_S7.yOffset_0 + _S7.segHeight_0, u_0.interbaseHeight_0);\n var _S10 : f32 = covAreaTop_0(&(_S8));\n var o_0 : CoverageVsOut_0;\n var _S11 : f32 = barW_0 * 0.5f;\n var _S12 : vec4<f32> = covFlippedQuad_0(_S9 - _S11, _S9 + _S11, _S10 - pxToClipLen_0(botPx_0, u_0.canvasH_0), _S10 - pxToClipLen_0(topPx_0, u_0.canvasH_0), local_1, &(_S8));\n o_0.position_0 = _S12;\n var _S13 : vec3<f32> = covClipKindColor_0(_S7.colorType_0, &(_S8));\n o_0.color_0 = vec4<f32>(_S13, 1.0f);\n return o_0;\n}\n\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_1 : vec4<f32>,\n};\n\n@fragment\nfn fs_main( _S14 : pixelInput_0, @builtin(position) position_2 : vec4<f32>) -> pixelOutput_0\n{\n var _S15 : pixelOutput_0 = pixelOutput_0( _S14.color_1 );\n return _S15;\n}\n\n";
4
- export const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nstruct CoverageBandUniforms_0\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n};\n\n\nlayout(std140) uniform Uniforms\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n}u_0;\n\nvec2 quadLocal_0(uint vid_0)\n{\n\n uint v_0 = vid_0 % 6U;\n\n bool _S1 = v_0 == 0U;\n\n bool _S2;\n\n if(_S1)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 2U;\n\n }\n\n if(_S2)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 3U;\n\n }\n\n float _S3;\n\n if(_S2)\n {\n\n _S3 = 0.0;\n\n }\n else\n {\n\n _S3 = 1.0;\n\n }\n if(_S1)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 1U;\n\n }\n\n if(_S2)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 4U;\n\n }\n\n float _S4;\n\n if(_S2)\n {\n\n _S4 = 0.0;\n\n }\n else\n {\n\n _S4 = 1.0;\n\n }\n\n return vec2(_S3, _S4);\n}\n\n\nvec2 hpSplitUint_0(uint value_0)\n{\n\n uint lo_0 = value_0 & 4095U;\n\n return vec2(float(value_0 - lo_0), float(lo_0));\n}\n\n\nfloat hpToClipX_0(vec2 splitPos_0, vec3 bpRange_0, float hpZero_1)\n{\n float step_0 = 2.0 / bpRange_0.z;\n float _S5 = - (1.0 / hpZero_1);\n\n return dot(vec3(-1.0, max(splitPos_0.x - bpRange_0.x, _S5), max(splitPos_0.y - bpRange_0.y, _S5)), vec3(1.0, step_0, step_0));\n}\n\n\nfloat covBpToClipX_0(uint bp_0, CoverageBandUniforms_0 u_1)\n{\n\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3(u_1.bpHi_0, u_1.bpLo_0, u_1.bpLen_0), u_1.hpZero_0);\n}\n\n\nfloat pxToClipLen_0(float px_0, float size_0)\n{\n\n return px_0 * 2.0 / size_0;\n}\n\n\nfloat interbaseEdgePx_0(float offset_0, float interbaseHeight_1)\n{\n\n return floor(4.5 + offset_0 * interbaseHeight_1 + 0.5);\n}\n\n\nfloat yPxToClipY_0(float yPx_0, float canvasHeight_0)\n{\n\n return 1.0 - yPx_0 / canvasHeight_0 * 2.0;\n}\n\n\nfloat covAreaTop_0(CoverageBandUniforms_0 u_2)\n{\n\n return yPxToClipY_0(u_2.covTop_0, u_2.canvasH_0);\n}\n\n\nfloat covFlipX_0(float x_0, CoverageBandUniforms_0 u_3)\n{\n\n return mix(x_0, - x_0, u_3.reversed_0);\n}\n\n\nvec4 covFlippedQuad_0(float x0_0, float x1_0, float yBot_0, float yTop_0, vec2 local_0, CoverageBandUniforms_0 u_4)\n{\n return vec4(covFlipX_0(mix(x0_0, x1_0, local_0.x), u_4), mix(yBot_0, yTop_0, local_0.y), 0.0, 1.0);\n}\n\n\nvec4 unpackRGBA_0(uint c_0)\n{\n\n return vec4(float((c_0 >> 0U) & 255U), float((c_0 >> 8U) & 255U), float((c_0 >> 16U) & 255U), float((c_0 >> 24U) & 255U)) / 255.0;\n}\n\n\nvec3 covClipKindColor_0(float ct_0, CoverageBandUniforms_0 u_5)\n{\n\n int ci_0 = int(ct_0);\n if(ci_0 == 2)\n {\n\n return unpackRGBA_0(u_5.colorSoftclipIndicator_0).xyz;\n }\n\n if(ci_0 == 3)\n {\n\n return unpackRGBA_0(u_5.colorHardclipIndicator_0).xyz;\n }\n\n return unpackRGBA_0(u_5.colorInsertionIndicator_0).xyz;\n}\n\n\nout vec4 v_color;\n\n\nlayout(location = 0)\nin uint a_position;\n\n\nlayout(location = 1)\nin float a_yOffset;\n\n\nlayout(location = 2)\nin float a_segHeight;\n\n\nlayout(location = 3)\nin float a_colorType;\n\n\nstruct CoverageVsOut_0\n{\n vec4 position_0;\n vec4 color_0;\n};\n\n\nvoid main()\n{\n\n CoverageBandUniforms_0 _S6 = CoverageBandUniforms_0(u_0.bpHi_0, u_0.bpLo_0, u_0.bpLen_0, u_0.hpZero_0, u_0.canvasW_0, u_0.canvasH_0, u_0.covHeight_0, u_0.covYOffset_0, u_0.covTop_0, u_0.regionMaxDepth_0, u_0.depthDomainMax_0, u_0.depthDomainMin_0, u_0.coverageSymlogConstant_0, u_0.binSize_0, u_0.interbaseHeight_0, u_0.snpMinFreq_0, u_0.reversed_0, u_0.coverageScaleType_0, u_0.colorCoverage_0, u_0.colorBaseA_0, u_0.colorBaseC_0, u_0.colorBaseG_0, u_0.colorBaseT_0, u_0.colorBaseN_0, u_0.colorInsertionIndicator_0, u_0.colorSoftclipIndicator_0, u_0.colorHardclipIndicator_0);\n\n\n\n float cx_0 = covBpToClipX_0(a_position, _S6);\n\n float _S7 = covAreaTop_0(_S6);\n\n CoverageVsOut_0 o_0;\n\n float _S8 = pxToClipLen_0(1.0, u_0.canvasW_0) * 0.5;\n\n o_0.position_0 = covFlippedQuad_0(cx_0 - _S8, cx_0 + _S8, _S7 - pxToClipLen_0(interbaseEdgePx_0(a_yOffset + a_segHeight, u_0.interbaseHeight_0), u_0.canvasH_0), _S7 - pxToClipLen_0(interbaseEdgePx_0(a_yOffset, u_0.interbaseHeight_0), u_0.canvasH_0), quadLocal_0(uint(gl_VertexID)), _S6);\n o_0.color_0 = vec4(covClipKindColor_0(a_colorType, _S6), 1.0);\n CoverageVsOut_0 _S9 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S9.color_0;\n\n return;\n}\n\n";
5
- export const GLSL_FRAGMENT = "#version 300 es\nprecision highp float;\nprecision highp int;\nlayout(location = 0)\nout vec4 entryPointParam_fs_main_0;\n\n\nin vec4 v_color;\n\n\nvoid main()\n{\n\n entryPointParam_fs_main_0 = v_color;\n\n return;\n}\n\n";
6
3
  export * from './coverageInterbase.iface.generated.js';
4
+ export const SOURCE = {
5
+ wgsl: () => import('./coverageInterbase.wgsl.generated.js'),
6
+ glsl: () => import('./coverageInterbase.glsl.generated.js'),
7
+ };
@@ -0,0 +1,2 @@
1
+ export declare const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nstruct CoverageBandUniforms_0\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n};\n\n\nlayout(std140) uniform Uniforms\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n}u_0;\n\nvec2 quadLocal_0(uint vid_0)\n{\n\n uint v_0 = vid_0 % 6U;\n\n bool _S1 = v_0 == 0U;\n\n bool _S2;\n\n if(_S1)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 2U;\n\n }\n\n if(_S2)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 3U;\n\n }\n\n float _S3;\n\n if(_S2)\n {\n\n _S3 = 0.0;\n\n }\n else\n {\n\n _S3 = 1.0;\n\n }\n if(_S1)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 1U;\n\n }\n\n if(_S2)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 4U;\n\n }\n\n float _S4;\n\n if(_S2)\n {\n\n _S4 = 0.0;\n\n }\n else\n {\n\n _S4 = 1.0;\n\n }\n\n return vec2(_S3, _S4);\n}\n\n\nvec2 hpSplitUint_0(uint value_0)\n{\n\n uint lo_0 = value_0 & 4095U;\n\n return vec2(float(value_0 - lo_0), float(lo_0));\n}\n\n\nfloat hpToClipX_0(vec2 splitPos_0, vec3 bpRange_0, float hpZero_1)\n{\n float step_0 = 2.0 / bpRange_0.z;\n float _S5 = - (1.0 / hpZero_1);\n\n return dot(vec3(-1.0, max(splitPos_0.x - bpRange_0.x, _S5), max(splitPos_0.y - bpRange_0.y, _S5)), vec3(1.0, step_0, step_0));\n}\n\n\nfloat covBpToClipX_0(uint bp_0, CoverageBandUniforms_0 u_1)\n{\n\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3(u_1.bpHi_0, u_1.bpLo_0, u_1.bpLen_0), u_1.hpZero_0);\n}\n\n\nfloat pxToClipLen_0(float px_0, float size_0)\n{\n\n return px_0 * 2.0 / size_0;\n}\n\n\nfloat interbaseEdgePx_0(float offset_0, float interbaseHeight_1)\n{\n\n return floor(4.5 + offset_0 * interbaseHeight_1 + 0.5);\n}\n\n\nfloat yPxToClipY_0(float yPx_0, float canvasHeight_0)\n{\n\n return 1.0 - yPx_0 / canvasHeight_0 * 2.0;\n}\n\n\nfloat covAreaTop_0(CoverageBandUniforms_0 u_2)\n{\n\n return yPxToClipY_0(u_2.covTop_0, u_2.canvasH_0);\n}\n\n\nfloat covFlipX_0(float x_0, CoverageBandUniforms_0 u_3)\n{\n\n return mix(x_0, - x_0, u_3.reversed_0);\n}\n\n\nvec4 covFlippedQuad_0(float x0_0, float x1_0, float yBot_0, float yTop_0, vec2 local_0, CoverageBandUniforms_0 u_4)\n{\n return vec4(covFlipX_0(mix(x0_0, x1_0, local_0.x), u_4), mix(yBot_0, yTop_0, local_0.y), 0.0, 1.0);\n}\n\n\nvec4 unpackRGBA_0(uint c_0)\n{\n\n return vec4(float((c_0 >> 0U) & 255U), float((c_0 >> 8U) & 255U), float((c_0 >> 16U) & 255U), float((c_0 >> 24U) & 255U)) / 255.0;\n}\n\n\nvec3 covClipKindColor_0(float ct_0, CoverageBandUniforms_0 u_5)\n{\n\n int ci_0 = int(ct_0);\n if(ci_0 == 2)\n {\n\n return unpackRGBA_0(u_5.colorSoftclipIndicator_0).xyz;\n }\n\n if(ci_0 == 3)\n {\n\n return unpackRGBA_0(u_5.colorHardclipIndicator_0).xyz;\n }\n\n return unpackRGBA_0(u_5.colorInsertionIndicator_0).xyz;\n}\n\n\nout vec4 v_color;\n\n\nlayout(location = 0)\nin uint a_position;\n\n\nlayout(location = 1)\nin float a_yOffset;\n\n\nlayout(location = 2)\nin float a_segHeight;\n\n\nlayout(location = 3)\nin float a_colorType;\n\n\nstruct CoverageVsOut_0\n{\n vec4 position_0;\n vec4 color_0;\n};\n\n\nvoid main()\n{\n\n CoverageBandUniforms_0 _S6 = CoverageBandUniforms_0(u_0.bpHi_0, u_0.bpLo_0, u_0.bpLen_0, u_0.hpZero_0, u_0.canvasW_0, u_0.canvasH_0, u_0.covHeight_0, u_0.covYOffset_0, u_0.covTop_0, u_0.regionMaxDepth_0, u_0.depthDomainMax_0, u_0.depthDomainMin_0, u_0.coverageSymlogConstant_0, u_0.binSize_0, u_0.interbaseHeight_0, u_0.snpMinFreq_0, u_0.reversed_0, u_0.coverageScaleType_0, u_0.colorCoverage_0, u_0.colorBaseA_0, u_0.colorBaseC_0, u_0.colorBaseG_0, u_0.colorBaseT_0, u_0.colorBaseN_0, u_0.colorInsertionIndicator_0, u_0.colorSoftclipIndicator_0, u_0.colorHardclipIndicator_0);\n\n\n\n float cx_0 = covBpToClipX_0(a_position, _S6);\n\n float _S7 = covAreaTop_0(_S6);\n\n CoverageVsOut_0 o_0;\n\n float _S8 = pxToClipLen_0(1.0, u_0.canvasW_0) * 0.5;\n\n o_0.position_0 = covFlippedQuad_0(cx_0 - _S8, cx_0 + _S8, _S7 - pxToClipLen_0(interbaseEdgePx_0(a_yOffset + a_segHeight, u_0.interbaseHeight_0), u_0.canvasH_0), _S7 - pxToClipLen_0(interbaseEdgePx_0(a_yOffset, u_0.interbaseHeight_0), u_0.canvasH_0), quadLocal_0(uint(gl_VertexID)), _S6);\n o_0.color_0 = vec4(covClipKindColor_0(a_colorType, _S6), 1.0);\n CoverageVsOut_0 _S9 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S9.color_0;\n\n return;\n}\n\n";
2
+ export declare const GLSL_FRAGMENT = "#version 300 es\nprecision highp float;\nprecision highp int;\nlayout(location = 0)\nout vec4 entryPointParam_fs_main_0;\n\n\nin vec4 v_color;\n\n\nvoid main()\n{\n\n entryPointParam_fs_main_0 = v_color;\n\n return;\n}\n\n";
@@ -0,0 +1,4 @@
1
+ // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageInterbase.slang.
2
+ // Do not edit. Run `pnpm gen:shaders` to regenerate.
3
+ export const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nstruct CoverageBandUniforms_0\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n};\n\n\nlayout(std140) uniform Uniforms\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n}u_0;\n\nvec2 quadLocal_0(uint vid_0)\n{\n\n uint v_0 = vid_0 % 6U;\n\n bool _S1 = v_0 == 0U;\n\n bool _S2;\n\n if(_S1)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 2U;\n\n }\n\n if(_S2)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 3U;\n\n }\n\n float _S3;\n\n if(_S2)\n {\n\n _S3 = 0.0;\n\n }\n else\n {\n\n _S3 = 1.0;\n\n }\n if(_S1)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 1U;\n\n }\n\n if(_S2)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 4U;\n\n }\n\n float _S4;\n\n if(_S2)\n {\n\n _S4 = 0.0;\n\n }\n else\n {\n\n _S4 = 1.0;\n\n }\n\n return vec2(_S3, _S4);\n}\n\n\nvec2 hpSplitUint_0(uint value_0)\n{\n\n uint lo_0 = value_0 & 4095U;\n\n return vec2(float(value_0 - lo_0), float(lo_0));\n}\n\n\nfloat hpToClipX_0(vec2 splitPos_0, vec3 bpRange_0, float hpZero_1)\n{\n float step_0 = 2.0 / bpRange_0.z;\n float _S5 = - (1.0 / hpZero_1);\n\n return dot(vec3(-1.0, max(splitPos_0.x - bpRange_0.x, _S5), max(splitPos_0.y - bpRange_0.y, _S5)), vec3(1.0, step_0, step_0));\n}\n\n\nfloat covBpToClipX_0(uint bp_0, CoverageBandUniforms_0 u_1)\n{\n\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3(u_1.bpHi_0, u_1.bpLo_0, u_1.bpLen_0), u_1.hpZero_0);\n}\n\n\nfloat pxToClipLen_0(float px_0, float size_0)\n{\n\n return px_0 * 2.0 / size_0;\n}\n\n\nfloat interbaseEdgePx_0(float offset_0, float interbaseHeight_1)\n{\n\n return floor(4.5 + offset_0 * interbaseHeight_1 + 0.5);\n}\n\n\nfloat yPxToClipY_0(float yPx_0, float canvasHeight_0)\n{\n\n return 1.0 - yPx_0 / canvasHeight_0 * 2.0;\n}\n\n\nfloat covAreaTop_0(CoverageBandUniforms_0 u_2)\n{\n\n return yPxToClipY_0(u_2.covTop_0, u_2.canvasH_0);\n}\n\n\nfloat covFlipX_0(float x_0, CoverageBandUniforms_0 u_3)\n{\n\n return mix(x_0, - x_0, u_3.reversed_0);\n}\n\n\nvec4 covFlippedQuad_0(float x0_0, float x1_0, float yBot_0, float yTop_0, vec2 local_0, CoverageBandUniforms_0 u_4)\n{\n return vec4(covFlipX_0(mix(x0_0, x1_0, local_0.x), u_4), mix(yBot_0, yTop_0, local_0.y), 0.0, 1.0);\n}\n\n\nvec4 unpackRGBA_0(uint c_0)\n{\n\n return vec4(float((c_0 >> 0U) & 255U), float((c_0 >> 8U) & 255U), float((c_0 >> 16U) & 255U), float((c_0 >> 24U) & 255U)) / 255.0;\n}\n\n\nvec3 covClipKindColor_0(float ct_0, CoverageBandUniforms_0 u_5)\n{\n\n int ci_0 = int(ct_0);\n if(ci_0 == 2)\n {\n\n return unpackRGBA_0(u_5.colorSoftclipIndicator_0).xyz;\n }\n\n if(ci_0 == 3)\n {\n\n return unpackRGBA_0(u_5.colorHardclipIndicator_0).xyz;\n }\n\n return unpackRGBA_0(u_5.colorInsertionIndicator_0).xyz;\n}\n\n\nout vec4 v_color;\n\n\nlayout(location = 0)\nin uint a_position;\n\n\nlayout(location = 1)\nin float a_yOffset;\n\n\nlayout(location = 2)\nin float a_segHeight;\n\n\nlayout(location = 3)\nin float a_colorType;\n\n\nstruct CoverageVsOut_0\n{\n vec4 position_0;\n vec4 color_0;\n};\n\n\nvoid main()\n{\n\n CoverageBandUniforms_0 _S6 = CoverageBandUniforms_0(u_0.bpHi_0, u_0.bpLo_0, u_0.bpLen_0, u_0.hpZero_0, u_0.canvasW_0, u_0.canvasH_0, u_0.covHeight_0, u_0.covYOffset_0, u_0.covTop_0, u_0.regionMaxDepth_0, u_0.depthDomainMax_0, u_0.depthDomainMin_0, u_0.coverageSymlogConstant_0, u_0.binSize_0, u_0.interbaseHeight_0, u_0.snpMinFreq_0, u_0.reversed_0, u_0.coverageScaleType_0, u_0.colorCoverage_0, u_0.colorBaseA_0, u_0.colorBaseC_0, u_0.colorBaseG_0, u_0.colorBaseT_0, u_0.colorBaseN_0, u_0.colorInsertionIndicator_0, u_0.colorSoftclipIndicator_0, u_0.colorHardclipIndicator_0);\n\n\n\n float cx_0 = covBpToClipX_0(a_position, _S6);\n\n float _S7 = covAreaTop_0(_S6);\n\n CoverageVsOut_0 o_0;\n\n float _S8 = pxToClipLen_0(1.0, u_0.canvasW_0) * 0.5;\n\n o_0.position_0 = covFlippedQuad_0(cx_0 - _S8, cx_0 + _S8, _S7 - pxToClipLen_0(interbaseEdgePx_0(a_yOffset + a_segHeight, u_0.interbaseHeight_0), u_0.canvasH_0), _S7 - pxToClipLen_0(interbaseEdgePx_0(a_yOffset, u_0.interbaseHeight_0), u_0.canvasH_0), quadLocal_0(uint(gl_VertexID)), _S6);\n o_0.color_0 = vec4(covClipKindColor_0(a_colorType, _S6), 1.0);\n CoverageVsOut_0 _S9 = o_0;\n\n gl_Position = o_0.position_0;\n\n v_color = _S9.color_0;\n\n return;\n}\n\n";
4
+ export const GLSL_FRAGMENT = "#version 300 es\nprecision highp float;\nprecision highp int;\nlayout(location = 0)\nout vec4 entryPointParam_fs_main_0;\n\n\nin vec4 v_color;\n\n\nvoid main()\n{\n\n entryPointParam_fs_main_0 = v_color;\n\n return;\n}\n\n";
@@ -1,7 +1,7 @@
1
1
  // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageInterbase.slang.
2
2
  // Do not edit. Run `pnpm gen:shaders` to regenerate.
3
3
  export const BINDINGS = [
4
- { index: 1, kind: 'uniform', name: 'u' },
4
+ { index: 1, kind: 'uniform', name: 'u', stages: ['vertex'] },
5
5
  ];
6
6
  export const VERTS_PER_INSTANCE = 6;
7
7
  export const UNIFORMS_SIZE_BYTES = 112;
@@ -0,0 +1 @@
1
+ export declare const WGSL_SOURCE = "struct CoverageBandUniforms_std140_0\n{\n @align(16) bpHi_0 : f32,\n @align(4) bpLo_0 : f32,\n @align(8) bpLen_0 : f32,\n @align(4) hpZero_0 : f32,\n @align(16) canvasW_0 : f32,\n @align(4) canvasH_0 : f32,\n @align(8) covHeight_0 : f32,\n @align(4) covYOffset_0 : f32,\n @align(16) covTop_0 : f32,\n @align(4) regionMaxDepth_0 : f32,\n @align(8) depthDomainMax_0 : f32,\n @align(4) depthDomainMin_0 : f32,\n @align(16) coverageSymlogConstant_0 : f32,\n @align(4) binSize_0 : f32,\n @align(8) interbaseHeight_0 : f32,\n @align(4) snpMinFreq_0 : f32,\n @align(16) reversed_0 : f32,\n @align(4) coverageScaleType_0 : i32,\n @align(8) colorCoverage_0 : u32,\n @align(4) colorBaseA_0 : u32,\n @align(16) colorBaseC_0 : u32,\n @align(4) colorBaseG_0 : u32,\n @align(8) colorBaseT_0 : u32,\n @align(4) colorBaseN_0 : u32,\n @align(16) colorInsertionIndicator_0 : u32,\n @align(4) colorSoftclipIndicator_0 : u32,\n @align(8) colorHardclipIndicator_0 : u32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : CoverageBandUniforms_std140_0;\nfn quadLocal_0( vid_0 : u32) -> vec2<f32>\n{\n var v_0 : u32 = vid_0 % u32(6);\n var _S1 : bool = v_0 == u32(0);\n var _S2 : bool;\n if(_S1)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(2);\n }\n if(_S2)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(3);\n }\n var _S3 : f32;\n if(_S2)\n {\n _S3 = 0.0f;\n }\n else\n {\n _S3 = 1.0f;\n }\n if(_S1)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(1);\n }\n if(_S2)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(4);\n }\n var _S4 : f32;\n if(_S2)\n {\n _S4 = 0.0f;\n }\n else\n {\n _S4 = 1.0f;\n }\n return vec2<f32>(_S3, _S4);\n}\n\nfn hpSplitUint_0( value_0 : u32) -> vec2<f32>\n{\n var lo_0 : u32 = (value_0 & (u32(4095)));\n return vec2<f32>(f32(value_0 - lo_0), f32(lo_0));\n}\n\nfn hpToClipX_0( splitPos_0 : vec2<f32>, bpRange_0 : vec3<f32>, hpZero_1 : f32) -> f32\n{\n var step_0 : f32 = 2.0f / bpRange_0.z;\n var _S5 : f32 = - (1.0f / hpZero_1);\n return dot(vec3<f32>(-1.0f, max(splitPos_0.x - bpRange_0.x, _S5), max(splitPos_0.y - bpRange_0.y, _S5)), vec3<f32>(1.0f, step_0, step_0));\n}\n\nfn covBpToClipX_0( bp_0 : u32, u_1 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3<f32>((*u_1).bpHi_0, (*u_1).bpLo_0, (*u_1).bpLen_0), (*u_1).hpZero_0);\n}\n\nfn pxToClipLen_0( px_0 : f32, size_0 : f32) -> f32\n{\n return px_0 * 2.0f / size_0;\n}\n\nfn interbaseEdgePx_0( offset_0 : f32, interbaseHeight_1 : f32) -> f32\n{\n return floor(4.5f + offset_0 * interbaseHeight_1 + 0.5f);\n}\n\nfn yPxToClipY_0( yPx_0 : f32, canvasHeight_0 : f32) -> f32\n{\n return 1.0f - yPx_0 / canvasHeight_0 * 2.0f;\n}\n\nfn covAreaTop_0( u_2 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return yPxToClipY_0((*u_2).covTop_0, (*u_2).canvasH_0);\n}\n\nfn covFlipX_0( x_0 : f32, u_3 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return mix(x_0, - x_0, (*u_3).reversed_0);\n}\n\nfn covFlippedQuad_0( x0_0 : f32, x1_0 : f32, yBot_0 : f32, yTop_0 : f32, local_0 : vec2<f32>, u_4 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S6 : f32 = covFlipX_0(mix(x0_0, x1_0, local_0.x), &((*u_4)));\n return vec4<f32>(_S6, mix(yBot_0, yTop_0, local_0.y), 0.0f, 1.0f);\n}\n\nfn unpackRGBA_0( c_0 : u32) -> vec4<f32>\n{\n return vec4<f32>(f32((((c_0 >> (u32(0)))) & (u32(255)))), f32((((c_0 >> (u32(8)))) & (u32(255)))), f32((((c_0 >> (u32(16)))) & (u32(255)))), f32((((c_0 >> (u32(24)))) & (u32(255))))) / vec4<f32>(255.0f);\n}\n\nfn covClipKindColor_0( ct_0 : f32, u_5 : ptr<function, CoverageBandUniforms_std140_0>) -> vec3<f32>\n{\n var ci_0 : i32 = i32(ct_0);\n if(ci_0 == i32(2))\n {\n return unpackRGBA_0((*u_5).colorSoftclipIndicator_0).xyz;\n }\n if(ci_0 == i32(3))\n {\n return unpackRGBA_0((*u_5).colorHardclipIndicator_0).xyz;\n }\n return unpackRGBA_0((*u_5).colorInsertionIndicator_0).xyz;\n}\n\nstruct CoverageVsOut_0\n{\n @builtin(position) position_0 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n};\n\nstruct vertexInput_0\n{\n @location(0) position_1 : u32,\n @location(1) yOffset_0 : f32,\n @location(2) segHeight_0 : f32,\n @location(3) colorType_0 : f32,\n};\n\n@vertex\nfn vs_main( _S7 : vertexInput_0, @builtin(vertex_index) vid_1 : u32) -> CoverageVsOut_0\n{\n var local_1 : vec2<f32> = quadLocal_0(vid_1);\n var _S8 : CoverageBandUniforms_std140_0 = u_0;\n var _S9 : f32 = covBpToClipX_0(_S7.position_1, &(_S8));\n var barW_0 : f32 = pxToClipLen_0(1.0f, u_0.canvasW_0);\n var topPx_0 : f32 = interbaseEdgePx_0(_S7.yOffset_0, u_0.interbaseHeight_0);\n var botPx_0 : f32 = interbaseEdgePx_0(_S7.yOffset_0 + _S7.segHeight_0, u_0.interbaseHeight_0);\n var _S10 : f32 = covAreaTop_0(&(_S8));\n var o_0 : CoverageVsOut_0;\n var _S11 : f32 = barW_0 * 0.5f;\n var _S12 : vec4<f32> = covFlippedQuad_0(_S9 - _S11, _S9 + _S11, _S10 - pxToClipLen_0(botPx_0, u_0.canvasH_0), _S10 - pxToClipLen_0(topPx_0, u_0.canvasH_0), local_1, &(_S8));\n o_0.position_0 = _S12;\n var _S13 : vec3<f32> = covClipKindColor_0(_S7.colorType_0, &(_S8));\n o_0.color_0 = vec4<f32>(_S13, 1.0f);\n return o_0;\n}\n\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_1 : vec4<f32>,\n};\n\n@fragment\nfn fs_main( _S14 : pixelInput_0, @builtin(position) position_2 : vec4<f32>) -> pixelOutput_0\n{\n var _S15 : pixelOutput_0 = pixelOutput_0( _S14.color_1 );\n return _S15;\n}\n\n";
@@ -0,0 +1,3 @@
1
+ // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageInterbase.slang.
2
+ // Do not edit. Run `pnpm gen:shaders` to regenerate.
3
+ export const WGSL_SOURCE = "struct CoverageBandUniforms_std140_0\n{\n @align(16) bpHi_0 : f32,\n @align(4) bpLo_0 : f32,\n @align(8) bpLen_0 : f32,\n @align(4) hpZero_0 : f32,\n @align(16) canvasW_0 : f32,\n @align(4) canvasH_0 : f32,\n @align(8) covHeight_0 : f32,\n @align(4) covYOffset_0 : f32,\n @align(16) covTop_0 : f32,\n @align(4) regionMaxDepth_0 : f32,\n @align(8) depthDomainMax_0 : f32,\n @align(4) depthDomainMin_0 : f32,\n @align(16) coverageSymlogConstant_0 : f32,\n @align(4) binSize_0 : f32,\n @align(8) interbaseHeight_0 : f32,\n @align(4) snpMinFreq_0 : f32,\n @align(16) reversed_0 : f32,\n @align(4) coverageScaleType_0 : i32,\n @align(8) colorCoverage_0 : u32,\n @align(4) colorBaseA_0 : u32,\n @align(16) colorBaseC_0 : u32,\n @align(4) colorBaseG_0 : u32,\n @align(8) colorBaseT_0 : u32,\n @align(4) colorBaseN_0 : u32,\n @align(16) colorInsertionIndicator_0 : u32,\n @align(4) colorSoftclipIndicator_0 : u32,\n @align(8) colorHardclipIndicator_0 : u32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : CoverageBandUniforms_std140_0;\nfn quadLocal_0( vid_0 : u32) -> vec2<f32>\n{\n var v_0 : u32 = vid_0 % u32(6);\n var _S1 : bool = v_0 == u32(0);\n var _S2 : bool;\n if(_S1)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(2);\n }\n if(_S2)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(3);\n }\n var _S3 : f32;\n if(_S2)\n {\n _S3 = 0.0f;\n }\n else\n {\n _S3 = 1.0f;\n }\n if(_S1)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(1);\n }\n if(_S2)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(4);\n }\n var _S4 : f32;\n if(_S2)\n {\n _S4 = 0.0f;\n }\n else\n {\n _S4 = 1.0f;\n }\n return vec2<f32>(_S3, _S4);\n}\n\nfn hpSplitUint_0( value_0 : u32) -> vec2<f32>\n{\n var lo_0 : u32 = (value_0 & (u32(4095)));\n return vec2<f32>(f32(value_0 - lo_0), f32(lo_0));\n}\n\nfn hpToClipX_0( splitPos_0 : vec2<f32>, bpRange_0 : vec3<f32>, hpZero_1 : f32) -> f32\n{\n var step_0 : f32 = 2.0f / bpRange_0.z;\n var _S5 : f32 = - (1.0f / hpZero_1);\n return dot(vec3<f32>(-1.0f, max(splitPos_0.x - bpRange_0.x, _S5), max(splitPos_0.y - bpRange_0.y, _S5)), vec3<f32>(1.0f, step_0, step_0));\n}\n\nfn covBpToClipX_0( bp_0 : u32, u_1 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3<f32>((*u_1).bpHi_0, (*u_1).bpLo_0, (*u_1).bpLen_0), (*u_1).hpZero_0);\n}\n\nfn pxToClipLen_0( px_0 : f32, size_0 : f32) -> f32\n{\n return px_0 * 2.0f / size_0;\n}\n\nfn interbaseEdgePx_0( offset_0 : f32, interbaseHeight_1 : f32) -> f32\n{\n return floor(4.5f + offset_0 * interbaseHeight_1 + 0.5f);\n}\n\nfn yPxToClipY_0( yPx_0 : f32, canvasHeight_0 : f32) -> f32\n{\n return 1.0f - yPx_0 / canvasHeight_0 * 2.0f;\n}\n\nfn covAreaTop_0( u_2 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return yPxToClipY_0((*u_2).covTop_0, (*u_2).canvasH_0);\n}\n\nfn covFlipX_0( x_0 : f32, u_3 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return mix(x_0, - x_0, (*u_3).reversed_0);\n}\n\nfn covFlippedQuad_0( x0_0 : f32, x1_0 : f32, yBot_0 : f32, yTop_0 : f32, local_0 : vec2<f32>, u_4 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S6 : f32 = covFlipX_0(mix(x0_0, x1_0, local_0.x), &((*u_4)));\n return vec4<f32>(_S6, mix(yBot_0, yTop_0, local_0.y), 0.0f, 1.0f);\n}\n\nfn unpackRGBA_0( c_0 : u32) -> vec4<f32>\n{\n return vec4<f32>(f32((((c_0 >> (u32(0)))) & (u32(255)))), f32((((c_0 >> (u32(8)))) & (u32(255)))), f32((((c_0 >> (u32(16)))) & (u32(255)))), f32((((c_0 >> (u32(24)))) & (u32(255))))) / vec4<f32>(255.0f);\n}\n\nfn covClipKindColor_0( ct_0 : f32, u_5 : ptr<function, CoverageBandUniforms_std140_0>) -> vec3<f32>\n{\n var ci_0 : i32 = i32(ct_0);\n if(ci_0 == i32(2))\n {\n return unpackRGBA_0((*u_5).colorSoftclipIndicator_0).xyz;\n }\n if(ci_0 == i32(3))\n {\n return unpackRGBA_0((*u_5).colorHardclipIndicator_0).xyz;\n }\n return unpackRGBA_0((*u_5).colorInsertionIndicator_0).xyz;\n}\n\nstruct CoverageVsOut_0\n{\n @builtin(position) position_0 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n};\n\nstruct vertexInput_0\n{\n @location(0) position_1 : u32,\n @location(1) yOffset_0 : f32,\n @location(2) segHeight_0 : f32,\n @location(3) colorType_0 : f32,\n};\n\n@vertex\nfn vs_main( _S7 : vertexInput_0, @builtin(vertex_index) vid_1 : u32) -> CoverageVsOut_0\n{\n var local_1 : vec2<f32> = quadLocal_0(vid_1);\n var _S8 : CoverageBandUniforms_std140_0 = u_0;\n var _S9 : f32 = covBpToClipX_0(_S7.position_1, &(_S8));\n var barW_0 : f32 = pxToClipLen_0(1.0f, u_0.canvasW_0);\n var topPx_0 : f32 = interbaseEdgePx_0(_S7.yOffset_0, u_0.interbaseHeight_0);\n var botPx_0 : f32 = interbaseEdgePx_0(_S7.yOffset_0 + _S7.segHeight_0, u_0.interbaseHeight_0);\n var _S10 : f32 = covAreaTop_0(&(_S8));\n var o_0 : CoverageVsOut_0;\n var _S11 : f32 = barW_0 * 0.5f;\n var _S12 : vec4<f32> = covFlippedQuad_0(_S9 - _S11, _S9 + _S11, _S10 - pxToClipLen_0(botPx_0, u_0.canvasH_0), _S10 - pxToClipLen_0(topPx_0, u_0.canvasH_0), local_1, &(_S8));\n o_0.position_0 = _S12;\n var _S13 : vec3<f32> = covClipKindColor_0(_S7.colorType_0, &(_S8));\n o_0.color_0 = vec4<f32>(_S13, 1.0f);\n return o_0;\n}\n\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_1 : vec4<f32>,\n};\n\n@fragment\nfn fs_main( _S14 : pixelInput_0, @builtin(position) position_2 : vec4<f32>) -> pixelOutput_0\n{\n var _S15 : pixelOutput_0 = pixelOutput_0( _S14.color_1 );\n return _S15;\n}\n\n";
@@ -1,4 +1,3 @@
1
- export declare const WGSL_SOURCE = "struct CoverageBandUniforms_std140_0\n{\n @align(16) bpHi_0 : f32,\n @align(4) bpLo_0 : f32,\n @align(8) bpLen_0 : f32,\n @align(4) hpZero_0 : f32,\n @align(16) canvasW_0 : f32,\n @align(4) canvasH_0 : f32,\n @align(8) covHeight_0 : f32,\n @align(4) covYOffset_0 : f32,\n @align(16) covTop_0 : f32,\n @align(4) regionMaxDepth_0 : f32,\n @align(8) depthDomainMax_0 : f32,\n @align(4) depthDomainMin_0 : f32,\n @align(16) coverageSymlogConstant_0 : f32,\n @align(4) binSize_0 : f32,\n @align(8) interbaseHeight_0 : f32,\n @align(4) snpMinFreq_0 : f32,\n @align(16) reversed_0 : f32,\n @align(4) coverageScaleType_0 : i32,\n @align(8) colorCoverage_0 : u32,\n @align(4) colorBaseA_0 : u32,\n @align(16) colorBaseC_0 : u32,\n @align(4) colorBaseG_0 : u32,\n @align(8) colorBaseT_0 : u32,\n @align(4) colorBaseN_0 : u32,\n @align(16) colorInsertionIndicator_0 : u32,\n @align(4) colorSoftclipIndicator_0 : u32,\n @align(8) colorHardclipIndicator_0 : u32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : CoverageBandUniforms_std140_0;\nfn quadLocal_0( vid_0 : u32) -> vec2<f32>\n{\n var v_0 : u32 = vid_0 % u32(6);\n var _S1 : bool = v_0 == u32(0);\n var _S2 : bool;\n if(_S1)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(2);\n }\n if(_S2)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(3);\n }\n var _S3 : f32;\n if(_S2)\n {\n _S3 = 0.0f;\n }\n else\n {\n _S3 = 1.0f;\n }\n if(_S1)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(1);\n }\n if(_S2)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(4);\n }\n var _S4 : f32;\n if(_S2)\n {\n _S4 = 0.0f;\n }\n else\n {\n _S4 = 1.0f;\n }\n return vec2<f32>(_S3, _S4);\n}\n\nfn hpSplitUint_0( value_0 : u32) -> vec2<f32>\n{\n var lo_0 : u32 = (value_0 & (u32(4095)));\n return vec2<f32>(f32(value_0 - lo_0), f32(lo_0));\n}\n\nfn hpToClipX_0( splitPos_0 : vec2<f32>, bpRange_0 : vec3<f32>, hpZero_1 : f32) -> f32\n{\n var step_0 : f32 = 2.0f / bpRange_0.z;\n var _S5 : f32 = - (1.0f / hpZero_1);\n return dot(vec3<f32>(-1.0f, max(splitPos_0.x - bpRange_0.x, _S5), max(splitPos_0.y - bpRange_0.y, _S5)), vec3<f32>(1.0f, step_0, step_0));\n}\n\nfn covBpToClipX_0( bp_0 : u32, u_1 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3<f32>((*u_1).bpHi_0, (*u_1).bpLo_0, (*u_1).bpLen_0), (*u_1).hpZero_0);\n}\n\nfn expandToMinWidthPx_0( x1_0 : f32, x2_0 : f32, minWidth_0 : f32) -> vec2<f32>\n{\n if((x2_0 - x1_0) < minWidth_0)\n {\n var mid_0 : f32 = (x1_0 + x2_0) * 0.5f;\n var _S6 : f32 = minWidth_0 * 0.5f;\n return vec2<f32>(mid_0 - _S6, mid_0 + _S6);\n }\n return vec2<f32>(x1_0, x2_0);\n}\n\nfn expandToMinWidthX_0( x1_1 : f32, x2_1 : f32, minWidthPx_0 : f32, canvasWidth_0 : f32) -> vec2<f32>\n{\n return expandToMinWidthPx_0(x1_1, x2_1, minWidthPx_0 * 2.0f / canvasWidth_0);\n}\n\nfn covExpandMinWidthX_0( x1_2 : f32, x2_2 : f32, canvasWidth_1 : f32) -> vec2<f32>\n{\n return expandToMinWidthX_0(x1_2, x2_2, 1.0f, canvasWidth_1);\n}\n\nfn covBottomOffsetPx_0( covHeight_1 : f32, covYOffset_1 : f32) -> f32\n{\n return covHeight_1 - covYOffset_1;\n}\n\nfn covBaselinePx_0( u_2 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return (*u_2).covTop_0 + covBottomOffsetPx_0((*u_2).covHeight_0, (*u_2).covYOffset_0);\n}\n\nfn symlogTransform_0( x_0 : f32, c_0 : f32) -> f32\n{\n return f32((i32(sign((x_0))))) * log(1.0f + abs(x_0 / c_0));\n}\n\nfn normalizeScore_0( score_0 : f32, domainMin_0 : f32, domainMax_0 : f32, scaleType_0 : i32, symlogConstant_0 : f32) -> f32\n{\n if(scaleType_0 == i32(2))\n {\n var tMin_0 : f32 = symlogTransform_0(domainMin_0, symlogConstant_0);\n var tRange_0 : f32 = symlogTransform_0(domainMax_0, symlogConstant_0) - tMin_0;\n if(tRange_0 <= 0.0f)\n {\n return 0.0f;\n }\n return clamp((symlogTransform_0(score_0, symlogConstant_0) - tMin_0) / tRange_0, 0.0f, 1.0f);\n }\n if(scaleType_0 == i32(1))\n {\n var floorV_0 : f32;\n if(domainMin_0 > 0.0f)\n {\n floorV_0 = domainMin_0;\n }\n else\n {\n floorV_0 = 1.0f;\n }\n var logMin_0 : f32 = log2(floorV_0);\n var logRange_0 : f32 = log2(max(domainMax_0, floorV_0)) - logMin_0;\n if(logRange_0 <= 0.0f)\n {\n return 0.0f;\n }\n return clamp((log2(max(score_0, floorV_0)) - logMin_0) / logRange_0, 0.0f, 1.0f);\n }\n var range_0 : f32 = domainMax_0 - domainMin_0;\n if(range_0 <= 0.0f)\n {\n return 0.0f;\n }\n return clamp((score_0 - domainMin_0) / range_0, 0.0f, 1.0f);\n}\n\nfn normalizeDepthScalar_0( rawDepth_0 : f32, domainMin_1 : f32, domainMax_1 : f32, scaleType_1 : i32, symlogConstant_1 : f32) -> f32\n{\n return normalizeScore_0(rawDepth_0, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1);\n}\n\nfn covNormalizeDepth_0( relDepth_0 : f32, u_3 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return normalizeDepthScalar_0(relDepth_0 * (*u_3).regionMaxDepth_0, (*u_3).depthDomainMin_0, (*u_3).depthDomainMax_0, (*u_3).coverageScaleType_0, (*u_3).coverageSymlogConstant_0);\n}\n\nfn covEffectiveHeightPx_0( covHeight_2 : f32, covYOffset_2 : f32) -> f32\n{\n return max(covHeight_2 - 2.0f * covYOffset_2, 0.0f);\n}\n\nfn covEffHeight_0( u_4 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return covEffectiveHeightPx_0((*u_4).covHeight_0, (*u_4).covYOffset_0);\n}\n\nfn covBarHeightPx_0( depthFraction_0 : f32, effectiveHeightPx_0 : f32) -> f32\n{\n return depthFraction_0 * effectiveHeightPx_0;\n}\n\nfn covSegBottomPx_0( baselinePx_0 : f32, yOffset_0 : f32, barHeightPx_0 : f32) -> f32\n{\n return baselinePx_0 - yOffset_0 * barHeightPx_0;\n}\n\nfn yPxToClipY_0( yPx_0 : f32, canvasHeight_0 : f32) -> f32\n{\n return 1.0f - yPx_0 / canvasHeight_0 * 2.0f;\n}\n\nfn covSegTopPx_0( baselinePx_1 : f32, yOffset_1 : f32, segHeight_0 : f32, barHeightPx_1 : f32) -> f32\n{\n return covSegBottomPx_0(baselinePx_1, yOffset_1, barHeightPx_1) - segHeight_0 * barHeightPx_1;\n}\n\nfn covFlipX_0( x_1 : f32, u_5 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return mix(x_1, - x_1, (*u_5).reversed_0);\n}\n\nfn covFlippedQuad_0( x0_0 : f32, x1_3 : f32, yBot_0 : f32, yTop_0 : f32, local_0 : vec2<f32>, u_6 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S7 : f32 = covFlipX_0(mix(x0_0, x1_3, local_0.x), &((*u_6)));\n return vec4<f32>(_S7, mix(yBot_0, yTop_0, local_0.y), 0.0f, 1.0f);\n}\n\nfn covSegQuad_0( position_0 : u32, widthBp_0 : u32, yOffset_2 : f32, segHeight_1 : f32, relDepth_1 : f32, local_1 : vec2<f32>, u_7 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S8 : f32 = covBpToClipX_0(position_0, &((*u_7)));\n var _S9 : f32 = covBpToClipX_0(position_0 + widthBp_0, &((*u_7)));\n var xx_0 : vec2<f32> = covExpandMinWidthX_0(_S8, _S9, (*u_7).canvasW_0);\n var _S10 : f32 = covBaselinePx_0(&((*u_7)));\n var _S11 : f32 = covNormalizeDepth_0(relDepth_1, &((*u_7)));\n var _S12 : f32 = covEffHeight_0(&((*u_7)));\n var barPx_0 : f32 = covBarHeightPx_0(_S11, _S12);\n var _S13 : vec4<f32> = covFlippedQuad_0(xx_0.x, xx_0.y, yPxToClipY_0(covSegBottomPx_0(_S10, yOffset_2, barPx_0), (*u_7).canvasH_0), yPxToClipY_0(covSegTopPx_0(_S10, yOffset_2, segHeight_1, barPx_0), (*u_7).canvasH_0), local_1, &((*u_7)));\n return _S13;\n}\n\nfn unpackRGBA_0( c_1 : u32) -> vec4<f32>\n{\n return vec4<f32>(f32((((c_1 >> (u32(0)))) & (u32(255)))), f32((((c_1 >> (u32(8)))) & (u32(255)))), f32((((c_1 >> (u32(16)))) & (u32(255)))), f32((((c_1 >> (u32(24)))) & (u32(255))))) / vec4<f32>(255.0f);\n}\n\nstruct CoverageVsOut_0\n{\n @builtin(position) position_1 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n};\n\nstruct vertexInput_0\n{\n @location(0) position_2 : u32,\n @location(1) yOffset_3 : f32,\n @location(2) segHeight_2 : f32,\n @location(3) packedColor_0 : u32,\n @location(4) relDepth_2 : f32,\n};\n\n@vertex\nfn vs_main( _S14 : vertexInput_0, @builtin(vertex_index) vid_1 : u32) -> CoverageVsOut_0\n{\n var o_0 : CoverageVsOut_0;\n var _S15 : vec2<f32> = quadLocal_0(vid_1);\n var _S16 : CoverageBandUniforms_std140_0 = u_0;\n var _S17 : vec4<f32> = covSegQuad_0(_S14.position_2, u32(1), _S14.yOffset_3, _S14.segHeight_2, _S14.relDepth_2, _S15, &(_S16));\n o_0.position_1 = _S17;\n o_0.color_0 = unpackRGBA_0(_S14.packedColor_0);\n return o_0;\n}\n\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_1 : vec4<f32>,\n};\n\n@fragment\nfn fs_main( _S18 : pixelInput_0, @builtin(position) position_3 : vec4<f32>) -> pixelOutput_0\n{\n var _S19 : pixelOutput_0 = pixelOutput_0( _S18.color_1 );\n return _S19;\n}\n\n";
2
- export declare const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nstruct CoverageBandUniforms_0\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n};\n\n\nlayout(std140) uniform Uniforms\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n}u_0;\n\nvec2 quadLocal_0(uint vid_0)\n{\n\n uint v_0 = vid_0 % 6U;\n\n bool _S1 = v_0 == 0U;\n\n bool _S2;\n\n if(_S1)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 2U;\n\n }\n\n if(_S2)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 3U;\n\n }\n\n float _S3;\n\n if(_S2)\n {\n\n _S3 = 0.0;\n\n }\n else\n {\n\n _S3 = 1.0;\n\n }\n if(_S1)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 1U;\n\n }\n\n if(_S2)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 4U;\n\n }\n\n float _S4;\n\n if(_S2)\n {\n\n _S4 = 0.0;\n\n }\n else\n {\n\n _S4 = 1.0;\n\n }\n\n return vec2(_S3, _S4);\n}\n\n\nvec2 hpSplitUint_0(uint value_0)\n{\n\n uint lo_0 = value_0 & 4095U;\n\n return vec2(float(value_0 - lo_0), float(lo_0));\n}\n\n\nfloat hpToClipX_0(vec2 splitPos_0, vec3 bpRange_0, float hpZero_1)\n{\n float step_0 = 2.0 / bpRange_0.z;\n float _S5 = - (1.0 / hpZero_1);\n\n return dot(vec3(-1.0, max(splitPos_0.x - bpRange_0.x, _S5), max(splitPos_0.y - bpRange_0.y, _S5)), vec3(1.0, step_0, step_0));\n}\n\n\nfloat covBpToClipX_0(uint bp_0, CoverageBandUniforms_0 u_1)\n{\n\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3(u_1.bpHi_0, u_1.bpLo_0, u_1.bpLen_0), u_1.hpZero_0);\n}\n\n\nvec2 expandToMinWidthPx_0(float x1_0, float x2_0, float minWidth_0)\n{\n\n if((x2_0 - x1_0) < minWidth_0)\n {\n\n float mid_0 = (x1_0 + x2_0) * 0.5;\n float _S6 = minWidth_0 * 0.5;\n\n return vec2(mid_0 - _S6, mid_0 + _S6);\n }\n return vec2(x1_0, x2_0);\n}\n\nvec2 expandToMinWidthX_0(float x1_1, float x2_1, float minWidthPx_0, float canvasWidth_0)\n{\n\n return expandToMinWidthPx_0(x1_1, x2_1, minWidthPx_0 * 2.0 / canvasWidth_0);\n}\n\n\nvec2 covExpandMinWidthX_0(float x1_2, float x2_2, float canvasWidth_1)\n{\n\n return expandToMinWidthX_0(x1_2, x2_2, 1.0, canvasWidth_1);\n}\n\n\nfloat covBottomOffsetPx_0(float covHeight_1, float covYOffset_1)\n{\n\n return covHeight_1 - covYOffset_1;\n}\n\n\nfloat covBaselinePx_0(CoverageBandUniforms_0 u_2)\n{\n\n return u_2.covTop_0 + covBottomOffsetPx_0(u_2.covHeight_0, u_2.covYOffset_0);\n}\n\n\nfloat symlogTransform_0(float x_0, float c_0)\n{\n\n return float((int(sign((x_0))))) * log(1.0 + abs(x_0 / c_0));\n}\n\nfloat normalizeScore_0(float score_0, float domainMin_0, float domainMax_0, int scaleType_0, float symlogConstant_0)\n{\n\n if(scaleType_0 == 2)\n {\n\n float tMin_0 = symlogTransform_0(domainMin_0, symlogConstant_0);\n\n float tRange_0 = symlogTransform_0(domainMax_0, symlogConstant_0) - tMin_0;\n if(tRange_0 <= 0.0)\n {\n\n return 0.0;\n }\n return clamp((symlogTransform_0(score_0, symlogConstant_0) - tMin_0) / tRange_0, 0.0, 1.0);\n }\n if(scaleType_0 == 1)\n {\n\n float floorV_0;\n\n if(domainMin_0 > 0.0)\n {\n\n floorV_0 = domainMin_0;\n\n }\n else\n {\n\n floorV_0 = 1.0;\n\n }\n float logMin_0 = log2(floorV_0);\n\n float logRange_0 = log2(max(domainMax_0, floorV_0)) - logMin_0;\n if(logRange_0 <= 0.0)\n {\n\n return 0.0;\n }\n return clamp((log2(max(score_0, floorV_0)) - logMin_0) / logRange_0, 0.0, 1.0);\n }\n float range_0 = domainMax_0 - domainMin_0;\n if(range_0 <= 0.0)\n {\n\n return 0.0;\n }\n\n return clamp((score_0 - domainMin_0) / range_0, 0.0, 1.0);\n}\n\n\nfloat normalizeDepthScalar_0(float rawDepth_0, float domainMin_1, float domainMax_1, int scaleType_1, float symlogConstant_1)\n{\n\n return normalizeScore_0(rawDepth_0, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1);\n}\n\n\nfloat covNormalizeDepth_0(float relDepth_0, CoverageBandUniforms_0 u_3)\n{\n return normalizeDepthScalar_0(relDepth_0 * u_3.regionMaxDepth_0, u_3.depthDomainMin_0, u_3.depthDomainMax_0, u_3.coverageScaleType_0, u_3.coverageSymlogConstant_0);\n}\n\n\nfloat covEffectiveHeightPx_0(float covHeight_2, float covYOffset_2)\n{\n\n return max(covHeight_2 - 2.0 * covYOffset_2, 0.0);\n}\n\n\nfloat covEffHeight_0(CoverageBandUniforms_0 u_4)\n{\n\n return covEffectiveHeightPx_0(u_4.covHeight_0, u_4.covYOffset_0);\n}\n\n\nfloat covBarHeightPx_0(float depthFraction_0, float effectiveHeightPx_0)\n{\n\n return depthFraction_0 * effectiveHeightPx_0;\n}\n\n\nfloat covSegBottomPx_0(float baselinePx_0, float yOffset_0, float barHeightPx_0)\n{\n return baselinePx_0 - yOffset_0 * barHeightPx_0;\n}\n\n\nfloat yPxToClipY_0(float yPx_0, float canvasHeight_0)\n{\n\n return 1.0 - yPx_0 / canvasHeight_0 * 2.0;\n}\n\n\nfloat covSegTopPx_0(float baselinePx_1, float yOffset_1, float segHeight_0, float barHeightPx_1)\n{\n return covSegBottomPx_0(baselinePx_1, yOffset_1, barHeightPx_1) - segHeight_0 * barHeightPx_1;\n}\n\n\nfloat covFlipX_0(float x_1, CoverageBandUniforms_0 u_5)\n{\n\n return mix(x_1, - x_1, u_5.reversed_0);\n}\n\n\nvec4 covFlippedQuad_0(float x0_0, float x1_3, float yBot_0, float yTop_0, vec2 local_0, CoverageBandUniforms_0 u_6)\n{\n return vec4(covFlipX_0(mix(x0_0, x1_3, local_0.x), u_6), mix(yBot_0, yTop_0, local_0.y), 0.0, 1.0);\n}\n\n\nvec4 covSegQuad_0(uint position_0, uint widthBp_0, float yOffset_2, float segHeight_1, float relDepth_1, vec2 local_1, CoverageBandUniforms_0 u_7)\n{\n\n vec2 xx_0 = covExpandMinWidthX_0(covBpToClipX_0(position_0, u_7), covBpToClipX_0(position_0 + widthBp_0, u_7), u_7.canvasW_0);\n\n float basePx_0 = covBaselinePx_0(u_7);\n float barPx_0 = covBarHeightPx_0(covNormalizeDepth_0(relDepth_1, u_7), covEffHeight_0(u_7));\n return covFlippedQuad_0(xx_0.x, xx_0.y, yPxToClipY_0(covSegBottomPx_0(basePx_0, yOffset_2, barPx_0), u_7.canvasH_0), yPxToClipY_0(covSegTopPx_0(basePx_0, yOffset_2, segHeight_1, barPx_0), u_7.canvasH_0), local_1, u_7);\n}\n\n\nvec4 unpackRGBA_0(uint c_1)\n{\n\n return vec4(float((c_1 >> 0U) & 255U), float((c_1 >> 8U) & 255U), float((c_1 >> 16U) & 255U), float((c_1 >> 24U) & 255U)) / 255.0;\n}\n\n\nout vec4 v_color;\n\n\nlayout(location = 0)\nin uint a_position;\n\n\nlayout(location = 1)\nin float a_yOffset;\n\n\nlayout(location = 2)\nin float a_segHeight;\n\n\nlayout(location = 3)\nin uint a_packedColor;\n\n\nlayout(location = 4)\nin float a_relDepth;\n\n\nstruct CoverageVsOut_0\n{\n vec4 position_1;\n vec4 color_0;\n};\n\n\nvoid main()\n{\n\n CoverageVsOut_0 o_0;\n\n CoverageBandUniforms_0 _S7 = CoverageBandUniforms_0(u_0.bpHi_0, u_0.bpLo_0, u_0.bpLen_0, u_0.hpZero_0, u_0.canvasW_0, u_0.canvasH_0, u_0.covHeight_0, u_0.covYOffset_0, u_0.covTop_0, u_0.regionMaxDepth_0, u_0.depthDomainMax_0, u_0.depthDomainMin_0, u_0.coverageSymlogConstant_0, u_0.binSize_0, u_0.interbaseHeight_0, u_0.snpMinFreq_0, u_0.reversed_0, u_0.coverageScaleType_0, u_0.colorCoverage_0, u_0.colorBaseA_0, u_0.colorBaseC_0, u_0.colorBaseG_0, u_0.colorBaseT_0, u_0.colorBaseN_0, u_0.colorInsertionIndicator_0, u_0.colorSoftclipIndicator_0, u_0.colorHardclipIndicator_0);\n o_0.position_1 = covSegQuad_0(a_position, 1U, a_yOffset, a_segHeight, a_relDepth, quadLocal_0(uint(gl_VertexID)), _S7);\n\n o_0.color_0 = unpackRGBA_0(a_packedColor);\n CoverageVsOut_0 _S8 = o_0;\n\n gl_Position = o_0.position_1;\n\n v_color = _S8.color_0;\n\n return;\n}\n\n";
3
- export declare const GLSL_FRAGMENT = "#version 300 es\nprecision highp float;\nprecision highp int;\nlayout(location = 0)\nout vec4 entryPointParam_fs_main_0;\n\n\nin vec4 v_color;\n\n\nvoid main()\n{\n\n entryPointParam_fs_main_0 = v_color;\n\n return;\n}\n\n";
1
+ import type { ShaderSource } from '@jbrowse/render-core/hal';
4
2
  export * from './coverageMod.iface.generated.ts';
3
+ export declare const SOURCE: ShaderSource;
@@ -1,6 +1,7 @@
1
1
  // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageMod.slang.
2
2
  // Do not edit. Run `pnpm gen:shaders` to regenerate.
3
- export const WGSL_SOURCE = "struct CoverageBandUniforms_std140_0\n{\n @align(16) bpHi_0 : f32,\n @align(4) bpLo_0 : f32,\n @align(8) bpLen_0 : f32,\n @align(4) hpZero_0 : f32,\n @align(16) canvasW_0 : f32,\n @align(4) canvasH_0 : f32,\n @align(8) covHeight_0 : f32,\n @align(4) covYOffset_0 : f32,\n @align(16) covTop_0 : f32,\n @align(4) regionMaxDepth_0 : f32,\n @align(8) depthDomainMax_0 : f32,\n @align(4) depthDomainMin_0 : f32,\n @align(16) coverageSymlogConstant_0 : f32,\n @align(4) binSize_0 : f32,\n @align(8) interbaseHeight_0 : f32,\n @align(4) snpMinFreq_0 : f32,\n @align(16) reversed_0 : f32,\n @align(4) coverageScaleType_0 : i32,\n @align(8) colorCoverage_0 : u32,\n @align(4) colorBaseA_0 : u32,\n @align(16) colorBaseC_0 : u32,\n @align(4) colorBaseG_0 : u32,\n @align(8) colorBaseT_0 : u32,\n @align(4) colorBaseN_0 : u32,\n @align(16) colorInsertionIndicator_0 : u32,\n @align(4) colorSoftclipIndicator_0 : u32,\n @align(8) colorHardclipIndicator_0 : u32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : CoverageBandUniforms_std140_0;\nfn quadLocal_0( vid_0 : u32) -> vec2<f32>\n{\n var v_0 : u32 = vid_0 % u32(6);\n var _S1 : bool = v_0 == u32(0);\n var _S2 : bool;\n if(_S1)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(2);\n }\n if(_S2)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(3);\n }\n var _S3 : f32;\n if(_S2)\n {\n _S3 = 0.0f;\n }\n else\n {\n _S3 = 1.0f;\n }\n if(_S1)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(1);\n }\n if(_S2)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(4);\n }\n var _S4 : f32;\n if(_S2)\n {\n _S4 = 0.0f;\n }\n else\n {\n _S4 = 1.0f;\n }\n return vec2<f32>(_S3, _S4);\n}\n\nfn hpSplitUint_0( value_0 : u32) -> vec2<f32>\n{\n var lo_0 : u32 = (value_0 & (u32(4095)));\n return vec2<f32>(f32(value_0 - lo_0), f32(lo_0));\n}\n\nfn hpToClipX_0( splitPos_0 : vec2<f32>, bpRange_0 : vec3<f32>, hpZero_1 : f32) -> f32\n{\n var step_0 : f32 = 2.0f / bpRange_0.z;\n var _S5 : f32 = - (1.0f / hpZero_1);\n return dot(vec3<f32>(-1.0f, max(splitPos_0.x - bpRange_0.x, _S5), max(splitPos_0.y - bpRange_0.y, _S5)), vec3<f32>(1.0f, step_0, step_0));\n}\n\nfn covBpToClipX_0( bp_0 : u32, u_1 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3<f32>((*u_1).bpHi_0, (*u_1).bpLo_0, (*u_1).bpLen_0), (*u_1).hpZero_0);\n}\n\nfn expandToMinWidthPx_0( x1_0 : f32, x2_0 : f32, minWidth_0 : f32) -> vec2<f32>\n{\n if((x2_0 - x1_0) < minWidth_0)\n {\n var mid_0 : f32 = (x1_0 + x2_0) * 0.5f;\n var _S6 : f32 = minWidth_0 * 0.5f;\n return vec2<f32>(mid_0 - _S6, mid_0 + _S6);\n }\n return vec2<f32>(x1_0, x2_0);\n}\n\nfn expandToMinWidthX_0( x1_1 : f32, x2_1 : f32, minWidthPx_0 : f32, canvasWidth_0 : f32) -> vec2<f32>\n{\n return expandToMinWidthPx_0(x1_1, x2_1, minWidthPx_0 * 2.0f / canvasWidth_0);\n}\n\nfn covExpandMinWidthX_0( x1_2 : f32, x2_2 : f32, canvasWidth_1 : f32) -> vec2<f32>\n{\n return expandToMinWidthX_0(x1_2, x2_2, 1.0f, canvasWidth_1);\n}\n\nfn covBottomOffsetPx_0( covHeight_1 : f32, covYOffset_1 : f32) -> f32\n{\n return covHeight_1 - covYOffset_1;\n}\n\nfn covBaselinePx_0( u_2 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return (*u_2).covTop_0 + covBottomOffsetPx_0((*u_2).covHeight_0, (*u_2).covYOffset_0);\n}\n\nfn symlogTransform_0( x_0 : f32, c_0 : f32) -> f32\n{\n return f32((i32(sign((x_0))))) * log(1.0f + abs(x_0 / c_0));\n}\n\nfn normalizeScore_0( score_0 : f32, domainMin_0 : f32, domainMax_0 : f32, scaleType_0 : i32, symlogConstant_0 : f32) -> f32\n{\n if(scaleType_0 == i32(2))\n {\n var tMin_0 : f32 = symlogTransform_0(domainMin_0, symlogConstant_0);\n var tRange_0 : f32 = symlogTransform_0(domainMax_0, symlogConstant_0) - tMin_0;\n if(tRange_0 <= 0.0f)\n {\n return 0.0f;\n }\n return clamp((symlogTransform_0(score_0, symlogConstant_0) - tMin_0) / tRange_0, 0.0f, 1.0f);\n }\n if(scaleType_0 == i32(1))\n {\n var floorV_0 : f32;\n if(domainMin_0 > 0.0f)\n {\n floorV_0 = domainMin_0;\n }\n else\n {\n floorV_0 = 1.0f;\n }\n var logMin_0 : f32 = log2(floorV_0);\n var logRange_0 : f32 = log2(max(domainMax_0, floorV_0)) - logMin_0;\n if(logRange_0 <= 0.0f)\n {\n return 0.0f;\n }\n return clamp((log2(max(score_0, floorV_0)) - logMin_0) / logRange_0, 0.0f, 1.0f);\n }\n var range_0 : f32 = domainMax_0 - domainMin_0;\n if(range_0 <= 0.0f)\n {\n return 0.0f;\n }\n return clamp((score_0 - domainMin_0) / range_0, 0.0f, 1.0f);\n}\n\nfn normalizeDepthScalar_0( rawDepth_0 : f32, domainMin_1 : f32, domainMax_1 : f32, scaleType_1 : i32, symlogConstant_1 : f32) -> f32\n{\n return normalizeScore_0(rawDepth_0, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1);\n}\n\nfn covNormalizeDepth_0( relDepth_0 : f32, u_3 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return normalizeDepthScalar_0(relDepth_0 * (*u_3).regionMaxDepth_0, (*u_3).depthDomainMin_0, (*u_3).depthDomainMax_0, (*u_3).coverageScaleType_0, (*u_3).coverageSymlogConstant_0);\n}\n\nfn covEffectiveHeightPx_0( covHeight_2 : f32, covYOffset_2 : f32) -> f32\n{\n return max(covHeight_2 - 2.0f * covYOffset_2, 0.0f);\n}\n\nfn covEffHeight_0( u_4 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return covEffectiveHeightPx_0((*u_4).covHeight_0, (*u_4).covYOffset_0);\n}\n\nfn covBarHeightPx_0( depthFraction_0 : f32, effectiveHeightPx_0 : f32) -> f32\n{\n return depthFraction_0 * effectiveHeightPx_0;\n}\n\nfn covSegBottomPx_0( baselinePx_0 : f32, yOffset_0 : f32, barHeightPx_0 : f32) -> f32\n{\n return baselinePx_0 - yOffset_0 * barHeightPx_0;\n}\n\nfn yPxToClipY_0( yPx_0 : f32, canvasHeight_0 : f32) -> f32\n{\n return 1.0f - yPx_0 / canvasHeight_0 * 2.0f;\n}\n\nfn covSegTopPx_0( baselinePx_1 : f32, yOffset_1 : f32, segHeight_0 : f32, barHeightPx_1 : f32) -> f32\n{\n return covSegBottomPx_0(baselinePx_1, yOffset_1, barHeightPx_1) - segHeight_0 * barHeightPx_1;\n}\n\nfn covFlipX_0( x_1 : f32, u_5 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return mix(x_1, - x_1, (*u_5).reversed_0);\n}\n\nfn covFlippedQuad_0( x0_0 : f32, x1_3 : f32, yBot_0 : f32, yTop_0 : f32, local_0 : vec2<f32>, u_6 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S7 : f32 = covFlipX_0(mix(x0_0, x1_3, local_0.x), &((*u_6)));\n return vec4<f32>(_S7, mix(yBot_0, yTop_0, local_0.y), 0.0f, 1.0f);\n}\n\nfn covSegQuad_0( position_0 : u32, widthBp_0 : u32, yOffset_2 : f32, segHeight_1 : f32, relDepth_1 : f32, local_1 : vec2<f32>, u_7 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S8 : f32 = covBpToClipX_0(position_0, &((*u_7)));\n var _S9 : f32 = covBpToClipX_0(position_0 + widthBp_0, &((*u_7)));\n var xx_0 : vec2<f32> = covExpandMinWidthX_0(_S8, _S9, (*u_7).canvasW_0);\n var _S10 : f32 = covBaselinePx_0(&((*u_7)));\n var _S11 : f32 = covNormalizeDepth_0(relDepth_1, &((*u_7)));\n var _S12 : f32 = covEffHeight_0(&((*u_7)));\n var barPx_0 : f32 = covBarHeightPx_0(_S11, _S12);\n var _S13 : vec4<f32> = covFlippedQuad_0(xx_0.x, xx_0.y, yPxToClipY_0(covSegBottomPx_0(_S10, yOffset_2, barPx_0), (*u_7).canvasH_0), yPxToClipY_0(covSegTopPx_0(_S10, yOffset_2, segHeight_1, barPx_0), (*u_7).canvasH_0), local_1, &((*u_7)));\n return _S13;\n}\n\nfn unpackRGBA_0( c_1 : u32) -> vec4<f32>\n{\n return vec4<f32>(f32((((c_1 >> (u32(0)))) & (u32(255)))), f32((((c_1 >> (u32(8)))) & (u32(255)))), f32((((c_1 >> (u32(16)))) & (u32(255)))), f32((((c_1 >> (u32(24)))) & (u32(255))))) / vec4<f32>(255.0f);\n}\n\nstruct CoverageVsOut_0\n{\n @builtin(position) position_1 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n};\n\nstruct vertexInput_0\n{\n @location(0) position_2 : u32,\n @location(1) yOffset_3 : f32,\n @location(2) segHeight_2 : f32,\n @location(3) packedColor_0 : u32,\n @location(4) relDepth_2 : f32,\n};\n\n@vertex\nfn vs_main( _S14 : vertexInput_0, @builtin(vertex_index) vid_1 : u32) -> CoverageVsOut_0\n{\n var o_0 : CoverageVsOut_0;\n var _S15 : vec2<f32> = quadLocal_0(vid_1);\n var _S16 : CoverageBandUniforms_std140_0 = u_0;\n var _S17 : vec4<f32> = covSegQuad_0(_S14.position_2, u32(1), _S14.yOffset_3, _S14.segHeight_2, _S14.relDepth_2, _S15, &(_S16));\n o_0.position_1 = _S17;\n o_0.color_0 = unpackRGBA_0(_S14.packedColor_0);\n return o_0;\n}\n\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_1 : vec4<f32>,\n};\n\n@fragment\nfn fs_main( _S18 : pixelInput_0, @builtin(position) position_3 : vec4<f32>) -> pixelOutput_0\n{\n var _S19 : pixelOutput_0 = pixelOutput_0( _S18.color_1 );\n return _S19;\n}\n\n";
4
- export const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nstruct CoverageBandUniforms_0\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n};\n\n\nlayout(std140) uniform Uniforms\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n}u_0;\n\nvec2 quadLocal_0(uint vid_0)\n{\n\n uint v_0 = vid_0 % 6U;\n\n bool _S1 = v_0 == 0U;\n\n bool _S2;\n\n if(_S1)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 2U;\n\n }\n\n if(_S2)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 3U;\n\n }\n\n float _S3;\n\n if(_S2)\n {\n\n _S3 = 0.0;\n\n }\n else\n {\n\n _S3 = 1.0;\n\n }\n if(_S1)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 1U;\n\n }\n\n if(_S2)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 4U;\n\n }\n\n float _S4;\n\n if(_S2)\n {\n\n _S4 = 0.0;\n\n }\n else\n {\n\n _S4 = 1.0;\n\n }\n\n return vec2(_S3, _S4);\n}\n\n\nvec2 hpSplitUint_0(uint value_0)\n{\n\n uint lo_0 = value_0 & 4095U;\n\n return vec2(float(value_0 - lo_0), float(lo_0));\n}\n\n\nfloat hpToClipX_0(vec2 splitPos_0, vec3 bpRange_0, float hpZero_1)\n{\n float step_0 = 2.0 / bpRange_0.z;\n float _S5 = - (1.0 / hpZero_1);\n\n return dot(vec3(-1.0, max(splitPos_0.x - bpRange_0.x, _S5), max(splitPos_0.y - bpRange_0.y, _S5)), vec3(1.0, step_0, step_0));\n}\n\n\nfloat covBpToClipX_0(uint bp_0, CoverageBandUniforms_0 u_1)\n{\n\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3(u_1.bpHi_0, u_1.bpLo_0, u_1.bpLen_0), u_1.hpZero_0);\n}\n\n\nvec2 expandToMinWidthPx_0(float x1_0, float x2_0, float minWidth_0)\n{\n\n if((x2_0 - x1_0) < minWidth_0)\n {\n\n float mid_0 = (x1_0 + x2_0) * 0.5;\n float _S6 = minWidth_0 * 0.5;\n\n return vec2(mid_0 - _S6, mid_0 + _S6);\n }\n return vec2(x1_0, x2_0);\n}\n\nvec2 expandToMinWidthX_0(float x1_1, float x2_1, float minWidthPx_0, float canvasWidth_0)\n{\n\n return expandToMinWidthPx_0(x1_1, x2_1, minWidthPx_0 * 2.0 / canvasWidth_0);\n}\n\n\nvec2 covExpandMinWidthX_0(float x1_2, float x2_2, float canvasWidth_1)\n{\n\n return expandToMinWidthX_0(x1_2, x2_2, 1.0, canvasWidth_1);\n}\n\n\nfloat covBottomOffsetPx_0(float covHeight_1, float covYOffset_1)\n{\n\n return covHeight_1 - covYOffset_1;\n}\n\n\nfloat covBaselinePx_0(CoverageBandUniforms_0 u_2)\n{\n\n return u_2.covTop_0 + covBottomOffsetPx_0(u_2.covHeight_0, u_2.covYOffset_0);\n}\n\n\nfloat symlogTransform_0(float x_0, float c_0)\n{\n\n return float((int(sign((x_0))))) * log(1.0 + abs(x_0 / c_0));\n}\n\nfloat normalizeScore_0(float score_0, float domainMin_0, float domainMax_0, int scaleType_0, float symlogConstant_0)\n{\n\n if(scaleType_0 == 2)\n {\n\n float tMin_0 = symlogTransform_0(domainMin_0, symlogConstant_0);\n\n float tRange_0 = symlogTransform_0(domainMax_0, symlogConstant_0) - tMin_0;\n if(tRange_0 <= 0.0)\n {\n\n return 0.0;\n }\n return clamp((symlogTransform_0(score_0, symlogConstant_0) - tMin_0) / tRange_0, 0.0, 1.0);\n }\n if(scaleType_0 == 1)\n {\n\n float floorV_0;\n\n if(domainMin_0 > 0.0)\n {\n\n floorV_0 = domainMin_0;\n\n }\n else\n {\n\n floorV_0 = 1.0;\n\n }\n float logMin_0 = log2(floorV_0);\n\n float logRange_0 = log2(max(domainMax_0, floorV_0)) - logMin_0;\n if(logRange_0 <= 0.0)\n {\n\n return 0.0;\n }\n return clamp((log2(max(score_0, floorV_0)) - logMin_0) / logRange_0, 0.0, 1.0);\n }\n float range_0 = domainMax_0 - domainMin_0;\n if(range_0 <= 0.0)\n {\n\n return 0.0;\n }\n\n return clamp((score_0 - domainMin_0) / range_0, 0.0, 1.0);\n}\n\n\nfloat normalizeDepthScalar_0(float rawDepth_0, float domainMin_1, float domainMax_1, int scaleType_1, float symlogConstant_1)\n{\n\n return normalizeScore_0(rawDepth_0, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1);\n}\n\n\nfloat covNormalizeDepth_0(float relDepth_0, CoverageBandUniforms_0 u_3)\n{\n return normalizeDepthScalar_0(relDepth_0 * u_3.regionMaxDepth_0, u_3.depthDomainMin_0, u_3.depthDomainMax_0, u_3.coverageScaleType_0, u_3.coverageSymlogConstant_0);\n}\n\n\nfloat covEffectiveHeightPx_0(float covHeight_2, float covYOffset_2)\n{\n\n return max(covHeight_2 - 2.0 * covYOffset_2, 0.0);\n}\n\n\nfloat covEffHeight_0(CoverageBandUniforms_0 u_4)\n{\n\n return covEffectiveHeightPx_0(u_4.covHeight_0, u_4.covYOffset_0);\n}\n\n\nfloat covBarHeightPx_0(float depthFraction_0, float effectiveHeightPx_0)\n{\n\n return depthFraction_0 * effectiveHeightPx_0;\n}\n\n\nfloat covSegBottomPx_0(float baselinePx_0, float yOffset_0, float barHeightPx_0)\n{\n return baselinePx_0 - yOffset_0 * barHeightPx_0;\n}\n\n\nfloat yPxToClipY_0(float yPx_0, float canvasHeight_0)\n{\n\n return 1.0 - yPx_0 / canvasHeight_0 * 2.0;\n}\n\n\nfloat covSegTopPx_0(float baselinePx_1, float yOffset_1, float segHeight_0, float barHeightPx_1)\n{\n return covSegBottomPx_0(baselinePx_1, yOffset_1, barHeightPx_1) - segHeight_0 * barHeightPx_1;\n}\n\n\nfloat covFlipX_0(float x_1, CoverageBandUniforms_0 u_5)\n{\n\n return mix(x_1, - x_1, u_5.reversed_0);\n}\n\n\nvec4 covFlippedQuad_0(float x0_0, float x1_3, float yBot_0, float yTop_0, vec2 local_0, CoverageBandUniforms_0 u_6)\n{\n return vec4(covFlipX_0(mix(x0_0, x1_3, local_0.x), u_6), mix(yBot_0, yTop_0, local_0.y), 0.0, 1.0);\n}\n\n\nvec4 covSegQuad_0(uint position_0, uint widthBp_0, float yOffset_2, float segHeight_1, float relDepth_1, vec2 local_1, CoverageBandUniforms_0 u_7)\n{\n\n vec2 xx_0 = covExpandMinWidthX_0(covBpToClipX_0(position_0, u_7), covBpToClipX_0(position_0 + widthBp_0, u_7), u_7.canvasW_0);\n\n float basePx_0 = covBaselinePx_0(u_7);\n float barPx_0 = covBarHeightPx_0(covNormalizeDepth_0(relDepth_1, u_7), covEffHeight_0(u_7));\n return covFlippedQuad_0(xx_0.x, xx_0.y, yPxToClipY_0(covSegBottomPx_0(basePx_0, yOffset_2, barPx_0), u_7.canvasH_0), yPxToClipY_0(covSegTopPx_0(basePx_0, yOffset_2, segHeight_1, barPx_0), u_7.canvasH_0), local_1, u_7);\n}\n\n\nvec4 unpackRGBA_0(uint c_1)\n{\n\n return vec4(float((c_1 >> 0U) & 255U), float((c_1 >> 8U) & 255U), float((c_1 >> 16U) & 255U), float((c_1 >> 24U) & 255U)) / 255.0;\n}\n\n\nout vec4 v_color;\n\n\nlayout(location = 0)\nin uint a_position;\n\n\nlayout(location = 1)\nin float a_yOffset;\n\n\nlayout(location = 2)\nin float a_segHeight;\n\n\nlayout(location = 3)\nin uint a_packedColor;\n\n\nlayout(location = 4)\nin float a_relDepth;\n\n\nstruct CoverageVsOut_0\n{\n vec4 position_1;\n vec4 color_0;\n};\n\n\nvoid main()\n{\n\n CoverageVsOut_0 o_0;\n\n CoverageBandUniforms_0 _S7 = CoverageBandUniforms_0(u_0.bpHi_0, u_0.bpLo_0, u_0.bpLen_0, u_0.hpZero_0, u_0.canvasW_0, u_0.canvasH_0, u_0.covHeight_0, u_0.covYOffset_0, u_0.covTop_0, u_0.regionMaxDepth_0, u_0.depthDomainMax_0, u_0.depthDomainMin_0, u_0.coverageSymlogConstant_0, u_0.binSize_0, u_0.interbaseHeight_0, u_0.snpMinFreq_0, u_0.reversed_0, u_0.coverageScaleType_0, u_0.colorCoverage_0, u_0.colorBaseA_0, u_0.colorBaseC_0, u_0.colorBaseG_0, u_0.colorBaseT_0, u_0.colorBaseN_0, u_0.colorInsertionIndicator_0, u_0.colorSoftclipIndicator_0, u_0.colorHardclipIndicator_0);\n o_0.position_1 = covSegQuad_0(a_position, 1U, a_yOffset, a_segHeight, a_relDepth, quadLocal_0(uint(gl_VertexID)), _S7);\n\n o_0.color_0 = unpackRGBA_0(a_packedColor);\n CoverageVsOut_0 _S8 = o_0;\n\n gl_Position = o_0.position_1;\n\n v_color = _S8.color_0;\n\n return;\n}\n\n";
5
- export const GLSL_FRAGMENT = "#version 300 es\nprecision highp float;\nprecision highp int;\nlayout(location = 0)\nout vec4 entryPointParam_fs_main_0;\n\n\nin vec4 v_color;\n\n\nvoid main()\n{\n\n entryPointParam_fs_main_0 = v_color;\n\n return;\n}\n\n";
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3
  export * from './coverageMod.iface.generated.js';
4
+ export const SOURCE = {
5
+ wgsl: () => import('./coverageMod.wgsl.generated.js'),
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+ glsl: () => import('./coverageMod.glsl.generated.js'),
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+ };
@@ -0,0 +1,2 @@
1
+ export declare const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nstruct CoverageBandUniforms_0\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n};\n\n\nlayout(std140) uniform Uniforms\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n}u_0;\n\nvec2 quadLocal_0(uint vid_0)\n{\n\n uint v_0 = vid_0 % 6U;\n\n bool _S1 = v_0 == 0U;\n\n bool _S2;\n\n if(_S1)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 2U;\n\n }\n\n if(_S2)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 3U;\n\n }\n\n float _S3;\n\n if(_S2)\n {\n\n _S3 = 0.0;\n\n }\n else\n {\n\n _S3 = 1.0;\n\n }\n if(_S1)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 1U;\n\n }\n\n if(_S2)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 4U;\n\n }\n\n float _S4;\n\n if(_S2)\n {\n\n _S4 = 0.0;\n\n }\n else\n {\n\n _S4 = 1.0;\n\n }\n\n return vec2(_S3, _S4);\n}\n\n\nvec2 hpSplitUint_0(uint value_0)\n{\n\n uint lo_0 = value_0 & 4095U;\n\n return vec2(float(value_0 - lo_0), float(lo_0));\n}\n\n\nfloat hpToClipX_0(vec2 splitPos_0, vec3 bpRange_0, float hpZero_1)\n{\n float step_0 = 2.0 / bpRange_0.z;\n float _S5 = - (1.0 / hpZero_1);\n\n return dot(vec3(-1.0, max(splitPos_0.x - bpRange_0.x, _S5), max(splitPos_0.y - bpRange_0.y, _S5)), vec3(1.0, step_0, step_0));\n}\n\n\nfloat covBpToClipX_0(uint bp_0, CoverageBandUniforms_0 u_1)\n{\n\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3(u_1.bpHi_0, u_1.bpLo_0, u_1.bpLen_0), u_1.hpZero_0);\n}\n\n\nfloat expandToMinWidthLeftPx_0(float x1_0, float x2_0, float minWidth_0)\n{\n\n float _S6;\n if((x2_0 - x1_0) < minWidth_0)\n {\n\n _S6 = (x1_0 + x2_0) * 0.5 - minWidth_0 * 0.5;\n\n }\n else\n {\n\n _S6 = x1_0;\n\n }\n\n return _S6;\n}\n\nfloat expandToMinWidthRightPx_0(float x1_1, float x2_1, float minWidth_1)\n{\n\n float _S7;\n if((x2_1 - x1_1) < minWidth_1)\n {\n\n _S7 = (x1_1 + x2_1) * 0.5 + minWidth_1 * 0.5;\n\n }\n else\n {\n\n _S7 = x2_1;\n\n }\n\n return _S7;\n}\n\nvec2 expandToMinWidthPx_0(float x1_2, float x2_2, float minWidth_2)\n{\n\n return vec2(expandToMinWidthLeftPx_0(x1_2, x2_2, minWidth_2), expandToMinWidthRightPx_0(x1_2, x2_2, minWidth_2));\n}\n\n\n\n\nvec2 expandToMinWidthX_0(float x1_3, float x2_3, float minWidthPx_0, float canvasWidth_0)\n{\n\n return expandToMinWidthPx_0(x1_3, x2_3, minWidthPx_0 * 2.0 / canvasWidth_0);\n}\n\n\nvec2 covExpandMinWidthX_0(float x1_4, float x2_4, float canvasWidth_1)\n{\n\n return expandToMinWidthX_0(x1_4, x2_4, 1.0, canvasWidth_1);\n}\n\n\nfloat covBottomOffsetPx_0(float covHeight_1, float covYOffset_1)\n{\n\n return covHeight_1 - covYOffset_1;\n}\n\n\nfloat covBaselinePx_0(CoverageBandUniforms_0 u_2)\n{\n\n return u_2.covTop_0 + covBottomOffsetPx_0(u_2.covHeight_0, u_2.covYOffset_0);\n}\n\n\nfloat log1pf_0(float x_0)\n{\n\n float u_3 = 1.0 + x_0;\n\n float _S8;\n if(u_3 == 1.0)\n {\n\n _S8 = x_0;\n\n }\n else\n {\n\n _S8 = log(u_3) * (x_0 / (u_3 - 1.0));\n\n }\n\n return _S8;\n}\n\nfloat symlogTransform_0(float x_1, float c_0)\n{\n\n return float((int(sign((x_1))))) * log1pf_0(abs(x_1 / c_0));\n}\n\nfloat normalizeScore_0(float score_0, float domainMin_0, float domainMax_0, int scaleType_0, float symlogConstant_0)\n{\n\n float tMax_0;\n\n float tMin_0;\n\n float t_0;\n\n\n\n if(scaleType_0 == 2)\n {\n\n float _S9 = symlogTransform_0(score_0, symlogConstant_0);\n float _S10 = symlogTransform_0(domainMin_0, symlogConstant_0);\n\n tMax_0 = symlogTransform_0(domainMax_0, symlogConstant_0);\n\n tMin_0 = _S10;\n\n t_0 = _S9;\n\n }\n else\n {\n\n if(scaleType_0 == 1)\n {\n if(domainMin_0 > 0.0)\n {\n\n tMax_0 = domainMin_0;\n\n }\n else\n {\n\n tMax_0 = 1.0;\n\n }\n float _S11 = log2(max(score_0, tMax_0));\n float _S12 = log2(tMax_0);\n\n tMax_0 = log2(max(domainMax_0, tMax_0));\n\n tMin_0 = _S12;\n\n t_0 = _S11;\n\n }\n else\n {\n\n tMax_0 = domainMax_0;\n\n tMin_0 = domainMin_0;\n\n t_0 = 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_0 > 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 clamp((t_0 - tMin_0) / tRange_0, 0.0, 1.0);\n}\n\n\nfloat normalizeDepthScalar_0(float rawDepth_0, float domainMin_1, float domainMax_1, int scaleType_1, float symlogConstant_1)\n{\n\n return normalizeScore_0(rawDepth_0, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1);\n}\n\n\nfloat covNormalizeDepth_0(float relDepth_0, CoverageBandUniforms_0 u_4)\n{\n return normalizeDepthScalar_0(relDepth_0 * u_4.regionMaxDepth_0, u_4.depthDomainMin_0, u_4.depthDomainMax_0, u_4.coverageScaleType_0, u_4.coverageSymlogConstant_0);\n}\n\n\nfloat covEffectiveHeightPx_0(float covHeight_2, float covYOffset_2)\n{\n\n return max(covHeight_2 - 2.0 * covYOffset_2, 0.0);\n}\n\n\nfloat covEffHeight_0(CoverageBandUniforms_0 u_5)\n{\n\n return covEffectiveHeightPx_0(u_5.covHeight_0, u_5.covYOffset_0);\n}\n\n\nfloat covBarHeightPx_0(float depthFraction_0, float effectiveHeightPx_0)\n{\n\n return depthFraction_0 * effectiveHeightPx_0;\n}\n\n\nfloat covSegBottomPx_0(float baselinePx_0, float yOffset_0, float barHeightPx_0)\n{\n return baselinePx_0 - yOffset_0 * barHeightPx_0;\n}\n\n\nfloat yPxToClipY_0(float yPx_0, float canvasHeight_0)\n{\n\n return 1.0 - yPx_0 / canvasHeight_0 * 2.0;\n}\n\n\nfloat covSegTopPx_0(float baselinePx_1, float yOffset_1, float segHeight_0, float barHeightPx_1)\n{\n return covSegBottomPx_0(baselinePx_1, yOffset_1, barHeightPx_1) - segHeight_0 * barHeightPx_1;\n}\n\n\nfloat covFlipX_0(float x_2, CoverageBandUniforms_0 u_6)\n{\n\n return mix(x_2, - x_2, u_6.reversed_0);\n}\n\n\nvec4 covFlippedQuad_0(float x0_0, float x1_5, float yBot_0, float yTop_0, vec2 local_0, CoverageBandUniforms_0 u_7)\n{\n return vec4(covFlipX_0(mix(x0_0, x1_5, local_0.x), u_7), mix(yBot_0, yTop_0, local_0.y), 0.0, 1.0);\n}\n\n\nvec4 covSegQuad_0(uint position_0, uint widthBp_0, float yOffset_2, float segHeight_1, float relDepth_1, vec2 local_1, CoverageBandUniforms_0 u_8)\n{\n\n vec2 xx_0 = covExpandMinWidthX_0(covBpToClipX_0(position_0, u_8), covBpToClipX_0(position_0 + widthBp_0, u_8), u_8.canvasW_0);\n\n float basePx_0 = covBaselinePx_0(u_8);\n float barPx_0 = covBarHeightPx_0(covNormalizeDepth_0(relDepth_1, u_8), covEffHeight_0(u_8));\n return covFlippedQuad_0(xx_0.x, xx_0.y, yPxToClipY_0(covSegBottomPx_0(basePx_0, yOffset_2, barPx_0), u_8.canvasH_0), yPxToClipY_0(covSegTopPx_0(basePx_0, yOffset_2, segHeight_1, barPx_0), u_8.canvasH_0), local_1, u_8);\n}\n\n\nvec4 unpackRGBA_0(uint c_1)\n{\n\n return vec4(float((c_1 >> 0U) & 255U), float((c_1 >> 8U) & 255U), float((c_1 >> 16U) & 255U), float((c_1 >> 24U) & 255U)) / 255.0;\n}\n\n\nout vec4 v_color;\n\n\nlayout(location = 0)\nin uint a_position;\n\n\nlayout(location = 1)\nin float a_yOffset;\n\n\nlayout(location = 2)\nin float a_segHeight;\n\n\nlayout(location = 3)\nin uint a_packedColor;\n\n\nlayout(location = 4)\nin float a_relDepth;\n\n\nstruct CoverageVsOut_0\n{\n vec4 position_1;\n vec4 color_0;\n};\n\n\nvoid main()\n{\n\n CoverageVsOut_0 o_0;\n\n CoverageBandUniforms_0 _S13 = CoverageBandUniforms_0(u_0.bpHi_0, u_0.bpLo_0, u_0.bpLen_0, u_0.hpZero_0, u_0.canvasW_0, u_0.canvasH_0, u_0.covHeight_0, u_0.covYOffset_0, u_0.covTop_0, u_0.regionMaxDepth_0, u_0.depthDomainMax_0, u_0.depthDomainMin_0, u_0.coverageSymlogConstant_0, u_0.binSize_0, u_0.interbaseHeight_0, u_0.snpMinFreq_0, u_0.reversed_0, u_0.coverageScaleType_0, u_0.colorCoverage_0, u_0.colorBaseA_0, u_0.colorBaseC_0, u_0.colorBaseG_0, u_0.colorBaseT_0, u_0.colorBaseN_0, u_0.colorInsertionIndicator_0, u_0.colorSoftclipIndicator_0, u_0.colorHardclipIndicator_0);\n o_0.position_1 = covSegQuad_0(a_position, 1U, a_yOffset, a_segHeight, a_relDepth, quadLocal_0(uint(gl_VertexID)), _S13);\n\n o_0.color_0 = unpackRGBA_0(a_packedColor);\n CoverageVsOut_0 _S14 = o_0;\n\n gl_Position = o_0.position_1;\n\n v_color = _S14.color_0;\n\n return;\n}\n\n";
2
+ export declare const GLSL_FRAGMENT = "#version 300 es\nprecision highp float;\nprecision highp int;\nlayout(location = 0)\nout vec4 entryPointParam_fs_main_0;\n\n\nin vec4 v_color;\n\n\nvoid main()\n{\n\n entryPointParam_fs_main_0 = v_color;\n\n return;\n}\n\n";
@@ -0,0 +1,4 @@
1
+ // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageMod.slang.
2
+ // Do not edit. Run `pnpm gen:shaders` to regenerate.
3
+ export const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nstruct CoverageBandUniforms_0\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n};\n\n\nlayout(std140) uniform Uniforms\n{\n float bpHi_0;\n float bpLo_0;\n float bpLen_0;\n float hpZero_0;\n float canvasW_0;\n float canvasH_0;\n float covHeight_0;\n float covYOffset_0;\n float covTop_0;\n float regionMaxDepth_0;\n float depthDomainMax_0;\n float depthDomainMin_0;\n float coverageSymlogConstant_0;\n float binSize_0;\n float interbaseHeight_0;\n float snpMinFreq_0;\n float reversed_0;\n int coverageScaleType_0;\n uint colorCoverage_0;\n uint colorBaseA_0;\n uint colorBaseC_0;\n uint colorBaseG_0;\n uint colorBaseT_0;\n uint colorBaseN_0;\n uint colorInsertionIndicator_0;\n uint colorSoftclipIndicator_0;\n uint colorHardclipIndicator_0;\n}u_0;\n\nvec2 quadLocal_0(uint vid_0)\n{\n\n uint v_0 = vid_0 % 6U;\n\n bool _S1 = v_0 == 0U;\n\n bool _S2;\n\n if(_S1)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 2U;\n\n }\n\n if(_S2)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 3U;\n\n }\n\n float _S3;\n\n if(_S2)\n {\n\n _S3 = 0.0;\n\n }\n else\n {\n\n _S3 = 1.0;\n\n }\n if(_S1)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 1U;\n\n }\n\n if(_S2)\n {\n\n _S2 = true;\n\n }\n else\n {\n\n _S2 = v_0 == 4U;\n\n }\n\n float _S4;\n\n if(_S2)\n {\n\n _S4 = 0.0;\n\n }\n else\n {\n\n _S4 = 1.0;\n\n }\n\n return vec2(_S3, _S4);\n}\n\n\nvec2 hpSplitUint_0(uint value_0)\n{\n\n uint lo_0 = value_0 & 4095U;\n\n return vec2(float(value_0 - lo_0), float(lo_0));\n}\n\n\nfloat hpToClipX_0(vec2 splitPos_0, vec3 bpRange_0, float hpZero_1)\n{\n float step_0 = 2.0 / bpRange_0.z;\n float _S5 = - (1.0 / hpZero_1);\n\n return dot(vec3(-1.0, max(splitPos_0.x - bpRange_0.x, _S5), max(splitPos_0.y - bpRange_0.y, _S5)), vec3(1.0, step_0, step_0));\n}\n\n\nfloat covBpToClipX_0(uint bp_0, CoverageBandUniforms_0 u_1)\n{\n\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3(u_1.bpHi_0, u_1.bpLo_0, u_1.bpLen_0), u_1.hpZero_0);\n}\n\n\nfloat expandToMinWidthLeftPx_0(float x1_0, float x2_0, float minWidth_0)\n{\n\n float _S6;\n if((x2_0 - x1_0) < minWidth_0)\n {\n\n _S6 = (x1_0 + x2_0) * 0.5 - minWidth_0 * 0.5;\n\n }\n else\n {\n\n _S6 = x1_0;\n\n }\n\n return _S6;\n}\n\nfloat expandToMinWidthRightPx_0(float x1_1, float x2_1, float minWidth_1)\n{\n\n float _S7;\n if((x2_1 - x1_1) < minWidth_1)\n {\n\n _S7 = (x1_1 + x2_1) * 0.5 + minWidth_1 * 0.5;\n\n }\n else\n {\n\n _S7 = x2_1;\n\n }\n\n return _S7;\n}\n\nvec2 expandToMinWidthPx_0(float x1_2, float x2_2, float minWidth_2)\n{\n\n return vec2(expandToMinWidthLeftPx_0(x1_2, x2_2, minWidth_2), expandToMinWidthRightPx_0(x1_2, x2_2, minWidth_2));\n}\n\n\n\n\nvec2 expandToMinWidthX_0(float x1_3, float x2_3, float minWidthPx_0, float canvasWidth_0)\n{\n\n return expandToMinWidthPx_0(x1_3, x2_3, minWidthPx_0 * 2.0 / canvasWidth_0);\n}\n\n\nvec2 covExpandMinWidthX_0(float x1_4, float x2_4, float canvasWidth_1)\n{\n\n return expandToMinWidthX_0(x1_4, x2_4, 1.0, canvasWidth_1);\n}\n\n\nfloat covBottomOffsetPx_0(float covHeight_1, float covYOffset_1)\n{\n\n return covHeight_1 - covYOffset_1;\n}\n\n\nfloat covBaselinePx_0(CoverageBandUniforms_0 u_2)\n{\n\n return u_2.covTop_0 + covBottomOffsetPx_0(u_2.covHeight_0, u_2.covYOffset_0);\n}\n\n\nfloat log1pf_0(float x_0)\n{\n\n float u_3 = 1.0 + x_0;\n\n float _S8;\n if(u_3 == 1.0)\n {\n\n _S8 = x_0;\n\n }\n else\n {\n\n _S8 = log(u_3) * (x_0 / (u_3 - 1.0));\n\n }\n\n return _S8;\n}\n\nfloat symlogTransform_0(float x_1, float c_0)\n{\n\n return float((int(sign((x_1))))) * log1pf_0(abs(x_1 / c_0));\n}\n\nfloat normalizeScore_0(float score_0, float domainMin_0, float domainMax_0, int scaleType_0, float symlogConstant_0)\n{\n\n float tMax_0;\n\n float tMin_0;\n\n float t_0;\n\n\n\n if(scaleType_0 == 2)\n {\n\n float _S9 = symlogTransform_0(score_0, symlogConstant_0);\n float _S10 = symlogTransform_0(domainMin_0, symlogConstant_0);\n\n tMax_0 = symlogTransform_0(domainMax_0, symlogConstant_0);\n\n tMin_0 = _S10;\n\n t_0 = _S9;\n\n }\n else\n {\n\n if(scaleType_0 == 1)\n {\n if(domainMin_0 > 0.0)\n {\n\n tMax_0 = domainMin_0;\n\n }\n else\n {\n\n tMax_0 = 1.0;\n\n }\n float _S11 = log2(max(score_0, tMax_0));\n float _S12 = log2(tMax_0);\n\n tMax_0 = log2(max(domainMax_0, tMax_0));\n\n tMin_0 = _S12;\n\n t_0 = _S11;\n\n }\n else\n {\n\n tMax_0 = domainMax_0;\n\n tMin_0 = domainMin_0;\n\n t_0 = 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_0 > 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 clamp((t_0 - tMin_0) / tRange_0, 0.0, 1.0);\n}\n\n\nfloat normalizeDepthScalar_0(float rawDepth_0, float domainMin_1, float domainMax_1, int scaleType_1, float symlogConstant_1)\n{\n\n return normalizeScore_0(rawDepth_0, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1);\n}\n\n\nfloat covNormalizeDepth_0(float relDepth_0, CoverageBandUniforms_0 u_4)\n{\n return normalizeDepthScalar_0(relDepth_0 * u_4.regionMaxDepth_0, u_4.depthDomainMin_0, u_4.depthDomainMax_0, u_4.coverageScaleType_0, u_4.coverageSymlogConstant_0);\n}\n\n\nfloat covEffectiveHeightPx_0(float covHeight_2, float covYOffset_2)\n{\n\n return max(covHeight_2 - 2.0 * covYOffset_2, 0.0);\n}\n\n\nfloat covEffHeight_0(CoverageBandUniforms_0 u_5)\n{\n\n return covEffectiveHeightPx_0(u_5.covHeight_0, u_5.covYOffset_0);\n}\n\n\nfloat covBarHeightPx_0(float depthFraction_0, float effectiveHeightPx_0)\n{\n\n return depthFraction_0 * effectiveHeightPx_0;\n}\n\n\nfloat covSegBottomPx_0(float baselinePx_0, float yOffset_0, float barHeightPx_0)\n{\n return baselinePx_0 - yOffset_0 * barHeightPx_0;\n}\n\n\nfloat yPxToClipY_0(float yPx_0, float canvasHeight_0)\n{\n\n return 1.0 - yPx_0 / canvasHeight_0 * 2.0;\n}\n\n\nfloat covSegTopPx_0(float baselinePx_1, float yOffset_1, float segHeight_0, float barHeightPx_1)\n{\n return covSegBottomPx_0(baselinePx_1, yOffset_1, barHeightPx_1) - segHeight_0 * barHeightPx_1;\n}\n\n\nfloat covFlipX_0(float x_2, CoverageBandUniforms_0 u_6)\n{\n\n return mix(x_2, - x_2, u_6.reversed_0);\n}\n\n\nvec4 covFlippedQuad_0(float x0_0, float x1_5, float yBot_0, float yTop_0, vec2 local_0, CoverageBandUniforms_0 u_7)\n{\n return vec4(covFlipX_0(mix(x0_0, x1_5, local_0.x), u_7), mix(yBot_0, yTop_0, local_0.y), 0.0, 1.0);\n}\n\n\nvec4 covSegQuad_0(uint position_0, uint widthBp_0, float yOffset_2, float segHeight_1, float relDepth_1, vec2 local_1, CoverageBandUniforms_0 u_8)\n{\n\n vec2 xx_0 = covExpandMinWidthX_0(covBpToClipX_0(position_0, u_8), covBpToClipX_0(position_0 + widthBp_0, u_8), u_8.canvasW_0);\n\n float basePx_0 = covBaselinePx_0(u_8);\n float barPx_0 = covBarHeightPx_0(covNormalizeDepth_0(relDepth_1, u_8), covEffHeight_0(u_8));\n return covFlippedQuad_0(xx_0.x, xx_0.y, yPxToClipY_0(covSegBottomPx_0(basePx_0, yOffset_2, barPx_0), u_8.canvasH_0), yPxToClipY_0(covSegTopPx_0(basePx_0, yOffset_2, segHeight_1, barPx_0), u_8.canvasH_0), local_1, u_8);\n}\n\n\nvec4 unpackRGBA_0(uint c_1)\n{\n\n return vec4(float((c_1 >> 0U) & 255U), float((c_1 >> 8U) & 255U), float((c_1 >> 16U) & 255U), float((c_1 >> 24U) & 255U)) / 255.0;\n}\n\n\nout vec4 v_color;\n\n\nlayout(location = 0)\nin uint a_position;\n\n\nlayout(location = 1)\nin float a_yOffset;\n\n\nlayout(location = 2)\nin float a_segHeight;\n\n\nlayout(location = 3)\nin uint a_packedColor;\n\n\nlayout(location = 4)\nin float a_relDepth;\n\n\nstruct CoverageVsOut_0\n{\n vec4 position_1;\n vec4 color_0;\n};\n\n\nvoid main()\n{\n\n CoverageVsOut_0 o_0;\n\n CoverageBandUniforms_0 _S13 = CoverageBandUniforms_0(u_0.bpHi_0, u_0.bpLo_0, u_0.bpLen_0, u_0.hpZero_0, u_0.canvasW_0, u_0.canvasH_0, u_0.covHeight_0, u_0.covYOffset_0, u_0.covTop_0, u_0.regionMaxDepth_0, u_0.depthDomainMax_0, u_0.depthDomainMin_0, u_0.coverageSymlogConstant_0, u_0.binSize_0, u_0.interbaseHeight_0, u_0.snpMinFreq_0, u_0.reversed_0, u_0.coverageScaleType_0, u_0.colorCoverage_0, u_0.colorBaseA_0, u_0.colorBaseC_0, u_0.colorBaseG_0, u_0.colorBaseT_0, u_0.colorBaseN_0, u_0.colorInsertionIndicator_0, u_0.colorSoftclipIndicator_0, u_0.colorHardclipIndicator_0);\n o_0.position_1 = covSegQuad_0(a_position, 1U, a_yOffset, a_segHeight, a_relDepth, quadLocal_0(uint(gl_VertexID)), _S13);\n\n o_0.color_0 = unpackRGBA_0(a_packedColor);\n CoverageVsOut_0 _S14 = o_0;\n\n gl_Position = o_0.position_1;\n\n v_color = _S14.color_0;\n\n return;\n}\n\n";
4
+ export const GLSL_FRAGMENT = "#version 300 es\nprecision highp float;\nprecision highp int;\nlayout(location = 0)\nout vec4 entryPointParam_fs_main_0;\n\n\nin vec4 v_color;\n\n\nvoid main()\n{\n\n entryPointParam_fs_main_0 = v_color;\n\n return;\n}\n\n";
@@ -1,7 +1,7 @@
1
1
  // AUTO-GENERATED by packages/shader-tools/src/shader-codegen from coverageMod.slang.
2
2
  // Do not edit. Run `pnpm gen:shaders` to regenerate.
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3
  export const BINDINGS = [
4
- { index: 1, kind: 'uniform', name: 'u' },
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+ { index: 1, kind: 'uniform', name: 'u', stages: ['vertex'] },
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5
  ];
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6
  export const VERTS_PER_INSTANCE = 6;
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7
  export const UNIFORMS_SIZE_BYTES = 112;
@@ -0,0 +1 @@
1
+ export declare const WGSL_SOURCE = "struct CoverageBandUniforms_std140_0\n{\n @align(16) bpHi_0 : f32,\n @align(4) bpLo_0 : f32,\n @align(8) bpLen_0 : f32,\n @align(4) hpZero_0 : f32,\n @align(16) canvasW_0 : f32,\n @align(4) canvasH_0 : f32,\n @align(8) covHeight_0 : f32,\n @align(4) covYOffset_0 : f32,\n @align(16) covTop_0 : f32,\n @align(4) regionMaxDepth_0 : f32,\n @align(8) depthDomainMax_0 : f32,\n @align(4) depthDomainMin_0 : f32,\n @align(16) coverageSymlogConstant_0 : f32,\n @align(4) binSize_0 : f32,\n @align(8) interbaseHeight_0 : f32,\n @align(4) snpMinFreq_0 : f32,\n @align(16) reversed_0 : f32,\n @align(4) coverageScaleType_0 : i32,\n @align(8) colorCoverage_0 : u32,\n @align(4) colorBaseA_0 : u32,\n @align(16) colorBaseC_0 : u32,\n @align(4) colorBaseG_0 : u32,\n @align(8) colorBaseT_0 : u32,\n @align(4) colorBaseN_0 : u32,\n @align(16) colorInsertionIndicator_0 : u32,\n @align(4) colorSoftclipIndicator_0 : u32,\n @align(8) colorHardclipIndicator_0 : u32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : CoverageBandUniforms_std140_0;\nfn quadLocal_0( vid_0 : u32) -> vec2<f32>\n{\n var v_0 : u32 = vid_0 % u32(6);\n var _S1 : bool = v_0 == u32(0);\n var _S2 : bool;\n if(_S1)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(2);\n }\n if(_S2)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(3);\n }\n var _S3 : f32;\n if(_S2)\n {\n _S3 = 0.0f;\n }\n else\n {\n _S3 = 1.0f;\n }\n if(_S1)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(1);\n }\n if(_S2)\n {\n _S2 = true;\n }\n else\n {\n _S2 = v_0 == u32(4);\n }\n var _S4 : f32;\n if(_S2)\n {\n _S4 = 0.0f;\n }\n else\n {\n _S4 = 1.0f;\n }\n return vec2<f32>(_S3, _S4);\n}\n\nfn hpSplitUint_0( value_0 : u32) -> vec2<f32>\n{\n var lo_0 : u32 = (value_0 & (u32(4095)));\n return vec2<f32>(f32(value_0 - lo_0), f32(lo_0));\n}\n\nfn hpToClipX_0( splitPos_0 : vec2<f32>, bpRange_0 : vec3<f32>, hpZero_1 : f32) -> f32\n{\n var step_0 : f32 = 2.0f / bpRange_0.z;\n var _S5 : f32 = - (1.0f / hpZero_1);\n return dot(vec3<f32>(-1.0f, max(splitPos_0.x - bpRange_0.x, _S5), max(splitPos_0.y - bpRange_0.y, _S5)), vec3<f32>(1.0f, step_0, step_0));\n}\n\nfn covBpToClipX_0( bp_0 : u32, u_1 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(bp_0), vec3<f32>((*u_1).bpHi_0, (*u_1).bpLo_0, (*u_1).bpLen_0), (*u_1).hpZero_0);\n}\n\nfn expandToMinWidthLeftPx_0( x1_0 : f32, x2_0 : f32, minWidth_0 : f32) -> f32\n{\n var _S6 : f32;\n if((x2_0 - x1_0) < minWidth_0)\n {\n _S6 = (x1_0 + x2_0) * 0.5f - minWidth_0 * 0.5f;\n }\n else\n {\n _S6 = x1_0;\n }\n return _S6;\n}\n\nfn expandToMinWidthRightPx_0( x1_1 : f32, x2_1 : f32, minWidth_1 : f32) -> f32\n{\n var _S7 : f32;\n if((x2_1 - x1_1) < minWidth_1)\n {\n _S7 = (x1_1 + x2_1) * 0.5f + minWidth_1 * 0.5f;\n }\n else\n {\n _S7 = x2_1;\n }\n return _S7;\n}\n\nfn expandToMinWidthPx_0( x1_2 : f32, x2_2 : f32, minWidth_2 : f32) -> vec2<f32>\n{\n return vec2<f32>(expandToMinWidthLeftPx_0(x1_2, x2_2, minWidth_2), expandToMinWidthRightPx_0(x1_2, x2_2, minWidth_2));\n}\n\nfn expandToMinWidthX_0( x1_3 : f32, x2_3 : f32, minWidthPx_0 : f32, canvasWidth_0 : f32) -> vec2<f32>\n{\n return expandToMinWidthPx_0(x1_3, x2_3, minWidthPx_0 * 2.0f / canvasWidth_0);\n}\n\nfn covExpandMinWidthX_0( x1_4 : f32, x2_4 : f32, canvasWidth_1 : f32) -> vec2<f32>\n{\n return expandToMinWidthX_0(x1_4, x2_4, 1.0f, canvasWidth_1);\n}\n\nfn covBottomOffsetPx_0( covHeight_1 : f32, covYOffset_1 : f32) -> f32\n{\n return covHeight_1 - covYOffset_1;\n}\n\nfn covBaselinePx_0( u_2 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return (*u_2).covTop_0 + covBottomOffsetPx_0((*u_2).covHeight_0, (*u_2).covYOffset_0);\n}\n\nfn log1pf_0( x_0 : f32) -> f32\n{\n var u_3 : f32 = 1.0f + x_0;\n var _S8 : f32;\n if(u_3 == 1.0f)\n {\n _S8 = x_0;\n }\n else\n {\n _S8 = log(u_3) * (x_0 / (u_3 - 1.0f));\n }\n return _S8;\n}\n\nfn symlogTransform_0( x_1 : f32, c_0 : f32) -> f32\n{\n return f32((i32(sign((x_1))))) * log1pf_0(abs(x_1 / c_0));\n}\n\nfn normalizeScore_0( score_0 : f32, domainMin_0 : f32, domainMax_0 : f32, scaleType_0 : i32, symlogConstant_0 : f32) -> f32\n{\n var tMax_0 : f32;\n var tMin_0 : f32;\n var t_0 : f32;\n if(scaleType_0 == i32(2))\n {\n var _S9 : f32 = symlogTransform_0(score_0, symlogConstant_0);\n var _S10 : f32 = symlogTransform_0(domainMin_0, symlogConstant_0);\n tMax_0 = symlogTransform_0(domainMax_0, symlogConstant_0);\n tMin_0 = _S10;\n t_0 = _S9;\n }\n else\n {\n if(scaleType_0 == i32(1))\n {\n if(domainMin_0 > 0.0f)\n {\n tMax_0 = domainMin_0;\n }\n else\n {\n tMax_0 = 1.0f;\n }\n var _S11 : f32 = log2(max(score_0, tMax_0));\n var _S12 : f32 = log2(tMax_0);\n tMax_0 = log2(max(domainMax_0, tMax_0));\n tMin_0 = _S12;\n t_0 = _S11;\n }\n else\n {\n tMax_0 = domainMax_0;\n tMin_0 = domainMin_0;\n t_0 = score_0;\n }\n }\n var tRange_0 : f32 = tMax_0 - tMin_0;\n if(tRange_0 <= 0.0f)\n {\n if(t_0 > 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 clamp((t_0 - tMin_0) / tRange_0, 0.0f, 1.0f);\n}\n\nfn normalizeDepthScalar_0( rawDepth_0 : f32, domainMin_1 : f32, domainMax_1 : f32, scaleType_1 : i32, symlogConstant_1 : f32) -> f32\n{\n return normalizeScore_0(rawDepth_0, domainMin_1, domainMax_1, scaleType_1, symlogConstant_1);\n}\n\nfn covNormalizeDepth_0( relDepth_0 : f32, u_4 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return normalizeDepthScalar_0(relDepth_0 * (*u_4).regionMaxDepth_0, (*u_4).depthDomainMin_0, (*u_4).depthDomainMax_0, (*u_4).coverageScaleType_0, (*u_4).coverageSymlogConstant_0);\n}\n\nfn covEffectiveHeightPx_0( covHeight_2 : f32, covYOffset_2 : f32) -> f32\n{\n return max(covHeight_2 - 2.0f * covYOffset_2, 0.0f);\n}\n\nfn covEffHeight_0( u_5 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return covEffectiveHeightPx_0((*u_5).covHeight_0, (*u_5).covYOffset_0);\n}\n\nfn covBarHeightPx_0( depthFraction_0 : f32, effectiveHeightPx_0 : f32) -> f32\n{\n return depthFraction_0 * effectiveHeightPx_0;\n}\n\nfn covSegBottomPx_0( baselinePx_0 : f32, yOffset_0 : f32, barHeightPx_0 : f32) -> f32\n{\n return baselinePx_0 - yOffset_0 * barHeightPx_0;\n}\n\nfn yPxToClipY_0( yPx_0 : f32, canvasHeight_0 : f32) -> f32\n{\n return 1.0f - yPx_0 / canvasHeight_0 * 2.0f;\n}\n\nfn covSegTopPx_0( baselinePx_1 : f32, yOffset_1 : f32, segHeight_0 : f32, barHeightPx_1 : f32) -> f32\n{\n return covSegBottomPx_0(baselinePx_1, yOffset_1, barHeightPx_1) - segHeight_0 * barHeightPx_1;\n}\n\nfn covFlipX_0( x_2 : f32, u_6 : ptr<function, CoverageBandUniforms_std140_0>) -> f32\n{\n return mix(x_2, - x_2, (*u_6).reversed_0);\n}\n\nfn covFlippedQuad_0( x0_0 : f32, x1_5 : f32, yBot_0 : f32, yTop_0 : f32, local_0 : vec2<f32>, u_7 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S13 : f32 = covFlipX_0(mix(x0_0, x1_5, local_0.x), &((*u_7)));\n return vec4<f32>(_S13, mix(yBot_0, yTop_0, local_0.y), 0.0f, 1.0f);\n}\n\nfn covSegQuad_0( position_0 : u32, widthBp_0 : u32, yOffset_2 : f32, segHeight_1 : f32, relDepth_1 : f32, local_1 : vec2<f32>, u_8 : ptr<function, CoverageBandUniforms_std140_0>) -> vec4<f32>\n{\n var _S14 : f32 = covBpToClipX_0(position_0, &((*u_8)));\n var _S15 : f32 = covBpToClipX_0(position_0 + widthBp_0, &((*u_8)));\n var xx_0 : vec2<f32> = covExpandMinWidthX_0(_S14, _S15, (*u_8).canvasW_0);\n var _S16 : f32 = covBaselinePx_0(&((*u_8)));\n var _S17 : f32 = covNormalizeDepth_0(relDepth_1, &((*u_8)));\n var _S18 : f32 = covEffHeight_0(&((*u_8)));\n var barPx_0 : f32 = covBarHeightPx_0(_S17, _S18);\n var _S19 : vec4<f32> = covFlippedQuad_0(xx_0.x, xx_0.y, yPxToClipY_0(covSegBottomPx_0(_S16, yOffset_2, barPx_0), (*u_8).canvasH_0), yPxToClipY_0(covSegTopPx_0(_S16, yOffset_2, segHeight_1, barPx_0), (*u_8).canvasH_0), local_1, &((*u_8)));\n return _S19;\n}\n\nfn unpackRGBA_0( c_1 : u32) -> vec4<f32>\n{\n return vec4<f32>(f32((((c_1 >> (u32(0)))) & (u32(255)))), f32((((c_1 >> (u32(8)))) & (u32(255)))), f32((((c_1 >> (u32(16)))) & (u32(255)))), f32((((c_1 >> (u32(24)))) & (u32(255))))) / vec4<f32>(255.0f);\n}\n\nstruct CoverageVsOut_0\n{\n @builtin(position) position_1 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n};\n\nstruct vertexInput_0\n{\n @location(0) position_2 : u32,\n @location(1) yOffset_3 : f32,\n @location(2) segHeight_2 : f32,\n @location(3) packedColor_0 : u32,\n @location(4) relDepth_2 : f32,\n};\n\n@vertex\nfn vs_main( _S20 : vertexInput_0, @builtin(vertex_index) vid_1 : u32) -> CoverageVsOut_0\n{\n var o_0 : CoverageVsOut_0;\n var _S21 : vec2<f32> = quadLocal_0(vid_1);\n var _S22 : CoverageBandUniforms_std140_0 = u_0;\n var _S23 : vec4<f32> = covSegQuad_0(_S20.position_2, u32(1), _S20.yOffset_3, _S20.segHeight_2, _S20.relDepth_2, _S21, &(_S22));\n o_0.position_1 = _S23;\n o_0.color_0 = unpackRGBA_0(_S20.packedColor_0);\n return o_0;\n}\n\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_1 : vec4<f32>,\n};\n\n@fragment\nfn fs_main( _S24 : pixelInput_0, @builtin(position) position_3 : vec4<f32>) -> pixelOutput_0\n{\n var _S25 : pixelOutput_0 = pixelOutput_0( _S24.color_1 );\n return _S25;\n}\n\n";