@jbrowse/render-core 5.0.0-beta.7 → 5.0.0-beta.9
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/esm/RenderCanvas.d.ts +2 -2
- package/esm/RenderLifecycleMixin.d.ts +7 -6
- package/esm/RenderLifecycleMixin.js +7 -6
- package/esm/canvas2dUtils.d.ts +58 -17
- package/esm/canvas2dUtils.js +82 -30
- package/esm/computePipeline.d.ts +4 -3
- package/esm/computePipeline.js +21 -14
- package/esm/coverageBand.d.ts +3 -3
- package/esm/coverageBand.js +2 -2
- package/esm/coverageBandBuffers.d.ts +2 -3
- package/esm/createRenderingBackend.d.ts +1 -1
- package/esm/displayPhase.d.ts +79 -109
- package/esm/displayPhase.js +42 -83
- package/esm/gpuDevice.d.ts +11 -10
- package/esm/gpuDevice.js +10 -11
- package/esm/graphicsCapabilities.d.ts +6 -7
- package/esm/graphicsCapabilities.js +3 -4
- package/esm/hal/createHal.js +1 -1
- package/esm/hal/deviceGpuCache.d.ts +25 -30
- package/esm/hal/deviceGpuCache.js +85 -97
- package/esm/hal/index.d.ts +2 -2
- package/esm/hal/index.js +1 -1
- package/esm/hal/mockHal.d.ts +8 -6
- package/esm/hal/mockHal.js +7 -2
- package/esm/hal/passIds.d.ts +8 -7
- package/esm/hal/passIds.js +11 -10
- package/esm/hal/types.d.ts +28 -12
- package/esm/hal/webgl2Hal.d.ts +11 -3
- package/esm/hal/webgl2Hal.js +116 -145
- package/esm/hal/webgpuHal.d.ts +8 -8
- package/esm/hal/webgpuHal.js +97 -124
- package/esm/instancePass.d.ts +2 -1
- package/esm/mapUploadSync.d.ts +2 -2
- package/esm/mapUploadSync.js +2 -2
- package/esm/marks/barMark.d.ts +6 -3
- package/esm/marks/barMark.js +19 -13
- package/esm/marks/drawAgainstHit.d.ts +58 -39
- package/esm/marks/drawAgainstHit.js +136 -96
- package/esm/marks/glyphPaint.d.ts +14 -2
- package/esm/marks/glyphPaint.js +16 -2
- package/esm/marks/index.d.ts +4 -2
- package/esm/marks/index.js +3 -2
- package/esm/marks/markBackend.d.ts +2 -2
- package/esm/marks/markBackend.js +2 -2
- package/esm/marks/markHit.d.ts +2 -2
- package/esm/marks/markHit.js +2 -2
- package/esm/marks/markPlan.d.ts +2 -2
- package/esm/marks/markPlan.js +2 -2
- package/esm/marks/markRamp.d.ts +1 -3
- package/esm/marks/markRamp.js +1 -5
- package/esm/marks/nearestMarkHit.d.ts +49 -0
- package/esm/marks/nearestMarkHit.js +126 -0
- package/esm/marks/pointMark.d.ts +9 -2
- package/esm/marks/pointMark.js +36 -31
- package/esm/marks/rowLane.d.ts +17 -0
- package/esm/marks/rowLane.js +11 -0
- package/esm/marks/spanMark.d.ts +6 -26
- package/esm/marks/spanMark.js +34 -31
- package/esm/marks/types.d.ts +51 -181
- package/esm/marks/types.js +91 -131
- package/esm/namedReactions.d.ts +3 -4
- package/esm/namedReactions.js +3 -4
- package/esm/scoreScale.d.ts +20 -0
- package/esm/scoreScale.js +77 -0
- package/esm/shaders/barMark.generated.d.ts +2 -3
- package/esm/shaders/barMark.generated.js +4 -3
- package/esm/shaders/barMark.glsl.generated.d.ts +2 -0
- package/esm/shaders/barMark.glsl.generated.js +4 -0
- package/esm/shaders/barMark.iface.generated.d.ts +12 -6
- package/esm/shaders/barMark.iface.generated.js +27 -15
- package/esm/shaders/barMark.wgsl.generated.d.ts +1 -0
- package/esm/shaders/barMark.wgsl.generated.js +3 -0
- package/esm/shaders/coverageBar.generated.d.ts +2 -3
- package/esm/shaders/coverageBar.generated.js +4 -3
- package/esm/shaders/coverageBar.glsl.generated.d.ts +2 -0
- package/esm/shaders/coverageBar.glsl.generated.js +4 -0
- package/esm/shaders/coverageBar.iface.generated.js +1 -1
- package/esm/shaders/coverageBar.wgsl.generated.d.ts +1 -0
- package/esm/shaders/coverageBar.wgsl.generated.js +3 -0
- package/esm/shaders/coverageIndicator.generated.d.ts +2 -3
- package/esm/shaders/coverageIndicator.generated.js +4 -3
- package/esm/shaders/coverageIndicator.glsl.generated.d.ts +2 -0
- package/esm/shaders/coverageIndicator.glsl.generated.js +4 -0
- package/esm/shaders/coverageIndicator.iface.generated.js +1 -1
- package/esm/shaders/coverageIndicator.wgsl.generated.d.ts +1 -0
- package/esm/shaders/coverageIndicator.wgsl.generated.js +3 -0
- package/esm/shaders/coverageInterbase.generated.d.ts +2 -3
- package/esm/shaders/coverageInterbase.generated.js +4 -3
- package/esm/shaders/coverageInterbase.glsl.generated.d.ts +2 -0
- package/esm/shaders/coverageInterbase.glsl.generated.js +4 -0
- package/esm/shaders/coverageInterbase.iface.generated.js +1 -1
- package/esm/shaders/coverageInterbase.wgsl.generated.d.ts +1 -0
- package/esm/shaders/coverageInterbase.wgsl.generated.js +3 -0
- package/esm/shaders/coverageMod.generated.d.ts +2 -3
- package/esm/shaders/coverageMod.generated.js +4 -3
- package/esm/shaders/coverageMod.glsl.generated.d.ts +2 -0
- package/esm/shaders/coverageMod.glsl.generated.js +4 -0
- package/esm/shaders/coverageMod.iface.generated.js +1 -1
- package/esm/shaders/coverageMod.wgsl.generated.d.ts +1 -0
- package/esm/shaders/coverageMod.wgsl.generated.js +3 -0
- package/esm/shaders/coverageSnp.generated.d.ts +2 -3
- package/esm/shaders/coverageSnp.generated.js +4 -3
- package/esm/shaders/coverageSnp.glsl.generated.d.ts +2 -0
- package/esm/shaders/coverageSnp.glsl.generated.js +4 -0
- package/esm/shaders/coverageSnp.iface.generated.js +1 -1
- package/esm/shaders/coverageSnp.wgsl.generated.d.ts +1 -0
- package/esm/shaders/coverageSnp.wgsl.generated.js +3 -0
- package/esm/shaders/pointMark.generated.d.ts +2 -3
- package/esm/shaders/pointMark.generated.js +4 -3
- package/esm/shaders/pointMark.glsl.generated.d.ts +2 -0
- package/esm/shaders/pointMark.glsl.generated.js +4 -0
- package/esm/shaders/pointMark.iface.generated.d.ts +11 -3
- package/esm/shaders/pointMark.iface.generated.js +23 -9
- package/esm/shaders/pointMark.js.generated.d.ts +1 -1
- package/esm/shaders/pointMark.js.generated.js +51 -29
- package/esm/shaders/pointMark.wgsl.generated.d.ts +1 -0
- package/esm/shaders/pointMark.wgsl.generated.js +3 -0
- package/esm/shaders/scoreScale.js.generated.js +46 -22
- package/esm/shaders/spanMark.generated.d.ts +2 -3
- package/esm/shaders/spanMark.generated.js +4 -3
- package/esm/shaders/spanMark.glsl.generated.d.ts +2 -0
- package/esm/shaders/spanMark.glsl.generated.js +4 -0
- package/esm/shaders/spanMark.iface.generated.js +1 -1
- package/esm/shaders/spanMark.wgsl.generated.d.ts +1 -0
- package/esm/shaders/spanMark.wgsl.generated.js +3 -0
- package/esm/slangPass.d.ts +9 -10
- package/esm/slangPass.js +9 -3
- package/esm/useGraphicsCapabilities.d.ts +1 -1
- package/esm/useGraphicsCapabilities.js +1 -1
- package/esm/webgpuUtils.d.ts +3 -11
- package/esm/webgpuUtils.js +12 -33
- package/package.json +3 -2
- package/src/shaders/barMark.generated.ts +6 -5
- package/src/shaders/barMark.glsl.generated.ts +6 -0
- package/src/shaders/barMark.iface.generated.ts +31 -15
- package/src/shaders/barMark.slang +11 -3
- package/src/shaders/barMark.wgsl.generated.ts +4 -0
- package/src/shaders/colorPack.slang +3 -2
- package/src/shaders/coverageBand.slang +5 -11
- package/src/shaders/coverageBar.generated.ts +6 -5
- package/src/shaders/coverageBar.glsl.generated.ts +6 -0
- package/src/shaders/coverageBar.iface.generated.ts +1 -1
- package/src/shaders/coverageBar.slang +1 -1
- package/src/shaders/coverageBar.wgsl.generated.ts +4 -0
- package/src/shaders/coverageIndicator.generated.ts +6 -5
- package/src/shaders/coverageIndicator.glsl.generated.ts +6 -0
- package/src/shaders/coverageIndicator.iface.generated.ts +1 -1
- package/src/shaders/coverageIndicator.wgsl.generated.ts +4 -0
- package/src/shaders/coverageInterbase.generated.ts +6 -5
- package/src/shaders/coverageInterbase.glsl.generated.ts +6 -0
- package/src/shaders/coverageInterbase.iface.generated.ts +1 -1
- package/src/shaders/coverageInterbase.wgsl.generated.ts +4 -0
- package/src/shaders/coverageMod.generated.ts +6 -5
- package/src/shaders/coverageMod.glsl.generated.ts +6 -0
- package/src/shaders/coverageMod.iface.generated.ts +1 -1
- package/src/shaders/coverageMod.wgsl.generated.ts +4 -0
- package/src/shaders/coverageSnp.generated.ts +6 -5
- package/src/shaders/coverageSnp.glsl.generated.ts +6 -0
- package/src/shaders/coverageSnp.iface.generated.ts +1 -1
- package/src/shaders/coverageSnp.wgsl.generated.ts +4 -0
- package/src/shaders/hpmath.slang +18 -6
- package/src/shaders/pointMark.generated.ts +6 -6
- package/src/shaders/pointMark.glsl.generated.ts +6 -0
- package/src/shaders/pointMark.iface.generated.ts +28 -9
- package/src/shaders/pointMark.js.generated.ts +48 -29
- package/src/shaders/pointMark.slang +18 -5
- package/src/shaders/pointMark.wgsl.generated.ts +4 -0
- package/src/shaders/scoreScale.js.generated.ts +43 -22
- package/src/shaders/scoreScale.slang +37 -53
- package/src/shaders/spanMark.generated.ts +6 -5
- package/src/shaders/spanMark.glsl.generated.ts +6 -0
- package/src/shaders/spanMark.iface.generated.ts +1 -1
- package/src/shaders/spanMark.wgsl.generated.ts +4 -0
- package/src/shaders/valueScale.slang +8 -45
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export declare function valueToYPx(value: number, domainMin: number, domainMax: number, h: number): number;
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export declare function pointYPx(value: number, domainMin: number, domainMax: number, h: number, scaleType: number, insetPx: number): number;
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function log1pf(x) {
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return _clamp(((symlogTransform(score, symlogConstant) - tMin) / tRange), 0.0, 1.0);
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tMax = symlogTransform(domainMax, symlogConstant);
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export function pointYPx(value, domainMin, domainMax, h, scaleType, insetPx) {
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export declare const WGSL_SOURCE = "struct Uniforms_std140_0\n{\n @align(16) bpRangeX_0 : vec3<f32>,\n @align(4) canvasHeight_0 : f32,\n @align(16) domainMin_0 : f32,\n @align(4) domainMax_0 : f32,\n @align(8) valueScaleType_0 : i32,\n @align(4) rampMode_0 : i32,\n @align(16) rampMin_0 : f32,\n @align(4) rampMax_0 : f32,\n @align(8) zero_0 : f32,\n @align(4) viewportWidth_0 : f32,\n @align(16) radiusPx_0 : f32,\n @align(4) rowHeight_0 : f32,\n @align(8) insetPx_0 : f32,\n @align(4) devicePixelRatio_0 : f32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : Uniforms_std140_0;\n@binding(2) @group(0) var colorRamp_texture_0 : texture_2d<f32>;\n\n@binding(3) @group(0) var colorRamp_sampler_0 : sampler;\n\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_0 : f32) -> f32\n{\n var step_0 : f32 = 2.0f / bpRange_0.z;\n var _S5 : f32 = - (1.0f / hpZero_0);\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 bpToClipX_0( bp_0 : u32, u_1 : ptr<function, Uniforms_std140_0>) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(bp_0), (*u_1).bpRangeX_0, (*u_1).zero_0);\n}\n\nfn log1pf_0( x_0 : f32) -> f32\n{\n var u_2 : f32 = 1.0f + x_0;\n var _S6 : f32;\n if(u_2 == 1.0f)\n {\n _S6 = x_0;\n }\n else\n {\n _S6 = log(u_2) * (x_0 / (u_2 - 1.0f));\n }\n return _S6;\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_1 : f32, domainMax_1 : f32, scaleType_0 : i32, symlogConstant_0 : f32) -> f32\n{\n var tMax_0 : f32;\n var tMin_0 : f32;\n var t_0 : f32;\n if(scaleType_0 == i32(2))\n {\n var _S7 : f32 = symlogTransform_0(score_0, symlogConstant_0);\n var _S8 : f32 = symlogTransform_0(domainMin_1, symlogConstant_0);\n tMax_0 = symlogTransform_0(domainMax_1, symlogConstant_0);\n tMin_0 = _S8;\n t_0 = _S7;\n }\n else\n {\n if(scaleType_0 == i32(1))\n {\n if(domainMin_1 > 0.0f)\n {\n tMax_0 = domainMin_1;\n }\n else\n {\n tMax_0 = 1.0f;\n }\n var _S9 : f32 = log2(max(score_0, tMax_0));\n var _S10 : f32 = log2(tMax_0);\n tMax_0 = log2(max(domainMax_1, tMax_0));\n tMin_0 = _S10;\n t_0 = _S9;\n }\n else\n {\n tMax_0 = domainMax_1;\n tMin_0 = domainMin_1;\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 valueToYPxScaled_0( value_1 : f32, domainMin_2 : f32, domainMax_2 : f32, h_0 : f32, scaleType_1 : i32) -> f32\n{\n return (1.0f - normalizeScore_0(value_1, domainMin_2, domainMax_2, scaleType_1, 1.0f)) * h_0;\n}\n\nfn pointYPx_0( value_2 : f32, domainMin_3 : f32, domainMax_3 : f32, h_1 : f32, scaleType_2 : i32, insetPx_1 : f32) -> f32\n{\n var _S11 : f32 = min(insetPx_1, h_1 * 0.5f);\n return _S11 + valueToYPxScaled_0(value_2, domainMin_3, domainMax_3, h_1 - 2.0f * _S11, scaleType_2);\n}\n\nfn yPxToClipY_0( yPx_0 : f32, canvasHeight_1 : f32) -> f32\n{\n return 1.0f - yPx_0 / canvasHeight_1 * 2.0f;\n}\n\nfn clipLenToPx_0( clipLen_0 : f32, size_0 : f32) -> f32\n{\n return clipLen_0 * 0.5f * size_0;\n}\n\nfn pointDrawsBar_0( spanPx_0 : f32, radiusPx_1 : f32) -> bool\n{\n return spanPx_0 > (radiusPx_1 * 2.0f);\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\nfn rampColor_0( ramp_texture_0 : texture_2d<f32>, ramp_sampler_0 : sampler, t_1 : f32) -> vec4<f32>\n{\n return (textureSampleLevel((ramp_texture_0), (ramp_sampler_0), (vec2<f32>((clamp(t_1, 0.0f, 1.0f) * 255.0f + 0.5f) / 256.0f, 0.5f)), (0.0f)));\n}\n\nfn markInstanceColor_0( ramp_texture_1 : texture_2d<f32>, ramp_sampler_1 : sampler, packed_0 : u32, rampMode_1 : i32, rampMin_1 : f32, rampMax_1 : f32) -> vec4<f32>\n{\n if(rampMode_1 == i32(0))\n {\n return unpackRGBA_0(packed_0);\n }\n var scaleType_3 : i32;\n if(rampMode_1 == i32(2))\n {\n scaleType_3 = i32(1);\n }\n else\n {\n scaleType_3 = i32(0);\n }\n return rampColor_0(ramp_texture_1, ramp_sampler_1, normalizeScore_0((bitcast<f32>((packed_0))), rampMin_1, rampMax_1, scaleType_3, 1.0f));\n}\n\nfn pxToClipLen_0( px_0 : f32, size_1 : f32) -> f32\n{\n return px_0 * 2.0f / size_1;\n}\n\nfn clipXToPx_0( clipX_0 : f32, canvasWidth_0 : f32) -> f32\n{\n return (clipX_0 + 1.0f) * 0.5f * canvasWidth_0;\n}\n\nfn crispSquareTopLeftPx_0( centerPx_0 : f32, diameterPx_0 : f32) -> f32\n{\n return floor(centerPx_0 - diameterPx_0 * 0.5f + 0.5f);\n}\n\nfn crispSquareCornerPx_0( centerPx_1 : vec2<f32>, diameterPx_1 : f32, q_0 : vec2<f32>) -> vec2<f32>\n{\n return vec2<f32>(crispSquareTopLeftPx_0(centerPx_1.x, diameterPx_1), crispSquareTopLeftPx_0(centerPx_1.y, diameterPx_1)) + q_0 * vec2<f32>(diameterPx_1);\n}\n\nfn pxToClipX_0( xPx_0 : f32, canvasWidth_1 : f32) -> f32\n{\n return xPx_0 / canvasWidth_1 * 2.0f - 1.0f;\n}\n\nfn crispSquareCornerClip_0( centerClipX_0 : f32, centerYPx_0 : f32, diameterPx_2 : f32, q_1 : vec2<f32>, viewportWidth_1 : f32, canvasHeight_2 : f32) -> vec4<f32>\n{\n var vPx_0 : vec2<f32> = crispSquareCornerPx_0(vec2<f32>(clipXToPx_0(centerClipX_0, viewportWidth_1), centerYPx_0), diameterPx_2, q_1);\n return vec4<f32>(pxToClipX_0(vPx_0.x, viewportWidth_1), yPxToClipY_0(vPx_0.y, canvasHeight_2), 0.0f, 1.0f);\n}\n\nfn aaPx_0( dpr_0 : f32) -> f32\n{\n return 1.0f / max(dpr_0, 1.0f);\n}\n\nfn aaHalfPx_0( dpr_1 : f32) -> f32\n{\n return 0.5f * aaPx_0(dpr_1);\n}\n\nfn discExpand_0( radiusPx_2 : f32, dpr_2 : f32) -> f32\n{\n return (radiusPx_2 + aaHalfPx_0(dpr_2)) / max(radiusPx_2, 0.5f);\n}\n\nstruct VsOut_0\n{\n @builtin(position) position_0 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n @location(2) localPos_0 : vec2<f32>,\n @interpolate(flat) @location(1) shape_0 : f32,\n};\n\nstruct vertexInput_0\n{\n @location(0) x_2 : u32,\n @location(1) x2_0 : u32,\n @location(2) y_0 : f32,\n @location(3) color_1 : u32,\n @location(4) glyph_0 : u32,\n @location(5) row_0 : u32,\n};\n\n@vertex\nfn vs_main( _S12 : vertexInput_0, @builtin(vertex_index) vid_1 : u32) -> VsOut_0\n{\n var q_2 : vec2<f32> = quadLocal_0(vid_1 % u32(6));\n var local_0 : vec2<f32> = q_2 * vec2<f32>(2.0f) - vec2<f32>(1.0f);\n var xZero_0 : bool = (q_2.x) < 0.5f;\n var _S13 : Uniforms_std140_0 = u_0;\n var _S14 : f32 = bpToClipX_0(_S12.x_2, &(_S13));\n var _S15 : f32 = bpToClipX_0(_S12.x2_0, &(_S13));\n var yPx_1 : f32 = u_0.rowHeight_0 * f32(_S12.row_0) + pointYPx_0(_S12.y_0, u_0.domainMin_0, u_0.domainMax_0, u_0.rowHeight_0, u_0.valueScaleType_0, u_0.insetPx_0);\n var centerClipY_0 : f32 = yPxToClipY_0(yPx_1, u_0.canvasHeight_0);\n var isBar_0 : bool = pointDrawsBar_0(clipLenToPx_0(abs(_S15 - _S14), u_0.viewportWidth_0), u_0.radiusPx_0);\n var o_0 : VsOut_0;\n o_0.color_0 = markInstanceColor_0(colorRamp_texture_0, colorRamp_sampler_0, _S12.color_1, u_0.rampMode_0, u_0.rampMin_0, u_0.rampMax_0);\n var x_3 : f32;\n if(isBar_0)\n {\n if(xZero_0)\n {\n x_3 = min(_S14, _S15);\n }\n else\n {\n x_3 = max(_S14, _S15);\n }\n o_0.position_0 = vec4<f32>(x_3, centerClipY_0 + pxToClipLen_0(local_0.y * u_0.radiusPx_0, u_0.canvasHeight_0), 0.0f, 1.0f);\n o_0.localPos_0 = local_0;\n o_0.shape_0 = 3.0f;\n }\n else\n {\n var _S16 : bool;\n if((_S12.glyph_0) == u32(0))\n {\n _S16 = (u_0.radiusPx_0 * 2.0f) <= 3.0f;\n }\n else\n {\n _S16 = false;\n }\n if(_S16)\n {\n o_0.position_0 = crispSquareCornerClip_0(_S14, yPx_1, u_0.radiusPx_0 * 2.0f, q_2, u_0.viewportWidth_0, u_0.canvasHeight_0);\n o_0.localPos_0 = local_0;\n o_0.shape_0 = 3.0f;\n }\n else\n {\n var expand_0 : f32 = discExpand_0(u_0.radiusPx_0, u_0.devicePixelRatio_0);\n var _S17 : bool = (_S12.glyph_0) == u32(2);\n if(_S17)\n {\n x_3 = 1.60000002384185791f;\n }\n else\n {\n x_3 = 1.0f;\n }\n var halfPx_0 : f32 = u_0.radiusPx_0 * expand_0 * x_3;\n o_0.position_0 = vec4<f32>(_S14 + pxToClipLen_0(local_0.x * halfPx_0, u_0.viewportWidth_0), centerClipY_0 + pxToClipLen_0(local_0.y * halfPx_0, u_0.canvasHeight_0), 0.0f, 1.0f);\n o_0.localPos_0 = local_0 * vec2<f32>(expand_0);\n if((_S12.glyph_0) == u32(1))\n {\n x_3 = 2.0f;\n }\n else\n {\n if(_S17)\n {\n x_3 = 1.0f;\n }\n else\n {\n x_3 = 0.0f;\n }\n }\n o_0.shape_0 = x_3;\n }\n }\n return o_0;\n}\n\nfn discCoverage_0( localPos_1 : vec2<f32>) -> f32\n{\n return 1.0f - length(localPos_1);\n}\n\nfn aaGradient_0( d_0 : f32) -> f32\n{\n return max(length(vec2<f32>(dpdx(d_0), dpdy(d_0))), 0.00000999999974738f);\n}\n\nfn aaRamp_0( signedInk_0 : f32, widthPx_0 : f32) -> f32\n{\n return clamp(signedInk_0 / widthPx_0 + 0.5f, 0.0f, 1.0f);\n}\n\nfn glyphEdgeAlpha_0( coverage_0 : f32) -> f32\n{\n return aaRamp_0(coverage_0, aaGradient_0(coverage_0));\n}\n\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_2 : vec4<f32>,\n @location(2) localPos_2 : vec2<f32>,\n @interpolate(flat) @location(1) shape_1 : f32,\n};\n\n@fragment\nfn fs_main( _S18 : pixelInput_0, @builtin(position) position_1 : vec4<f32>) -> pixelOutput_0\n{\n var coverage_1 : f32;\n if((_S18.shape_1) > 2.5f)\n {\n coverage_1 = 1.0f;\n }\n else\n {\n if((_S18.shape_1) > 1.5f)\n {\n var _S19 : f32 = _S18.localPos_2.y;\n var _S20 : f32 = _S18.localPos_2.x;\n coverage_1 = min(1.0f - _S19, min((2.0f * _S20 + _S19 + 1.0f) * 0.44721359014511108f, (-2.0f * _S20 + _S19 + 1.0f) * 0.44721359014511108f));\n }\n else\n {\n if((_S18.shape_1) > 0.5f)\n {\n coverage_1 = 1.0f - (abs(_S18.localPos_2.x) + abs(_S18.localPos_2.y));\n }\n else\n {\n coverage_1 = discCoverage_0(_S18.localPos_2);\n }\n }\n }\n var alpha_0 : f32 = glyphEdgeAlpha_0(coverage_1);\n if(alpha_0 <= 0.0f)\n {\n discard;\n }\n var _S21 : pixelOutput_0 = pixelOutput_0( vec4<f32>(_S18.color_2.xyz, _S18.color_2.w * alpha_0) );\n return _S21;\n}\n\n";
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// AUTO-GENERATED by packages/shader-tools/src/shader-codegen from pointMark.slang.
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// Do not edit. Run `pnpm gen:shaders` to regenerate.
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export const WGSL_SOURCE = "struct Uniforms_std140_0\n{\n @align(16) bpRangeX_0 : vec3<f32>,\n @align(4) canvasHeight_0 : f32,\n @align(16) domainMin_0 : f32,\n @align(4) domainMax_0 : f32,\n @align(8) valueScaleType_0 : i32,\n @align(4) rampMode_0 : i32,\n @align(16) rampMin_0 : f32,\n @align(4) rampMax_0 : f32,\n @align(8) zero_0 : f32,\n @align(4) viewportWidth_0 : f32,\n @align(16) radiusPx_0 : f32,\n @align(4) rowHeight_0 : f32,\n @align(8) insetPx_0 : f32,\n @align(4) devicePixelRatio_0 : f32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : Uniforms_std140_0;\n@binding(2) @group(0) var colorRamp_texture_0 : texture_2d<f32>;\n\n@binding(3) @group(0) var colorRamp_sampler_0 : sampler;\n\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_0 : f32) -> f32\n{\n var step_0 : f32 = 2.0f / bpRange_0.z;\n var _S5 : f32 = - (1.0f / hpZero_0);\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 bpToClipX_0( bp_0 : u32, u_1 : ptr<function, Uniforms_std140_0>) -> f32\n{\n return hpToClipX_0(hpSplitUint_0(bp_0), (*u_1).bpRangeX_0, (*u_1).zero_0);\n}\n\nfn log1pf_0( x_0 : f32) -> f32\n{\n var u_2 : f32 = 1.0f + x_0;\n var _S6 : f32;\n if(u_2 == 1.0f)\n {\n _S6 = x_0;\n }\n else\n {\n _S6 = log(u_2) * (x_0 / (u_2 - 1.0f));\n }\n return _S6;\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_1 : f32, domainMax_1 : f32, scaleType_0 : i32, symlogConstant_0 : f32) -> f32\n{\n var tMax_0 : f32;\n var tMin_0 : f32;\n var t_0 : f32;\n if(scaleType_0 == i32(2))\n {\n var _S7 : f32 = symlogTransform_0(score_0, symlogConstant_0);\n var _S8 : f32 = symlogTransform_0(domainMin_1, symlogConstant_0);\n tMax_0 = symlogTransform_0(domainMax_1, symlogConstant_0);\n tMin_0 = _S8;\n t_0 = _S7;\n }\n else\n {\n if(scaleType_0 == i32(1))\n {\n if(domainMin_1 > 0.0f)\n {\n tMax_0 = domainMin_1;\n }\n else\n {\n tMax_0 = 1.0f;\n }\n var _S9 : f32 = log2(max(score_0, tMax_0));\n var _S10 : f32 = log2(tMax_0);\n tMax_0 = log2(max(domainMax_1, tMax_0));\n tMin_0 = _S10;\n t_0 = _S9;\n }\n else\n {\n tMax_0 = domainMax_1;\n tMin_0 = domainMin_1;\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 valueToYPxScaled_0( value_1 : f32, domainMin_2 : f32, domainMax_2 : f32, h_0 : f32, scaleType_1 : i32) -> f32\n{\n return (1.0f - normalizeScore_0(value_1, domainMin_2, domainMax_2, scaleType_1, 1.0f)) * h_0;\n}\n\nfn pointYPx_0( value_2 : f32, domainMin_3 : f32, domainMax_3 : f32, h_1 : f32, scaleType_2 : i32, insetPx_1 : f32) -> f32\n{\n var _S11 : f32 = min(insetPx_1, h_1 * 0.5f);\n return _S11 + valueToYPxScaled_0(value_2, domainMin_3, domainMax_3, h_1 - 2.0f * _S11, scaleType_2);\n}\n\nfn yPxToClipY_0( yPx_0 : f32, canvasHeight_1 : f32) -> f32\n{\n return 1.0f - yPx_0 / canvasHeight_1 * 2.0f;\n}\n\nfn clipLenToPx_0( clipLen_0 : f32, size_0 : f32) -> f32\n{\n return clipLen_0 * 0.5f * size_0;\n}\n\nfn pointDrawsBar_0( spanPx_0 : f32, radiusPx_1 : f32) -> bool\n{\n return spanPx_0 > (radiusPx_1 * 2.0f);\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\nfn rampColor_0( ramp_texture_0 : texture_2d<f32>, ramp_sampler_0 : sampler, t_1 : f32) -> vec4<f32>\n{\n return (textureSampleLevel((ramp_texture_0), (ramp_sampler_0), (vec2<f32>((clamp(t_1, 0.0f, 1.0f) * 255.0f + 0.5f) / 256.0f, 0.5f)), (0.0f)));\n}\n\nfn markInstanceColor_0( ramp_texture_1 : texture_2d<f32>, ramp_sampler_1 : sampler, packed_0 : u32, rampMode_1 : i32, rampMin_1 : f32, rampMax_1 : f32) -> vec4<f32>\n{\n if(rampMode_1 == i32(0))\n {\n return unpackRGBA_0(packed_0);\n }\n var scaleType_3 : i32;\n if(rampMode_1 == i32(2))\n {\n scaleType_3 = i32(1);\n }\n else\n {\n scaleType_3 = i32(0);\n }\n return rampColor_0(ramp_texture_1, ramp_sampler_1, normalizeScore_0((bitcast<f32>((packed_0))), rampMin_1, rampMax_1, scaleType_3, 1.0f));\n}\n\nfn pxToClipLen_0( px_0 : f32, size_1 : f32) -> f32\n{\n return px_0 * 2.0f / size_1;\n}\n\nfn clipXToPx_0( clipX_0 : f32, canvasWidth_0 : f32) -> f32\n{\n return (clipX_0 + 1.0f) * 0.5f * canvasWidth_0;\n}\n\nfn crispSquareTopLeftPx_0( centerPx_0 : f32, diameterPx_0 : f32) -> f32\n{\n return floor(centerPx_0 - diameterPx_0 * 0.5f + 0.5f);\n}\n\nfn crispSquareCornerPx_0( centerPx_1 : vec2<f32>, diameterPx_1 : f32, q_0 : vec2<f32>) -> vec2<f32>\n{\n return vec2<f32>(crispSquareTopLeftPx_0(centerPx_1.x, diameterPx_1), crispSquareTopLeftPx_0(centerPx_1.y, diameterPx_1)) + q_0 * vec2<f32>(diameterPx_1);\n}\n\nfn pxToClipX_0( xPx_0 : f32, canvasWidth_1 : f32) -> f32\n{\n return xPx_0 / canvasWidth_1 * 2.0f - 1.0f;\n}\n\nfn crispSquareCornerClip_0( centerClipX_0 : f32, centerYPx_0 : f32, diameterPx_2 : f32, q_1 : vec2<f32>, viewportWidth_1 : f32, canvasHeight_2 : f32) -> vec4<f32>\n{\n var vPx_0 : vec2<f32> = crispSquareCornerPx_0(vec2<f32>(clipXToPx_0(centerClipX_0, viewportWidth_1), centerYPx_0), diameterPx_2, q_1);\n return vec4<f32>(pxToClipX_0(vPx_0.x, viewportWidth_1), yPxToClipY_0(vPx_0.y, canvasHeight_2), 0.0f, 1.0f);\n}\n\nfn aaPx_0( dpr_0 : f32) -> f32\n{\n return 1.0f / max(dpr_0, 1.0f);\n}\n\nfn aaHalfPx_0( dpr_1 : f32) -> f32\n{\n return 0.5f * aaPx_0(dpr_1);\n}\n\nfn discExpand_0( radiusPx_2 : f32, dpr_2 : f32) -> f32\n{\n return (radiusPx_2 + aaHalfPx_0(dpr_2)) / max(radiusPx_2, 0.5f);\n}\n\nstruct VsOut_0\n{\n @builtin(position) position_0 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n @location(2) localPos_0 : vec2<f32>,\n @interpolate(flat) @location(1) shape_0 : f32,\n};\n\nstruct vertexInput_0\n{\n @location(0) x_2 : u32,\n @location(1) x2_0 : u32,\n @location(2) y_0 : f32,\n @location(3) color_1 : u32,\n @location(4) glyph_0 : u32,\n @location(5) row_0 : u32,\n};\n\n@vertex\nfn vs_main( _S12 : vertexInput_0, @builtin(vertex_index) vid_1 : u32) -> VsOut_0\n{\n var q_2 : vec2<f32> = quadLocal_0(vid_1 % u32(6));\n var local_0 : vec2<f32> = q_2 * vec2<f32>(2.0f) - vec2<f32>(1.0f);\n var xZero_0 : bool = (q_2.x) < 0.5f;\n var _S13 : Uniforms_std140_0 = u_0;\n var _S14 : f32 = bpToClipX_0(_S12.x_2, &(_S13));\n var _S15 : f32 = bpToClipX_0(_S12.x2_0, &(_S13));\n var yPx_1 : f32 = u_0.rowHeight_0 * f32(_S12.row_0) + pointYPx_0(_S12.y_0, u_0.domainMin_0, u_0.domainMax_0, u_0.rowHeight_0, u_0.valueScaleType_0, u_0.insetPx_0);\n var centerClipY_0 : f32 = yPxToClipY_0(yPx_1, u_0.canvasHeight_0);\n var isBar_0 : bool = pointDrawsBar_0(clipLenToPx_0(abs(_S15 - _S14), u_0.viewportWidth_0), u_0.radiusPx_0);\n var o_0 : VsOut_0;\n o_0.color_0 = markInstanceColor_0(colorRamp_texture_0, colorRamp_sampler_0, _S12.color_1, u_0.rampMode_0, u_0.rampMin_0, u_0.rampMax_0);\n var x_3 : f32;\n if(isBar_0)\n {\n if(xZero_0)\n {\n x_3 = min(_S14, _S15);\n }\n else\n {\n x_3 = max(_S14, _S15);\n }\n o_0.position_0 = vec4<f32>(x_3, centerClipY_0 + pxToClipLen_0(local_0.y * u_0.radiusPx_0, u_0.canvasHeight_0), 0.0f, 1.0f);\n o_0.localPos_0 = local_0;\n o_0.shape_0 = 3.0f;\n }\n else\n {\n var _S16 : bool;\n if((_S12.glyph_0) == u32(0))\n {\n _S16 = (u_0.radiusPx_0 * 2.0f) <= 3.0f;\n }\n else\n {\n _S16 = false;\n }\n if(_S16)\n {\n o_0.position_0 = crispSquareCornerClip_0(_S14, yPx_1, u_0.radiusPx_0 * 2.0f, q_2, u_0.viewportWidth_0, u_0.canvasHeight_0);\n o_0.localPos_0 = local_0;\n o_0.shape_0 = 3.0f;\n }\n else\n {\n var expand_0 : f32 = discExpand_0(u_0.radiusPx_0, u_0.devicePixelRatio_0);\n var _S17 : bool = (_S12.glyph_0) == u32(2);\n if(_S17)\n {\n x_3 = 1.60000002384185791f;\n }\n else\n {\n x_3 = 1.0f;\n }\n var halfPx_0 : f32 = u_0.radiusPx_0 * expand_0 * x_3;\n o_0.position_0 = vec4<f32>(_S14 + pxToClipLen_0(local_0.x * halfPx_0, u_0.viewportWidth_0), centerClipY_0 + pxToClipLen_0(local_0.y * halfPx_0, u_0.canvasHeight_0), 0.0f, 1.0f);\n o_0.localPos_0 = local_0 * vec2<f32>(expand_0);\n if((_S12.glyph_0) == u32(1))\n {\n x_3 = 2.0f;\n }\n else\n {\n if(_S17)\n {\n x_3 = 1.0f;\n }\n else\n {\n x_3 = 0.0f;\n }\n }\n o_0.shape_0 = x_3;\n }\n }\n return o_0;\n}\n\nfn discCoverage_0( localPos_1 : vec2<f32>) -> f32\n{\n return 1.0f - length(localPos_1);\n}\n\nfn aaGradient_0( d_0 : f32) -> f32\n{\n return max(length(vec2<f32>(dpdx(d_0), dpdy(d_0))), 0.00000999999974738f);\n}\n\nfn aaRamp_0( signedInk_0 : f32, widthPx_0 : f32) -> f32\n{\n return clamp(signedInk_0 / widthPx_0 + 0.5f, 0.0f, 1.0f);\n}\n\nfn glyphEdgeAlpha_0( coverage_0 : f32) -> f32\n{\n return aaRamp_0(coverage_0, aaGradient_0(coverage_0));\n}\n\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_2 : vec4<f32>,\n @location(2) localPos_2 : vec2<f32>,\n @interpolate(flat) @location(1) shape_1 : f32,\n};\n\n@fragment\nfn fs_main( _S18 : pixelInput_0, @builtin(position) position_1 : vec4<f32>) -> pixelOutput_0\n{\n var coverage_1 : f32;\n if((_S18.shape_1) > 2.5f)\n {\n coverage_1 = 1.0f;\n }\n else\n {\n if((_S18.shape_1) > 1.5f)\n {\n var _S19 : f32 = _S18.localPos_2.y;\n var _S20 : f32 = _S18.localPos_2.x;\n coverage_1 = min(1.0f - _S19, min((2.0f * _S20 + _S19 + 1.0f) * 0.44721359014511108f, (-2.0f * _S20 + _S19 + 1.0f) * 0.44721359014511108f));\n }\n else\n {\n if((_S18.shape_1) > 0.5f)\n {\n coverage_1 = 1.0f - (abs(_S18.localPos_2.x) + abs(_S18.localPos_2.y));\n }\n else\n {\n coverage_1 = discCoverage_0(_S18.localPos_2);\n }\n }\n }\n var alpha_0 : f32 = glyphEdgeAlpha_0(coverage_1);\n if(alpha_0 <= 0.0f)\n {\n discard;\n }\n var _S21 : pixelOutput_0 = pixelOutput_0( vec4<f32>(_S18.color_2.xyz, _S18.color_2.w * alpha_0) );\n return _S21;\n}\n\n";
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export declare const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nstruct RowRectUniforms_0\n{\n vec3 bpRangeX_0;\n float canvasHeight_0;\n float minCellDenomPx_0;\n float minCellPx_0;\n float zero_0;\n float rowHeight_0;\n float rowProportion_0;\n float scrollTop_0;\n};\n\n\nlayout(std140) uniform Uniforms\n{\n vec3 bpRangeX_0;\n float canvasHeight_0;\n float minCellDenomPx_0;\n float minCellPx_0;\n float zero_0;\n float rowHeight_0;\n float rowProportion_0;\n float scrollTop_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\nfloat drawnRowHeightPx_0(float rowHeight_1, float rowProportion_1)\n{\n\n return max(rowHeight_1 * rowProportion_1, 1.0);\n}\n\nfloat rowBandOffsetPx_0(float rowHeight_2, float rowProportion_2)\n{\n\n return (rowHeight_2 - drawnRowHeightPx_0(rowHeight_2, rowProportion_2)) * 0.5;\n}\n\n\nstruct RowBand_0\n{\n float height_0;\n float offset_0;\n};\n\n\nRowBand_0 rowBandPx_0(float rowHeight_3, float rowProportion_3)\n{\n\n RowBand_0 band_0;\n band_0.height_0 = drawnRowHeightPx_0(rowHeight_3, rowProportion_3);\n band_0.offset_0 = rowBandOffsetPx_0(rowHeight_3, rowProportion_3);\n return band_0;\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_0)\n{\n float step_0 = 2.0 / bpRange_0.z;\n float _S5 = - (1.0 / hpZero_0);\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 extendToMinWidthPx_0(float x1_0, float x2_0, float minWidth_0)\n{\n\n float dx_0 = x2_0 - x1_0;\n\n float _S6;\n if((abs(dx_0)) < minWidth_0)\n {\n\n if(dx_0 < 0.0)\n {\n\n _S6 = - minWidth_0;\n\n }\n else\n {\n\n _S6 = minWidth_0;\n\n }\n\n _S6 = x1_0 + _S6;\n\n }\n else\n {\n\n _S6 = x2_0;\n\n }\n\n return _S6;\n}\n\nfloat extendToMinWidthX_0(float x1_1, float x2_1, float minWidthPx_0, float canvasWidth_0)\n{\n\n return extendToMinWidthPx_0(x1_1, x2_1, minWidthPx_0 * 2.0 / canvasWidth_0);\n}\n\n\nfloat yPxToClipY_0(float yPx_0, float canvasHeight_1)\n{\n\n return 1.0 - yPx_0 / canvasHeight_1 * 2.0;\n}\n\n\nvec4 rowRectClipPos_0(uint startBp_0, uint endBp_0, float rowIndex_0, uint vid_1, RowRectUniforms_0 u_1)\n{\n\n vec2 local_0 = quadLocal_0(vid_1);\n\n RowBand_0 band_1 = rowBandPx_0(u_1.rowHeight_0, u_1.rowProportion_0);\n float rowY_0 = band_1.offset_0 + u_1.rowHeight_0 * rowIndex_0 - u_1.scrollTop_0;\n\n float sx1_0 = hpToClipX_0(hpSplitUint_0(startBp_0), u_1.bpRangeX_0, u_1.zero_0);\n\n return vec4(mix(sx1_0, extendToMinWidthX_0(sx1_0, hpToClipX_0(hpSplitUint_0(endBp_0), u_1.bpRangeX_0, u_1.zero_0), u_1.minCellPx_0, u_1.minCellDenomPx_0), local_0.x), yPxToClipY_0(mix(rowY_0, rowY_0 + band_1.height_0, local_0.y), u_1.canvasHeight_0), 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\nstruct RowRectVsOut_0\n{\n vec4 position_0;\n vec4 color_0;\n};\n\n\nstruct RowRectInstance_0\n{\n uint x_0;\n uint x2_2;\n uint row_0;\n uint color_1;\n};\n\n\nRowRectVsOut_0 rowRectVertex_0(RowRectInstance_0 inst_0, uint vid_2, RowRectUniforms_0 u_2)\n{\n\n RowRectVsOut_0 o_0;\n o_0.position_0 = rowRectClipPos_0(inst_0.x_0, inst_0.x2_2, float(inst_0.row_0), vid_2, u_2);\n o_0.color_0 = unpackRGBA_0(inst_0.color_1);\n return o_0;\n}\n\n\nout vec4 v_color;\n\n\nlayout(location = 0)\nin uint a_x;\n\n\nlayout(location = 1)\nin uint a_x2;\n\n\nlayout(location = 2)\nin uint a_row;\n\n\nlayout(location = 3)\nin uint a_color;\n\n\nvoid main()\n{\n\n RowRectUniforms_0 _S7 = RowRectUniforms_0(u_0.bpRangeX_0, u_0.canvasHeight_0, u_0.minCellDenomPx_0, u_0.minCellPx_0, u_0.zero_0, u_0.rowHeight_0, u_0.rowProportion_0, u_0.scrollTop_0);\n\n RowRectInstance_0 _S8 = RowRectInstance_0(a_x, a_x2, a_row, a_color);\n RowRectVsOut_0 _S9 = rowRectVertex_0(_S8, uint(gl_VertexID), _S7);\n\n gl_Position = _S9.position_0;\n\n v_color = _S9.color_0;\n\n return;\n}\n\n";
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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";
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import type { ShaderSource } from '@jbrowse/render-core/hal';
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export * from './spanMark.iface.generated.ts';
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export declare const SOURCE: ShaderSource;
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@@ -1,6 +1,7 @@
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// AUTO-GENERATED by packages/shader-tools/src/shader-codegen from spanMark.slang.
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// Do not edit. Run `pnpm gen:shaders` to regenerate.
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export const WGSL_SOURCE = "struct RowRectUniforms_std140_0\n{\n @align(16) bpRangeX_0 : vec3<f32>,\n @align(4) canvasHeight_0 : f32,\n @align(16) minCellDenomPx_0 : f32,\n @align(4) minCellPx_0 : f32,\n @align(8) zero_0 : f32,\n @align(4) rowHeight_0 : f32,\n @align(16) rowProportion_0 : f32,\n @align(4) scrollTop_0 : f32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : RowRectUniforms_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 drawnRowHeightPx_0( rowHeight_1 : f32, rowProportion_1 : f32) -> f32\n{\n return max(rowHeight_1 * rowProportion_1, 1.0f);\n}\n\nfn rowBandOffsetPx_0( rowHeight_2 : f32, rowProportion_2 : f32) -> f32\n{\n return (rowHeight_2 - drawnRowHeightPx_0(rowHeight_2, rowProportion_2)) * 0.5f;\n}\n\nstruct RowBand_0\n{\n height_0 : f32,\n offset_0 : f32,\n};\n\nfn rowBandPx_0( rowHeight_3 : f32, rowProportion_3 : f32) -> RowBand_0\n{\n var band_0 : RowBand_0;\n band_0.height_0 = drawnRowHeightPx_0(rowHeight_3, rowProportion_3);\n band_0.offset_0 = rowBandOffsetPx_0(rowHeight_3, rowProportion_3);\n return band_0;\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_0 : f32) -> f32\n{\n var step_0 : f32 = 2.0f / bpRange_0.z;\n var _S5 : f32 = - (1.0f / hpZero_0);\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 extendToMinWidthPx_0( x1_0 : f32, x2_0 : f32, minWidth_0 : f32) -> f32\n{\n var dx_0 : f32 = x2_0 - x1_0;\n var _S6 : f32;\n if((abs(dx_0)) < minWidth_0)\n {\n if(dx_0 < 0.0f)\n {\n _S6 = - minWidth_0;\n }\n else\n {\n _S6 = minWidth_0;\n }\n _S6 = x1_0 + _S6;\n }\n else\n {\n _S6 = x2_0;\n }\n return _S6;\n}\n\nfn extendToMinWidthX_0( x1_1 : f32, x2_1 : f32, minWidthPx_0 : f32, canvasWidth_0 : f32) -> f32\n{\n return extendToMinWidthPx_0(x1_1, x2_1, minWidthPx_0 * 2.0f / canvasWidth_0);\n}\n\nfn yPxToClipY_0( yPx_0 : f32, canvasHeight_1 : f32) -> f32\n{\n return 1.0f - yPx_0 / canvasHeight_1 * 2.0f;\n}\n\nfn rowRectClipPos_0( startBp_0 : u32, endBp_0 : u32, rowIndex_0 : f32, vid_1 : u32, u_1 : ptr<function, RowRectUniforms_std140_0>) -> vec4<f32>\n{\n var local_0 : vec2<f32> = quadLocal_0(vid_1);\n var band_1 : RowBand_0 = rowBandPx_0((*u_1).rowHeight_0, (*u_1).rowProportion_0);\n var rowY_0 : f32 = band_1.offset_0 + (*u_1).rowHeight_0 * rowIndex_0 - (*u_1).scrollTop_0;\n var sx1_0 : f32 = hpToClipX_0(hpSplitUint_0(startBp_0), (*u_1).bpRangeX_0, (*u_1).zero_0);\n return vec4<f32>(mix(sx1_0, extendToMinWidthX_0(sx1_0, hpToClipX_0(hpSplitUint_0(endBp_0), (*u_1).bpRangeX_0, (*u_1).zero_0), (*u_1).minCellPx_0, (*u_1).minCellDenomPx_0), local_0.x), yPxToClipY_0(mix(rowY_0, rowY_0 + band_1.height_0, local_0.y), (*u_1).canvasHeight_0), 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\nstruct RowRectVsOut_0\n{\n @builtin(position) position_0 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n};\n\nstruct RowRectInstance_0\n{\n x_0 : u32,\n x2_2 : u32,\n row_0 : u32,\n color_1 : u32,\n};\n\nfn rowRectVertex_0( inst_0 : RowRectInstance_0, vid_2 : u32, u_2 : ptr<function, RowRectUniforms_std140_0>) -> RowRectVsOut_0\n{\n var o_0 : RowRectVsOut_0;\n var _S7 : vec4<f32> = rowRectClipPos_0(inst_0.x_0, inst_0.x2_2, f32(inst_0.row_0), vid_2, &((*u_2)));\n o_0.position_0 = _S7;\n o_0.color_0 = unpackRGBA_0(inst_0.color_1);\n return o_0;\n}\n\nstruct vertexInput_0\n{\n @location(0) x_1 : u32,\n @location(1) x2_3 : u32,\n @location(2) row_1 : u32,\n @location(3) color_2 : u32,\n};\n\n@vertex\nfn vs_main( _S8 : vertexInput_0, @builtin(vertex_index) vid_3 : u32) -> RowRectVsOut_0\n{\n var _S9 : RowRectInstance_0 = RowRectInstance_0( _S8.x_1, _S8.x2_3, _S8.row_1, _S8.color_2 );\n var _S10 : RowRectUniforms_std140_0 = u_0;\n var _S11 : RowRectVsOut_0 = rowRectVertex_0(_S9, vid_3, &(_S10));\n return _S11;\n}\n\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_3 : vec4<f32>,\n};\n\n@fragment\nfn fs_main( _S12 : pixelInput_0, @builtin(position) position_1 : vec4<f32>) -> pixelOutput_0\n{\n var _S13 : pixelOutput_0 = pixelOutput_0( _S12.color_3 );\n return _S13;\n}\n\n";
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export const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nstruct RowRectUniforms_0\n{\n vec3 bpRangeX_0;\n float canvasHeight_0;\n float minCellDenomPx_0;\n float minCellPx_0;\n float zero_0;\n float rowHeight_0;\n float rowProportion_0;\n float scrollTop_0;\n};\n\n\nlayout(std140) uniform Uniforms\n{\n vec3 bpRangeX_0;\n float canvasHeight_0;\n float minCellDenomPx_0;\n float minCellPx_0;\n float zero_0;\n float rowHeight_0;\n float rowProportion_0;\n float scrollTop_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\nfloat drawnRowHeightPx_0(float rowHeight_1, float rowProportion_1)\n{\n\n return max(rowHeight_1 * rowProportion_1, 1.0);\n}\n\nfloat rowBandOffsetPx_0(float rowHeight_2, float rowProportion_2)\n{\n\n return (rowHeight_2 - drawnRowHeightPx_0(rowHeight_2, rowProportion_2)) * 0.5;\n}\n\n\nstruct RowBand_0\n{\n float height_0;\n float offset_0;\n};\n\n\nRowBand_0 rowBandPx_0(float rowHeight_3, float rowProportion_3)\n{\n\n RowBand_0 band_0;\n band_0.height_0 = drawnRowHeightPx_0(rowHeight_3, rowProportion_3);\n band_0.offset_0 = rowBandOffsetPx_0(rowHeight_3, rowProportion_3);\n return band_0;\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_0)\n{\n float step_0 = 2.0 / bpRange_0.z;\n float _S5 = - (1.0 / hpZero_0);\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 extendToMinWidthPx_0(float x1_0, float x2_0, float minWidth_0)\n{\n\n float dx_0 = x2_0 - x1_0;\n\n float _S6;\n if((abs(dx_0)) < minWidth_0)\n {\n\n if(dx_0 < 0.0)\n {\n\n _S6 = - minWidth_0;\n\n }\n else\n {\n\n _S6 = minWidth_0;\n\n }\n\n _S6 = x1_0 + _S6;\n\n }\n else\n {\n\n _S6 = x2_0;\n\n }\n\n return _S6;\n}\n\nfloat extendToMinWidthX_0(float x1_1, float x2_1, float minWidthPx_0, float canvasWidth_0)\n{\n\n return extendToMinWidthPx_0(x1_1, x2_1, minWidthPx_0 * 2.0 / canvasWidth_0);\n}\n\n\nfloat yPxToClipY_0(float yPx_0, float canvasHeight_1)\n{\n\n return 1.0 - yPx_0 / canvasHeight_1 * 2.0;\n}\n\n\nvec4 rowRectClipPos_0(uint startBp_0, uint endBp_0, float rowIndex_0, uint vid_1, RowRectUniforms_0 u_1)\n{\n\n vec2 local_0 = quadLocal_0(vid_1);\n\n RowBand_0 band_1 = rowBandPx_0(u_1.rowHeight_0, u_1.rowProportion_0);\n float rowY_0 = band_1.offset_0 + u_1.rowHeight_0 * rowIndex_0 - u_1.scrollTop_0;\n\n float sx1_0 = hpToClipX_0(hpSplitUint_0(startBp_0), u_1.bpRangeX_0, u_1.zero_0);\n\n return vec4(mix(sx1_0, extendToMinWidthX_0(sx1_0, hpToClipX_0(hpSplitUint_0(endBp_0), u_1.bpRangeX_0, u_1.zero_0), u_1.minCellPx_0, u_1.minCellDenomPx_0), local_0.x), yPxToClipY_0(mix(rowY_0, rowY_0 + band_1.height_0, local_0.y), u_1.canvasHeight_0), 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\nstruct RowRectVsOut_0\n{\n vec4 position_0;\n vec4 color_0;\n};\n\n\nstruct RowRectInstance_0\n{\n uint x_0;\n uint x2_2;\n uint row_0;\n uint color_1;\n};\n\n\nRowRectVsOut_0 rowRectVertex_0(RowRectInstance_0 inst_0, uint vid_2, RowRectUniforms_0 u_2)\n{\n\n RowRectVsOut_0 o_0;\n o_0.position_0 = rowRectClipPos_0(inst_0.x_0, inst_0.x2_2, float(inst_0.row_0), vid_2, u_2);\n o_0.color_0 = unpackRGBA_0(inst_0.color_1);\n return o_0;\n}\n\n\nout vec4 v_color;\n\n\nlayout(location = 0)\nin uint a_x;\n\n\nlayout(location = 1)\nin uint a_x2;\n\n\nlayout(location = 2)\nin uint a_row;\n\n\nlayout(location = 3)\nin uint a_color;\n\n\nvoid main()\n{\n\n RowRectUniforms_0 _S7 = RowRectUniforms_0(u_0.bpRangeX_0, u_0.canvasHeight_0, u_0.minCellDenomPx_0, u_0.minCellPx_0, u_0.zero_0, u_0.rowHeight_0, u_0.rowProportion_0, u_0.scrollTop_0);\n\n RowRectInstance_0 _S8 = RowRectInstance_0(a_x, a_x2, a_row, a_color);\n RowRectVsOut_0 _S9 = rowRectVertex_0(_S8, uint(gl_VertexID), _S7);\n\n gl_Position = _S9.position_0;\n\n v_color = _S9.color_0;\n\n return;\n}\n\n";
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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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export * from './spanMark.iface.generated.js';
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export const SOURCE = {
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wgsl: () => import('./spanMark.wgsl.generated.js'),
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glsl: () => import('./spanMark.glsl.generated.js'),
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};
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@@ -0,0 +1,2 @@
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export declare const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nstruct RowRectUniforms_0\n{\n vec3 bpRangeX_0;\n float canvasHeight_0;\n float minCellDenomPx_0;\n float minCellPx_0;\n float zero_0;\n float rowHeight_0;\n float rowProportion_0;\n float scrollTop_0;\n};\n\n\nlayout(std140) uniform Uniforms\n{\n vec3 bpRangeX_0;\n float canvasHeight_0;\n float minCellDenomPx_0;\n float minCellPx_0;\n float zero_0;\n float rowHeight_0;\n float rowProportion_0;\n float scrollTop_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\nfloat drawnRowHeightPx_0(float rowHeight_1, float rowProportion_1)\n{\n\n return max(rowHeight_1 * rowProportion_1, 1.0);\n}\n\nfloat rowBandOffsetPx_0(float rowHeight_2, float rowProportion_2)\n{\n\n return (rowHeight_2 - drawnRowHeightPx_0(rowHeight_2, rowProportion_2)) * 0.5;\n}\n\n\nstruct RowBand_0\n{\n float height_0;\n float offset_0;\n};\n\n\nRowBand_0 rowBandPx_0(float rowHeight_3, float rowProportion_3)\n{\n\n RowBand_0 band_0;\n band_0.height_0 = drawnRowHeightPx_0(rowHeight_3, rowProportion_3);\n band_0.offset_0 = rowBandOffsetPx_0(rowHeight_3, rowProportion_3);\n return band_0;\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_0)\n{\n float step_0 = 2.0 / bpRange_0.z;\n float _S5 = - (1.0 / hpZero_0);\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 extendToMinWidthPx_0(float x1_0, float x2_0, float minWidth_0)\n{\n\n float dx_0 = x2_0 - x1_0;\n\n float _S6;\n if((abs(dx_0)) < minWidth_0)\n {\n\n if(dx_0 < 0.0)\n {\n\n _S6 = - minWidth_0;\n\n }\n else\n {\n\n _S6 = minWidth_0;\n\n }\n\n _S6 = x1_0 + _S6;\n\n }\n else\n {\n\n _S6 = x2_0;\n\n }\n\n return _S6;\n}\n\nfloat extendToMinWidthX_0(float x1_1, float x2_1, float minWidthPx_0, float canvasWidth_0)\n{\n\n return extendToMinWidthPx_0(x1_1, x2_1, minWidthPx_0 * 2.0 / canvasWidth_0);\n}\n\n\nfloat yPxToClipY_0(float yPx_0, float canvasHeight_1)\n{\n\n return 1.0 - yPx_0 / canvasHeight_1 * 2.0;\n}\n\n\nvec4 rowRectClipPos_0(uint startBp_0, uint endBp_0, float rowIndex_0, uint vid_1, RowRectUniforms_0 u_1)\n{\n\n vec2 local_0 = quadLocal_0(vid_1);\n\n RowBand_0 band_1 = rowBandPx_0(u_1.rowHeight_0, u_1.rowProportion_0);\n float rowY_0 = band_1.offset_0 + u_1.rowHeight_0 * rowIndex_0 - u_1.scrollTop_0;\n\n float sx1_0 = hpToClipX_0(hpSplitUint_0(startBp_0), u_1.bpRangeX_0, u_1.zero_0);\n\n return vec4(mix(sx1_0, extendToMinWidthX_0(sx1_0, hpToClipX_0(hpSplitUint_0(endBp_0), u_1.bpRangeX_0, u_1.zero_0), u_1.minCellPx_0, u_1.minCellDenomPx_0), local_0.x), yPxToClipY_0(mix(rowY_0, rowY_0 + band_1.height_0, local_0.y), u_1.canvasHeight_0), 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\nstruct RowRectVsOut_0\n{\n vec4 position_0;\n vec4 color_0;\n};\n\n\nstruct RowRectInstance_0\n{\n uint x_0;\n uint x2_2;\n uint row_0;\n uint color_1;\n};\n\n\nRowRectVsOut_0 rowRectVertex_0(RowRectInstance_0 inst_0, uint vid_2, RowRectUniforms_0 u_2)\n{\n\n RowRectVsOut_0 o_0;\n o_0.position_0 = rowRectClipPos_0(inst_0.x_0, inst_0.x2_2, float(inst_0.row_0), vid_2, u_2);\n o_0.color_0 = unpackRGBA_0(inst_0.color_1);\n return o_0;\n}\n\n\nout vec4 v_color;\n\n\nlayout(location = 0)\nin uint a_x;\n\n\nlayout(location = 1)\nin uint a_x2;\n\n\nlayout(location = 2)\nin uint a_row;\n\n\nlayout(location = 3)\nin uint a_color;\n\n\nvoid main()\n{\n\n RowRectUniforms_0 _S7 = RowRectUniforms_0(u_0.bpRangeX_0, u_0.canvasHeight_0, u_0.minCellDenomPx_0, u_0.minCellPx_0, u_0.zero_0, u_0.rowHeight_0, u_0.rowProportion_0, u_0.scrollTop_0);\n\n RowRectInstance_0 _S8 = RowRectInstance_0(a_x, a_x2, a_row, a_color);\n RowRectVsOut_0 _S9 = rowRectVertex_0(_S8, uint(gl_VertexID), _S7);\n\n gl_Position = _S9.position_0;\n\n v_color = _S9.color_0;\n\n return;\n}\n\n";
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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";
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// AUTO-GENERATED by packages/shader-tools/src/shader-codegen from spanMark.slang.
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// Do not edit. Run `pnpm gen:shaders` to regenerate.
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export const GLSL_VERTEX = "#version 300 es\nprecision highp float;\nprecision highp int;\nstruct RowRectUniforms_0\n{\n vec3 bpRangeX_0;\n float canvasHeight_0;\n float minCellDenomPx_0;\n float minCellPx_0;\n float zero_0;\n float rowHeight_0;\n float rowProportion_0;\n float scrollTop_0;\n};\n\n\nlayout(std140) uniform Uniforms\n{\n vec3 bpRangeX_0;\n float canvasHeight_0;\n float minCellDenomPx_0;\n float minCellPx_0;\n float zero_0;\n float rowHeight_0;\n float rowProportion_0;\n float scrollTop_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\nfloat drawnRowHeightPx_0(float rowHeight_1, float rowProportion_1)\n{\n\n return max(rowHeight_1 * rowProportion_1, 1.0);\n}\n\nfloat rowBandOffsetPx_0(float rowHeight_2, float rowProportion_2)\n{\n\n return (rowHeight_2 - drawnRowHeightPx_0(rowHeight_2, rowProportion_2)) * 0.5;\n}\n\n\nstruct RowBand_0\n{\n float height_0;\n float offset_0;\n};\n\n\nRowBand_0 rowBandPx_0(float rowHeight_3, float rowProportion_3)\n{\n\n RowBand_0 band_0;\n band_0.height_0 = drawnRowHeightPx_0(rowHeight_3, rowProportion_3);\n band_0.offset_0 = rowBandOffsetPx_0(rowHeight_3, rowProportion_3);\n return band_0;\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_0)\n{\n float step_0 = 2.0 / bpRange_0.z;\n float _S5 = - (1.0 / hpZero_0);\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 extendToMinWidthPx_0(float x1_0, float x2_0, float minWidth_0)\n{\n\n float dx_0 = x2_0 - x1_0;\n\n float _S6;\n if((abs(dx_0)) < minWidth_0)\n {\n\n if(dx_0 < 0.0)\n {\n\n _S6 = - minWidth_0;\n\n }\n else\n {\n\n _S6 = minWidth_0;\n\n }\n\n _S6 = x1_0 + _S6;\n\n }\n else\n {\n\n _S6 = x2_0;\n\n }\n\n return _S6;\n}\n\nfloat extendToMinWidthX_0(float x1_1, float x2_1, float minWidthPx_0, float canvasWidth_0)\n{\n\n return extendToMinWidthPx_0(x1_1, x2_1, minWidthPx_0 * 2.0 / canvasWidth_0);\n}\n\n\nfloat yPxToClipY_0(float yPx_0, float canvasHeight_1)\n{\n\n return 1.0 - yPx_0 / canvasHeight_1 * 2.0;\n}\n\n\nvec4 rowRectClipPos_0(uint startBp_0, uint endBp_0, float rowIndex_0, uint vid_1, RowRectUniforms_0 u_1)\n{\n\n vec2 local_0 = quadLocal_0(vid_1);\n\n RowBand_0 band_1 = rowBandPx_0(u_1.rowHeight_0, u_1.rowProportion_0);\n float rowY_0 = band_1.offset_0 + u_1.rowHeight_0 * rowIndex_0 - u_1.scrollTop_0;\n\n float sx1_0 = hpToClipX_0(hpSplitUint_0(startBp_0), u_1.bpRangeX_0, u_1.zero_0);\n\n return vec4(mix(sx1_0, extendToMinWidthX_0(sx1_0, hpToClipX_0(hpSplitUint_0(endBp_0), u_1.bpRangeX_0, u_1.zero_0), u_1.minCellPx_0, u_1.minCellDenomPx_0), local_0.x), yPxToClipY_0(mix(rowY_0, rowY_0 + band_1.height_0, local_0.y), u_1.canvasHeight_0), 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\nstruct RowRectVsOut_0\n{\n vec4 position_0;\n vec4 color_0;\n};\n\n\nstruct RowRectInstance_0\n{\n uint x_0;\n uint x2_2;\n uint row_0;\n uint color_1;\n};\n\n\nRowRectVsOut_0 rowRectVertex_0(RowRectInstance_0 inst_0, uint vid_2, RowRectUniforms_0 u_2)\n{\n\n RowRectVsOut_0 o_0;\n o_0.position_0 = rowRectClipPos_0(inst_0.x_0, inst_0.x2_2, float(inst_0.row_0), vid_2, u_2);\n o_0.color_0 = unpackRGBA_0(inst_0.color_1);\n return o_0;\n}\n\n\nout vec4 v_color;\n\n\nlayout(location = 0)\nin uint a_x;\n\n\nlayout(location = 1)\nin uint a_x2;\n\n\nlayout(location = 2)\nin uint a_row;\n\n\nlayout(location = 3)\nin uint a_color;\n\n\nvoid main()\n{\n\n RowRectUniforms_0 _S7 = RowRectUniforms_0(u_0.bpRangeX_0, u_0.canvasHeight_0, u_0.minCellDenomPx_0, u_0.minCellPx_0, u_0.zero_0, u_0.rowHeight_0, u_0.rowProportion_0, u_0.scrollTop_0);\n\n RowRectInstance_0 _S8 = RowRectInstance_0(a_x, a_x2, a_row, a_color);\n RowRectVsOut_0 _S9 = rowRectVertex_0(_S8, uint(gl_VertexID), _S7);\n\n gl_Position = _S9.position_0;\n\n v_color = _S9.color_0;\n\n return;\n}\n\n";
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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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// AUTO-GENERATED by packages/shader-tools/src/shader-codegen from spanMark.slang.
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// Do not edit. Run `pnpm gen:shaders` to regenerate.
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export const BINDINGS = [
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{ index: 1, kind: 'uniform', name: 'u' },
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{ index: 1, kind: 'uniform', name: 'u', stages: ['vertex'] },
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];
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export const VERTS_PER_INSTANCE = 6;
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export const UNIFORMS_SIZE_BYTES = 48;
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export declare const WGSL_SOURCE = "struct RowRectUniforms_std140_0\n{\n @align(16) bpRangeX_0 : vec3<f32>,\n @align(4) canvasHeight_0 : f32,\n @align(16) minCellDenomPx_0 : f32,\n @align(4) minCellPx_0 : f32,\n @align(8) zero_0 : f32,\n @align(4) rowHeight_0 : f32,\n @align(16) rowProportion_0 : f32,\n @align(4) scrollTop_0 : f32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : RowRectUniforms_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 drawnRowHeightPx_0( rowHeight_1 : f32, rowProportion_1 : f32) -> f32\n{\n return max(rowHeight_1 * rowProportion_1, 1.0f);\n}\n\nfn rowBandOffsetPx_0( rowHeight_2 : f32, rowProportion_2 : f32) -> f32\n{\n return (rowHeight_2 - drawnRowHeightPx_0(rowHeight_2, rowProportion_2)) * 0.5f;\n}\n\nstruct RowBand_0\n{\n height_0 : f32,\n offset_0 : f32,\n};\n\nfn rowBandPx_0( rowHeight_3 : f32, rowProportion_3 : f32) -> RowBand_0\n{\n var band_0 : RowBand_0;\n band_0.height_0 = drawnRowHeightPx_0(rowHeight_3, rowProportion_3);\n band_0.offset_0 = rowBandOffsetPx_0(rowHeight_3, rowProportion_3);\n return band_0;\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_0 : f32) -> f32\n{\n var step_0 : f32 = 2.0f / bpRange_0.z;\n var _S5 : f32 = - (1.0f / hpZero_0);\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 extendToMinWidthPx_0( x1_0 : f32, x2_0 : f32, minWidth_0 : f32) -> f32\n{\n var dx_0 : f32 = x2_0 - x1_0;\n var _S6 : f32;\n if((abs(dx_0)) < minWidth_0)\n {\n if(dx_0 < 0.0f)\n {\n _S6 = - minWidth_0;\n }\n else\n {\n _S6 = minWidth_0;\n }\n _S6 = x1_0 + _S6;\n }\n else\n {\n _S6 = x2_0;\n }\n return _S6;\n}\n\nfn extendToMinWidthX_0( x1_1 : f32, x2_1 : f32, minWidthPx_0 : f32, canvasWidth_0 : f32) -> f32\n{\n return extendToMinWidthPx_0(x1_1, x2_1, minWidthPx_0 * 2.0f / canvasWidth_0);\n}\n\nfn yPxToClipY_0( yPx_0 : f32, canvasHeight_1 : f32) -> f32\n{\n return 1.0f - yPx_0 / canvasHeight_1 * 2.0f;\n}\n\nfn rowRectClipPos_0( startBp_0 : u32, endBp_0 : u32, rowIndex_0 : f32, vid_1 : u32, u_1 : ptr<function, RowRectUniforms_std140_0>) -> vec4<f32>\n{\n var local_0 : vec2<f32> = quadLocal_0(vid_1);\n var band_1 : RowBand_0 = rowBandPx_0((*u_1).rowHeight_0, (*u_1).rowProportion_0);\n var rowY_0 : f32 = band_1.offset_0 + (*u_1).rowHeight_0 * rowIndex_0 - (*u_1).scrollTop_0;\n var sx1_0 : f32 = hpToClipX_0(hpSplitUint_0(startBp_0), (*u_1).bpRangeX_0, (*u_1).zero_0);\n return vec4<f32>(mix(sx1_0, extendToMinWidthX_0(sx1_0, hpToClipX_0(hpSplitUint_0(endBp_0), (*u_1).bpRangeX_0, (*u_1).zero_0), (*u_1).minCellPx_0, (*u_1).minCellDenomPx_0), local_0.x), yPxToClipY_0(mix(rowY_0, rowY_0 + band_1.height_0, local_0.y), (*u_1).canvasHeight_0), 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\nstruct RowRectVsOut_0\n{\n @builtin(position) position_0 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n};\n\nstruct RowRectInstance_0\n{\n x_0 : u32,\n x2_2 : u32,\n row_0 : u32,\n color_1 : u32,\n};\n\nfn rowRectVertex_0( inst_0 : RowRectInstance_0, vid_2 : u32, u_2 : ptr<function, RowRectUniforms_std140_0>) -> RowRectVsOut_0\n{\n var o_0 : RowRectVsOut_0;\n var _S7 : vec4<f32> = rowRectClipPos_0(inst_0.x_0, inst_0.x2_2, f32(inst_0.row_0), vid_2, &((*u_2)));\n o_0.position_0 = _S7;\n o_0.color_0 = unpackRGBA_0(inst_0.color_1);\n return o_0;\n}\n\nstruct vertexInput_0\n{\n @location(0) x_1 : u32,\n @location(1) x2_3 : u32,\n @location(2) row_1 : u32,\n @location(3) color_2 : u32,\n};\n\n@vertex\nfn vs_main( _S8 : vertexInput_0, @builtin(vertex_index) vid_3 : u32) -> RowRectVsOut_0\n{\n var _S9 : RowRectInstance_0 = RowRectInstance_0( _S8.x_1, _S8.x2_3, _S8.row_1, _S8.color_2 );\n var _S10 : RowRectUniforms_std140_0 = u_0;\n var _S11 : RowRectVsOut_0 = rowRectVertex_0(_S9, vid_3, &(_S10));\n return _S11;\n}\n\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_3 : vec4<f32>,\n};\n\n@fragment\nfn fs_main( _S12 : pixelInput_0, @builtin(position) position_1 : vec4<f32>) -> pixelOutput_0\n{\n var _S13 : pixelOutput_0 = pixelOutput_0( _S12.color_3 );\n return _S13;\n}\n\n";
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// AUTO-GENERATED by packages/shader-tools/src/shader-codegen from spanMark.slang.
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// Do not edit. Run `pnpm gen:shaders` to regenerate.
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+
export const WGSL_SOURCE = "struct RowRectUniforms_std140_0\n{\n @align(16) bpRangeX_0 : vec3<f32>,\n @align(4) canvasHeight_0 : f32,\n @align(16) minCellDenomPx_0 : f32,\n @align(4) minCellPx_0 : f32,\n @align(8) zero_0 : f32,\n @align(4) rowHeight_0 : f32,\n @align(16) rowProportion_0 : f32,\n @align(4) scrollTop_0 : f32,\n};\n\n@binding(1) @group(0) var<uniform> u_0 : RowRectUniforms_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 drawnRowHeightPx_0( rowHeight_1 : f32, rowProportion_1 : f32) -> f32\n{\n return max(rowHeight_1 * rowProportion_1, 1.0f);\n}\n\nfn rowBandOffsetPx_0( rowHeight_2 : f32, rowProportion_2 : f32) -> f32\n{\n return (rowHeight_2 - drawnRowHeightPx_0(rowHeight_2, rowProportion_2)) * 0.5f;\n}\n\nstruct RowBand_0\n{\n height_0 : f32,\n offset_0 : f32,\n};\n\nfn rowBandPx_0( rowHeight_3 : f32, rowProportion_3 : f32) -> RowBand_0\n{\n var band_0 : RowBand_0;\n band_0.height_0 = drawnRowHeightPx_0(rowHeight_3, rowProportion_3);\n band_0.offset_0 = rowBandOffsetPx_0(rowHeight_3, rowProportion_3);\n return band_0;\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_0 : f32) -> f32\n{\n var step_0 : f32 = 2.0f / bpRange_0.z;\n var _S5 : f32 = - (1.0f / hpZero_0);\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 extendToMinWidthPx_0( x1_0 : f32, x2_0 : f32, minWidth_0 : f32) -> f32\n{\n var dx_0 : f32 = x2_0 - x1_0;\n var _S6 : f32;\n if((abs(dx_0)) < minWidth_0)\n {\n if(dx_0 < 0.0f)\n {\n _S6 = - minWidth_0;\n }\n else\n {\n _S6 = minWidth_0;\n }\n _S6 = x1_0 + _S6;\n }\n else\n {\n _S6 = x2_0;\n }\n return _S6;\n}\n\nfn extendToMinWidthX_0( x1_1 : f32, x2_1 : f32, minWidthPx_0 : f32, canvasWidth_0 : f32) -> f32\n{\n return extendToMinWidthPx_0(x1_1, x2_1, minWidthPx_0 * 2.0f / canvasWidth_0);\n}\n\nfn yPxToClipY_0( yPx_0 : f32, canvasHeight_1 : f32) -> f32\n{\n return 1.0f - yPx_0 / canvasHeight_1 * 2.0f;\n}\n\nfn rowRectClipPos_0( startBp_0 : u32, endBp_0 : u32, rowIndex_0 : f32, vid_1 : u32, u_1 : ptr<function, RowRectUniforms_std140_0>) -> vec4<f32>\n{\n var local_0 : vec2<f32> = quadLocal_0(vid_1);\n var band_1 : RowBand_0 = rowBandPx_0((*u_1).rowHeight_0, (*u_1).rowProportion_0);\n var rowY_0 : f32 = band_1.offset_0 + (*u_1).rowHeight_0 * rowIndex_0 - (*u_1).scrollTop_0;\n var sx1_0 : f32 = hpToClipX_0(hpSplitUint_0(startBp_0), (*u_1).bpRangeX_0, (*u_1).zero_0);\n return vec4<f32>(mix(sx1_0, extendToMinWidthX_0(sx1_0, hpToClipX_0(hpSplitUint_0(endBp_0), (*u_1).bpRangeX_0, (*u_1).zero_0), (*u_1).minCellPx_0, (*u_1).minCellDenomPx_0), local_0.x), yPxToClipY_0(mix(rowY_0, rowY_0 + band_1.height_0, local_0.y), (*u_1).canvasHeight_0), 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\nstruct RowRectVsOut_0\n{\n @builtin(position) position_0 : vec4<f32>,\n @location(0) color_0 : vec4<f32>,\n};\n\nstruct RowRectInstance_0\n{\n x_0 : u32,\n x2_2 : u32,\n row_0 : u32,\n color_1 : u32,\n};\n\nfn rowRectVertex_0( inst_0 : RowRectInstance_0, vid_2 : u32, u_2 : ptr<function, RowRectUniforms_std140_0>) -> RowRectVsOut_0\n{\n var o_0 : RowRectVsOut_0;\n var _S7 : vec4<f32> = rowRectClipPos_0(inst_0.x_0, inst_0.x2_2, f32(inst_0.row_0), vid_2, &((*u_2)));\n o_0.position_0 = _S7;\n o_0.color_0 = unpackRGBA_0(inst_0.color_1);\n return o_0;\n}\n\nstruct vertexInput_0\n{\n @location(0) x_1 : u32,\n @location(1) x2_3 : u32,\n @location(2) row_1 : u32,\n @location(3) color_2 : u32,\n};\n\n@vertex\nfn vs_main( _S8 : vertexInput_0, @builtin(vertex_index) vid_3 : u32) -> RowRectVsOut_0\n{\n var _S9 : RowRectInstance_0 = RowRectInstance_0( _S8.x_1, _S8.x2_3, _S8.row_1, _S8.color_2 );\n var _S10 : RowRectUniforms_std140_0 = u_0;\n var _S11 : RowRectVsOut_0 = rowRectVertex_0(_S9, vid_3, &(_S10));\n return _S11;\n}\n\nstruct pixelOutput_0\n{\n @location(0) output_0 : vec4<f32>,\n};\n\nstruct pixelInput_0\n{\n @location(0) color_3 : vec4<f32>,\n};\n\n@fragment\nfn fs_main( _S12 : pixelInput_0, @builtin(position) position_1 : vec4<f32>) -> pixelOutput_0\n{\n var _S13 : pixelOutput_0 = pixelOutput_0( _S12.color_3 );\n return _S13;\n}\n\n";
|
package/esm/slangPass.d.ts
CHANGED
|
@@ -1,8 +1,6 @@
|
|
|
1
|
-
import type { BlendState, VertexAttributeLayout, PipelineDescriptor, ShaderBinding, TextureBinding } from './hal';
|
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1
|
+
import type { BlendState, VertexAttributeLayout, PipelineDescriptor, ShaderBinding, ShaderSource, TextureBinding } from './hal';
|
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2
2
|
export interface ShaderModule {
|
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3
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-
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|
4
|
-
GLSL_VERTEX: string;
|
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5
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-
GLSL_FRAGMENT: string;
|
|
3
|
+
SOURCE: ShaderSource;
|
|
6
4
|
INSTANCE_STRIDE_BYTES: number;
|
|
7
5
|
UNIFORMS_SIZE_BYTES: number;
|
|
8
6
|
VERTEX_ATTRIBUTES: readonly VertexAttributeLayout[];
|
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@@ -11,21 +9,22 @@ export interface ShaderModule {
|
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11
9
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BLEND_STATE?: BlendState;
|
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12
10
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COVERAGE?: PipelineDescriptor['coverage'];
|
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13
11
|
TEXTURES?: readonly [TextureBinding, ...TextureBinding[]];
|
|
14
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-
BINDINGS
|
|
12
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+
BINDINGS: readonly ShaderBinding[];
|
|
15
13
|
}
|
|
16
14
|
/**
|
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17
15
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* What a pass is, over and above its shader: an identity, and the handful of
|
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18
16
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* choices that are genuinely the *consumer's* rather than the shader's.
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17
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*
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20
18
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* Every remaining field is an override of something the module already carries,
|
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-
*
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22
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-
* by two passes that disagree:
|
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19
|
+
* for a shader drawn by two passes that disagree:
|
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23
20
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*
|
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24
21
|
* - `verticesPerInstance` — the canvas chevron pass, whose count is the
|
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25
22
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* shader's `CHEVRON_VERTS` times a cap the *renderer* chooses.
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26
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-
* - `blendState` / `topology` —
|
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27
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-
*
|
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28
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-
*
|
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23
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+
* - `blendState` / `topology` — no pass in the tree overrides these. Wiggle's
|
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24
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+
* step line and center line did while they shared one module and blended
|
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25
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+
* differently (src-over against max); each record now has its own module,
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+
* and the center line's states `//! blend: max` itself. A shader whose passes
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|
+
* disagree declares neither and says which at each pass.
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* - `blend: false` — nothing disables blending today, which is why there is no
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* `//! blend: none` to inherit it from.
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*
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package/esm/slangPass.js
CHANGED
|
@@ -1,4 +1,12 @@
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1
|
+
function generatedBeforeLazyText(mod) {
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2
|
+
return !mod.SOURCE || !mod.BINDINGS?.every(binding => 'stages' in binding);
|
|
3
|
+
}
|
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1
4
|
export function slangPass(opts) {
|
|
5
|
+
if (generatedBeforeLazyText(opts.mod)) {
|
|
6
|
+
throw new Error(`slangPass(${opts.id}): the shader module has no SOURCE loaders or no ` +
|
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7
|
+
`binding stages, so an older jbrowse-build-shaders generated it; ` +
|
|
8
|
+
`regenerate it`);
|
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9
|
+
}
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|
2
10
|
const verticesPerInstance = opts.verticesPerInstance ?? opts.mod.VERTS_PER_INSTANCE;
|
|
3
11
|
if (verticesPerInstance === undefined) {
|
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4
12
|
throw new Error(`slangPass(${opts.id}): no verticesPerInstance — declare ` +
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@@ -7,9 +15,7 @@ export function slangPass(opts) {
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7
15
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}
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8
16
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return {
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9
17
|
id: opts.id,
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10
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-
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11
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-
glslVertex: opts.mod.GLSL_VERTEX,
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12
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-
glslFragment: opts.mod.GLSL_FRAGMENT,
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18
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+
source: opts.mod.SOURCE,
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13
19
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instanceStride: opts.mod.INSTANCE_STRIDE_BYTES,
|
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uniformByteSize: opts.mod.UNIFORMS_SIZE_BYTES,
|
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15
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verticesPerInstance,
|
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@@ -9,7 +9,7 @@ import type { GraphicsCapabilities } from './graphicsCapabilities.ts';
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|
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9
9
|
* a leaf so a third-party display can bundle it), so every hook here is its own
|
|
10
10
|
* — `useRenderingBackend` and `useTabVisibilityRerender` are the same shape.
|
|
11
11
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*
|
|
12
|
-
* It is also all this needs. `useFetch` carries keys,
|
|
12
|
+
* It is also all this needs. `useFetch` carries keys, signals, error state
|
|
13
13
|
* and `mutate` for sources that change; capabilities are fixed for the life of
|
|
14
14
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* the page and already memoized in the module, so there is one value, fetched
|
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15
15
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* once, that never invalidates. The effect exists only to deliver it.
|
|
@@ -10,7 +10,7 @@ import { getGraphicsCapabilities } from './graphicsCapabilities.js';
|
|
|
10
10
|
* a leaf so a third-party display can bundle it), so every hook here is its own
|
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11
11
|
* — `useRenderingBackend` and `useTabVisibilityRerender` are the same shape.
|
|
12
12
|
*
|
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13
|
-
* It is also all this needs. `useFetch` carries keys,
|
|
13
|
+
* It is also all this needs. `useFetch` carries keys, signals, error state
|
|
14
14
|
* and `mutate` for sources that change; capabilities are fixed for the life of
|
|
15
15
|
* the page and already memoized in the module, so there is one value, fetched
|
|
16
16
|
* once, that never invalidates. The effect exists only to deliver it.
|
package/esm/webgpuUtils.d.ts
CHANGED
|
@@ -1,15 +1,7 @@
|
|
|
1
|
+
import type { ShaderStage } from './hal/types.ts';
|
|
1
2
|
export declare const STANDARD_BLEND_STATE: GPUBlendState;
|
|
2
|
-
/**
|
|
3
|
-
|
|
4
|
-
* This bind group is intended for use with shaders generated by Slang,
|
|
5
|
-
* which typically place uniforms at binding index 1.
|
|
6
|
-
* @param device - The GPUDevice.
|
|
7
|
-
* @param layout - `DeviceLayouts.uniformOnlyBindGroupLayout`.
|
|
8
|
-
* @param uniformBuffer - The GPUBuffer containing the uniform data.
|
|
9
|
-
* @param uniformVisibleSize - The visible size of the uniform buffer.
|
|
10
|
-
* @returns The GPUBindGroup.
|
|
11
|
-
*/
|
|
12
|
-
export declare function createUniformOnlyBindGroup(device: GPUDevice, layout: GPUBindGroupLayout, uniformBuffer: GPUBuffer, uniformVisibleSize: number): GPUBindGroup;
|
|
3
|
+
/** A layout entry's `visibility`: the stages its shader reads the binding in. */
|
|
4
|
+
export declare function stageVisibility(stages: readonly ShaderStage[]): number;
|
|
13
5
|
export declare function createVertexBuffer(device: GPUDevice, data: ArrayBuffer | ArrayBufferView): GPUBuffer;
|
|
14
6
|
/**
|
|
15
7
|
* Converts one entry of a pass's vertex input layout to a WebGPU vertex format
|
package/esm/webgpuUtils.js
CHANGED
|
@@ -19,39 +19,18 @@ export const STANDARD_BLEND_STATE = {
|
|
|
19
19
|
operation: 'add',
|
|
20
20
|
},
|
|
21
21
|
};
|
|
22
|
-
|
|
23
|
-
|
|
24
|
-
|
|
25
|
-
|
|
26
|
-
|
|
27
|
-
|
|
28
|
-
|
|
29
|
-
|
|
30
|
-
|
|
31
|
-
|
|
32
|
-
|
|
33
|
-
|
|
34
|
-
* which typically place uniforms at binding index 1.
|
|
35
|
-
* @param device - The GPUDevice.
|
|
36
|
-
* @param layout - `DeviceLayouts.uniformOnlyBindGroupLayout`.
|
|
37
|
-
* @param uniformBuffer - The GPUBuffer containing the uniform data.
|
|
38
|
-
* @param uniformVisibleSize - The visible size of the uniform buffer.
|
|
39
|
-
* @returns The GPUBindGroup.
|
|
40
|
-
*/
|
|
41
|
-
export function createUniformOnlyBindGroup(device, layout, uniformBuffer, uniformVisibleSize) {
|
|
42
|
-
return device.createBindGroup({
|
|
43
|
-
layout,
|
|
44
|
-
entries: [
|
|
45
|
-
{
|
|
46
|
-
binding: 1, // Standard binding for uniforms generated by Slang codegen.
|
|
47
|
-
resource: {
|
|
48
|
-
buffer: uniformBuffer,
|
|
49
|
-
offset: 0,
|
|
50
|
-
size: uniformVisibleSize,
|
|
51
|
-
},
|
|
52
|
-
},
|
|
53
|
-
],
|
|
54
|
-
});
|
|
22
|
+
const STAGE_FLAG = {
|
|
23
|
+
vertex: 'VERTEX',
|
|
24
|
+
fragment: 'FRAGMENT',
|
|
25
|
+
compute: 'COMPUTE',
|
|
26
|
+
};
|
|
27
|
+
/** A layout entry's `visibility`: the stages its shader reads the binding in. */
|
|
28
|
+
export function stageVisibility(stages) {
|
|
29
|
+
let mask = 0;
|
|
30
|
+
for (const stage of stages) {
|
|
31
|
+
mask |= GPUShaderStage[STAGE_FLAG[stage]];
|
|
32
|
+
}
|
|
33
|
+
return mask;
|
|
55
34
|
}
|
|
56
35
|
export function createVertexBuffer(device, data) {
|
|
57
36
|
const buf = device.createBuffer({
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@jbrowse/render-core",
|
|
3
|
-
"version": "5.0.0-beta.
|
|
3
|
+
"version": "5.0.0-beta.9",
|
|
4
4
|
"type": "module",
|
|
5
5
|
"description": "GPU/Canvas2D rendering primitives for JBrowse displays: the HAL, the draw-lifecycle mixin, per-region/global backend bases, and the React backend hooks",
|
|
6
6
|
"keywords": [
|
|
@@ -56,6 +56,7 @@
|
|
|
56
56
|
"./regionDataMap": "./esm/regionDataMap.js",
|
|
57
57
|
"./renderBlock": "./esm/renderBlock.js",
|
|
58
58
|
"./renderingBackendBase": "./esm/renderingBackendBase.js",
|
|
59
|
+
"./scoreScale": "./esm/scoreScale.js",
|
|
59
60
|
"./ScrollLockedOverlay": "./esm/ScrollLockedOverlay.js",
|
|
60
61
|
"./sharedBackendKey": "./esm/sharedBackendKey.js",
|
|
61
62
|
"./shaders/antialias": "./esm/shaders/antialias.js.generated.js",
|
|
@@ -83,7 +84,7 @@
|
|
|
83
84
|
"./useTabVisibilityRerender": "./esm/useTabVisibilityRerender.js"
|
|
84
85
|
},
|
|
85
86
|
"dependencies": {
|
|
86
|
-
"@jbrowse/mobx-state-tree": "^6.5.
|
|
87
|
+
"@jbrowse/mobx-state-tree": "^6.5.2",
|
|
87
88
|
"mobx": "^7.0.3"
|
|
88
89
|
},
|
|
89
90
|
"peerDependencies": {
|