@luma.gl/shaders 0.0.0-stage → 10.0.0-alpha.10

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (699) hide show
  1. package/LICENSE +38 -0
  2. package/README.md +25 -2
  3. package/dist/dist.dev.js +19880 -0
  4. package/dist/dist.min.js +12192 -0
  5. package/dist/glsl.cjs +33 -0
  6. package/dist/glsl.cjs.map +6 -0
  7. package/dist/glsl.d.ts +6 -0
  8. package/dist/glsl.d.ts.map +1 -0
  9. package/dist/glsl.js +7 -0
  10. package/dist/glsl.js.map +1 -0
  11. package/dist/index.cjs +243 -0
  12. package/dist/index.cjs.map +6 -0
  13. package/dist/index.d.ts +91 -0
  14. package/dist/index.d.ts.map +1 -0
  15. package/dist/index.js +65 -0
  16. package/dist/index.js.map +1 -0
  17. package/dist/lib/color/normalize-byte-colors.cjs +50 -0
  18. package/dist/lib/color/normalize-byte-colors.d.ts +23 -0
  19. package/dist/lib/color/normalize-byte-colors.d.ts.map +1 -0
  20. package/dist/lib/color/normalize-byte-colors.js +42 -0
  21. package/dist/lib/color/normalize-byte-colors.js.map +1 -0
  22. package/dist/lib/filters/prop-types.cjs +90 -0
  23. package/dist/lib/filters/prop-types.d.ts +44 -0
  24. package/dist/lib/filters/prop-types.d.ts.map +1 -0
  25. package/dist/lib/filters/prop-types.js +96 -0
  26. package/dist/lib/filters/prop-types.js.map +1 -0
  27. package/dist/lib/glsl-shader-assembler.cjs +50 -0
  28. package/dist/lib/glsl-shader-assembler.d.ts +19 -0
  29. package/dist/lib/glsl-shader-assembler.d.ts.map +1 -0
  30. package/dist/lib/glsl-shader-assembler.js +29 -0
  31. package/dist/lib/glsl-shader-assembler.js.map +1 -0
  32. package/dist/lib/glsl-utils/get-shader-info.cjs +52 -0
  33. package/dist/lib/glsl-utils/get-shader-info.d.ts +9 -0
  34. package/dist/lib/glsl-utils/get-shader-info.d.ts.map +1 -0
  35. package/dist/lib/glsl-utils/get-shader-info.js +33 -0
  36. package/dist/lib/glsl-utils/get-shader-info.js.map +1 -0
  37. package/dist/lib/glsl-utils/shader-utils.cjs +126 -0
  38. package/dist/lib/glsl-utils/shader-utils.d.ts +23 -0
  39. package/dist/lib/glsl-utils/shader-utils.d.ts.map +1 -0
  40. package/dist/lib/glsl-utils/shader-utils.js +92 -0
  41. package/dist/lib/glsl-utils/shader-utils.js.map +1 -0
  42. package/dist/lib/preprocessor/preprocessor.cjs +128 -0
  43. package/dist/lib/preprocessor/preprocessor.d.ts +15 -0
  44. package/dist/lib/preprocessor/preprocessor.d.ts.map +1 -0
  45. package/dist/lib/preprocessor/preprocessor.js +120 -0
  46. package/dist/lib/preprocessor/preprocessor.js.map +1 -0
  47. package/dist/lib/shader-assembler-base.cjs +132 -0
  48. package/dist/lib/shader-assembler-base.d.ts +51 -0
  49. package/dist/lib/shader-assembler-base.d.ts.map +1 -0
  50. package/dist/lib/shader-assembler-base.js +127 -0
  51. package/dist/lib/shader-assembler-base.js.map +1 -0
  52. package/dist/lib/shader-assembler.cjs +33 -0
  53. package/dist/lib/shader-assembler.d.ts +4 -0
  54. package/dist/lib/shader-assembler.d.ts.map +1 -0
  55. package/dist/lib/shader-assembler.js +7 -0
  56. package/dist/lib/shader-assembler.js.map +1 -0
  57. package/dist/lib/shader-assembly/assemble-glsl-shaders.cjs +181 -0
  58. package/dist/lib/shader-assembly/assemble-glsl-shaders.d.ts +70 -0
  59. package/dist/lib/shader-assembly/assemble-glsl-shaders.d.ts.map +1 -0
  60. package/dist/lib/shader-assembly/assemble-glsl-shaders.js +208 -0
  61. package/dist/lib/shader-assembly/assemble-glsl-shaders.js.map +1 -0
  62. package/dist/lib/shader-assembly/assemble-shaders.cjs +42 -0
  63. package/dist/lib/shader-assembly/assemble-shaders.d.ts +10 -0
  64. package/dist/lib/shader-assembly/assemble-shaders.d.ts.map +1 -0
  65. package/dist/lib/shader-assembly/assemble-shaders.js +10 -0
  66. package/dist/lib/shader-assembly/assemble-shaders.js.map +1 -0
  67. package/dist/lib/shader-assembly/assemble-wgsl-shaders.cjs +498 -0
  68. package/dist/lib/shader-assembly/assemble-wgsl-shaders.d.ts +70 -0
  69. package/dist/lib/shader-assembly/assemble-wgsl-shaders.d.ts.map +1 -0
  70. package/dist/lib/shader-assembly/assemble-wgsl-shaders.js +480 -0
  71. package/dist/lib/shader-assembly/assemble-wgsl-shaders.js.map +1 -0
  72. package/dist/lib/shader-assembly/platform-defines.cjs +79 -0
  73. package/dist/lib/shader-assembly/platform-defines.d.ts +4 -0
  74. package/dist/lib/shader-assembly/platform-defines.d.ts.map +1 -0
  75. package/dist/lib/shader-assembly/platform-defines.js +52 -0
  76. package/dist/lib/shader-assembly/platform-defines.js.map +1 -0
  77. package/dist/lib/shader-assembly/platform-info.cjs +15 -0
  78. package/dist/lib/shader-assembly/platform-info.d.ts +20 -0
  79. package/dist/lib/shader-assembly/platform-info.d.ts.map +1 -0
  80. package/dist/lib/shader-assembly/platform-info.js +5 -0
  81. package/dist/lib/shader-assembly/platform-info.js.map +1 -0
  82. package/dist/lib/shader-assembly/shader-assembly-shared.cjs +96 -0
  83. package/dist/lib/shader-assembly/shader-assembly-shared.d.ts +16 -0
  84. package/dist/lib/shader-assembly/shader-assembly-shared.d.ts.map +1 -0
  85. package/dist/lib/shader-assembly/shader-assembly-shared.js +79 -0
  86. package/dist/lib/shader-assembly/shader-assembly-shared.js.map +1 -0
  87. package/dist/lib/shader-assembly/shader-assembly-types.cjs +15 -0
  88. package/dist/lib/shader-assembly/shader-assembly-types.d.ts +132 -0
  89. package/dist/lib/shader-assembly/shader-assembly-types.d.ts.map +1 -0
  90. package/dist/lib/shader-assembly/shader-assembly-types.js +5 -0
  91. package/dist/lib/shader-assembly/shader-assembly-types.js.map +1 -0
  92. package/dist/lib/shader-assembly/shader-injection-targets.cjs +103 -0
  93. package/dist/lib/shader-assembly/shader-injection-targets.d.ts +46 -0
  94. package/dist/lib/shader-assembly/shader-injection-targets.d.ts.map +1 -0
  95. package/dist/lib/shader-assembly/shader-injection-targets.js +83 -0
  96. package/dist/lib/shader-assembly/shader-injection-targets.js.map +1 -0
  97. package/dist/lib/shader-assembly/shader-injections.cjs +204 -0
  98. package/dist/lib/shader-assembly/shader-injections.d.ts +49 -0
  99. package/dist/lib/shader-assembly/shader-injections.d.ts.map +1 -0
  100. package/dist/lib/shader-assembly/shader-injections.js +207 -0
  101. package/dist/lib/shader-assembly/shader-injections.js.map +1 -0
  102. package/dist/lib/shader-assembly/shader-plugin-varyings.cjs +434 -0
  103. package/dist/lib/shader-assembly/shader-plugin-varyings.d.ts +15 -0
  104. package/dist/lib/shader-assembly/shader-plugin-varyings.d.ts.map +1 -0
  105. package/dist/lib/shader-assembly/shader-plugin-varyings.js +438 -0
  106. package/dist/lib/shader-assembly/shader-plugin-varyings.js.map +1 -0
  107. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.cjs +254 -0
  108. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.d.ts +12 -0
  109. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.d.ts.map +1 -0
  110. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.js +237 -0
  111. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.js.map +1 -0
  112. package/dist/lib/shader-assembly/wgsl-binding-debug.cjs +166 -0
  113. package/dist/lib/shader-assembly/wgsl-binding-debug.d.ts +37 -0
  114. package/dist/lib/shader-assembly/wgsl-binding-debug.d.ts.map +1 -0
  115. package/dist/lib/shader-assembly/wgsl-binding-debug.js +144 -0
  116. package/dist/lib/shader-assembly/wgsl-binding-debug.js.map +1 -0
  117. package/dist/lib/shader-assembly/wgsl-binding-scan.cjs +184 -0
  118. package/dist/lib/shader-assembly/wgsl-binding-scan.d.ts +19 -0
  119. package/dist/lib/shader-assembly/wgsl-binding-scan.d.ts.map +1 -0
  120. package/dist/lib/shader-assembly/wgsl-binding-scan.js +151 -0
  121. package/dist/lib/shader-assembly/wgsl-binding-scan.js.map +1 -0
  122. package/dist/lib/shader-assembly/wgsl-injection-target-names.cjs +163 -0
  123. package/dist/lib/shader-assembly/wgsl-injection-target-names.d.ts +8 -0
  124. package/dist/lib/shader-assembly/wgsl-injection-target-names.d.ts.map +1 -0
  125. package/dist/lib/shader-assembly/wgsl-injection-target-names.js +145 -0
  126. package/dist/lib/shader-assembly/wgsl-injection-target-names.js.map +1 -0
  127. package/dist/lib/shader-assembly/wgsl-interface-scan.cjs +502 -0
  128. package/dist/lib/shader-assembly/wgsl-interface-scan.d.ts +14 -0
  129. package/dist/lib/shader-assembly/wgsl-interface-scan.d.ts.map +1 -0
  130. package/dist/lib/shader-assembly/wgsl-interface-scan.js +498 -0
  131. package/dist/lib/shader-assembly/wgsl-interface-scan.js.map +1 -0
  132. package/dist/lib/shader-generator/generate-shader.cjs +36 -0
  133. package/dist/lib/shader-generator/generate-shader.d.ts +8 -0
  134. package/dist/lib/shader-generator/generate-shader.d.ts.map +1 -0
  135. package/dist/lib/shader-generator/generate-shader.js +15 -0
  136. package/dist/lib/shader-generator/generate-shader.js.map +1 -0
  137. package/dist/lib/shader-generator/glsl/generate-glsl.cjs +94 -0
  138. package/dist/lib/shader-generator/glsl/generate-glsl.d.ts +7 -0
  139. package/dist/lib/shader-generator/glsl/generate-glsl.d.ts.map +1 -0
  140. package/dist/lib/shader-generator/glsl/generate-glsl.js +79 -0
  141. package/dist/lib/shader-generator/glsl/generate-glsl.js.map +1 -0
  142. package/dist/lib/shader-generator/utils/capitalize.cjs +29 -0
  143. package/dist/lib/shader-generator/utils/capitalize.d.ts +7 -0
  144. package/dist/lib/shader-generator/utils/capitalize.d.ts.map +1 -0
  145. package/dist/lib/shader-generator/utils/capitalize.js +12 -0
  146. package/dist/lib/shader-generator/utils/capitalize.js.map +1 -0
  147. package/dist/lib/shader-generator/wgsl/generate-wgsl.cjs +46 -0
  148. package/dist/lib/shader-generator/wgsl/generate-wgsl.d.ts +7 -0
  149. package/dist/lib/shader-generator/wgsl/generate-wgsl.d.ts.map +1 -0
  150. package/dist/lib/shader-generator/wgsl/generate-wgsl.js +23 -0
  151. package/dist/lib/shader-generator/wgsl/generate-wgsl.js.map +1 -0
  152. package/dist/lib/shader-module/composite-shader-pass.cjs +15 -0
  153. package/dist/lib/shader-module/composite-shader-pass.d.ts +41 -0
  154. package/dist/lib/shader-module/composite-shader-pass.d.ts.map +1 -0
  155. package/dist/lib/shader-module/composite-shader-pass.js +5 -0
  156. package/dist/lib/shader-module/composite-shader-pass.js.map +1 -0
  157. package/dist/lib/shader-module/shader-module-dependencies.cjs +83 -0
  158. package/dist/lib/shader-module/shader-module-dependencies.d.ts +39 -0
  159. package/dist/lib/shader-module/shader-module-dependencies.d.ts.map +1 -0
  160. package/dist/lib/shader-module/shader-module-dependencies.js +103 -0
  161. package/dist/lib/shader-module/shader-module-dependencies.js.map +1 -0
  162. package/dist/lib/shader-module/shader-module-uniform-layout.cjs +224 -0
  163. package/dist/lib/shader-module/shader-module-uniform-layout.d.ts +91 -0
  164. package/dist/lib/shader-module/shader-module-uniform-layout.d.ts.map +1 -0
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  167. package/dist/lib/shader-module/shader-module.cjs +99 -0
  168. package/dist/lib/shader-module/shader-module.d.ts +94 -0
  169. package/dist/lib/shader-module/shader-module.d.ts.map +1 -0
  170. package/dist/lib/shader-module/shader-module.js +101 -0
  171. package/dist/lib/shader-module/shader-module.js.map +1 -0
  172. package/dist/lib/shader-module/shader-pass.cjs +15 -0
  173. package/dist/lib/shader-module/shader-pass.d.ts +48 -0
  174. package/dist/lib/shader-module/shader-pass.d.ts.map +1 -0
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  176. package/dist/lib/shader-module/shader-pass.js.map +1 -0
  177. package/dist/lib/shader-plugin.cjs +156 -0
  178. package/dist/lib/shader-plugin.d.ts +61 -0
  179. package/dist/lib/shader-plugin.d.ts.map +1 -0
  180. package/dist/lib/shader-plugin.js +147 -0
  181. package/dist/lib/shader-plugin.js.map +1 -0
  182. package/dist/lib/shader-transpiler/shader-transpiler.cjs +15 -0
  183. package/dist/lib/shader-transpiler/shader-transpiler.d.ts +27 -0
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  187. package/dist/lib/shader-transpiler/transpile-glsl-shader.cjs +71 -0
  188. package/dist/lib/shader-transpiler/transpile-glsl-shader.d.ts +9 -0
  189. package/dist/lib/shader-transpiler/transpile-glsl-shader.d.ts.map +1 -0
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  192. package/dist/lib/utils/assert.cjs +34 -0
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  202. package/dist/lib/wgsl-shader-assembler.cjs +99 -0
  203. package/dist/lib/wgsl-shader-assembler.d.ts +34 -0
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  699. package/src/wgsl.ts +34 -0
@@ -0,0 +1,157 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
4
+
5
+ /** WGSL double-single functions used by geographic projection. */
6
+ export const fp64functionsWGSL = /* wgsl */ `\
7
+ const E_FP64 = vec2f(2.7182817459106445, 8.254840366817007e-8);
8
+ const LOG2_FP64 = vec2f(0.6931471824645996, -1.9046542121259336e-9);
9
+ const PI_FP64 = vec2f(3.1415927410125732, -8.742278012618954e-8);
10
+ const TWO_PI_FP64 = vec2f(6.2831854820251465, -1.7484556025237907e-7);
11
+ const PI_2_FP64 = vec2f(1.5707963705062866, -4.371139006309477e-8);
12
+ const PI_4_FP64 = vec2f(0.7853981852531433, -2.1855695031547384e-8);
13
+ const PI_180_FP64 = vec2f(0.01745329238474369, 1.3519960498364902e-10);
14
+
15
+ // High/low splits of 1/n!, 1/(2n+1)!, and 1/(2n)! respectively.
16
+ const FP64_EXP_COEFFICIENTS = array<vec2f, 17>(
17
+ vec2f(1.0, 0.0),
18
+ vec2f(1.0, 0.0),
19
+ vec2f(0.5, 0.0),
20
+ vec2f(0.1666666716337204, -4.967053879312289e-09),
21
+ vec2f(0.0416666679084301, -1.2417634698280722e-09),
22
+ vec2f(0.008333333767950535, -4.34617203337595e-10),
23
+ vec2f(0.0013888889225199819, -3.3631094437103215e-11),
24
+ vec2f(0.00019841270113829523, -2.725596874933456e-12),
25
+ vec2f(2.4801587642286904e-05, -3.40699609366682e-13),
26
+ vec2f(2.7557318844628753e-06, 3.793571224297229e-14),
27
+ vec2f(2.755731998149713e-07, -7.575112209051195e-15),
28
+ vec2f(2.5052107943679403e-08, 4.4176230446483665e-16),
29
+ vec2f(2.0876755879584152e-09, 1.1082839809204342e-16),
30
+ vec2f(1.6059044372074283e-10, -5.352526511562726e-18),
31
+ vec2f(1.147074536050896e-11, 2.372207689231238e-19),
32
+ vec2f(7.647163609812713e-13, 1.2200710471178288e-20),
33
+ vec2f(4.7794772561329454e-14, 7.62544404448643e-22)
34
+ );
35
+ const FP64_SIN_COEFFICIENTS = array<vec2f, 9>(
36
+ vec2f(1.0, 0.0),
37
+ vec2f(0.1666666716337204, -4.967053879312289e-09),
38
+ vec2f(0.008333333767950535, -4.34617203337595e-10),
39
+ vec2f(0.00019841270113829523, -2.725596874933456e-12),
40
+ vec2f(2.7557318844628753e-06, 3.793571224297229e-14),
41
+ vec2f(2.5052107943679403e-08, 4.4176230446483665e-16),
42
+ vec2f(1.6059044372074283e-10, -5.352526511562726e-18),
43
+ vec2f(7.647163609812713e-13, 1.2200710471178288e-20),
44
+ vec2f(2.8114573589663704e-15, -1.0462084739763658e-22)
45
+ );
46
+ const FP64_COS_COEFFICIENTS = array<vec2f, 9>(
47
+ vec2f(1.0, 0.0),
48
+ vec2f(0.5, 0.0),
49
+ vec2f(0.0416666679084301, -1.2417634698280722e-09),
50
+ vec2f(0.0013888889225199819, -3.3631094437103215e-11),
51
+ vec2f(2.4801587642286904e-05, -3.40699609366682e-13),
52
+ vec2f(2.755731998149713e-07, -7.575112209051195e-15),
53
+ vec2f(2.0876755879584152e-09, 1.1082839809204342e-16),
54
+ vec2f(1.147074536050896e-11, 2.372207689231238e-19),
55
+ vec2f(4.7794772561329454e-14, 7.62544404448643e-22)
56
+ );
57
+
58
+ // Reduce by log(2) before evaluating the exponential. Horner evaluation uses split
59
+ // coefficients to retain low terms without repeatedly expanding double-single division.
60
+ fn exp_fp64(value: vec2f) -> vec2f {
61
+ let a = normalize_fp64(value);
62
+ if (is_nan_fp64(a)) { return a; }
63
+ // WGSL rejects non-finite constant expressions; construct infinity from runtime bits.
64
+ if (a.x > 88.72283905206835) { return vec2f(bitcast<f32>(0x7f800000u | (bitcast<u32>(a.x) & 0x80000000u)), 0.0); }
65
+ if (a.x < -103.9720770839918) { return vec2f(0.0); }
66
+ let exponent = min(127.0, floor(a.x / LOG2_FP64.x + 0.5));
67
+ let remainder = sub_fp64(a, mul_fp64(LOG2_FP64, vec2f(exponent, 0.0)));
68
+ var result = FP64_EXP_COEFFICIENTS[16];
69
+ for (var i = 15; i >= 0; i--) {
70
+ result = sum_fp64(FP64_EXP_COEFFICIENTS[i], mul_fp64(remainder, result));
71
+ }
72
+ return fp64_scale_fp64(result, i32(exponent));
73
+ }
74
+
75
+ fn log_fp64(value: vec2f) -> vec2f {
76
+ let a = normalize_fp64(value);
77
+ if (is_nan_fp64(a)) { return a; }
78
+ // Match the GLSL helper's domain: zero and negative inputs return NaN.
79
+ if (sign_fp64(a) <= 0) { return vec2f(fp64_nan(a.x), 0.0); }
80
+ if (!is_finite_fp64(a)) { return a; }
81
+ // Normalize the magnitude before Newton refinement so exp(estimate) cannot overflow
82
+ // for large inputs or underflow for tiny inputs. Bit extraction also handles subnormals.
83
+ let exponent = max(-126, i32((bitcast<u32>(a.x) >> 23u) & 255u) - 127);
84
+ let mantissa = fp64_scale_fp64(a, -exponent);
85
+ var result = vec2f(log(mantissa.x), 0.0);
86
+ // Newton correction, written as (a - exp(x)) / exp(x), preserves tiny log(1 + low).
87
+ // Two iterations remove the error in the native f32 starting estimate.
88
+ for (var i = 0; i < 2; i++) {
89
+ let estimate = exp_fp64(result);
90
+ result = sum_fp64(result, div_fp64(sub_fp64(mantissa, estimate), estimate));
91
+ }
92
+ return sum_fp64(result, mul_fp64(LOG2_FP64, vec2f(f32(exponent), 0.0)));
93
+ }
94
+
95
+ struct Fp64SinCos {
96
+ sine: vec2f,
97
+ cosine: vec2f,
98
+ };
99
+
100
+ fn fp64_sincos(value: vec2f) -> Fp64SinCos {
101
+ let a = normalize_fp64(value);
102
+ // The projection use case stays within one turn. Bound conversion to an integer quadrant;
103
+ // this is not a large-argument Payne-Hanek trigonometric range reducer.
104
+ if (!is_finite_fp64(a) || abs(a.x) > 1000000.0) {
105
+ return Fp64SinCos(vec2f(fp64_nan(a.x), 0.0), vec2f(fp64_nan(a.x), 0.0));
106
+ }
107
+ let quadrant = i32(floor(a.x / PI_2_FP64.x + 0.5));
108
+ let remainder = sub_fp64(a, mul_fp64(PI_2_FP64, vec2f(f32(quadrant), 0.0)));
109
+ let negativeSquare = -mul_fp64(remainder, remainder);
110
+ var sinePolynomial = FP64_SIN_COEFFICIENTS[8];
111
+ var cosine = FP64_COS_COEFFICIENTS[8];
112
+ for (var i = 7; i >= 0; i--) {
113
+ sinePolynomial = sum_fp64(FP64_SIN_COEFFICIENTS[i], mul_fp64(negativeSquare, sinePolynomial));
114
+ cosine = sum_fp64(FP64_COS_COEFFICIENTS[i], mul_fp64(negativeSquare, cosine));
115
+ }
116
+ let sine = mul_fp64(remainder, sinePolynomial);
117
+ switch ((quadrant % 4 + 4) % 4) {
118
+ case 0: { return Fp64SinCos(sine, cosine); }
119
+ case 1: { return Fp64SinCos(cosine, -sine); }
120
+ case 2: { return Fp64SinCos(-sine, -cosine); }
121
+ default: { return Fp64SinCos(-cosine, sine); }
122
+ }
123
+ }
124
+
125
+ fn sin_fp64(a: vec2f) -> vec2f { return fp64_sincos(a).sine; }
126
+ fn cos_fp64(a: vec2f) -> vec2f { return fp64_sincos(a).cosine; }
127
+ fn tan_fp64(a: vec2f) -> vec2f {
128
+ let result = fp64_sincos(a);
129
+ return div_fp64(result.sine, result.cosine);
130
+ }
131
+
132
+ fn radians_fp64(degree: vec2f) -> vec2f { return mul_fp64(degree, PI_180_FP64); }
133
+ fn mix_fp64(a: vec2f, b: vec2f, x: f32) -> vec2f {
134
+ return sum_fp64(a, mul_fp64(sub_fp64(b, a), vec2f(x, 0.0)));
135
+ }
136
+
137
+ // WGSL returns arrays in place of GLSL out parameters. Each vec2f stores [high, low].
138
+ fn vec4_fp64(a: vec4f) -> array<vec2f, 4> {
139
+ return array<vec2f, 4>(vec2f(a.x, 0.0), vec2f(a.y, 0.0), vec2f(a.z, 0.0), vec2f(a.w, 0.0));
140
+ }
141
+
142
+ fn vec4_dot_fp64(a: array<vec2f, 4>, b: array<vec2f, 4>) -> vec2f {
143
+ return sum_fp64(
144
+ sum_fp64(mul_fp64(a[0], b[0]), mul_fp64(a[1], b[1])),
145
+ sum_fp64(mul_fp64(a[2], b[2]), mul_fp64(a[3], b[3])));
146
+ }
147
+
148
+ // Same row-major pair ordering as the GLSL helper: result[i] = dot(matrix[i * 4..], a).
149
+ fn mat4_vec4_mul_fp64(matrix: array<vec2f, 16>, a: array<vec2f, 4>) -> array<vec2f, 4> {
150
+ var result: array<vec2f, 4>;
151
+ for (var i = 0; i < 4; i++) {
152
+ let row = array<vec2f, 4>(matrix[i * 4], matrix[i * 4 + 1], matrix[i * 4 + 2], matrix[i * 4 + 3]);
153
+ result[i] = vec4_dot_fp64(a, row);
154
+ }
155
+ return result;
156
+ }
157
+ `;
@@ -0,0 +1,46 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
4
+
5
+ import type {NumericArray} from '@math.gl/core';
6
+
7
+ /**
8
+ * Calculate WebGL 64 bit float
9
+ * @param a - the input float number
10
+ * @param out - the output array. If not supplied, a new array is created.
11
+ * @param startIndex - the index in the output array to fill from. Default 0.
12
+ * @returns - the fp64 representation of the input number
13
+ */
14
+ export function fp64ify(a: number, out: NumericArray = [], startIndex: number = 0): NumericArray {
15
+ const hiPart = Math.fround(a);
16
+ const loPart = a - hiPart;
17
+ out[startIndex] = hiPart;
18
+ out[startIndex + 1] = loPart;
19
+ return out;
20
+ }
21
+
22
+ /**
23
+ * Calculate the low part of a WebGL 64 bit float
24
+ * @param a the input float number
25
+ * @returns the lower 32 bit of the number
26
+ */
27
+ export function fp64LowPart(a: number): number {
28
+ return a - Math.fround(a);
29
+ }
30
+
31
+ /**
32
+ * Calculate WebGL 64 bit matrix (transposed "Float64Array")
33
+ * @param matrix the input matrix
34
+ * @returns the fp64 representation of the input matrix
35
+ */
36
+ export function fp64ifyMatrix4(matrix: NumericArray): Float32Array {
37
+ // Transpose the projection matrix to column major for GLSL.
38
+ const matrixFP64 = new Float32Array(32);
39
+ for (let i = 0; i < 4; ++i) {
40
+ for (let j = 0; j < 4; ++j) {
41
+ const index = i * 4 + j;
42
+ fp64ify(matrix[j * 4 + i], matrixFP64, index * 2);
43
+ }
44
+ }
45
+ return matrixFP64;
46
+ }
@@ -0,0 +1,64 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
4
+
5
+ import {ShaderModule} from '../../../lib/shader-module/shader-module';
6
+
7
+ import {fp64ify, fp64LowPart, fp64ifyMatrix4} from './fp64-utils';
8
+ import {fp64arithmeticShader} from './fp64-arithmetic-glsl';
9
+ import {fp64arithmeticWGSL} from './fp64-arithmetic-wgsl';
10
+ import {fp64functionShader} from './fp64-functions-glsl';
11
+ import {fp64functionsWGSL} from './fp64-functions-wgsl';
12
+
13
+ type FP64Props = {};
14
+ type FP64Uniforms = {ONE: number; SPLIT: number};
15
+ type FP64Bindings = {};
16
+
17
+ type FP64Utilities = {
18
+ fp64ify: typeof fp64ify;
19
+ fp64LowPart: typeof fp64LowPart;
20
+ fp64ifyMatrix4: typeof fp64ifyMatrix4;
21
+ };
22
+
23
+ const defaultUniforms: FP64Uniforms = {
24
+ // Used in LUMA_FP64_CODE_ELIMINATION_WORKAROUND
25
+ ONE: 1.0,
26
+ // Runtime split factor for Dekker splitting. Keeping this as a uniform helps
27
+ // prevent aggressive constant folding in shader compilers.
28
+ SPLIT: 4097.0
29
+ };
30
+
31
+ /**
32
+ * 64bit arithmetic: add, sub, mul, div (small subset of fp64 module)
33
+ */
34
+ export const fp64arithmetic: ShaderModule<FP64Props, FP64Uniforms, FP64Bindings> & FP64Utilities = {
35
+ name: 'fp64arithmetic',
36
+ source: fp64arithmeticWGSL,
37
+ fs: fp64arithmeticShader,
38
+ vs: fp64arithmeticShader,
39
+ defaultUniforms,
40
+ uniformTypes: {ONE: 'f32', SPLIT: 'f32'},
41
+
42
+ // Additional Functions
43
+ fp64ify,
44
+ fp64LowPart,
45
+ fp64ifyMatrix4
46
+ };
47
+
48
+ /**
49
+ * Double-single math: full GLSL library and WGSL projection functions.
50
+ * WGSL vector/matrix helpers return arrays instead of using GLSL out parameters.
51
+ */
52
+ export const fp64: ShaderModule<{}> & FP64Utilities = {
53
+ name: 'fp64',
54
+ source: fp64functionsWGSL,
55
+ vs: fp64functionShader,
56
+ dependencies: [fp64arithmetic],
57
+
58
+ // Additional Functions
59
+ fp64ify,
60
+ fp64LowPart,
61
+ fp64ifyMatrix4
62
+ };
63
+
64
+ export {fp64ify, fp64LowPart, fp64ifyMatrix4};
@@ -0,0 +1,25 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
4
+
5
+ import {ShaderModule} from '../../../lib/shader-module/shader-module';
6
+
7
+ const source = /* wgsl */ `\
8
+ fn random(scale: vec3f, seed: f32) -> f32 {
9
+ return fract(sin(dot(scale + vec3f(seed), vec3f(12.9898, 78.233, 151.7182))) * 43758.5453 + seed);
10
+ }
11
+ `;
12
+
13
+ const fs = /* glsl */ `\
14
+ float random(vec3 scale, float seed) {
15
+ /* use the fragment position for a different seed per-pixel */
16
+ return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);
17
+ }
18
+ `;
19
+
20
+ /** Quick random generator for fragment shaders */
21
+ export const random = {
22
+ name: 'random',
23
+ source,
24
+ fs
25
+ } as const satisfies ShaderModule<{}, {}>;
@@ -0,0 +1,70 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
4
+
5
+ import type {ShaderModule} from '../../../lib/shader-module/shader-module';
6
+
7
+ /** Smooth, deterministic value noise shared by atmospheric shader modules. */
8
+ export const valueNoise = {
9
+ name: 'valueNoise',
10
+ fs: /* glsl */ `
11
+ float valueNoise_hash(vec2 cell) {
12
+ vec3 value = fract(vec3(cell.x, cell.y, cell.x) * 0.1031);
13
+ value += dot(value, value.yzx + 33.33);
14
+ return fract((value.x + value.y) * value.z);
15
+ }
16
+ float valueNoise_noise(vec2 position) {
17
+ vec2 cell = floor(position);
18
+ vec2 fraction = fract(position);
19
+ vec2 blend = fraction * fraction * (3.0 - 2.0 * fraction);
20
+ return mix(mix(valueNoise_hash(cell), valueNoise_hash(cell + vec2(1.0, 0.0)), blend.x),
21
+ mix(valueNoise_hash(cell + vec2(0.0, 1.0)), valueNoise_hash(cell + vec2(1.0)), blend.x), blend.y);
22
+ }
23
+
24
+ float valueNoise_hash3(vec3 cell) {
25
+ vec3 value = fract(cell * 0.1031);
26
+ value += dot(value, value.yzx + 33.33);
27
+ return fract((value.x + value.y) * value.z);
28
+ }
29
+ float valueNoise_noise3(vec3 position) {
30
+ vec3 cell = floor(position);
31
+ vec3 fraction = fract(position);
32
+ vec3 blend = fraction * fraction * (3.0 - 2.0 * fraction);
33
+ float bottom = mix(mix(valueNoise_hash3(cell), valueNoise_hash3(cell + vec3(1.0, 0.0, 0.0)), blend.x),
34
+ mix(valueNoise_hash3(cell + vec3(0.0, 1.0, 0.0)), valueNoise_hash3(cell + vec3(1.0, 1.0, 0.0)), blend.x), blend.y);
35
+ float top = mix(mix(valueNoise_hash3(cell + vec3(0.0, 0.0, 1.0)), valueNoise_hash3(cell + vec3(1.0, 0.0, 1.0)), blend.x),
36
+ mix(valueNoise_hash3(cell + vec3(0.0, 1.0, 1.0)), valueNoise_hash3(cell + vec3(1.0)), blend.x), blend.y);
37
+ return mix(bottom, top, blend.z);
38
+ }
39
+ `,
40
+ source: /* wgsl */ `
41
+ fn valueNoise_hash(cell: vec2f) -> f32 {
42
+ var value = fract(vec3f(cell.x, cell.y, cell.x) * 0.1031);
43
+ value += vec3f(dot(value, value.yzx + vec3f(33.33)));
44
+ return fract((value.x + value.y) * value.z);
45
+ }
46
+ fn valueNoise_noise(position: vec2f) -> f32 {
47
+ let cell = floor(position);
48
+ let fraction = fract(position);
49
+ let blend = fraction * fraction * (vec2f(3.0) - 2.0 * fraction);
50
+ return mix(mix(valueNoise_hash(cell), valueNoise_hash(cell + vec2f(1.0, 0.0)), blend.x),
51
+ mix(valueNoise_hash(cell + vec2f(0.0, 1.0)), valueNoise_hash(cell + vec2f(1.0)), blend.x), blend.y);
52
+ }
53
+
54
+ fn valueNoise_hash3(cell: vec3f) -> f32 {
55
+ var value = fract(cell * 0.1031);
56
+ value += vec3f(dot(value, value.yzx + vec3f(33.33)));
57
+ return fract((value.x + value.y) * value.z);
58
+ }
59
+ fn valueNoise_noise3(position: vec3f) -> f32 {
60
+ let cell = floor(position);
61
+ let fraction = fract(position);
62
+ let blend = fraction * fraction * (vec3f(3.0) - 2.0 * fraction);
63
+ let bottom = mix(mix(valueNoise_hash3(cell), valueNoise_hash3(cell + vec3f(1.0, 0.0, 0.0)), blend.x),
64
+ mix(valueNoise_hash3(cell + vec3f(0.0, 1.0, 0.0)), valueNoise_hash3(cell + vec3f(1.0, 1.0, 0.0)), blend.x), blend.y);
65
+ let top = mix(mix(valueNoise_hash3(cell + vec3f(0.0, 0.0, 1.0)), valueNoise_hash3(cell + vec3f(1.0, 0.0, 1.0)), blend.x),
66
+ mix(valueNoise_hash3(cell + vec3f(0.0, 1.0, 1.0)), valueNoise_hash3(cell + vec3f(1.0)), blend.x), blend.y);
67
+ return mix(bottom, top, blend.z);
68
+ }
69
+ `
70
+ } as const satisfies ShaderModule;
@@ -0,0 +1,87 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
4
+
5
+ import type {ShaderModule} from '../../lib/shader-module/shader-module';
6
+
7
+ const source = /* wgsl */ `\
8
+ fn volumeRaymarch_intersectBox(origin: vec3f, direction: vec3f, minimum: vec3f, maximum: vec3f) -> vec2f {
9
+ let safeDirection = select(vec3f(0.000001), direction, abs(direction) > vec3f(0.000001));
10
+ let first = (minimum - origin) / safeDirection;
11
+ let second = (maximum - origin) / safeDirection;
12
+ let nearPlane = min(first, second);
13
+ let farPlane = max(first, second);
14
+ return vec2f(
15
+ max(max(nearPlane.x, nearPlane.y), nearPlane.z),
16
+ min(min(farPlane.x, farPlane.y), farPlane.z)
17
+ );
18
+ }
19
+
20
+ fn volumeRaymarch_mixScalar(corners: array<f32, 8>, blend: vec3f) -> f32 {
21
+ let lower = mix(mix(corners[0], corners[1], blend.x), mix(corners[2], corners[3], blend.x), blend.y);
22
+ let upper = mix(mix(corners[4], corners[5], blend.x), mix(corners[6], corners[7], blend.x), blend.y);
23
+ return mix(lower, upper, blend.z);
24
+ }
25
+
26
+ fn volumeRaymarch_mixVector(corners: array<vec3f, 8>, blend: vec3f) -> vec3f {
27
+ let lower = mix(mix(corners[0], corners[1], blend.x), mix(corners[2], corners[3], blend.x), blend.y);
28
+ let upper = mix(mix(corners[4], corners[5], blend.x), mix(corners[6], corners[7], blend.x), blend.y);
29
+ return mix(lower, upper, blend.z);
30
+ }
31
+
32
+ fn volumeRaymarch_sequentialColor(value: f32, lowColor: vec3f, highColor: vec3f) -> vec3f {
33
+ return mix(lowColor, highColor, clamp(value, 0.0, 1.0));
34
+ }
35
+
36
+ fn volumeRaymarch_signedColor(value: f32, negativeColor: vec3f, neutralColor: vec3f, positiveColor: vec3f) -> vec3f {
37
+ let amount = clamp(abs(value), 0.0, 1.0);
38
+ let signedTarget = select(negativeColor, positiveColor, value >= 0.0);
39
+ return mix(neutralColor, signedTarget, amount);
40
+ }
41
+
42
+ fn volumeRaymarch_directionColor(vector: vec3f) -> vec3f {
43
+ let direction = normalize(vector + vec3f(0.00001));
44
+ return 0.18 + 0.82 * (direction * 0.5 + 0.5);
45
+ }
46
+
47
+ fn volumeRaymarch_segmentDistance(point: vec3f, start: vec3f, end: vec3f) -> f32 {
48
+ let segment = end - start;
49
+ let fraction = clamp(dot(point - start, segment) / max(dot(segment, segment), 0.000001), 0.0, 1.0);
50
+ return length(point - (start + segment * fraction));
51
+ }
52
+
53
+ fn volumeRaymarch_arrowDistance(
54
+ point: vec3f,
55
+ center: vec3f,
56
+ direction: vec3f,
57
+ arrowLength: f32,
58
+ shaftRadius: f32,
59
+ headRadius: f32
60
+ ) -> vec2f {
61
+ let tail = center - direction * arrowLength * 0.48;
62
+ let shoulder = center + direction * arrowLength * 0.18;
63
+ let tip = center + direction * arrowLength * 0.52;
64
+ let shaftDistance = volumeRaymarch_segmentDistance(point, tail, shoulder) - shaftRadius;
65
+ let headVector = point - shoulder;
66
+ let headLength = max(length(tip - shoulder), 0.000001);
67
+ let headPosition = dot(headVector, direction);
68
+ let taperedRadius = headRadius * (1.0 - clamp(headPosition / headLength, 0.0, 1.0));
69
+ let radialDistance = length(headVector - direction * headPosition);
70
+ let headDistance = max(
71
+ radialDistance - taperedRadius,
72
+ max(-headPosition, headPosition - headLength)
73
+ );
74
+ return vec2f(min(shaftDistance, headDistance), headDistance);
75
+ }
76
+
77
+ fn volumeRaymarch_composite(accumulated: vec4f, color: vec3f, alpha: f32) -> vec4f {
78
+ let contribution = (1.0 - accumulated.a) * clamp(alpha, 0.0, 1.0);
79
+ return vec4f(accumulated.rgb + color * contribution, accumulated.a + contribution);
80
+ }
81
+ `;
82
+
83
+ /** WGSL helpers shared by structured-volume ray marchers. */
84
+ export const volumeRaymarch = {
85
+ name: 'volumeRaymarch',
86
+ source
87
+ } as const satisfies ShaderModule<{}, {}>;
@@ -0,0 +1,13 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
4
+
5
+ /** Align offset to 1, 2 or 4 elements (4, 8 or 16 bytes) */
6
+ export function alignTo(size: number, count: number): number {
7
+ // biome-ignore format: preserve layout
8
+ switch (count) {
9
+ case 1: return size; // Pad upwards to even multiple of 2
10
+ case 2: return size + (size % 2); // Pad upwards to even multiple of 2
11
+ default: return size + ((4 - (size % 4)) % 4); // Pad upwards to even multiple of 4
12
+ }
13
+ }
@@ -0,0 +1,10 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
4
+
5
+ /**
6
+ * Primitive data types that shaders can perform calculations in and declare variables with.
7
+ * @note attribute inputs and texture samples can be populated from a different in-memory types, see below.
8
+ * @note `f16` requires the `f16` extension
9
+ */
10
+ export type PrimitiveDataType = 'u32' | 'i32' | 'f32' | 'f16';
@@ -0,0 +1,39 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
4
+
5
+ export type CompareFunction =
6
+ | 'never'
7
+ | 'less'
8
+ | 'equal'
9
+ | 'less-equal'
10
+ | 'greater'
11
+ | 'not-equal'
12
+ | 'greater-equal'
13
+ | 'always';
14
+
15
+ export type SamplerProps = {
16
+ /** Comparison / shadow samplers are used with depth textures. See the `Sampler.compare` field */
17
+ type?: 'color-sampler' | 'comparison-sampler';
18
+ /** Edge value sampling in X direction */
19
+ addressModeU?: 'clamp-to-edge' | 'repeat' | 'mirror-repeat';
20
+ /** Edge value sampling in Y direction */
21
+ addressModeV?: 'clamp-to-edge' | 'repeat' | 'mirror-repeat';
22
+ /** Edge value sampling in Z direction */
23
+ addressModeW?: 'clamp-to-edge' | 'repeat' | 'mirror-repeat';
24
+
25
+ /** Magnification: the area of the fragment in texture space is smaller than a texel */
26
+ magFilter?: 'nearest' | 'linear';
27
+ /** Minification: the area of the fragment in texture space is larger than a texel */
28
+ minFilter?: 'nearest' | 'linear';
29
+ /** mipmapping: select between multiple mipmaps based on angle and size of the texture relative to the screen. */
30
+ mipmapFilter?: 'none' | 'nearest' | 'linear';
31
+ /** Affects the mipmap image selection */
32
+ lodMinClamp?: number;
33
+ /** Affects the mipmap image selection */
34
+ lodMaxClamp?: number;
35
+ /** Maximum number of samples that can be taken of the texture during any one texture fetch */
36
+ maxAnisotropy?: number;
37
+ /** How to compare reference values provided in shader shadow sampler calls with those pulled from the texture */
38
+ compare?: CompareFunction;
39
+ };