@luma.gl/shaders 0.0.0-stage → 10.0.0-alpha.11

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 (765) hide show
  1. package/LICENSE +38 -0
  2. package/README.md +25 -2
  3. package/dist/dist.dev.js +21598 -0
  4. package/dist/dist.min.js +13439 -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 +278 -0
  12. package/dist/index.cjs.map +6 -0
  13. package/dist/index.d.ts +108 -0
  14. package/dist/index.d.ts.map +1 -0
  15. package/dist/index.js +74 -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
  175. package/dist/lib/shader-module/shader-pass.js +5 -0
  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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  186. package/dist/lib/shader-transpiler/shader-transpiler.js.map +1 -0
  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
  190. package/dist/lib/shader-transpiler/transpile-glsl-shader.js +69 -0
  191. package/dist/lib/shader-transpiler/transpile-glsl-shader.js.map +1 -0
  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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@@ -0,0 +1,212 @@
1
+ var __defProp = Object.defineProperty;
2
+ var __getOwnPropDesc = Object.getOwnPropertyDescriptor;
3
+ var __getOwnPropNames = Object.getOwnPropertyNames;
4
+ var __hasOwnProp = Object.prototype.hasOwnProperty;
5
+ var __export = (target, all) => {
6
+ for (var name in all)
7
+ __defProp(target, name, { get: all[name], enumerable: true });
8
+ };
9
+ var __copyProps = (to, from, except, desc) => {
10
+ if (from && typeof from === "object" || typeof from === "function") {
11
+ for (let key of __getOwnPropNames(from))
12
+ if (!__hasOwnProp.call(to, key) && key !== except)
13
+ __defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable });
14
+ }
15
+ return to;
16
+ };
17
+ var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod);
18
+ var skin_exports = {};
19
+ __export(skin_exports, {
20
+ SKIN_MAX_JOINTS: () => SKIN_MAX_JOINTS,
21
+ fs: () => fs,
22
+ skin: () => skin,
23
+ source: () => source,
24
+ vs: () => vs
25
+ });
26
+ module.exports = __toCommonJS(skin_exports);
27
+ var import_core = require("@math.gl/core");
28
+ const SKIN_MAX_JOINTS = 64;
29
+ const source = (
30
+ /* wgsl */
31
+ `
32
+ struct skinUniforms {
33
+ jointMatrix: array<mat4x4<f32>, ${SKIN_MAX_JOINTS}>,
34
+ };
35
+
36
+ @group(0) @binding(auto) var<uniform> skin: skinUniforms;
37
+
38
+ #ifdef HAS_INSTANCED_SKIN
39
+ @group(0) @binding(auto) var<storage, read> skinJointMatrices: array<mat4x4<f32>>;
40
+
41
+ fn getInstancedSkinMatrix(
42
+ weights: vec4f,
43
+ joints: vec4u,
44
+ instanceIndex: u32,
45
+ jointsPerInstance: u32
46
+ ) -> mat4x4<f32> {
47
+ let firstJoint = instanceIndex * jointsPerInstance;
48
+ return (weights.x * skinJointMatrices[firstJoint + joints.x])
49
+ + (weights.y * skinJointMatrices[firstJoint + joints.y])
50
+ + (weights.z * skinJointMatrices[firstJoint + joints.z])
51
+ + (weights.w * skinJointMatrices[firstJoint + joints.w]);
52
+ }
53
+ #else
54
+ #ifdef HAS_LARGE_SKIN
55
+ @group(0) @binding(auto) var<storage, read> skinJointMatrices: array<mat4x4<f32>>;
56
+ #endif
57
+ #endif
58
+
59
+ fn getSkinMatrix(weights: vec4f, joints: vec4u) -> mat4x4<f32> {
60
+ #ifdef HAS_LARGE_SKIN
61
+ return (weights.x * skinJointMatrices[joints.x])
62
+ + (weights.y * skinJointMatrices[joints.y])
63
+ + (weights.z * skinJointMatrices[joints.z])
64
+ + (weights.w * skinJointMatrices[joints.w]);
65
+ #else
66
+ return (weights.x * skin.jointMatrix[joints.x])
67
+ + (weights.y * skin.jointMatrix[joints.y])
68
+ + (weights.z * skin.jointMatrix[joints.z])
69
+ + (weights.w * skin.jointMatrix[joints.w]);
70
+ #endif
71
+ }
72
+ `
73
+ );
74
+ const vs = (
75
+ /* glsl */
76
+ `
77
+ layout(std140) uniform skinUniforms {
78
+ mat4 jointMatrix[SKIN_MAX_JOINTS];
79
+ } skin;
80
+
81
+ #ifdef HAS_INSTANCED_SKIN
82
+ uniform highp sampler2D skinJointMatrices;
83
+
84
+ mat4 getInstancedJointMatrix(uint jointIndex, uint instanceIndex) {
85
+ int firstColumn = int(jointIndex * 4u);
86
+ int row = int(instanceIndex);
87
+ return mat4(
88
+ texelFetch(skinJointMatrices, ivec2(firstColumn, row), 0),
89
+ texelFetch(skinJointMatrices, ivec2(firstColumn + 1, row), 0),
90
+ texelFetch(skinJointMatrices, ivec2(firstColumn + 2, row), 0),
91
+ texelFetch(skinJointMatrices, ivec2(firstColumn + 3, row), 0)
92
+ );
93
+ }
94
+
95
+ mat4 getInstancedSkinMatrix(
96
+ vec4 weights,
97
+ uvec4 joints,
98
+ uint instanceIndex,
99
+ uint jointsPerInstance
100
+ ) {
101
+ return (weights.x * getInstancedJointMatrix(joints.x, instanceIndex))
102
+ + (weights.y * getInstancedJointMatrix(joints.y, instanceIndex))
103
+ + (weights.z * getInstancedJointMatrix(joints.z, instanceIndex))
104
+ + (weights.w * getInstancedJointMatrix(joints.w, instanceIndex));
105
+ }
106
+ #else
107
+ #ifdef HAS_LARGE_SKIN
108
+ uniform highp sampler2D skinJointMatrices;
109
+
110
+ mat4 getSkinJointMatrix(uint jointIndex) {
111
+ int firstColumn = int(jointIndex * 4u);
112
+ return mat4(
113
+ texelFetch(skinJointMatrices, ivec2(firstColumn, 0), 0),
114
+ texelFetch(skinJointMatrices, ivec2(firstColumn + 1, 0), 0),
115
+ texelFetch(skinJointMatrices, ivec2(firstColumn + 2, 0), 0),
116
+ texelFetch(skinJointMatrices, ivec2(firstColumn + 3, 0), 0)
117
+ );
118
+ }
119
+ #endif
120
+ #endif
121
+
122
+ mat4 getSkinMatrix(vec4 weights, uvec4 joints) {
123
+ #ifdef HAS_LARGE_SKIN
124
+ return (weights.x * getSkinJointMatrix(joints.x))
125
+ + (weights.y * getSkinJointMatrix(joints.y))
126
+ + (weights.z * getSkinJointMatrix(joints.z))
127
+ + (weights.w * getSkinJointMatrix(joints.w));
128
+ #else
129
+ return (weights.x * skin.jointMatrix[joints.x])
130
+ + (weights.y * skin.jointMatrix[joints.y])
131
+ + (weights.z * skin.jointMatrix[joints.z])
132
+ + (weights.w * skin.jointMatrix[joints.w]);
133
+ #endif
134
+ }
135
+
136
+ `
137
+ );
138
+ const fs = (
139
+ /* glsl */
140
+ ``
141
+ );
142
+ const skin = {
143
+ props: {},
144
+ uniforms: {},
145
+ bindings: {},
146
+ name: "skin",
147
+ bindingLayout: [
148
+ { name: "skin", group: 0 },
149
+ { name: "skinJointMatrices", group: 0, visibility: 1 }
150
+ ],
151
+ dependencies: [],
152
+ source,
153
+ vs,
154
+ fs,
155
+ defines: {
156
+ SKIN_MAX_JOINTS
157
+ },
158
+ getUniforms: (props = {}, _previousUniforms) => {
159
+ var _a, _b;
160
+ const { jointMatrices, skinJointMatrices, scenegraphsFromGLTF, skinIndex = 0, meshWorldMatrix } = props;
161
+ const bindings = skinJointMatrices ? { skinJointMatrices } : {};
162
+ if (jointMatrices) {
163
+ return { jointMatrix: makeJointPalette(jointMatrices), ...bindings };
164
+ }
165
+ const sourceSkin = (_b = (_a = scenegraphsFromGLTF == null ? void 0 : scenegraphsFromGLTF.gltf) == null ? void 0 : _a.skins) == null ? void 0 : _b[skinIndex];
166
+ if (!sourceSkin) {
167
+ return { jointMatrix: [], ...bindings };
168
+ }
169
+ const { inverseBindMatrices, joints, skeleton } = sourceSkin;
170
+ const nodeMap = scenegraphsFromGLTF.gltfNodeIndexToNodeMap;
171
+ const matrices = /* @__PURE__ */ new Map();
172
+ const root = skeleton === void 0 ? void 0 : nodeMap == null ? void 0 : nodeMap.get(skeleton);
173
+ const roots = root ? [root] : scenegraphsFromGLTF.scenes || [];
174
+ for (const sceneRoot of roots) {
175
+ sceneRoot.preorderTraversal((node, { worldMatrix }) => {
176
+ matrices.set(node.id, worldMatrix);
177
+ });
178
+ }
179
+ const inverseMeshMatrix = meshWorldMatrix ? new import_core.Matrix4(meshWorldMatrix).invert() : null;
180
+ const jointPalette = new Float32Array(SKIN_MAX_JOINTS * 16);
181
+ const inverseBindValues = inverseBindMatrices == null ? void 0 : inverseBindMatrices.value;
182
+ for (let jointIndex = 0; jointIndex < Math.min(joints.length, SKIN_MAX_JOINTS); jointIndex++) {
183
+ const jointNode = nodeMap == null ? void 0 : nodeMap.get(joints[jointIndex]);
184
+ if (!jointNode) {
185
+ continue;
186
+ }
187
+ const worldMatrix = matrices.get(jointNode.id) || jointNode.matrix;
188
+ const jointMatrix = inverseMeshMatrix ? new import_core.Matrix4(inverseMeshMatrix).multiplyRight(worldMatrix) : new import_core.Matrix4(worldMatrix);
189
+ if (inverseBindValues && inverseBindValues.length >= (jointIndex + 1) * 16) {
190
+ jointMatrix.multiplyRight(new import_core.Matrix4(Array.from(inverseBindValues.slice(jointIndex * 16, (jointIndex + 1) * 16))));
191
+ }
192
+ jointPalette.set(jointMatrix, jointIndex * 16);
193
+ }
194
+ return { jointMatrix: jointPalette, ...bindings };
195
+ },
196
+ uniformTypes: {
197
+ jointMatrix: ["mat4x4<f32>", SKIN_MAX_JOINTS]
198
+ }
199
+ };
200
+ function makeJointPalette(jointMatrices) {
201
+ const jointPalette = new Float32Array(SKIN_MAX_JOINTS * 16);
202
+ jointPalette.set(jointMatrices instanceof Float32Array ? jointMatrices.subarray(0, jointPalette.length) : jointMatrices.slice(0, jointPalette.length));
203
+ return jointPalette;
204
+ }
205
+ // Annotate the CommonJS export names for ESM import in node:
206
+ 0 && (module.exports = {
207
+ SKIN_MAX_JOINTS,
208
+ fs,
209
+ skin,
210
+ source,
211
+ vs
212
+ });
@@ -0,0 +1,52 @@
1
+ import type { ShaderBinding as Binding } from "../../../types.js";
2
+ /** Fits comfortably inside the minimum portable WebGL uniform-block limit. */
3
+ export declare const SKIN_MAX_JOINTS = 64;
4
+ export declare const source = "\nstruct skinUniforms {\n jointMatrix: array<mat4x4<f32>, 64>,\n};\n\n@group(0) @binding(auto) var<uniform> skin: skinUniforms;\n\n#ifdef HAS_INSTANCED_SKIN\n@group(0) @binding(auto) var<storage, read> skinJointMatrices: array<mat4x4<f32>>;\n\nfn getInstancedSkinMatrix(\n weights: vec4f,\n joints: vec4u,\n instanceIndex: u32,\n jointsPerInstance: u32\n) -> mat4x4<f32> {\n let firstJoint = instanceIndex * jointsPerInstance;\n return (weights.x * skinJointMatrices[firstJoint + joints.x])\n + (weights.y * skinJointMatrices[firstJoint + joints.y])\n + (weights.z * skinJointMatrices[firstJoint + joints.z])\n + (weights.w * skinJointMatrices[firstJoint + joints.w]);\n}\n#else\n#ifdef HAS_LARGE_SKIN\n@group(0) @binding(auto) var<storage, read> skinJointMatrices: array<mat4x4<f32>>;\n#endif\n#endif\n\nfn getSkinMatrix(weights: vec4f, joints: vec4u) -> mat4x4<f32> {\n#ifdef HAS_LARGE_SKIN\n return (weights.x * skinJointMatrices[joints.x])\n + (weights.y * skinJointMatrices[joints.y])\n + (weights.z * skinJointMatrices[joints.z])\n + (weights.w * skinJointMatrices[joints.w]);\n#else\n return (weights.x * skin.jointMatrix[joints.x])\n + (weights.y * skin.jointMatrix[joints.y])\n + (weights.z * skin.jointMatrix[joints.z])\n + (weights.w * skin.jointMatrix[joints.w]);\n#endif\n}\n";
5
+ export declare const vs = "\nlayout(std140) uniform skinUniforms {\n mat4 jointMatrix[SKIN_MAX_JOINTS];\n} skin;\n\n#ifdef HAS_INSTANCED_SKIN\nuniform highp sampler2D skinJointMatrices;\n\nmat4 getInstancedJointMatrix(uint jointIndex, uint instanceIndex) {\n int firstColumn = int(jointIndex * 4u);\n int row = int(instanceIndex);\n return mat4(\n texelFetch(skinJointMatrices, ivec2(firstColumn, row), 0),\n texelFetch(skinJointMatrices, ivec2(firstColumn + 1, row), 0),\n texelFetch(skinJointMatrices, ivec2(firstColumn + 2, row), 0),\n texelFetch(skinJointMatrices, ivec2(firstColumn + 3, row), 0)\n );\n}\n\nmat4 getInstancedSkinMatrix(\n vec4 weights,\n uvec4 joints,\n uint instanceIndex,\n uint jointsPerInstance\n) {\n return (weights.x * getInstancedJointMatrix(joints.x, instanceIndex))\n + (weights.y * getInstancedJointMatrix(joints.y, instanceIndex))\n + (weights.z * getInstancedJointMatrix(joints.z, instanceIndex))\n + (weights.w * getInstancedJointMatrix(joints.w, instanceIndex));\n}\n#else\n#ifdef HAS_LARGE_SKIN\nuniform highp sampler2D skinJointMatrices;\n\nmat4 getSkinJointMatrix(uint jointIndex) {\n int firstColumn = int(jointIndex * 4u);\n return mat4(\n texelFetch(skinJointMatrices, ivec2(firstColumn, 0), 0),\n texelFetch(skinJointMatrices, ivec2(firstColumn + 1, 0), 0),\n texelFetch(skinJointMatrices, ivec2(firstColumn + 2, 0), 0),\n texelFetch(skinJointMatrices, ivec2(firstColumn + 3, 0), 0)\n );\n}\n#endif\n#endif\n\nmat4 getSkinMatrix(vec4 weights, uvec4 joints) {\n#ifdef HAS_LARGE_SKIN\n return (weights.x * getSkinJointMatrix(joints.x))\n + (weights.y * getSkinJointMatrix(joints.y))\n + (weights.z * getSkinJointMatrix(joints.z))\n + (weights.w * getSkinJointMatrix(joints.w));\n#else\n return (weights.x * skin.jointMatrix[joints.x])\n + (weights.y * skin.jointMatrix[joints.y])\n + (weights.z * skin.jointMatrix[joints.z])\n + (weights.w * skin.jointMatrix[joints.w]);\n#endif\n}\n\n";
6
+ export declare const fs = "";
7
+ export type SkinProps = {
8
+ /** Existing glTF scenegraph input retained for backwards compatibility. */
9
+ scenegraphsFromGLTF?: any;
10
+ /** Source skin selected when the scene contains more than one skeleton. */
11
+ skinIndex?: number;
12
+ /** Adapter-owned joint palette, already expressed in the skinned mesh's local space. */
13
+ jointMatrices?: Float32Array | readonly number[];
14
+ /** Instance-packed joint palettes: WebGPU storage buffer or WebGL float texture. */
15
+ skinJointMatrices?: Binding;
16
+ /** Optional mesh transform used to convert world-space joints into mesh-local space. */
17
+ meshWorldMatrix?: readonly number[];
18
+ };
19
+ export type SkinUniforms = {
20
+ jointMatrix?: any;
21
+ };
22
+ type SkinBindings = {
23
+ /** WebGPU read-only storage or WebGL vertex-sampled float texture. */
24
+ skinJointMatrices?: Binding;
25
+ };
26
+ export declare const skin: {
27
+ readonly props: SkinProps;
28
+ readonly uniforms: SkinUniforms;
29
+ readonly bindings: SkinBindings;
30
+ readonly name: "skin";
31
+ readonly bindingLayout: readonly [{
32
+ readonly name: "skin";
33
+ readonly group: 0;
34
+ }, {
35
+ readonly name: "skinJointMatrices";
36
+ readonly group: 0;
37
+ readonly visibility: 1;
38
+ }];
39
+ readonly dependencies: [];
40
+ readonly source: "\nstruct skinUniforms {\n jointMatrix: array<mat4x4<f32>, 64>,\n};\n\n@group(0) @binding(auto) var<uniform> skin: skinUniforms;\n\n#ifdef HAS_INSTANCED_SKIN\n@group(0) @binding(auto) var<storage, read> skinJointMatrices: array<mat4x4<f32>>;\n\nfn getInstancedSkinMatrix(\n weights: vec4f,\n joints: vec4u,\n instanceIndex: u32,\n jointsPerInstance: u32\n) -> mat4x4<f32> {\n let firstJoint = instanceIndex * jointsPerInstance;\n return (weights.x * skinJointMatrices[firstJoint + joints.x])\n + (weights.y * skinJointMatrices[firstJoint + joints.y])\n + (weights.z * skinJointMatrices[firstJoint + joints.z])\n + (weights.w * skinJointMatrices[firstJoint + joints.w]);\n}\n#else\n#ifdef HAS_LARGE_SKIN\n@group(0) @binding(auto) var<storage, read> skinJointMatrices: array<mat4x4<f32>>;\n#endif\n#endif\n\nfn getSkinMatrix(weights: vec4f, joints: vec4u) -> mat4x4<f32> {\n#ifdef HAS_LARGE_SKIN\n return (weights.x * skinJointMatrices[joints.x])\n + (weights.y * skinJointMatrices[joints.y])\n + (weights.z * skinJointMatrices[joints.z])\n + (weights.w * skinJointMatrices[joints.w]);\n#else\n return (weights.x * skin.jointMatrix[joints.x])\n + (weights.y * skin.jointMatrix[joints.y])\n + (weights.z * skin.jointMatrix[joints.z])\n + (weights.w * skin.jointMatrix[joints.w]);\n#endif\n}\n";
41
+ readonly vs: "\nlayout(std140) uniform skinUniforms {\n mat4 jointMatrix[SKIN_MAX_JOINTS];\n} skin;\n\n#ifdef HAS_INSTANCED_SKIN\nuniform highp sampler2D skinJointMatrices;\n\nmat4 getInstancedJointMatrix(uint jointIndex, uint instanceIndex) {\n int firstColumn = int(jointIndex * 4u);\n int row = int(instanceIndex);\n return mat4(\n texelFetch(skinJointMatrices, ivec2(firstColumn, row), 0),\n texelFetch(skinJointMatrices, ivec2(firstColumn + 1, row), 0),\n texelFetch(skinJointMatrices, ivec2(firstColumn + 2, row), 0),\n texelFetch(skinJointMatrices, ivec2(firstColumn + 3, row), 0)\n );\n}\n\nmat4 getInstancedSkinMatrix(\n vec4 weights,\n uvec4 joints,\n uint instanceIndex,\n uint jointsPerInstance\n) {\n return (weights.x * getInstancedJointMatrix(joints.x, instanceIndex))\n + (weights.y * getInstancedJointMatrix(joints.y, instanceIndex))\n + (weights.z * getInstancedJointMatrix(joints.z, instanceIndex))\n + (weights.w * getInstancedJointMatrix(joints.w, instanceIndex));\n}\n#else\n#ifdef HAS_LARGE_SKIN\nuniform highp sampler2D skinJointMatrices;\n\nmat4 getSkinJointMatrix(uint jointIndex) {\n int firstColumn = int(jointIndex * 4u);\n return mat4(\n texelFetch(skinJointMatrices, ivec2(firstColumn, 0), 0),\n texelFetch(skinJointMatrices, ivec2(firstColumn + 1, 0), 0),\n texelFetch(skinJointMatrices, ivec2(firstColumn + 2, 0), 0),\n texelFetch(skinJointMatrices, ivec2(firstColumn + 3, 0), 0)\n );\n}\n#endif\n#endif\n\nmat4 getSkinMatrix(vec4 weights, uvec4 joints) {\n#ifdef HAS_LARGE_SKIN\n return (weights.x * getSkinJointMatrix(joints.x))\n + (weights.y * getSkinJointMatrix(joints.y))\n + (weights.z * getSkinJointMatrix(joints.z))\n + (weights.w * getSkinJointMatrix(joints.w));\n#else\n return (weights.x * skin.jointMatrix[joints.x])\n + (weights.y * skin.jointMatrix[joints.y])\n + (weights.z * skin.jointMatrix[joints.z])\n + (weights.w * skin.jointMatrix[joints.w]);\n#endif\n}\n\n";
42
+ readonly fs: "";
43
+ readonly defines: {
44
+ readonly SKIN_MAX_JOINTS: 64;
45
+ };
46
+ readonly getUniforms: (props?: SkinProps, _previousUniforms?: SkinUniforms) => SkinUniforms & SkinBindings;
47
+ readonly uniformTypes: {
48
+ readonly jointMatrix: readonly ["mat4x4<f32>", 64];
49
+ };
50
+ };
51
+ export {};
52
+ //# sourceMappingURL=skin.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"skin.d.ts","sourceRoot":"","sources":["../../../../src/modules/engine/skin/skin.ts"],"names":[],"mappings":"AAIA,OAAO,KAAK,EAAC,aAAa,IAAI,OAAO,EAAC,0BAAuB;AAK7D,8EAA8E;AAC9E,eAAO,MAAM,eAAe,KAAK,CAAC;AAElC,eAAO,MAAM,MAAM,40CAyClB,CAAC;AAEF,eAAO,MAAM,EAAE,68DA6Dd,CAAC;AAEF,eAAO,MAAM,EAAE,KACd,CAAC;AAEF,MAAM,MAAM,SAAS,GAAG;IACtB,2EAA2E;IAC3E,mBAAmB,CAAC,EAAE,GAAG,CAAC;IAC1B,2EAA2E;IAC3E,SAAS,CAAC,EAAE,MAAM,CAAC;IACnB,wFAAwF;IACxF,aAAa,CAAC,EAAE,YAAY,GAAG,SAAS,MAAM,EAAE,CAAC;IACjD,oFAAoF;IACpF,iBAAiB,CAAC,EAAE,OAAO,CAAC;IAC5B,wFAAwF;IACxF,eAAe,CAAC,EAAE,SAAS,MAAM,EAAE,CAAC;CACrC,CAAC;AAEF,MAAM,MAAM,YAAY,GAAG;IACzB,WAAW,CAAC,EAAE,GAAG,CAAC;CACnB,CAAC;AAEF,KAAK,YAAY,GAAG;IAClB,sEAAsE;IACtE,iBAAiB,CAAC,EAAE,OAAO,CAAC;CAC7B,CAAC;AAEF,eAAO,MAAM,IAAI;oBACF,SAAS;uBACN,YAAY;uBACZ,YAAY;;;;;;;;;;;;;;;;;mCAiBnB,SAAS,sBACI,YAAY,KAC/B,YAAY,GAAG,YAAY;;;;CAyDwC,CAAC"}
@@ -0,0 +1,179 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
4
+ import { Matrix4 } from '@math.gl/core';
5
+ /** Fits comfortably inside the minimum portable WebGL uniform-block limit. */
6
+ export const SKIN_MAX_JOINTS = 64;
7
+ export const source = /* wgsl */ `
8
+ struct skinUniforms {
9
+ jointMatrix: array<mat4x4<f32>, ${SKIN_MAX_JOINTS}>,
10
+ };
11
+
12
+ @group(0) @binding(auto) var<uniform> skin: skinUniforms;
13
+
14
+ #ifdef HAS_INSTANCED_SKIN
15
+ @group(0) @binding(auto) var<storage, read> skinJointMatrices: array<mat4x4<f32>>;
16
+
17
+ fn getInstancedSkinMatrix(
18
+ weights: vec4f,
19
+ joints: vec4u,
20
+ instanceIndex: u32,
21
+ jointsPerInstance: u32
22
+ ) -> mat4x4<f32> {
23
+ let firstJoint = instanceIndex * jointsPerInstance;
24
+ return (weights.x * skinJointMatrices[firstJoint + joints.x])
25
+ + (weights.y * skinJointMatrices[firstJoint + joints.y])
26
+ + (weights.z * skinJointMatrices[firstJoint + joints.z])
27
+ + (weights.w * skinJointMatrices[firstJoint + joints.w]);
28
+ }
29
+ #else
30
+ #ifdef HAS_LARGE_SKIN
31
+ @group(0) @binding(auto) var<storage, read> skinJointMatrices: array<mat4x4<f32>>;
32
+ #endif
33
+ #endif
34
+
35
+ fn getSkinMatrix(weights: vec4f, joints: vec4u) -> mat4x4<f32> {
36
+ #ifdef HAS_LARGE_SKIN
37
+ return (weights.x * skinJointMatrices[joints.x])
38
+ + (weights.y * skinJointMatrices[joints.y])
39
+ + (weights.z * skinJointMatrices[joints.z])
40
+ + (weights.w * skinJointMatrices[joints.w]);
41
+ #else
42
+ return (weights.x * skin.jointMatrix[joints.x])
43
+ + (weights.y * skin.jointMatrix[joints.y])
44
+ + (weights.z * skin.jointMatrix[joints.z])
45
+ + (weights.w * skin.jointMatrix[joints.w]);
46
+ #endif
47
+ }
48
+ `;
49
+ export const vs = /* glsl */ `\
50
+
51
+ layout(std140) uniform skinUniforms {
52
+ mat4 jointMatrix[SKIN_MAX_JOINTS];
53
+ } skin;
54
+
55
+ #ifdef HAS_INSTANCED_SKIN
56
+ uniform highp sampler2D skinJointMatrices;
57
+
58
+ mat4 getInstancedJointMatrix(uint jointIndex, uint instanceIndex) {
59
+ int firstColumn = int(jointIndex * 4u);
60
+ int row = int(instanceIndex);
61
+ return mat4(
62
+ texelFetch(skinJointMatrices, ivec2(firstColumn, row), 0),
63
+ texelFetch(skinJointMatrices, ivec2(firstColumn + 1, row), 0),
64
+ texelFetch(skinJointMatrices, ivec2(firstColumn + 2, row), 0),
65
+ texelFetch(skinJointMatrices, ivec2(firstColumn + 3, row), 0)
66
+ );
67
+ }
68
+
69
+ mat4 getInstancedSkinMatrix(
70
+ vec4 weights,
71
+ uvec4 joints,
72
+ uint instanceIndex,
73
+ uint jointsPerInstance
74
+ ) {
75
+ return (weights.x * getInstancedJointMatrix(joints.x, instanceIndex))
76
+ + (weights.y * getInstancedJointMatrix(joints.y, instanceIndex))
77
+ + (weights.z * getInstancedJointMatrix(joints.z, instanceIndex))
78
+ + (weights.w * getInstancedJointMatrix(joints.w, instanceIndex));
79
+ }
80
+ #else
81
+ #ifdef HAS_LARGE_SKIN
82
+ uniform highp sampler2D skinJointMatrices;
83
+
84
+ mat4 getSkinJointMatrix(uint jointIndex) {
85
+ int firstColumn = int(jointIndex * 4u);
86
+ return mat4(
87
+ texelFetch(skinJointMatrices, ivec2(firstColumn, 0), 0),
88
+ texelFetch(skinJointMatrices, ivec2(firstColumn + 1, 0), 0),
89
+ texelFetch(skinJointMatrices, ivec2(firstColumn + 2, 0), 0),
90
+ texelFetch(skinJointMatrices, ivec2(firstColumn + 3, 0), 0)
91
+ );
92
+ }
93
+ #endif
94
+ #endif
95
+
96
+ mat4 getSkinMatrix(vec4 weights, uvec4 joints) {
97
+ #ifdef HAS_LARGE_SKIN
98
+ return (weights.x * getSkinJointMatrix(joints.x))
99
+ + (weights.y * getSkinJointMatrix(joints.y))
100
+ + (weights.z * getSkinJointMatrix(joints.z))
101
+ + (weights.w * getSkinJointMatrix(joints.w));
102
+ #else
103
+ return (weights.x * skin.jointMatrix[joints.x])
104
+ + (weights.y * skin.jointMatrix[joints.y])
105
+ + (weights.z * skin.jointMatrix[joints.z])
106
+ + (weights.w * skin.jointMatrix[joints.w]);
107
+ #endif
108
+ }
109
+
110
+ `;
111
+ export const fs = /* glsl */ `\
112
+ `;
113
+ export const skin = {
114
+ props: {},
115
+ uniforms: {},
116
+ bindings: {},
117
+ name: 'skin',
118
+ bindingLayout: [
119
+ { name: 'skin', group: 0 },
120
+ { name: 'skinJointMatrices', group: 0, visibility: 1 }
121
+ ],
122
+ dependencies: [],
123
+ source,
124
+ vs,
125
+ fs,
126
+ defines: {
127
+ SKIN_MAX_JOINTS
128
+ },
129
+ getUniforms: (props = {}, _previousUniforms) => {
130
+ const { jointMatrices, skinJointMatrices, scenegraphsFromGLTF, skinIndex = 0, meshWorldMatrix } = props;
131
+ const bindings = skinJointMatrices ? { skinJointMatrices } : {};
132
+ if (jointMatrices) {
133
+ return { jointMatrix: makeJointPalette(jointMatrices), ...bindings };
134
+ }
135
+ const sourceSkin = scenegraphsFromGLTF?.gltf?.skins?.[skinIndex];
136
+ if (!sourceSkin) {
137
+ return { jointMatrix: [], ...bindings };
138
+ }
139
+ const { inverseBindMatrices, joints, skeleton } = sourceSkin;
140
+ const nodeMap = scenegraphsFromGLTF.gltfNodeIndexToNodeMap;
141
+ const matrices = new Map();
142
+ const root = skeleton === undefined ? undefined : nodeMap?.get(skeleton);
143
+ const roots = root ? [root] : scenegraphsFromGLTF.scenes || [];
144
+ for (const sceneRoot of roots) {
145
+ sceneRoot.preorderTraversal((node, { worldMatrix }) => {
146
+ matrices.set(node.id, worldMatrix);
147
+ });
148
+ }
149
+ const inverseMeshMatrix = meshWorldMatrix ? new Matrix4(meshWorldMatrix).invert() : null;
150
+ const jointPalette = new Float32Array(SKIN_MAX_JOINTS * 16);
151
+ const inverseBindValues = inverseBindMatrices?.value;
152
+ for (let jointIndex = 0; jointIndex < Math.min(joints.length, SKIN_MAX_JOINTS); jointIndex++) {
153
+ const jointNode = nodeMap?.get(joints[jointIndex]);
154
+ if (!jointNode) {
155
+ continue;
156
+ }
157
+ const worldMatrix = matrices.get(jointNode.id) || jointNode.matrix;
158
+ const jointMatrix = inverseMeshMatrix
159
+ ? new Matrix4(inverseMeshMatrix).multiplyRight(worldMatrix)
160
+ : new Matrix4(worldMatrix);
161
+ if (inverseBindValues && inverseBindValues.length >= (jointIndex + 1) * 16) {
162
+ jointMatrix.multiplyRight(new Matrix4(Array.from(inverseBindValues.slice(jointIndex * 16, (jointIndex + 1) * 16))));
163
+ }
164
+ jointPalette.set(jointMatrix, jointIndex * 16);
165
+ }
166
+ return { jointMatrix: jointPalette, ...bindings };
167
+ },
168
+ uniformTypes: {
169
+ jointMatrix: ['mat4x4<f32>', SKIN_MAX_JOINTS]
170
+ }
171
+ };
172
+ function makeJointPalette(jointMatrices) {
173
+ const jointPalette = new Float32Array(SKIN_MAX_JOINTS * 16);
174
+ jointPalette.set(jointMatrices instanceof Float32Array
175
+ ? jointMatrices.subarray(0, jointPalette.length)
176
+ : jointMatrices.slice(0, jointPalette.length));
177
+ return jointPalette;
178
+ }
179
+ //# sourceMappingURL=skin.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,72 @@
1
+ var __defProp = Object.defineProperty;
2
+ var __getOwnPropDesc = Object.getOwnPropertyDescriptor;
3
+ var __getOwnPropNames = Object.getOwnPropertyNames;
4
+ var __hasOwnProp = Object.prototype.hasOwnProperty;
5
+ var __export = (target, all) => {
6
+ for (var name in all)
7
+ __defProp(target, name, { get: all[name], enumerable: true });
8
+ };
9
+ var __copyProps = (to, from, except, desc) => {
10
+ if (from && typeof from === "object" || typeof from === "function") {
11
+ for (let key of __getOwnPropNames(from))
12
+ if (!__hasOwnProp.call(to, key) && key !== except)
13
+ __defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable });
14
+ }
15
+ return to;
16
+ };
17
+ var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod);
18
+ var transform_exports = {};
19
+ __export(transform_exports, {
20
+ transform: () => transform
21
+ });
22
+ module.exports = __toCommonJS(transform_exports);
23
+ const vs = (
24
+ /* glsl */
25
+ `attribute float transform_elementID;
26
+
27
+ // returns half of pixel size, used to move the pixel position to center of the pixel.
28
+ vec2 transform_getPixelSizeHalf(vec2 size) {
29
+ return vec2(1.) / (2. * size);
30
+ }
31
+
32
+ // returns current elements pixel indeces [x, y],
33
+ // where x ranges in [0 to texSize-1] and y ranges in [0 to texSize-1]
34
+ vec2 transform_getPixelIndices(vec2 texSize, vec2 pixelSizeHalf) {
35
+ // Add safe offset (half of pixel height) before doing floor
36
+ float yIndex = floor((transform_elementID / texSize[0]) + pixelSizeHalf[1]);
37
+ float xIndex = transform_elementID - (yIndex * texSize[0]);
38
+ return vec2(xIndex, yIndex);
39
+ }
40
+
41
+ // returns current elementID's texture co-ordianate
42
+ vec2 transform_getTexCoord(vec2 size) {
43
+ vec2 pixelSizeHalf = transform_getPixelSizeHalf(size);
44
+ vec2 indices = transform_getPixelIndices(size, pixelSizeHalf);
45
+ vec2 coord = indices / size + pixelSizeHalf;
46
+ return coord;
47
+ }
48
+
49
+ // returns current elementID's position
50
+ vec2 transform_getPos(vec2 size) {
51
+ vec2 texCoord = transform_getTexCoord(size);
52
+ // Change from [0 1] range to [-1 1]
53
+ vec2 pos = (texCoord * (2.0, 2.0)) - (1., 1.);
54
+ return pos;
55
+ }
56
+
57
+ // returns current elementID's pixel value
58
+ vec4 transform_getInput(sampler2D texSampler, vec2 size) {
59
+ vec2 texCoord = transform_getTexCoord(size);
60
+ vec4 textureColor = texture2D(texSampler, texCoord);
61
+ return textureColor;
62
+ }
63
+ `
64
+ );
65
+ const transform = {
66
+ name: "transform",
67
+ vs
68
+ };
69
+ // Annotate the CommonJS export names for ESM import in node:
70
+ 0 && (module.exports = {
71
+ transform
72
+ });
@@ -0,0 +1,6 @@
1
+ /** Private shader module used by `Transform` */
2
+ export declare const transform: {
3
+ name: string;
4
+ vs: string;
5
+ };
6
+ //# sourceMappingURL=transform.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"transform.d.ts","sourceRoot":"","sources":["../../../../src/modules/engine/transform/transform.ts"],"names":[],"mappings":"AA6CA,gDAAgD;AAChD,eAAO,MAAM,SAAS;;;CAGrB,CAAC"}
@@ -0,0 +1,49 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
4
+ const vs = /* glsl */ `\
5
+ attribute float transform_elementID;
6
+
7
+ // returns half of pixel size, used to move the pixel position to center of the pixel.
8
+ vec2 transform_getPixelSizeHalf(vec2 size) {
9
+ return vec2(1.) / (2. * size);
10
+ }
11
+
12
+ // returns current elements pixel indeces [x, y],
13
+ // where x ranges in [0 to texSize-1] and y ranges in [0 to texSize-1]
14
+ vec2 transform_getPixelIndices(vec2 texSize, vec2 pixelSizeHalf) {
15
+ // Add safe offset (half of pixel height) before doing floor
16
+ float yIndex = floor((transform_elementID / texSize[0]) + pixelSizeHalf[1]);
17
+ float xIndex = transform_elementID - (yIndex * texSize[0]);
18
+ return vec2(xIndex, yIndex);
19
+ }
20
+
21
+ // returns current elementID's texture co-ordianate
22
+ vec2 transform_getTexCoord(vec2 size) {
23
+ vec2 pixelSizeHalf = transform_getPixelSizeHalf(size);
24
+ vec2 indices = transform_getPixelIndices(size, pixelSizeHalf);
25
+ vec2 coord = indices / size + pixelSizeHalf;
26
+ return coord;
27
+ }
28
+
29
+ // returns current elementID's position
30
+ vec2 transform_getPos(vec2 size) {
31
+ vec2 texCoord = transform_getTexCoord(size);
32
+ // Change from [0 1] range to [-1 1]
33
+ vec2 pos = (texCoord * (2.0, 2.0)) - (1., 1.);
34
+ return pos;
35
+ }
36
+
37
+ // returns current elementID's pixel value
38
+ vec4 transform_getInput(sampler2D texSampler, vec2 size) {
39
+ vec2 texCoord = transform_getTexCoord(size);
40
+ vec4 textureColor = texture2D(texSampler, texCoord);
41
+ return textureColor;
42
+ }
43
+ `;
44
+ /** Private shader module used by `Transform` */
45
+ export const transform = {
46
+ name: 'transform',
47
+ vs
48
+ };
49
+ //# sourceMappingURL=transform.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"transform.js","sourceRoot":"","sources":["../../../../src/modules/engine/transform/transform.ts"],"names":[],"mappings":"AAAA,UAAU;AACV,+BAA+B;AAC/B,4DAA4D;AAE5D,MAAM,EAAE,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuCrB,CAAC;AAEF,gDAAgD;AAChD,MAAM,CAAC,MAAM,SAAS,GAAG;IACvB,IAAI,EAAE,WAAW;IACjB,EAAE;CACH,CAAC"}