@luma.gl/shadertools 8.5.13 → 8.5.16
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/dist/dist.min.js +1 -1
- package/dist/es5/bundle.js.map +1 -1
- package/dist/es5/index.js +10 -10
- package/dist/es5/index.js.map +1 -1
- package/dist/es5/lib/assemble-shaders.js +6 -2
- package/dist/es5/lib/assemble-shaders.js.map +1 -1
- package/dist/es5/lib/constants.js +1 -1
- package/dist/es5/lib/constants.js.map +1 -1
- package/dist/es5/lib/filters/prop-types.js.map +1 -1
- package/dist/es5/lib/inject-shader.js +2 -2
- package/dist/es5/lib/inject-shader.js.map +1 -1
- package/dist/es5/lib/platform-defines.js.map +1 -1
- package/dist/es5/lib/resolve-modules.js +2 -2
- package/dist/es5/lib/resolve-modules.js.map +1 -1
- package/dist/es5/lib/shader-module.js +1 -1
- package/dist/es5/lib/shader-module.js.map +1 -1
- package/dist/es5/lib/transpile-shader.js +1 -1
- package/dist/es5/lib/transpile-shader.js.map +1 -1
- package/dist/es5/modules/dirlight/dirlight.js.map +1 -1
- package/dist/es5/modules/fp32/fp32.js.map +1 -1
- package/dist/es5/modules/fp64/fp64-arithmetic.glsl.js.map +1 -1
- package/dist/es5/modules/fp64/fp64-functions.glsl.js.map +1 -1
- package/dist/es5/modules/fp64/fp64-utils.js +1 -1
- package/dist/es5/modules/fp64/fp64-utils.js.map +1 -1
- package/dist/es5/modules/fp64/fp64.js +6 -5
- package/dist/es5/modules/fp64/fp64.js.map +1 -1
- package/dist/es5/modules/fxaa/fxaa.js.map +1 -1
- package/dist/es5/modules/geometry/geometry.js.map +1 -1
- package/dist/es5/modules/image-adjust-filters/brightnesscontrast.js.map +1 -1
- package/dist/es5/modules/image-adjust-filters/denoise.js.map +1 -1
- package/dist/es5/modules/image-adjust-filters/huesaturation.js.map +1 -1
- package/dist/es5/modules/image-adjust-filters/noise.js.map +1 -1
- package/dist/es5/modules/image-adjust-filters/sepia.js.map +1 -1
- package/dist/es5/modules/image-adjust-filters/vibrance.js.map +1 -1
- package/dist/es5/modules/image-adjust-filters/vignette.js.map +1 -1
- package/dist/es5/modules/image-blur-filters/tiltshift.js.map +1 -1
- package/dist/es5/modules/image-blur-filters/triangleblur.js.map +1 -1
- package/dist/es5/modules/image-blur-filters/zoomblur.js.map +1 -1
- package/dist/es5/modules/image-fun-filters/colorhalftone.js.map +1 -1
- package/dist/es5/modules/image-fun-filters/dotscreen.js.map +1 -1
- package/dist/es5/modules/image-fun-filters/edgework.js.map +1 -1
- package/dist/es5/modules/image-fun-filters/hexagonalpixelate.js.map +1 -1
- package/dist/es5/modules/image-fun-filters/ink.js.map +1 -1
- package/dist/es5/modules/image-fun-filters/magnify.js.map +1 -1
- package/dist/es5/modules/image-warp-filters/bulgepinch.js.map +1 -1
- package/dist/es5/modules/image-warp-filters/swirl.js.map +1 -1
- package/dist/es5/modules/image-warp-filters/warp.js.map +1 -1
- package/dist/es5/modules/index.js +62 -62
- package/dist/es5/modules/index.js.map +1 -1
- package/dist/es5/modules/lights/lights.glsl.js.map +1 -1
- package/dist/es5/modules/lights/lights.js +1 -1
- package/dist/es5/modules/lights/lights.js.map +1 -1
- package/dist/es5/modules/module-injectors.js +1 -1
- package/dist/es5/modules/module-injectors.js.map +1 -1
- package/dist/es5/modules/pbr/pbr-fragment.glsl.js.map +1 -1
- package/dist/es5/modules/pbr/pbr-vertex.glsl.js.map +1 -1
- package/dist/es5/modules/pbr/pbr.js.map +1 -1
- package/dist/es5/modules/phong-lighting/phong-lighting.glsl.js.map +1 -1
- package/dist/es5/modules/phong-lighting/phong-lighting.js.map +1 -1
- package/dist/es5/modules/picking/picking.js.map +1 -1
- package/dist/es5/modules/project/project.js.map +1 -1
- package/dist/es5/modules/transform/transform.js.map +1 -1
- package/dist/es5/modules/utils/random.js.map +1 -1
- package/dist/es5/utils/assert.js.map +1 -1
- package/dist/es5/utils/index.js.map +1 -1
- package/dist/es5/utils/is-old-ie.js.map +1 -1
- package/dist/es5/utils/shader-utils.js +3 -3
- package/dist/es5/utils/shader-utils.js.map +1 -1
- package/dist/es5/utils/webgl-info.js +2 -2
- package/dist/es5/utils/webgl-info.js.map +1 -1
- package/dist/esm/bundle.js.map +1 -1
- package/dist/esm/index.js.map +1 -1
- package/dist/esm/lib/assemble-shaders.js +38 -51
- package/dist/esm/lib/assemble-shaders.js.map +1 -1
- package/dist/esm/lib/constants.js.map +1 -1
- package/dist/esm/lib/filters/prop-types.js.map +1 -1
- package/dist/esm/lib/inject-shader.js +4 -3
- package/dist/esm/lib/inject-shader.js.map +1 -1
- package/dist/esm/lib/platform-defines.js +9 -80
- package/dist/esm/lib/platform-defines.js.map +1 -1
- package/dist/esm/lib/resolve-modules.js +9 -7
- package/dist/esm/lib/resolve-modules.js.map +1 -1
- package/dist/esm/lib/shader-module.js +20 -23
- package/dist/esm/lib/shader-module.js.map +1 -1
- package/dist/esm/lib/transpile-shader.js +5 -5
- package/dist/esm/lib/transpile-shader.js.map +1 -1
- package/dist/esm/modules/dirlight/dirlight.js +3 -9
- package/dist/esm/modules/dirlight/dirlight.js.map +1 -1
- package/dist/esm/modules/fp32/fp32.js +1 -148
- package/dist/esm/modules/fp32/fp32.js.map +1 -1
- package/dist/esm/modules/fp64/fp64-arithmetic.glsl.js +1 -143
- package/dist/esm/modules/fp64/fp64-arithmetic.glsl.js.map +1 -1
- package/dist/esm/modules/fp64/fp64-functions.glsl.js +1 -630
- package/dist/esm/modules/fp64/fp64-functions.glsl.js.map +1 -1
- package/dist/esm/modules/fp64/fp64-utils.js +3 -1
- package/dist/esm/modules/fp64/fp64-utils.js.map +1 -1
- package/dist/esm/modules/fp64/fp64.js.map +1 -1
- package/dist/esm/modules/fxaa/fxaa.js +1 -535
- package/dist/esm/modules/fxaa/fxaa.js.map +1 -1
- package/dist/esm/modules/geometry/geometry.js +2 -28
- package/dist/esm/modules/geometry/geometry.js.map +1 -1
- package/dist/esm/modules/image-adjust-filters/brightnesscontrast.js +1 -18
- package/dist/esm/modules/image-adjust-filters/brightnesscontrast.js.map +1 -1
- package/dist/esm/modules/image-adjust-filters/denoise.js +1 -22
- package/dist/esm/modules/image-adjust-filters/denoise.js.map +1 -1
- package/dist/esm/modules/image-adjust-filters/huesaturation.js +1 -28
- package/dist/esm/modules/image-adjust-filters/huesaturation.js.map +1 -1
- package/dist/esm/modules/image-adjust-filters/noise.js +1 -19
- package/dist/esm/modules/image-adjust-filters/noise.js.map +1 -1
- package/dist/esm/modules/image-adjust-filters/sepia.js +1 -20
- package/dist/esm/modules/image-adjust-filters/sepia.js.map +1 -1
- package/dist/esm/modules/image-adjust-filters/vibrance.js +1 -15
- package/dist/esm/modules/image-adjust-filters/vibrance.js.map +1 -1
- package/dist/esm/modules/image-adjust-filters/vignette.js +1 -14
- package/dist/esm/modules/image-adjust-filters/vignette.js.map +1 -1
- package/dist/esm/modules/image-blur-filters/tiltshift.js +1 -37
- package/dist/esm/modules/image-blur-filters/tiltshift.js.map +1 -1
- package/dist/esm/modules/image-blur-filters/triangleblur.js +1 -27
- package/dist/esm/modules/image-blur-filters/triangleblur.js.map +1 -1
- package/dist/esm/modules/image-blur-filters/zoomblur.js +1 -26
- package/dist/esm/modules/image-blur-filters/zoomblur.js.map +1 -1
- package/dist/esm/modules/image-fun-filters/colorhalftone.js +1 -34
- package/dist/esm/modules/image-fun-filters/colorhalftone.js.map +1 -1
- package/dist/esm/modules/image-fun-filters/dotscreen.js +1 -22
- package/dist/esm/modules/image-fun-filters/dotscreen.js.map +1 -1
- package/dist/esm/modules/image-fun-filters/edgework.js +1 -50
- package/dist/esm/modules/image-fun-filters/edgework.js.map +1 -1
- package/dist/esm/modules/image-fun-filters/hexagonalpixelate.js +1 -42
- package/dist/esm/modules/image-fun-filters/hexagonalpixelate.js.map +1 -1
- package/dist/esm/modules/image-fun-filters/ink.js +1 -27
- package/dist/esm/modules/image-fun-filters/ink.js.map +1 -1
- package/dist/esm/modules/image-fun-filters/magnify.js +1 -20
- package/dist/esm/modules/image-fun-filters/magnify.js.map +1 -1
- package/dist/esm/modules/image-warp-filters/bulgepinch.js +1 -27
- package/dist/esm/modules/image-warp-filters/bulgepinch.js.map +1 -1
- package/dist/esm/modules/image-warp-filters/swirl.js +1 -29
- package/dist/esm/modules/image-warp-filters/swirl.js.map +1 -1
- package/dist/esm/modules/image-warp-filters/warp.js +1 -11
- package/dist/esm/modules/image-warp-filters/warp.js.map +1 -1
- package/dist/esm/modules/index.js.map +1 -1
- package/dist/esm/modules/lights/lights.glsl.js +1 -34
- package/dist/esm/modules/lights/lights.glsl.js.map +1 -1
- package/dist/esm/modules/lights/lights.js +19 -15
- package/dist/esm/modules/lights/lights.js.map +1 -1
- package/dist/esm/modules/module-injectors.js +2 -27
- package/dist/esm/modules/module-injectors.js.map +1 -1
- package/dist/esm/modules/pbr/pbr-fragment.glsl.js +1 -351
- package/dist/esm/modules/pbr/pbr-fragment.glsl.js.map +1 -1
- package/dist/esm/modules/pbr/pbr-vertex.glsl.js +1 -39
- package/dist/esm/modules/pbr/pbr-vertex.glsl.js.map +1 -1
- package/dist/esm/modules/pbr/pbr.js.map +1 -1
- package/dist/esm/modules/phong-lighting/phong-lighting.glsl.js +1 -75
- package/dist/esm/modules/phong-lighting/phong-lighting.glsl.js.map +1 -1
- package/dist/esm/modules/phong-lighting/phong-lighting.js +3 -1
- package/dist/esm/modules/phong-lighting/phong-lighting.js.map +1 -1
- package/dist/esm/modules/picking/picking.js +4 -87
- package/dist/esm/modules/picking/picking.js.map +1 -1
- package/dist/esm/modules/project/project.js +6 -69
- package/dist/esm/modules/project/project.js.map +1 -1
- package/dist/esm/modules/transform/transform.js +1 -28
- package/dist/esm/modules/transform/transform.js.map +1 -1
- package/dist/esm/modules/utils/random.js +1 -5
- package/dist/esm/modules/utils/random.js.map +1 -1
- package/dist/esm/utils/assert.js.map +1 -1
- package/dist/esm/utils/index.js.map +1 -1
- package/dist/esm/utils/is-old-ie.js +2 -1
- package/dist/esm/utils/is-old-ie.js.map +1 -1
- package/dist/esm/utils/shader-utils.js +11 -24
- package/dist/esm/utils/shader-utils.js.map +1 -1
- package/dist/esm/utils/webgl-info.js +3 -2
- package/dist/esm/utils/webgl-info.js.map +1 -1
- package/package.json +2 -2
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@@ -3,19 +3,20 @@ import { parsePropTypes } from './filters/prop-types';
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const VERTEX_SHADER = 'vs';
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const FRAGMENT_SHADER = 'fs';
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export default class ShaderModule {
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constructor({
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constructor(_ref) {
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let {
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name,
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vs,
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dependencies = [],
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getUniforms,
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defines = {},
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inject = {},
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vertexShader,
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return "#define MODULE_".concat(this.name.toUpperCase().replace(/[^0-9a-z]/gi, '_'), "\n").concat(moduleSource, "// END MODULE_").concat(this.name, "\n\n");
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{"version":3,"file":"shader-module.js","names":["assert","parsePropTypes","VERTEX_SHADER","FRAGMENT_SHADER","ShaderModule","constructor","name","vs","fs","dependencies","uniforms","getUniforms","deprecations","defines","inject","vertexShader","fragmentShader","getModuleUniforms","_parseDeprecationDefinitions","injections","normalizeInjections","getModuleSource","type","moduleSource","toUpperCase","replace","opts","_defaultGetUniforms","getDefines","checkDeprecations","shaderSource","log","forEach","def","regex","test","deprecated","old","new","removed","RegExp","propTypes","key","propDef","private","validate","value","normalizeShaderModule","module","normalized","shaderModule","bind","result","hook","injection","stage","slice","order"],"sources":["../../../src/lib/shader-module.js"],"sourcesContent":["import {assert} from '../utils';\nimport {parsePropTypes} from './filters/prop-types';\n\nconst VERTEX_SHADER = 'vs';\nconst FRAGMENT_SHADER = 'fs';\n\nexport default class ShaderModule {\n constructor({\n name,\n vs,\n fs,\n dependencies = [],\n uniforms,\n getUniforms,\n deprecations = [],\n defines = {},\n inject = {},\n // DEPRECATED\n vertexShader,\n fragmentShader\n }) {\n assert(typeof name === 'string');\n this.name = name;\n this.vs = vs || vertexShader;\n this.fs = fs || fragmentShader;\n this.getModuleUniforms = getUniforms;\n this.dependencies = dependencies;\n this.deprecations = this._parseDeprecationDefinitions(deprecations);\n this.defines = defines;\n this.injections = normalizeInjections(inject);\n\n if (uniforms) {\n this.uniforms = parsePropTypes(uniforms);\n }\n }\n\n // Extracts the source code chunk for the specified shader type from the named shader module\n getModuleSource(type) {\n let moduleSource;\n switch (type) {\n case VERTEX_SHADER:\n moduleSource = this.vs || '';\n break;\n case FRAGMENT_SHADER:\n moduleSource = this.fs || '';\n break;\n default:\n assert(false);\n }\n\n return `\\\n#define MODULE_${this.name.toUpperCase().replace(/[^0-9a-z]/gi, '_')}\n${moduleSource}\\\n// END MODULE_${this.name}\n\n`;\n }\n\n getUniforms(opts, uniforms) {\n if (this.getModuleUniforms) {\n return this.getModuleUniforms(opts, uniforms);\n }\n // Build uniforms from the uniforms array\n if (this.uniforms) {\n return this._defaultGetUniforms(opts);\n }\n return {};\n }\n\n getDefines() {\n return this.defines;\n }\n\n // Warn about deprecated uniforms or functions\n checkDeprecations(shaderSource, log) {\n this.deprecations.forEach(def => {\n if (def.regex.test(shaderSource)) {\n if (def.deprecated) {\n log.deprecated(def.old, def.new)();\n } else {\n log.removed(def.old, def.new)();\n }\n }\n });\n }\n\n _parseDeprecationDefinitions(deprecations) {\n deprecations.forEach(def => {\n switch (def.type) {\n case 'function':\n def.regex = new RegExp(`\\\\b${def.old}\\\\(`);\n break;\n default:\n def.regex = new RegExp(`${def.type} ${def.old};`);\n }\n });\n\n return deprecations;\n }\n\n _defaultGetUniforms(opts = {}) {\n const uniforms = {};\n const propTypes = this.uniforms;\n\n for (const key in propTypes) {\n const propDef = propTypes[key];\n if (key in opts && !propDef.private) {\n if (propDef.validate) {\n assert(propDef.validate(opts[key], propDef), `${this.name}: invalid ${key}`);\n }\n uniforms[key] = opts[key];\n } else {\n uniforms[key] = propDef.value;\n }\n }\n\n return uniforms;\n }\n}\n\n// This utility mutates the original module\n// Keeping for backward compatibility\n// TODO - remove in v8\nexport function normalizeShaderModule(module) {\n if (!module.normalized) {\n module.normalized = true;\n if (module.uniforms && !module.getUniforms) {\n const shaderModule = new ShaderModule(module);\n module.getUniforms = shaderModule.getUniforms.bind(shaderModule);\n }\n }\n return module;\n}\n\nfunction normalizeInjections(injections) {\n const result = {\n vs: {},\n fs: {}\n };\n\n for (const hook in injections) {\n let injection = injections[hook];\n const stage = hook.slice(0, 2);\n\n if (typeof injection === 'string') {\n injection = {\n order: 0,\n injection\n };\n }\n\n result[stage][hook] = injection;\n }\n\n return result;\n}\n"],"mappings":"AAAA,SAAQA,MAAR,QAAqB,UAArB;AACA,SAAQC,cAAR,QAA6B,sBAA7B;AAEA,MAAMC,aAAa,GAAG,IAAtB;AACA,MAAMC,eAAe,GAAG,IAAxB;AAEA,eAAe,MAAMC,YAAN,CAAmB;EAChCC,WAAW,OAaR;IAAA,IAbS;MACVC,IADU;MAEVC,EAFU;MAGVC,EAHU;MAIVC,YAAY,GAAG,EAJL;MAKVC,QALU;MAMVC,WANU;MAOVC,YAAY,GAAG,EAPL;MAQVC,OAAO,GAAG,EARA;MASVC,MAAM,GAAG,EATC;MAWVC,YAXU;MAYVC;IAZU,CAaT;IACDhB,MAAM,CAAC,OAAOM,IAAP,KAAgB,QAAjB,CAAN;IACA,KAAKA,IAAL,GAAYA,IAAZ;IACA,KAAKC,EAAL,GAAUA,EAAE,IAAIQ,YAAhB;IACA,KAAKP,EAAL,GAAUA,EAAE,IAAIQ,cAAhB;IACA,KAAKC,iBAAL,GAAyBN,WAAzB;IACA,KAAKF,YAAL,GAAoBA,YAApB;IACA,KAAKG,YAAL,GAAoB,KAAKM,4BAAL,CAAkCN,YAAlC,CAApB;IACA,KAAKC,OAAL,GAAeA,OAAf;IACA,KAAKM,UAAL,GAAkBC,mBAAmB,CAACN,MAAD,CAArC;;IAEA,IAAIJ,QAAJ,EAAc;MACZ,KAAKA,QAAL,GAAgBT,cAAc,CAACS,QAAD,CAA9B;IACD;EACF;;EAGDW,eAAe,CAACC,IAAD,EAAO;IACpB,IAAIC,YAAJ;;IACA,QAAQD,IAAR;MACE,KAAKpB,aAAL;QACEqB,YAAY,GAAG,KAAKhB,EAAL,IAAW,EAA1B;QACA;;MACF,KAAKJ,eAAL;QACEoB,YAAY,GAAG,KAAKf,EAAL,IAAW,EAA1B;QACA;;MACF;QACER,MAAM,CAAC,KAAD,CAAN;IARJ;;IAWA,gCACa,KAAKM,IAAL,CAAUkB,WAAV,GAAwBC,OAAxB,CAAgC,aAAhC,EAA+C,GAA/C,CADb,eAEFF,YAFE,2BAGY,KAAKjB,IAHjB;EAMD;;EAEDK,WAAW,CAACe,IAAD,EAAOhB,QAAP,EAAiB;IAC1B,IAAI,KAAKO,iBAAT,EAA4B;MAC1B,OAAO,KAAKA,iBAAL,CAAuBS,IAAvB,EAA6BhB,QAA7B,CAAP;IACD;;IAED,IAAI,KAAKA,QAAT,EAAmB;MACjB,OAAO,KAAKiB,mBAAL,CAAyBD,IAAzB,CAAP;IACD;;IACD,OAAO,EAAP;EACD;;EAEDE,UAAU,GAAG;IACX,OAAO,KAAKf,OAAZ;EACD;;EAGDgB,iBAAiB,CAACC,YAAD,EAAeC,GAAf,EAAoB;IACnC,KAAKnB,YAAL,CAAkBoB,OAAlB,CAA0BC,GAAG,IAAI;MAC/B,IAAIA,GAAG,CAACC,KAAJ,CAAUC,IAAV,CAAeL,YAAf,CAAJ,EAAkC;QAChC,IAAIG,GAAG,CAACG,UAAR,EAAoB;UAClBL,GAAG,CAACK,UAAJ,CAAeH,GAAG,CAACI,GAAnB,EAAwBJ,GAAG,CAACK,GAA5B;QACD,CAFD,MAEO;UACLP,GAAG,CAACQ,OAAJ,CAAYN,GAAG,CAACI,GAAhB,EAAqBJ,GAAG,CAACK,GAAzB;QACD;MACF;IACF,CARD;EASD;;EAEDpB,4BAA4B,CAACN,YAAD,EAAe;IACzCA,YAAY,CAACoB,OAAb,CAAqBC,GAAG,IAAI;MAC1B,QAAQA,GAAG,CAACX,IAAZ;QACE,KAAK,UAAL;UACEW,GAAG,CAACC,KAAJ,GAAY,IAAIM,MAAJ,cAAiBP,GAAG,CAACI,GAArB,SAAZ;UACA;;QACF;UACEJ,GAAG,CAACC,KAAJ,GAAY,IAAIM,MAAJ,WAAcP,GAAG,CAACX,IAAlB,cAA0BW,GAAG,CAACI,GAA9B,OAAZ;MALJ;IAOD,CARD;IAUA,OAAOzB,YAAP;EACD;;EAEDe,mBAAmB,GAAY;IAAA,IAAXD,IAAW,uEAAJ,EAAI;IAC7B,MAAMhB,QAAQ,GAAG,EAAjB;IACA,MAAM+B,SAAS,GAAG,KAAK/B,QAAvB;;IAEA,KAAK,MAAMgC,GAAX,IAAkBD,SAAlB,EAA6B;MAC3B,MAAME,OAAO,GAAGF,SAAS,CAACC,GAAD,CAAzB;;MACA,IAAIA,GAAG,IAAIhB,IAAP,IAAe,CAACiB,OAAO,CAACC,OAA5B,EAAqC;QACnC,IAAID,OAAO,CAACE,QAAZ,EAAsB;UACpB7C,MAAM,CAAC2C,OAAO,CAACE,QAAR,CAAiBnB,IAAI,CAACgB,GAAD,CAArB,EAA4BC,OAA5B,CAAD,YAA0C,KAAKrC,IAA/C,uBAAgEoC,GAAhE,EAAN;QACD;;QACDhC,QAAQ,CAACgC,GAAD,CAAR,GAAgBhB,IAAI,CAACgB,GAAD,CAApB;MACD,CALD,MAKO;QACLhC,QAAQ,CAACgC,GAAD,CAAR,GAAgBC,OAAO,CAACG,KAAxB;MACD;IACF;;IAED,OAAOpC,QAAP;EACD;;AA/G+B;AAqHlC,OAAO,SAASqC,qBAAT,CAA+BC,MAA/B,EAAuC;EAC5C,IAAI,CAACA,MAAM,CAACC,UAAZ,EAAwB;IACtBD,MAAM,CAACC,UAAP,GAAoB,IAApB;;IACA,IAAID,MAAM,CAACtC,QAAP,IAAmB,CAACsC,MAAM,CAACrC,WAA/B,EAA4C;MAC1C,MAAMuC,YAAY,GAAG,IAAI9C,YAAJ,CAAiB4C,MAAjB,CAArB;MACAA,MAAM,CAACrC,WAAP,GAAqBuC,YAAY,CAACvC,WAAb,CAAyBwC,IAAzB,CAA8BD,YAA9B,CAArB;IACD;EACF;;EACD,OAAOF,MAAP;AACD;;AAED,SAAS5B,mBAAT,CAA6BD,UAA7B,EAAyC;EACvC,MAAMiC,MAAM,GAAG;IACb7C,EAAE,EAAE,EADS;IAEbC,EAAE,EAAE;EAFS,CAAf;;EAKA,KAAK,MAAM6C,IAAX,IAAmBlC,UAAnB,EAA+B;IAC7B,IAAImC,SAAS,GAAGnC,UAAU,CAACkC,IAAD,CAA1B;IACA,MAAME,KAAK,GAAGF,IAAI,CAACG,KAAL,CAAW,CAAX,EAAc,CAAd,CAAd;;IAEA,IAAI,OAAOF,SAAP,KAAqB,QAAzB,EAAmC;MACjCA,SAAS,GAAG;QACVG,KAAK,EAAE,CADG;QAEVH;MAFU,CAAZ;IAID;;IAEDF,MAAM,CAACG,KAAD,CAAN,CAAcF,IAAd,IAAsBC,SAAtB;EACD;;EAED,OAAOF,MAAP;AACD"}
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function testVariable(qualifier) {
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return new RegExp(
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return new RegExp("\\b".concat(qualifier, "[ \\t]+(\\w+[ \\t]+\\w+(\\[\\w+\\])?;)"), 'g');
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const ES300_REPLACEMENTS = [[/^(#version[ \t]+(100|300[ \t]+es))?[ \t]*\n/, '#version 300 es\n'], [/\btexture(2D|2DProj|Cube)Lod(EXT)?\(/g, 'textureLod('], [/\btexture(2D|2DProj|Cube)(EXT)?\(/g, 'texture(']];
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source = source.replace(new RegExp(
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source = source.replace(new RegExp("\\b".concat(ES100_FRAGMENT_OUTPUT_NAME, "\\b"), 'g'), outputName);
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} else {
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source = source.replace(REGEX_START_OF_MAIN, match =>
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source = source.replace(REGEX_START_OF_MAIN, match => "out vec4 ".concat(outputName, ";\n").concat(match)).replace(new RegExp("\\b".concat(ES100_FRAGMENT_OUTPUT_NAME, "\\b"), 'g'), outputName);
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source = source.replace(ES300_FRAGMENT_OUTPUT_REGEX, '').replace(new RegExp(
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source = source.replace(ES300_FRAGMENT_OUTPUT_REGEX, '').replace(new RegExp("\\b".concat(outputName, "\\b"), 'g'), ES100_FRAGMENT_OUTPUT_NAME);
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{"version":3,"
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{"version":3,"file":"transpile-shader.js","names":["testVariable","qualifier","RegExp","ES300_REPLACEMENTS","ES300_VERTEX_REPLACEMENTS","ES300_FRAGMENT_REPLACEMENTS","ES100_REPLACEMENTS","ES100_VERTEX_REPLACEMENTS","ES100_FRAGMENT_REPLACEMENTS","ES100_FRAGMENT_OUTPUT_NAME","ES300_FRAGMENT_OUTPUT_REGEX","REGEX_START_OF_MAIN","transpileShader","source","targetGLSLVersion","isVertex","convertShader","convertFragmentShaderTo300","convertFragmentShaderTo100","Error","replacements","pattern","replacement","replace","outputMatch","match","outputName"],"sources":["../../../src/lib/transpile-shader.js"],"sourcesContent":["// TRANSPILATION TABLES\n\nfunction testVariable(qualifier) {\n /*\n should match:\n in float weight;\n out vec4 positions[2];\n should not match:\n void f(out float a, in float b) {}\n */\n return new RegExp(`\\\\b${qualifier}[ \\\\t]+(\\\\w+[ \\\\t]+\\\\w+(\\\\[\\\\w+\\\\])?;)`, 'g');\n}\n\n/** Simple regex replacements for GLSL ES 1.00 syntax that has changed in GLSL ES 3.00 */\nconst ES300_REPLACEMENTS = [\n // Fix poorly formatted version directive\n [/^(#version[ \\t]+(100|300[ \\t]+es))?[ \\t]*\\n/, '#version 300 es\\n'],\n // The individual `texture...()` functions were replaced with `texture()` overloads\n [/\\btexture(2D|2DProj|Cube)Lod(EXT)?\\(/g, 'textureLod('],\n [/\\btexture(2D|2DProj|Cube)(EXT)?\\(/g, 'texture(']\n];\n\nconst ES300_VERTEX_REPLACEMENTS = [\n ...ES300_REPLACEMENTS,\n // `attribute` keyword replaced with `in`\n [testVariable('attribute'), 'in $1'],\n // `varying` keyword replaced with `out`\n [testVariable('varying'), 'out $1']\n];\n\n/** Simple regex replacements for GLSL ES 1.00 syntax that has changed in GLSL ES 3.00 */\nconst ES300_FRAGMENT_REPLACEMENTS = [\n ...ES300_REPLACEMENTS,\n // `varying` keyword replaced with `in`\n [testVariable('varying'), 'in $1']\n];\n\nconst ES100_REPLACEMENTS = [\n [/^#version[ \\t]+300[ \\t]+es/, '#version 100'],\n\n // In GLSL 1.00 ES these functions are provided by an extension\n [/\\btexture(2D|2DProj|Cube)Lod\\(/g, 'texture$1LodEXT('],\n\n // Overloads in GLSL 3.00 map to individual functions. Note that we cannot\n // differentiate 2D,2DProj,Cube without type analysis so we choose the most common variant.\n [/\\btexture\\(/g, 'texture2D('],\n [/\\btextureLod\\(/g, 'texture2DLodEXT(']\n];\n\nconst ES100_VERTEX_REPLACEMENTS = [\n ...ES100_REPLACEMENTS,\n [testVariable('in'), 'attribute $1'],\n [testVariable('out'), 'varying $1']\n];\n\nconst ES100_FRAGMENT_REPLACEMENTS = [\n ...ES100_REPLACEMENTS,\n // Replace `in` with `varying`\n [testVariable('in'), 'varying $1']\n];\n\nconst ES100_FRAGMENT_OUTPUT_NAME = 'gl_FragColor';\nconst ES300_FRAGMENT_OUTPUT_REGEX = /\\bout[ \\t]+vec4[ \\t]+(\\w+)[ \\t]*;\\n?/;\n\nconst REGEX_START_OF_MAIN = /void\\s+main\\s*\\([^)]*\\)\\s*\\{\\n?/; // Beginning of main\n\n// Transpiles shader source code to target GLSL version\n// Note: We always run transpiler even if same version e.g. 3.00 => 3.00\n// RFC: https://github.com/visgl/luma.gl/blob/7.0-release/dev-docs/RFCs/v6.0/portable-glsl-300-rfc.md\nexport default function transpileShader(source, targetGLSLVersion, isVertex) {\n switch (targetGLSLVersion) {\n case 300:\n return isVertex\n ? convertShader(source, ES300_VERTEX_REPLACEMENTS)\n : convertFragmentShaderTo300(source);\n case 100:\n return isVertex\n ? convertShader(source, ES100_VERTEX_REPLACEMENTS)\n : convertFragmentShaderTo100(source);\n default:\n throw new Error(`unknown GLSL version ${targetGLSLVersion}`);\n }\n}\n\nfunction convertShader(source, replacements) {\n for (const [pattern, replacement] of replacements) {\n source = source.replace(pattern, replacement);\n }\n return source;\n}\n\nfunction convertFragmentShaderTo300(source) {\n source = convertShader(source, ES300_FRAGMENT_REPLACEMENTS);\n\n const outputMatch = source.match(ES300_FRAGMENT_OUTPUT_REGEX);\n if (outputMatch) {\n const outputName = outputMatch[1];\n source = source.replace(new RegExp(`\\\\b${ES100_FRAGMENT_OUTPUT_NAME}\\\\b`, 'g'), outputName);\n } else {\n const outputName = 'fragmentColor';\n source = source\n .replace(REGEX_START_OF_MAIN, match => `out vec4 ${outputName};\\n${match}`)\n .replace(new RegExp(`\\\\b${ES100_FRAGMENT_OUTPUT_NAME}\\\\b`, 'g'), outputName);\n }\n\n return source;\n}\n\nfunction convertFragmentShaderTo100(source) {\n source = convertShader(source, ES100_FRAGMENT_REPLACEMENTS);\n\n const outputMatch = source.match(ES300_FRAGMENT_OUTPUT_REGEX);\n if (outputMatch) {\n const outputName = outputMatch[1];\n source = source\n .replace(ES300_FRAGMENT_OUTPUT_REGEX, '')\n .replace(new RegExp(`\\\\b${outputName}\\\\b`, 'g'), ES100_FRAGMENT_OUTPUT_NAME);\n }\n\n return source;\n}\n"],"mappings":"AAEA,SAASA,YAAT,CAAsBC,SAAtB,EAAiC;EAQ/B,OAAO,IAAIC,MAAJ,cAAiBD,SAAjB,6CAAoE,GAApE,CAAP;AACD;;AAGD,MAAME,kBAAkB,GAAG,CAEzB,CAAC,6CAAD,EAAgD,mBAAhD,CAFyB,EAIzB,CAAC,uCAAD,EAA0C,aAA1C,CAJyB,EAKzB,CAAC,oCAAD,EAAuC,UAAvC,CALyB,CAA3B;AAQA,MAAMC,yBAAyB,GAAG,CAChC,GAAGD,kBAD6B,EAGhC,CAACH,YAAY,CAAC,WAAD,CAAb,EAA4B,OAA5B,CAHgC,EAKhC,CAACA,YAAY,CAAC,SAAD,CAAb,EAA0B,QAA1B,CALgC,CAAlC;AASA,MAAMK,2BAA2B,GAAG,CAClC,GAAGF,kBAD+B,EAGlC,CAACH,YAAY,CAAC,SAAD,CAAb,EAA0B,OAA1B,CAHkC,CAApC;AAMA,MAAMM,kBAAkB,GAAG,CACzB,CAAC,4BAAD,EAA+B,cAA/B,CADyB,EAIzB,CAAC,iCAAD,EAAoC,kBAApC,CAJyB,EAQzB,CAAC,cAAD,EAAiB,YAAjB,CARyB,EASzB,CAAC,iBAAD,EAAoB,kBAApB,CATyB,CAA3B;AAYA,MAAMC,yBAAyB,GAAG,CAChC,GAAGD,kBAD6B,EAEhC,CAACN,YAAY,CAAC,IAAD,CAAb,EAAqB,cAArB,CAFgC,EAGhC,CAACA,YAAY,CAAC,KAAD,CAAb,EAAsB,YAAtB,CAHgC,CAAlC;AAMA,MAAMQ,2BAA2B,GAAG,CAClC,GAAGF,kBAD+B,EAGlC,CAACN,YAAY,CAAC,IAAD,CAAb,EAAqB,YAArB,CAHkC,CAApC;AAMA,MAAMS,0BAA0B,GAAG,cAAnC;AACA,MAAMC,2BAA2B,GAAG,sCAApC;AAEA,MAAMC,mBAAmB,GAAG,iCAA5B;AAKA,eAAe,SAASC,eAAT,CAAyBC,MAAzB,EAAiCC,iBAAjC,EAAoDC,QAApD,EAA8D;EAC3E,QAAQD,iBAAR;IACE,KAAK,GAAL;MACE,OAAOC,QAAQ,GACXC,aAAa,CAACH,MAAD,EAAST,yBAAT,CADF,GAEXa,0BAA0B,CAACJ,MAAD,CAF9B;;IAGF,KAAK,GAAL;MACE,OAAOE,QAAQ,GACXC,aAAa,CAACH,MAAD,EAASN,yBAAT,CADF,GAEXW,0BAA0B,CAACL,MAAD,CAF9B;;IAGF;MACE,MAAM,IAAIM,KAAJ,gCAAkCL,iBAAlC,EAAN;EAVJ;AAYD;;AAED,SAASE,aAAT,CAAuBH,MAAvB,EAA+BO,YAA/B,EAA6C;EAC3C,KAAK,MAAM,CAACC,OAAD,EAAUC,WAAV,CAAX,IAAqCF,YAArC,EAAmD;IACjDP,MAAM,GAAGA,MAAM,CAACU,OAAP,CAAeF,OAAf,EAAwBC,WAAxB,CAAT;EACD;;EACD,OAAOT,MAAP;AACD;;AAED,SAASI,0BAAT,CAAoCJ,MAApC,EAA4C;EAC1CA,MAAM,GAAGG,aAAa,CAACH,MAAD,EAASR,2BAAT,CAAtB;EAEA,MAAMmB,WAAW,GAAGX,MAAM,CAACY,KAAP,CAAaf,2BAAb,CAApB;;EACA,IAAIc,WAAJ,EAAiB;IACf,MAAME,UAAU,GAAGF,WAAW,CAAC,CAAD,CAA9B;IACAX,MAAM,GAAGA,MAAM,CAACU,OAAP,CAAe,IAAIrB,MAAJ,cAAiBO,0BAAjB,UAAkD,GAAlD,CAAf,EAAuEiB,UAAvE,CAAT;EACD,CAHD,MAGO;IACL,MAAMA,UAAU,GAAG,eAAnB;IACAb,MAAM,GAAGA,MAAM,CACZU,OADM,CACEZ,mBADF,EACuBc,KAAK,uBAAgBC,UAAhB,gBAAgCD,KAAhC,CAD5B,EAENF,OAFM,CAEE,IAAIrB,MAAJ,cAAiBO,0BAAjB,UAAkD,GAAlD,CAFF,EAE0DiB,UAF1D,CAAT;EAGD;;EAED,OAAOb,MAAP;AACD;;AAED,SAASK,0BAAT,CAAoCL,MAApC,EAA4C;EAC1CA,MAAM,GAAGG,aAAa,CAACH,MAAD,EAASL,2BAAT,CAAtB;EAEA,MAAMgB,WAAW,GAAGX,MAAM,CAACY,KAAP,CAAaf,2BAAb,CAApB;;EACA,IAAIc,WAAJ,EAAiB;IACf,MAAME,UAAU,GAAGF,WAAW,CAAC,CAAD,CAA9B;IACAX,MAAM,GAAGA,MAAM,CACZU,OADM,CACEb,2BADF,EAC+B,EAD/B,EAENa,OAFM,CAEE,IAAIrB,MAAJ,cAAiBwB,UAAjB,UAAkC,GAAlC,CAFF,EAE0CjB,0BAF1C,CAAT;EAGD;;EAED,OAAOI,MAAP;AACD"}
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@@ -4,7 +4,8 @@ const DEFAULT_MODULE_OPTIONS = {
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lightDirection: DEFAULT_LIGHT_DIRECTION
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};
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function getUniforms(
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function getUniforms() {
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let opts = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : DEFAULT_MODULE_OPTIONS;
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const uniforms = {};
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if (opts.lightDirection) {
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@@ -15,14 +16,7 @@ function getUniforms(opts = DEFAULT_MODULE_OPTIONS) {
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}
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const vs = null;
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const fs =
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uniform vec3 dirlight_uLightDirection;
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vec4 dirlight_filterColor(vec4 color) {
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vec3 normal = project_getNormal_World();
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float d = abs(dot(normalize(normal), normalize(dirlight_uLightDirection)));
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return vec4(color.rgb * d, color.a);
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}
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`;
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const fs = "uniform vec3 dirlight_uLightDirection;\nvec4 dirlight_filterColor(vec4 color) {\n vec3 normal = project_getNormal_World();\n float d = abs(dot(normalize(normal), normalize(dirlight_uLightDirection)));\n return vec4(color.rgb * d, color.a);\n}\n";
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export const dirlight = {
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name: 'dirlight',
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vs,
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@@ -1 +1 @@
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-
{"version":3,"
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+
{"version":3,"file":"dirlight.js","names":["project","DEFAULT_LIGHT_DIRECTION","Float32Array","DEFAULT_MODULE_OPTIONS","lightDirection","getUniforms","opts","uniforms","dirlight_uLightDirection","vs","fs","dirlight","name","dependencies"],"sources":["../../../../src/modules/dirlight/dirlight.js"],"sourcesContent":["/** @typedef {import('../../types').ShaderModule} ShaderModule */\n\n// Cheap lighting - single directional light, single dot product, one uniform\n\nimport {project} from '../project/project';\n\n/* eslint-disable camelcase */\nconst DEFAULT_LIGHT_DIRECTION = new Float32Array([1, 1, 2]);\n\nconst DEFAULT_MODULE_OPTIONS = {\n lightDirection: DEFAULT_LIGHT_DIRECTION\n};\n\nfunction getUniforms(opts = DEFAULT_MODULE_OPTIONS) {\n const uniforms = {};\n if (opts.lightDirection) {\n uniforms.dirlight_uLightDirection = opts.lightDirection;\n }\n return uniforms;\n}\n\n// TODO - reuse normal from geometry module\nconst vs = null;\n\nconst fs = `\\\nuniform vec3 dirlight_uLightDirection;\n\n/*\n * Returns color attenuated by angle from light source\n */\nvec4 dirlight_filterColor(vec4 color) {\n vec3 normal = project_getNormal_World();\n float d = abs(dot(normalize(normal), normalize(dirlight_uLightDirection)));\n return vec4(color.rgb * d, color.a);\n}\n`;\n\nexport const dirlight = {\n name: 'dirlight',\n vs,\n fs,\n getUniforms,\n dependencies: [project]\n};\n"],"mappings":"AAIA,SAAQA,OAAR,QAAsB,oBAAtB;AAGA,MAAMC,uBAAuB,GAAG,IAAIC,YAAJ,CAAiB,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,CAAjB,CAAhC;AAEA,MAAMC,sBAAsB,GAAG;EAC7BC,cAAc,EAAEH;AADa,CAA/B;;AAIA,SAASI,WAAT,GAAoD;EAAA,IAA/BC,IAA+B,uEAAxBH,sBAAwB;EAClD,MAAMI,QAAQ,GAAG,EAAjB;;EACA,IAAID,IAAI,CAACF,cAAT,EAAyB;IACvBG,QAAQ,CAACC,wBAAT,GAAoCF,IAAI,CAACF,cAAzC;EACD;;EACD,OAAOG,QAAP;AACD;;AAGD,MAAME,EAAE,GAAG,IAAX;AAEA,MAAMC,EAAE,4PAAR;AAaA,OAAO,MAAMC,QAAQ,GAAG;EACtBC,IAAI,EAAE,UADgB;EAEtBH,EAFsB;EAGtBC,EAHsB;EAItBL,WAJsB;EAKtBQ,YAAY,EAAE,CAACb,OAAD;AALQ,CAAjB"}
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const fp32shader =
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#ifdef LUMA_FP32_TAN_PRECISION_WORKAROUND
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const float TWO_PI = 6.2831854820251465;
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const float PI_2 = 1.5707963705062866;
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const float PI_16 = 0.1963495463132858;
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const float SIN_TABLE_0 = 0.19509032368659973;
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const float SIN_TABLE_1 = 0.3826834261417389;
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const float SIN_TABLE_2 = 0.5555702447891235;
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const float SIN_TABLE_3 = 0.7071067690849304;
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const float COS_TABLE_0 = 0.9807852506637573;
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const float COS_TABLE_1 = 0.9238795042037964;
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const float COS_TABLE_2 = 0.8314695954322815;
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const float COS_TABLE_3 = 0.7071067690849304;
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const float INVERSE_FACTORIAL_3 = 1.666666716337204e-01;
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const float INVERSE_FACTORIAL_5 = 8.333333767950535e-03;
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const float INVERSE_FACTORIAL_7 = 1.9841270113829523e-04;
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const float INVERSE_FACTORIAL_9 = 2.75573188446287533e-06;
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float sin_taylor_fp32(float a) {
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s = a;
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r = a;
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r = r * x;
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t = r * INVERSE_FACTORIAL_3;
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s = s + t;
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r = r * x;
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r = r * x;
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t = r * INVERSE_FACTORIAL_7;
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s = s + t;
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r = r * x;
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s = s + t;
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}
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void sincos_taylor_fp32(float a, out float sin_t, out float cos_t) {
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sin_t = 0.0;
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cos_t = 1.0;
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}
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sin_t = sin_taylor_fp32(a);
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}
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float tan_taylor_fp32(float a) {
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}
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float z = floor(a / TWO_PI);
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}
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} else {
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}
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float sin_t, cos_t;
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float s, c;
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sincos_taylor_fp32(t, sin_t, cos_t);
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s = sin_t;
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c = cos_t;
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} else {
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if (abs(float(abs_k) - 1.0) < 0.5) {
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u = COS_TABLE_0;
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v = SIN_TABLE_0;
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} else if (abs(float(abs_k) - 2.0) < 0.5) {
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u = COS_TABLE_1;
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v = SIN_TABLE_1;
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} else if (abs(float(abs_k) - 3.0) < 0.5) {
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u = COS_TABLE_2;
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v = SIN_TABLE_2;
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} else if (abs(float(abs_k) - 4.0) < 0.5) {
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u = COS_TABLE_3;
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v = SIN_TABLE_3;
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}
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if (k > 0) {
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s = u * sin_t + v * cos_t;
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c = u * cos_t - v * sin_t;
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} else {
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s = u * sin_t - v * cos_t;
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c = u * cos_t + v * sin_t;
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}
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}
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if (j == 0) {
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sin_a = s;
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cos_a = c;
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} else if (j == 1) {
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float tan_fp32(float a) {
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`;
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const fp32shader = "#ifdef LUMA_FP32_TAN_PRECISION_WORKAROUND\nconst float TWO_PI = 6.2831854820251465;\nconst float PI_2 = 1.5707963705062866;\nconst float PI_16 = 0.1963495463132858;\n\nconst float SIN_TABLE_0 = 0.19509032368659973;\nconst float SIN_TABLE_1 = 0.3826834261417389;\nconst float SIN_TABLE_2 = 0.5555702447891235;\nconst float SIN_TABLE_3 = 0.7071067690849304;\n\nconst float COS_TABLE_0 = 0.9807852506637573;\nconst float COS_TABLE_1 = 0.9238795042037964;\nconst float COS_TABLE_2 = 0.8314695954322815;\nconst float COS_TABLE_3 = 0.7071067690849304;\n\nconst float INVERSE_FACTORIAL_3 = 1.666666716337204e-01;\nconst float INVERSE_FACTORIAL_5 = 8.333333767950535e-03;\nconst float INVERSE_FACTORIAL_7 = 1.9841270113829523e-04;\nconst float INVERSE_FACTORIAL_9 = 2.75573188446287533e-06;\n\nfloat sin_taylor_fp32(float a) {\n float r, s, t, x;\n\n if (a == 0.0) {\n return 0.0;\n }\n\n x = -a * a;\n s = a;\n r = a;\n\n r = r * x;\n t = r * INVERSE_FACTORIAL_3;\n s = s + t;\n\n r = r * x;\n t = r * INVERSE_FACTORIAL_5;\n s = s + t;\n\n r = r * x;\n t = r * INVERSE_FACTORIAL_7;\n s = s + t;\n\n r = r * x;\n t = r * INVERSE_FACTORIAL_9;\n s = s + t;\n\n return s;\n}\n\nvoid sincos_taylor_fp32(float a, out float sin_t, out float cos_t) {\n if (a == 0.0) {\n sin_t = 0.0;\n cos_t = 1.0;\n }\n sin_t = sin_taylor_fp32(a);\n cos_t = sqrt(1.0 - sin_t * sin_t);\n}\n\nfloat tan_taylor_fp32(float a) {\n float sin_a;\n float cos_a;\n\n if (a == 0.0) {\n return 0.0;\n }\n float z = floor(a / TWO_PI);\n float r = a - TWO_PI * z;\n\n float t;\n float q = floor(r / PI_2 + 0.5);\n int j = int(q);\n\n if (j < -2 || j > 2) {\n return 1.0 / 0.0;\n }\n\n t = r - PI_2 * q;\n\n q = floor(t / PI_16 + 0.5);\n int k = int(q);\n int abs_k = int(abs(float(k)));\n\n if (abs_k > 4) {\n return 1.0 / 0.0;\n } else {\n t = t - PI_16 * q;\n }\n\n float u = 0.0;\n float v = 0.0;\n\n float sin_t, cos_t;\n float s, c;\n sincos_taylor_fp32(t, sin_t, cos_t);\n\n if (k == 0) {\n s = sin_t;\n c = cos_t;\n } else {\n if (abs(float(abs_k) - 1.0) < 0.5) {\n u = COS_TABLE_0;\n v = SIN_TABLE_0;\n } else if (abs(float(abs_k) - 2.0) < 0.5) {\n u = COS_TABLE_1;\n v = SIN_TABLE_1;\n } else if (abs(float(abs_k) - 3.0) < 0.5) {\n u = COS_TABLE_2;\n v = SIN_TABLE_2;\n } else if (abs(float(abs_k) - 4.0) < 0.5) {\n u = COS_TABLE_3;\n v = SIN_TABLE_3;\n }\n if (k > 0) {\n s = u * sin_t + v * cos_t;\n c = u * cos_t - v * sin_t;\n } else {\n s = u * sin_t - v * cos_t;\n c = u * cos_t + v * sin_t;\n }\n }\n\n if (j == 0) {\n sin_a = s;\n cos_a = c;\n } else if (j == 1) {\n sin_a = c;\n cos_a = -s;\n } else if (j == -1) {\n sin_a = -c;\n cos_a = s;\n } else {\n sin_a = -s;\n cos_a = -c;\n }\n return sin_a / cos_a;\n}\n#endif\n\nfloat tan_fp32(float a) {\n#ifdef LUMA_FP32_TAN_PRECISION_WORKAROUND\n return tan_taylor_fp32(a);\n#else\n return tan(a);\n#endif\n}\n";
|
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export const fp32 = {
|
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|
name: 'fp32',
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vs: fp32shader,
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@@ -1 +1 @@
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{"version":3,"
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{"version":3,"file":"fp32.js","names":["fp32shader","fp32","name","vs","fs"],"sources":["../../../../src/modules/fp32/fp32.js"],"sourcesContent":["/** @typedef {import('../../types').ShaderModule} ShaderModule */\n\nconst fp32shader = `\\\n#ifdef LUMA_FP32_TAN_PRECISION_WORKAROUND\n\n// All these functions are for substituting tan() function from Intel GPU only\nconst float TWO_PI = 6.2831854820251465;\nconst float PI_2 = 1.5707963705062866;\nconst float PI_16 = 0.1963495463132858;\n\nconst float SIN_TABLE_0 = 0.19509032368659973;\nconst float SIN_TABLE_1 = 0.3826834261417389;\nconst float SIN_TABLE_2 = 0.5555702447891235;\nconst float SIN_TABLE_3 = 0.7071067690849304;\n\nconst float COS_TABLE_0 = 0.9807852506637573;\nconst float COS_TABLE_1 = 0.9238795042037964;\nconst float COS_TABLE_2 = 0.8314695954322815;\nconst float COS_TABLE_3 = 0.7071067690849304;\n\nconst float INVERSE_FACTORIAL_3 = 1.666666716337204e-01; // 1/3!\nconst float INVERSE_FACTORIAL_5 = 8.333333767950535e-03; // 1/5!\nconst float INVERSE_FACTORIAL_7 = 1.9841270113829523e-04; // 1/7!\nconst float INVERSE_FACTORIAL_9 = 2.75573188446287533e-06; // 1/9!\n\nfloat sin_taylor_fp32(float a) {\n float r, s, t, x;\n\n if (a == 0.0) {\n return 0.0;\n }\n\n x = -a * a;\n s = a;\n r = a;\n\n r = r * x;\n t = r * INVERSE_FACTORIAL_3;\n s = s + t;\n\n r = r * x;\n t = r * INVERSE_FACTORIAL_5;\n s = s + t;\n\n r = r * x;\n t = r * INVERSE_FACTORIAL_7;\n s = s + t;\n\n r = r * x;\n t = r * INVERSE_FACTORIAL_9;\n s = s + t;\n\n return s;\n}\n\nvoid sincos_taylor_fp32(float a, out float sin_t, out float cos_t) {\n if (a == 0.0) {\n sin_t = 0.0;\n cos_t = 1.0;\n }\n sin_t = sin_taylor_fp32(a);\n cos_t = sqrt(1.0 - sin_t * sin_t);\n}\n\nfloat tan_taylor_fp32(float a) {\n float sin_a;\n float cos_a;\n\n if (a == 0.0) {\n return 0.0;\n }\n\n // 2pi range reduction\n float z = floor(a / TWO_PI);\n float r = a - TWO_PI * z;\n\n float t;\n float q = floor(r / PI_2 + 0.5);\n int j = int(q);\n\n if (j < -2 || j > 2) {\n return 1.0 / 0.0;\n }\n\n t = r - PI_2 * q;\n\n q = floor(t / PI_16 + 0.5);\n int k = int(q);\n int abs_k = int(abs(float(k)));\n\n if (abs_k > 4) {\n return 1.0 / 0.0;\n } else {\n t = t - PI_16 * q;\n }\n\n float u = 0.0;\n float v = 0.0;\n\n float sin_t, cos_t;\n float s, c;\n sincos_taylor_fp32(t, sin_t, cos_t);\n\n if (k == 0) {\n s = sin_t;\n c = cos_t;\n } else {\n if (abs(float(abs_k) - 1.0) < 0.5) {\n u = COS_TABLE_0;\n v = SIN_TABLE_0;\n } else if (abs(float(abs_k) - 2.0) < 0.5) {\n u = COS_TABLE_1;\n v = SIN_TABLE_1;\n } else if (abs(float(abs_k) - 3.0) < 0.5) {\n u = COS_TABLE_2;\n v = SIN_TABLE_2;\n } else if (abs(float(abs_k) - 4.0) < 0.5) {\n u = COS_TABLE_3;\n v = SIN_TABLE_3;\n }\n if (k > 0) {\n s = u * sin_t + v * cos_t;\n c = u * cos_t - v * sin_t;\n } else {\n s = u * sin_t - v * cos_t;\n c = u * cos_t + v * sin_t;\n }\n }\n\n if (j == 0) {\n sin_a = s;\n cos_a = c;\n } else if (j == 1) {\n sin_a = c;\n cos_a = -s;\n } else if (j == -1) {\n sin_a = -c;\n cos_a = s;\n } else {\n sin_a = -s;\n cos_a = -c;\n }\n return sin_a / cos_a;\n}\n#endif\n\nfloat tan_fp32(float a) {\n#ifdef LUMA_FP32_TAN_PRECISION_WORKAROUND\n return tan_taylor_fp32(a);\n#else\n return tan(a);\n#endif\n}\n`;\n\nexport const fp32 = {\n name: 'fp32',\n vs: fp32shader,\n fs: null\n};\n"],"mappings":"AAEA,MAAMA,UAAU,qrGAAhB;AAyJA,OAAO,MAAMC,IAAI,GAAG;EAClBC,IAAI,EAAE,MADY;EAElBC,EAAE,EAAEH,UAFc;EAGlBI,EAAE,EAAE;AAHc,CAAb"}
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export default
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uniform float ONE;
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vec2 split(float a) {
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float t = a * SPLIT;
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float a_hi = t * ONE - (t - a);
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float a_lo = a * ONE - a_hi;
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}
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vec2 quickTwoSum(float a, float b) {
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|
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}
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vec2 twoSub(float a, float b) {
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float s = (a - b);
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float v = (s * ONE - a) * ONE;
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|
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vec2 twoSqr(float a) {
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vec2 twoProd(float a, float b) {
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}
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vec2 sub_fp64(vec2 a, vec2 b) {
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s = quickTwoSum(s.x, s.y);
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}
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|
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vec2 mul_fp64(vec2 a, vec2 b) {
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|
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vec2 prod = twoProd(a.x, b.x);
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prod.y += a.x * b.y;
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|
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#if defined(LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND)
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prod = split2(prod);
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#endif
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|
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prod = quickTwoSum(prod.x, prod.y);
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|
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prod.y += a.y * b.x;
|
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|
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#if defined(LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND)
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|
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prod = split2(prod);
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|
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|
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|
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vec2 div_fp64(vec2 a, vec2 b) {
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|
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}
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vec2 sqrt_fp64(vec2 a) {
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|
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float x = 1.0 / sqrt(a.x);
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float yn = a.x * x;
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#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)
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#else
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vec2 yn_sqr = twoSqr(yn);
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#endif
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float diff = sub_fp64(a, yn_sqr).x;
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vec2 prod = twoProd(x * 0.5, diff);
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#if defined(LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND)
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return sum_fp64(split(yn), prod);
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#else
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#endif
|
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}
|
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`;
|
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export default "uniform float ONE;\nvec2 split(float a) {\n const float SPLIT = 4097.0;\n float t = a * SPLIT;\n#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)\n float a_hi = t * ONE - (t - a);\n float a_lo = a * ONE - a_hi;\n#else\n float a_hi = t - (t - a);\n float a_lo = a - a_hi;\n#endif\n return vec2(a_hi, a_lo);\n}\nvec2 split2(vec2 a) {\n vec2 b = split(a.x);\n b.y += a.y;\n return b;\n}\nvec2 quickTwoSum(float a, float b) {\n#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)\n float sum = (a + b) * ONE;\n float err = b - (sum - a) * ONE;\n#else\n float sum = a + b;\n float err = b - (sum - a);\n#endif\n return vec2(sum, err);\n}\nvec2 twoSum(float a, float b) {\n float s = (a + b);\n#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)\n float v = (s * ONE - a) * ONE;\n float err = (a - (s - v) * ONE) * ONE * ONE * ONE + (b - v);\n#else\n float v = s - a;\n float err = (a - (s - v)) + (b - v);\n#endif\n return vec2(s, err);\n}\n\nvec2 twoSub(float a, float b) {\n float s = (a - b);\n#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)\n float v = (s * ONE - a) * ONE;\n float err = (a - (s - v) * ONE) * ONE * ONE * ONE - (b + v);\n#else\n float v = s - a;\n float err = (a - (s - v)) - (b + v);\n#endif\n return vec2(s, err);\n}\n\nvec2 twoSqr(float a) {\n float prod = a * a;\n vec2 a_fp64 = split(a);\n#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)\n float err = ((a_fp64.x * a_fp64.x - prod) * ONE + 2.0 * a_fp64.x *\n a_fp64.y * ONE * ONE) + a_fp64.y * a_fp64.y * ONE * ONE * ONE;\n#else\n float err = ((a_fp64.x * a_fp64.x - prod) + 2.0 * a_fp64.x * a_fp64.y) + a_fp64.y * a_fp64.y;\n#endif\n return vec2(prod, err);\n}\n\nvec2 twoProd(float a, float b) {\n float prod = a * b;\n vec2 a_fp64 = split(a);\n vec2 b_fp64 = split(b);\n float err = ((a_fp64.x * b_fp64.x - prod) + a_fp64.x * b_fp64.y +\n a_fp64.y * b_fp64.x) + a_fp64.y * b_fp64.y;\n return vec2(prod, err);\n}\n\nvec2 sum_fp64(vec2 a, vec2 b) {\n vec2 s, t;\n s = twoSum(a.x, b.x);\n t = twoSum(a.y, b.y);\n s.y += t.x;\n s = quickTwoSum(s.x, s.y);\n s.y += t.y;\n s = quickTwoSum(s.x, s.y);\n return s;\n}\n\nvec2 sub_fp64(vec2 a, vec2 b) {\n vec2 s, t;\n s = twoSub(a.x, b.x);\n t = twoSub(a.y, b.y);\n s.y += t.x;\n s = quickTwoSum(s.x, s.y);\n s.y += t.y;\n s = quickTwoSum(s.x, s.y);\n return s;\n}\n\nvec2 mul_fp64(vec2 a, vec2 b) {\n vec2 prod = twoProd(a.x, b.x);\n prod.y += a.x * b.y;\n#if defined(LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND)\n prod = split2(prod);\n#endif\n prod = quickTwoSum(prod.x, prod.y);\n prod.y += a.y * b.x;\n#if defined(LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND)\n prod = split2(prod);\n#endif\n prod = quickTwoSum(prod.x, prod.y);\n return prod;\n}\n\nvec2 div_fp64(vec2 a, vec2 b) {\n float xn = 1.0 / b.x;\n#if defined(LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND)\n vec2 yn = mul_fp64(a, vec2(xn, 0));\n#else\n vec2 yn = a * xn;\n#endif\n float diff = (sub_fp64(a, mul_fp64(b, yn))).x;\n vec2 prod = twoProd(xn, diff);\n return sum_fp64(yn, prod);\n}\n\nvec2 sqrt_fp64(vec2 a) {\n if (a.x == 0.0 && a.y == 0.0) return vec2(0.0, 0.0);\n if (a.x < 0.0) return vec2(0.0 / 0.0, 0.0 / 0.0);\n\n float x = 1.0 / sqrt(a.x);\n float yn = a.x * x;\n#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)\n vec2 yn_sqr = twoSqr(yn) * ONE;\n#else\n vec2 yn_sqr = twoSqr(yn);\n#endif\n float diff = sub_fp64(a, yn_sqr).x;\n vec2 prod = twoProd(x * 0.5, diff);\n#if defined(LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND)\n return sum_fp64(split(yn), prod);\n#else\n return sum_fp64(vec2(yn, 0.0), prod);\n#endif\n}\n";
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{"version":3,"file":"fp64-arithmetic.glsl.js","names":[],"sources":["../../../../src/modules/fp64/fp64-arithmetic.glsl.js"],"sourcesContent":["// Copyright (c) 2015 - 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\nexport default `\\\nuniform float ONE;\n\n/*\nAbout LUMA_FP64_CODE_ELIMINATION_WORKAROUND\n\nThe purpose of this workaround is to prevent shader compilers from\noptimizing away necessary arithmetic operations by swapping their sequences\nor transform the equation to some 'equivalent' from.\n\nThe method is to multiply an artifical variable, ONE, which will be known to\nthe compiler to be 1 only at runtime. The whole expression is then represented\nas a polynomial with respective to ONE. In the coefficients of all terms, only one a\nand one b should appear\n\nerr = (a + b) * ONE^6 - a * ONE^5 - (a + b) * ONE^4 + a * ONE^3 - b - (a + b) * ONE^2 + a * ONE\n*/\n\n// Divide float number to high and low floats to extend fraction bits\nvec2 split(float a) {\n const float SPLIT = 4097.0;\n float t = a * SPLIT;\n#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)\n float a_hi = t * ONE - (t - a);\n float a_lo = a * ONE - a_hi;\n#else\n float a_hi = t - (t - a);\n float a_lo = a - a_hi;\n#endif\n return vec2(a_hi, a_lo);\n}\n\n// Divide float number again when high float uses too many fraction bits\nvec2 split2(vec2 a) {\n vec2 b = split(a.x);\n b.y += a.y;\n return b;\n}\n\n// Special sum operation when a > b\nvec2 quickTwoSum(float a, float b) {\n#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)\n float sum = (a + b) * ONE;\n float err = b - (sum - a) * ONE;\n#else\n float sum = a + b;\n float err = b - (sum - a);\n#endif\n return vec2(sum, err);\n}\n\n// General sum operation\nvec2 twoSum(float a, float b) {\n float s = (a + b);\n#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)\n float v = (s * ONE - a) * ONE;\n float err = (a - (s - v) * ONE) * ONE * ONE * ONE + (b - v);\n#else\n float v = s - a;\n float err = (a - (s - v)) + (b - v);\n#endif\n return vec2(s, err);\n}\n\nvec2 twoSub(float a, float b) {\n float s = (a - b);\n#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)\n float v = (s * ONE - a) * ONE;\n float err = (a - (s - v) * ONE) * ONE * ONE * ONE - (b + v);\n#else\n float v = s - a;\n float err = (a - (s - v)) - (b + v);\n#endif\n return vec2(s, err);\n}\n\nvec2 twoSqr(float a) {\n float prod = a * a;\n vec2 a_fp64 = split(a);\n#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)\n float err = ((a_fp64.x * a_fp64.x - prod) * ONE + 2.0 * a_fp64.x *\n a_fp64.y * ONE * ONE) + a_fp64.y * a_fp64.y * ONE * ONE * ONE;\n#else\n float err = ((a_fp64.x * a_fp64.x - prod) + 2.0 * a_fp64.x * a_fp64.y) + a_fp64.y * a_fp64.y;\n#endif\n return vec2(prod, err);\n}\n\nvec2 twoProd(float a, float b) {\n float prod = a * b;\n vec2 a_fp64 = split(a);\n vec2 b_fp64 = split(b);\n float err = ((a_fp64.x * b_fp64.x - prod) + a_fp64.x * b_fp64.y +\n a_fp64.y * b_fp64.x) + a_fp64.y * b_fp64.y;\n return vec2(prod, err);\n}\n\nvec2 sum_fp64(vec2 a, vec2 b) {\n vec2 s, t;\n s = twoSum(a.x, b.x);\n t = twoSum(a.y, b.y);\n s.y += t.x;\n s = quickTwoSum(s.x, s.y);\n s.y += t.y;\n s = quickTwoSum(s.x, s.y);\n return s;\n}\n\nvec2 sub_fp64(vec2 a, vec2 b) {\n vec2 s, t;\n s = twoSub(a.x, b.x);\n t = twoSub(a.y, b.y);\n s.y += t.x;\n s = quickTwoSum(s.x, s.y);\n s.y += t.y;\n s = quickTwoSum(s.x, s.y);\n return s;\n}\n\nvec2 mul_fp64(vec2 a, vec2 b) {\n vec2 prod = twoProd(a.x, b.x);\n // y component is for the error\n prod.y += a.x * b.y;\n#if defined(LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND)\n prod = split2(prod);\n#endif\n prod = quickTwoSum(prod.x, prod.y);\n prod.y += a.y * b.x;\n#if defined(LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND)\n prod = split2(prod);\n#endif\n prod = quickTwoSum(prod.x, prod.y);\n return prod;\n}\n\nvec2 div_fp64(vec2 a, vec2 b) {\n float xn = 1.0 / b.x;\n#if defined(LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND)\n vec2 yn = mul_fp64(a, vec2(xn, 0));\n#else\n vec2 yn = a * xn;\n#endif\n float diff = (sub_fp64(a, mul_fp64(b, yn))).x;\n vec2 prod = twoProd(xn, diff);\n return sum_fp64(yn, prod);\n}\n\nvec2 sqrt_fp64(vec2 a) {\n if (a.x == 0.0 && a.y == 0.0) return vec2(0.0, 0.0);\n if (a.x < 0.0) return vec2(0.0 / 0.0, 0.0 / 0.0);\n\n float x = 1.0 / sqrt(a.x);\n float yn = a.x * x;\n#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)\n vec2 yn_sqr = twoSqr(yn) * ONE;\n#else\n vec2 yn_sqr = twoSqr(yn);\n#endif\n float diff = sub_fp64(a, yn_sqr).x;\n vec2 prod = twoProd(x * 0.5, diff);\n#if defined(LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND)\n return sum_fp64(split(yn), prod);\n#else\n return sum_fp64(vec2(yn, 0.0), prod);\n#endif\n}\n`;\n"],"mappings":"AAoBA"}
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