@luma.gl/shadertools 8.5.19 → 8.5.21
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/es5/bundle.js.map +1 -1
- package/dist/es5/index.js.map +1 -1
- package/dist/es5/lib/assemble-shaders.js.map +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.map +1 -1
- package/dist/es5/lib/platform-defines.js.map +1 -1
- package/dist/es5/lib/resolve-modules.js.map +1 -1
- package/dist/es5/lib/shader-module.js.map +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.map +1 -1
- 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.map +1 -1
- package/dist/es5/modules/lights/lights.glsl.js.map +1 -1
- package/dist/es5/modules/lights/lights.js.map +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.map +1 -1
- 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.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.map +1 -1
- package/dist/esm/lib/platform-defines.js.map +1 -1
- package/dist/esm/lib/resolve-modules.js.map +1 -1
- package/dist/esm/lib/shader-module.js.map +1 -1
- package/dist/esm/lib/transpile-shader.js.map +1 -1
- package/dist/esm/modules/dirlight/dirlight.js.map +1 -1
- package/dist/esm/modules/fp32/fp32.js.map +1 -1
- package/dist/esm/modules/fp64/fp64-arithmetic.glsl.js.map +1 -1
- package/dist/esm/modules/fp64/fp64-functions.glsl.js.map +1 -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.map +1 -1
- package/dist/esm/modules/geometry/geometry.js.map +1 -1
- package/dist/esm/modules/image-adjust-filters/brightnesscontrast.js.map +1 -1
- package/dist/esm/modules/image-adjust-filters/denoise.js.map +1 -1
- package/dist/esm/modules/image-adjust-filters/huesaturation.js.map +1 -1
- package/dist/esm/modules/image-adjust-filters/noise.js.map +1 -1
- package/dist/esm/modules/image-adjust-filters/sepia.js.map +1 -1
- package/dist/esm/modules/image-adjust-filters/vibrance.js.map +1 -1
- package/dist/esm/modules/image-adjust-filters/vignette.js.map +1 -1
- package/dist/esm/modules/image-blur-filters/tiltshift.js.map +1 -1
- package/dist/esm/modules/image-blur-filters/triangleblur.js.map +1 -1
- package/dist/esm/modules/image-blur-filters/zoomblur.js.map +1 -1
- package/dist/esm/modules/image-fun-filters/colorhalftone.js.map +1 -1
- package/dist/esm/modules/image-fun-filters/dotscreen.js.map +1 -1
- package/dist/esm/modules/image-fun-filters/edgework.js.map +1 -1
- package/dist/esm/modules/image-fun-filters/hexagonalpixelate.js.map +1 -1
- package/dist/esm/modules/image-fun-filters/ink.js.map +1 -1
- package/dist/esm/modules/image-fun-filters/magnify.js.map +1 -1
- package/dist/esm/modules/image-warp-filters/bulgepinch.js.map +1 -1
- package/dist/esm/modules/image-warp-filters/swirl.js.map +1 -1
- 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.map +1 -1
- package/dist/esm/modules/lights/lights.js.map +1 -1
- package/dist/esm/modules/module-injectors.js.map +1 -1
- package/dist/esm/modules/pbr/pbr-fragment.glsl.js.map +1 -1
- 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.map +1 -1
- package/dist/esm/modules/phong-lighting/phong-lighting.js.map +1 -1
- package/dist/esm/modules/picking/picking.js.map +1 -1
- package/dist/esm/modules/project/project.js.map +1 -1
- package/dist/esm/modules/transform/transform.js.map +1 -1
- 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.map +1 -1
- package/dist/esm/utils/shader-utils.js.map +1 -1
- package/dist/esm/utils/webgl-info.js.map +1 -1
- package/package.json +2 -2
- package/src/.DS_Store +0 -0
- package/src/lib/.DS_Store +0 -0
- package/src/modules/.DS_Store +0 -0
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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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{"version":3,"sources":["../../../../src/modules/fp64/fp64-functions.glsl.js"],"names":[],"mappings":"AAoBA","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 `\\\nconst vec2 E_FP64 = vec2(2.7182817459106445e+00, 8.254840366817007e-08);\nconst vec2 LOG2_FP64 = vec2(0.6931471824645996e+00, -1.9046542121259336e-09);\nconst vec2 PI_FP64 = vec2(3.1415927410125732, -8.742278012618954e-8);\nconst vec2 TWO_PI_FP64 = vec2(6.2831854820251465, -1.7484556025237907e-7);\nconst vec2 PI_2_FP64 = vec2(1.5707963705062866, -4.371139006309477e-8);\nconst vec2 PI_4_FP64 = vec2(0.7853981852531433, -2.1855695031547384e-8);\nconst vec2 PI_16_FP64 = vec2(0.19634954631328583, -5.463923757886846e-9);\nconst vec2 PI_16_2_FP64 = vec2(0.39269909262657166, -1.0927847515773692e-8);\nconst vec2 PI_16_3_FP64 = vec2(0.5890486240386963, -1.4906100798128818e-9);\nconst vec2 PI_180_FP64 = vec2(0.01745329238474369, 1.3519960498364902e-10);\n\nconst vec2 SIN_TABLE_0_FP64 = vec2(0.19509032368659973, -1.6704714833615242e-9);\nconst vec2 SIN_TABLE_1_FP64 = vec2(0.3826834261417389, 6.22335089017767e-9);\nconst vec2 SIN_TABLE_2_FP64 = vec2(0.5555702447891235, -1.1769521357507529e-8);\nconst vec2 SIN_TABLE_3_FP64 = vec2(0.7071067690849304, 1.2101617041793133e-8);\n\nconst vec2 COS_TABLE_0_FP64 = vec2(0.9807852506637573, 2.9739473106360492e-8);\nconst vec2 COS_TABLE_1_FP64 = vec2(0.9238795042037964, 2.8307490351764386e-8);\nconst vec2 COS_TABLE_2_FP64 = vec2(0.8314695954322815, 1.6870263741530778e-8);\nconst vec2 COS_TABLE_3_FP64 = vec2(0.7071067690849304, 1.2101617152815436e-8);\n\nconst vec2 INVERSE_FACTORIAL_3_FP64 = vec2(1.666666716337204e-01, -4.967053879312289e-09); // 1/3!\nconst vec2 INVERSE_FACTORIAL_4_FP64 = vec2(4.16666679084301e-02, -1.2417634698280722e-09); // 1/4!\nconst vec2 INVERSE_FACTORIAL_5_FP64 = vec2(8.333333767950535e-03, -4.34617203337595e-10); // 1/5!\nconst vec2 INVERSE_FACTORIAL_6_FP64 = vec2(1.3888889225199819e-03, -3.3631094437103215e-11); // 1/6!\nconst vec2 INVERSE_FACTORIAL_7_FP64 = vec2(1.9841270113829523e-04, -2.725596874933456e-12); // 1/7!\nconst vec2 INVERSE_FACTORIAL_8_FP64 = vec2(2.4801587642286904e-05, -3.406996025904184e-13); // 1/8!\nconst vec2 INVERSE_FACTORIAL_9_FP64 = vec2(2.75573188446287533e-06, 3.7935713937038186e-14); // 1/9!\nconst vec2 INVERSE_FACTORIAL_10_FP64 = vec2(2.755731998149713e-07, -7.575112367869873e-15); // 1/10!\n\nfloat nint(float d) {\n if (d == floor(d)) return d;\n return floor(d + 0.5);\n}\n\nvec2 nint_fp64(vec2 a) {\n float hi = nint(a.x);\n float lo;\n vec2 tmp;\n if (hi == a.x) {\n lo = nint(a.y);\n tmp = quickTwoSum(hi, lo);\n } else {\n lo = 0.0;\n if (abs(hi - a.x) == 0.5 && a.y < 0.0) {\n hi -= 1.0;\n }\n tmp = vec2(hi, lo);\n }\n return tmp;\n}\n\n/* k_power controls how much range reduction we would like to have\nRange reduction uses the following method:\nassume a = k_power * r + m * log(2), k and m being integers.\nSet k_power = 4 (we can choose other k to trade accuracy with performance.\nwe only need to calculate exp(r) and using exp(a) = 2^m * exp(r)^k_power;\n*/\n\nvec2 exp_fp64(vec2 a) {\n // We need to make sure these two numbers match\n // as bit-wise shift is not available in GLSL 1.0\n const int k_power = 4;\n const float k = 16.0;\n\n const float inv_k = 1.0 / k;\n\n if (a.x <= -88.0) return vec2(0.0, 0.0);\n if (a.x >= 88.0) return vec2(1.0 / 0.0, 1.0 / 0.0);\n if (a.x == 0.0 && a.y == 0.0) return vec2(1.0, 0.0);\n if (a.x == 1.0 && a.y == 0.0) return E_FP64;\n\n float m = floor(a.x / LOG2_FP64.x + 0.5);\n vec2 r = sub_fp64(a, mul_fp64(LOG2_FP64, vec2(m, 0.0))) * inv_k;\n vec2 s, t, p;\n\n p = mul_fp64(r, r);\n s = sum_fp64(r, p * 0.5);\n p = mul_fp64(p, r);\n t = mul_fp64(p, INVERSE_FACTORIAL_3_FP64);\n\n s = sum_fp64(s, t);\n p = mul_fp64(p, r);\n t = mul_fp64(p, INVERSE_FACTORIAL_4_FP64);\n\n s = sum_fp64(s, t);\n p = mul_fp64(p, r);\n t = mul_fp64(p, INVERSE_FACTORIAL_5_FP64);\n\n // s = sum_fp64(s, t);\n // p = mul_fp64(p, r);\n // t = mul_fp64(p, INVERSE_FACTORIAL_6_FP64);\n\n // s = sum_fp64(s, t);\n // p = mul_fp64(p, r);\n // t = mul_fp64(p, INVERSE_FACTORIAL_7_FP64);\n\n s = sum_fp64(s, t);\n\n\n // At this point, s = exp(r) - 1; but after following 4 recursions, we will get exp(r) ^ 512 - 1.\n for (int i = 0; i < k_power; i++) {\n s = sum_fp64(s * 2.0, mul_fp64(s, s));\n }\n\n#if defined(NVIDIA_FP64_WORKAROUND) || defined(INTEL_FP64_WORKAROUND)\n s = sum_fp64(s, vec2(ONE, 0.0));\n#else\n s = sum_fp64(s, vec2(1.0, 0.0));\n#endif\n\n return s * pow(2.0, m);\n// return r;\n}\n\nvec2 log_fp64(vec2 a)\n{\n if (a.x == 1.0 && 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 vec2 x = vec2(log(a.x), 0.0);\n vec2 s;\n#if defined(NVIDIA_FP64_WORKAROUND) || defined(INTEL_FP64_WORKAROUND)\n s = vec2(ONE, 0.0);\n#else\n s = vec2(1.0, 0.0);\n#endif\n\n x = sub_fp64(sum_fp64(x, mul_fp64(a, exp_fp64(-x))), s);\n return x;\n}\n\nvec2 sin_taylor_fp64(vec2 a) {\n vec2 r, s, t, x;\n\n if (a.x == 0.0 && a.y == 0.0) {\n return vec2(0.0, 0.0);\n }\n\n x = -mul_fp64(a, a);\n s = a;\n r = a;\n\n r = mul_fp64(r, x);\n t = mul_fp64(r, INVERSE_FACTORIAL_3_FP64);\n s = sum_fp64(s, t);\n\n r = mul_fp64(r, x);\n t = mul_fp64(r, INVERSE_FACTORIAL_5_FP64);\n s = sum_fp64(s, t);\n\n /* keep the following commented code in case we need them\n for extra accuracy from the Taylor expansion*/\n\n // r = mul_fp64(r, x);\n // t = mul_fp64(r, INVERSE_FACTORIAL_7_FP64);\n // s = sum_fp64(s, t);\n\n // r = mul_fp64(r, x);\n // t = mul_fp64(r, INVERSE_FACTORIAL_9_FP64);\n // s = sum_fp64(s, t);\n\n return s;\n}\n\nvec2 cos_taylor_fp64(vec2 a) {\n vec2 r, s, t, x;\n\n if (a.x == 0.0 && a.y == 0.0) {\n return vec2(1.0, 0.0);\n }\n\n x = -mul_fp64(a, a);\n r = x;\n s = sum_fp64(vec2(1.0, 0.0), r * 0.5);\n\n r = mul_fp64(r, x);\n t = mul_fp64(r, INVERSE_FACTORIAL_4_FP64);\n s = sum_fp64(s, t);\n\n r = mul_fp64(r, x);\n t = mul_fp64(r, INVERSE_FACTORIAL_6_FP64);\n s = sum_fp64(s, t);\n\n /* keep the following commented code in case we need them\n for extra accuracy from the Taylor expansion*/\n\n // r = mul_fp64(r, x);\n // t = mul_fp64(r, INVERSE_FACTORIAL_8_FP64);\n // s = sum_fp64(s, t);\n\n // r = mul_fp64(r, x);\n // t = mul_fp64(r, INVERSE_FACTORIAL_10_FP64);\n // s = sum_fp64(s, t);\n\n return s;\n}\n\nvoid sincos_taylor_fp64(vec2 a, out vec2 sin_t, out vec2 cos_t) {\n if (a.x == 0.0 && a.y == 0.0) {\n sin_t = vec2(0.0, 0.0);\n cos_t = vec2(1.0, 0.0);\n }\n\n sin_t = sin_taylor_fp64(a);\n cos_t = sqrt_fp64(sub_fp64(vec2(1.0, 0.0), mul_fp64(sin_t, sin_t)));\n}\n\nvec2 sin_fp64(vec2 a) {\n if (a.x == 0.0 && a.y == 0.0) {\n return vec2(0.0, 0.0);\n }\n\n // 2pi range reduction\n vec2 z = nint_fp64(div_fp64(a, TWO_PI_FP64));\n vec2 r = sub_fp64(a, mul_fp64(TWO_PI_FP64, z));\n\n vec2 t;\n float q = floor(r.x / PI_2_FP64.x + 0.5);\n int j = int(q);\n\n if (j < -2 || j > 2) {\n return vec2(0.0 / 0.0, 0.0 / 0.0);\n }\n\n t = sub_fp64(r, mul_fp64(PI_2_FP64, vec2(q, 0.0)));\n\n q = floor(t.x / PI_16_FP64.x + 0.5);\n int k = int(q);\n\n if (k == 0) {\n if (j == 0) {\n return sin_taylor_fp64(t);\n } else if (j == 1) {\n return cos_taylor_fp64(t);\n } else if (j == -1) {\n return -cos_taylor_fp64(t);\n } else {\n return -sin_taylor_fp64(t);\n }\n }\n\n int abs_k = int(abs(float(k)));\n\n if (abs_k > 4) {\n return vec2(0.0 / 0.0, 0.0 / 0.0);\n } else {\n t = sub_fp64(t, mul_fp64(PI_16_FP64, vec2(q, 0.0)));\n }\n\n vec2 u = vec2(0.0, 0.0);\n vec2 v = vec2(0.0, 0.0);\n\n#if defined(NVIDIA_FP64_WORKAROUND) || defined(INTEL_FP64_WORKAROUND)\n if (abs(float(abs_k) - 1.0) < 0.5) {\n u = COS_TABLE_0_FP64;\n v = SIN_TABLE_0_FP64;\n } else if (abs(float(abs_k) - 2.0) < 0.5) {\n u = COS_TABLE_1_FP64;\n v = SIN_TABLE_1_FP64;\n } else if (abs(float(abs_k) - 3.0) < 0.5) {\n u = COS_TABLE_2_FP64;\n v = SIN_TABLE_2_FP64;\n } else if (abs(float(abs_k) - 4.0) < 0.5) {\n u = COS_TABLE_3_FP64;\n v = SIN_TABLE_3_FP64;\n }\n#else\n if (abs_k == 1) {\n u = COS_TABLE_0_FP64;\n v = SIN_TABLE_0_FP64;\n } else if (abs_k == 2) {\n u = COS_TABLE_1_FP64;\n v = SIN_TABLE_1_FP64;\n } else if (abs_k == 3) {\n u = COS_TABLE_2_FP64;\n v = SIN_TABLE_2_FP64;\n } else if (abs_k == 4) {\n u = COS_TABLE_3_FP64;\n v = SIN_TABLE_3_FP64;\n }\n#endif\n\n vec2 sin_t, cos_t;\n sincos_taylor_fp64(t, sin_t, cos_t);\n\n\n\n vec2 result = vec2(0.0, 0.0);\n if (j == 0) {\n if (k > 0) {\n result = sum_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n } else {\n result = sub_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n }\n } else if (j == 1) {\n if (k > 0) {\n result = sub_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));\n } else {\n result = sum_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));\n }\n } else if (j == -1) {\n if (k > 0) {\n result = sub_fp64(mul_fp64(v, sin_t), mul_fp64(u, cos_t));\n } else {\n result = -sum_fp64(mul_fp64(v, sin_t), mul_fp64(u, cos_t));\n }\n } else {\n if (k > 0) {\n result = -sum_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n } else {\n result = sub_fp64(mul_fp64(v, cos_t), mul_fp64(u, sin_t));\n }\n }\n\n return result;\n}\n\nvec2 cos_fp64(vec2 a) {\n if (a.x == 0.0 && a.y == 0.0) {\n return vec2(1.0, 0.0);\n }\n\n // 2pi range reduction\n vec2 z = nint_fp64(div_fp64(a, TWO_PI_FP64));\n vec2 r = sub_fp64(a, mul_fp64(TWO_PI_FP64, z));\n\n vec2 t;\n float q = floor(r.x / PI_2_FP64.x + 0.5);\n int j = int(q);\n\n if (j < -2 || j > 2) {\n return vec2(0.0 / 0.0, 0.0 / 0.0);\n }\n\n t = sub_fp64(r, mul_fp64(PI_2_FP64, vec2(q, 0.0)));\n\n q = floor(t.x / PI_16_FP64.x + 0.5);\n int k = int(q);\n\n if (k == 0) {\n if (j == 0) {\n return cos_taylor_fp64(t);\n } else if (j == 1) {\n return -sin_taylor_fp64(t);\n } else if (j == -1) {\n return sin_taylor_fp64(t);\n } else {\n return -cos_taylor_fp64(t);\n }\n }\n\n int abs_k = int(abs(float(k)));\n\n if (abs_k > 4) {\n return vec2(0.0 / 0.0, 0.0 / 0.0);\n } else {\n t = sub_fp64(t, mul_fp64(PI_16_FP64, vec2(q, 0.0)));\n }\n\n vec2 u = vec2(0.0, 0.0);\n vec2 v = vec2(0.0, 0.0);\n\n#if defined(NVIDIA_FP64_WORKAROUND) || defined(INTEL_FP64_WORKAROUND)\n if (abs(float(abs_k) - 1.0) < 0.5) {\n u = COS_TABLE_0_FP64;\n v = SIN_TABLE_0_FP64;\n } else if (abs(float(abs_k) - 2.0) < 0.5) {\n u = COS_TABLE_1_FP64;\n v = SIN_TABLE_1_FP64;\n } else if (abs(float(abs_k) - 3.0) < 0.5) {\n u = COS_TABLE_2_FP64;\n v = SIN_TABLE_2_FP64;\n } else if (abs(float(abs_k) - 4.0) < 0.5) {\n u = COS_TABLE_3_FP64;\n v = SIN_TABLE_3_FP64;\n }\n#else\n if (abs_k == 1) {\n u = COS_TABLE_0_FP64;\n v = SIN_TABLE_0_FP64;\n } else if (abs_k == 2) {\n u = COS_TABLE_1_FP64;\n v = SIN_TABLE_1_FP64;\n } else if (abs_k == 3) {\n u = COS_TABLE_2_FP64;\n v = SIN_TABLE_2_FP64;\n } else if (abs_k == 4) {\n u = COS_TABLE_3_FP64;\n v = SIN_TABLE_3_FP64;\n }\n#endif\n\n vec2 sin_t, cos_t;\n sincos_taylor_fp64(t, sin_t, cos_t);\n\n vec2 result = vec2(0.0, 0.0);\n if (j == 0) {\n if (k > 0) {\n result = sub_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));\n } else {\n result = sum_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));\n }\n } else if (j == 1) {\n if (k > 0) {\n result = -sum_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n } else {\n result = sub_fp64(mul_fp64(v, cos_t), mul_fp64(u, sin_t));\n }\n } else if (j == -1) {\n if (k > 0) {\n result = sum_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n } else {\n result = sub_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n }\n } else {\n if (k > 0) {\n result = sub_fp64(mul_fp64(v, sin_t), mul_fp64(u, cos_t));\n } else {\n result = -sum_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));\n }\n }\n\n return result;\n}\n\nvec2 tan_fp64(vec2 a) {\n vec2 sin_a;\n vec2 cos_a;\n\n if (a.x == 0.0 && a.y == 0.0) {\n return vec2(0.0, 0.0);\n }\n\n // 2pi range reduction\n vec2 z = nint_fp64(div_fp64(a, TWO_PI_FP64));\n vec2 r = sub_fp64(a, mul_fp64(TWO_PI_FP64, z));\n\n vec2 t;\n float q = floor(r.x / PI_2_FP64.x + 0.5);\n int j = int(q);\n\n\n if (j < -2 || j > 2) {\n return vec2(0.0 / 0.0, 0.0 / 0.0);\n }\n\n t = sub_fp64(r, mul_fp64(PI_2_FP64, vec2(q, 0.0)));\n\n q = floor(t.x / PI_16_FP64.x + 0.5);\n int k = int(q);\n int abs_k = int(abs(float(k)));\n\n // We just can't get PI/16 * 3.0 very accurately.\n // so let's just store it\n if (abs_k > 4) {\n return vec2(0.0 / 0.0, 0.0 / 0.0);\n } else {\n t = sub_fp64(t, mul_fp64(PI_16_FP64, vec2(q, 0.0)));\n }\n\n\n vec2 u = vec2(0.0, 0.0);\n vec2 v = vec2(0.0, 0.0);\n\n vec2 sin_t, cos_t;\n vec2 s, c;\n sincos_taylor_fp64(t, sin_t, cos_t);\n\n if (k == 0) {\n s = sin_t;\n c = cos_t;\n } else {\n#if defined(NVIDIA_FP64_WORKAROUND) || defined(INTEL_FP64_WORKAROUND)\n if (abs(float(abs_k) - 1.0) < 0.5) {\n u = COS_TABLE_0_FP64;\n v = SIN_TABLE_0_FP64;\n } else if (abs(float(abs_k) - 2.0) < 0.5) {\n u = COS_TABLE_1_FP64;\n v = SIN_TABLE_1_FP64;\n } else if (abs(float(abs_k) - 3.0) < 0.5) {\n u = COS_TABLE_2_FP64;\n v = SIN_TABLE_2_FP64;\n } else if (abs(float(abs_k) - 4.0) < 0.5) {\n u = COS_TABLE_3_FP64;\n v = SIN_TABLE_3_FP64;\n }\n#else\n if (abs_k == 1) {\n u = COS_TABLE_0_FP64;\n v = SIN_TABLE_0_FP64;\n } else if (abs_k == 2) {\n u = COS_TABLE_1_FP64;\n v = SIN_TABLE_1_FP64;\n } else if (abs_k == 3) {\n u = COS_TABLE_2_FP64;\n v = SIN_TABLE_2_FP64;\n } else if (abs_k == 4) {\n u = COS_TABLE_3_FP64;\n v = SIN_TABLE_3_FP64;\n }\n#endif\n if (k > 0) {\n s = sum_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n c = sub_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));\n } else {\n s = sub_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n c = sum_fp64(mul_fp64(u, cos_t), mul_fp64(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 div_fp64(sin_a, cos_a);\n}\n\nvec2 radians_fp64(vec2 degree) {\n return mul_fp64(degree, PI_180_FP64);\n}\n\nvec2 mix_fp64(vec2 a, vec2 b, float x) {\n vec2 range = sub_fp64(b, a);\n return sum_fp64(a, mul_fp64(range, vec2(x, 0.0)));\n}\n\n// Vector functions\n// vec2 functions\nvoid vec2_sum_fp64(vec2 a[2], vec2 b[2], out vec2 out_val[2]) {\n out_val[0] = sum_fp64(a[0], b[0]);\n out_val[1] = sum_fp64(a[1], b[1]);\n}\n\nvoid vec2_sub_fp64(vec2 a[2], vec2 b[2], out vec2 out_val[2]) {\n out_val[0] = sub_fp64(a[0], b[0]);\n out_val[1] = sub_fp64(a[1], b[1]);\n}\n\nvoid vec2_mul_fp64(vec2 a[2], vec2 b[2], out vec2 out_val[2]) {\n out_val[0] = mul_fp64(a[0], b[0]);\n out_val[1] = mul_fp64(a[1], b[1]);\n}\n\nvoid vec2_div_fp64(vec2 a[2], vec2 b[2], out vec2 out_val[2]) {\n out_val[0] = div_fp64(a[0], b[0]);\n out_val[1] = div_fp64(a[1], b[1]);\n}\n\nvoid vec2_mix_fp64(vec2 x[2], vec2 y[2], float a, out vec2 out_val[2]) {\n vec2 range[2];\n vec2_sub_fp64(y, x, range);\n vec2 portion[2];\n portion[0] = range[0] * a;\n portion[1] = range[1] * a;\n vec2_sum_fp64(x, portion, out_val);\n}\n\nvec2 vec2_length_fp64(vec2 x[2]) {\n return sqrt_fp64(sum_fp64(mul_fp64(x[0], x[0]), mul_fp64(x[1], x[1])));\n}\n\nvoid vec2_normalize_fp64(vec2 x[2], out vec2 out_val[2]) {\n vec2 length = vec2_length_fp64(x);\n vec2 length_vec2[2];\n length_vec2[0] = length;\n length_vec2[1] = length;\n\n vec2_div_fp64(x, length_vec2, out_val);\n}\n\nvec2 vec2_distance_fp64(vec2 x[2], vec2 y[2]) {\n vec2 diff[2];\n vec2_sub_fp64(x, y, diff);\n return vec2_length_fp64(diff);\n}\n\nvec2 vec2_dot_fp64(vec2 a[2], vec2 b[2]) {\n vec2 v[2];\n\n v[0] = mul_fp64(a[0], b[0]);\n v[1] = mul_fp64(a[1], b[1]);\n\n return sum_fp64(v[0], v[1]);\n}\n\n// vec3 functions\nvoid vec3_sub_fp64(vec2 a[3], vec2 b[3], out vec2 out_val[3]) {\n for (int i = 0; i < 3; i++) {\n out_val[i] = sum_fp64(a[i], b[i]);\n }\n}\n\nvoid vec3_sum_fp64(vec2 a[3], vec2 b[3], out vec2 out_val[3]) {\n for (int i = 0; i < 3; i++) {\n out_val[i] = sum_fp64(a[i], b[i]);\n }\n}\n\nvec2 vec3_length_fp64(vec2 x[3]) {\n return sqrt_fp64(sum_fp64(sum_fp64(mul_fp64(x[0], x[0]), mul_fp64(x[1], x[1])),\n mul_fp64(x[2], x[2])));\n}\n\nvec2 vec3_distance_fp64(vec2 x[3], vec2 y[3]) {\n vec2 diff[3];\n vec3_sub_fp64(x, y, diff);\n return vec3_length_fp64(diff);\n}\n\n// vec4 functions\nvoid vec4_fp64(vec4 a, out vec2 out_val[4]) {\n out_val[0].x = a[0];\n out_val[0].y = 0.0;\n\n out_val[1].x = a[1];\n out_val[1].y = 0.0;\n\n out_val[2].x = a[2];\n out_val[2].y = 0.0;\n\n out_val[3].x = a[3];\n out_val[3].y = 0.0;\n}\n\nvoid vec4_scalar_mul_fp64(vec2 a[4], vec2 b, out vec2 out_val[4]) {\n out_val[0] = mul_fp64(a[0], b);\n out_val[1] = mul_fp64(a[1], b);\n out_val[2] = mul_fp64(a[2], b);\n out_val[3] = mul_fp64(a[3], b);\n}\n\nvoid vec4_sum_fp64(vec2 a[4], vec2 b[4], out vec2 out_val[4]) {\n for (int i = 0; i < 4; i++) {\n out_val[i] = sum_fp64(a[i], b[i]);\n }\n}\n\nvoid vec4_dot_fp64(vec2 a[4], vec2 b[4], out vec2 out_val) {\n vec2 v[4];\n\n v[0] = mul_fp64(a[0], b[0]);\n v[1] = mul_fp64(a[1], b[1]);\n v[2] = mul_fp64(a[2], b[2]);\n v[3] = mul_fp64(a[3], b[3]);\n\n out_val = sum_fp64(sum_fp64(v[0], v[1]), sum_fp64(v[2], v[3]));\n}\n\nvoid mat4_vec4_mul_fp64(vec2 b[16], vec2 a[4], out vec2 out_val[4]) {\n vec2 tmp[4];\n\n for (int i = 0; i < 4; i++)\n {\n for (int j = 0; j < 4; j++)\n {\n tmp[j] = b[j + i * 4];\n }\n vec4_dot_fp64(a, tmp, out_val[i]);\n }\n}\n`;\n"],"file":"fp64-functions.glsl.js"}
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{"version":3,"file":"fp64-functions.glsl.js","names":[],"sources":["../../../../src/modules/fp64/fp64-functions.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 `\\\nconst vec2 E_FP64 = vec2(2.7182817459106445e+00, 8.254840366817007e-08);\nconst vec2 LOG2_FP64 = vec2(0.6931471824645996e+00, -1.9046542121259336e-09);\nconst vec2 PI_FP64 = vec2(3.1415927410125732, -8.742278012618954e-8);\nconst vec2 TWO_PI_FP64 = vec2(6.2831854820251465, -1.7484556025237907e-7);\nconst vec2 PI_2_FP64 = vec2(1.5707963705062866, -4.371139006309477e-8);\nconst vec2 PI_4_FP64 = vec2(0.7853981852531433, -2.1855695031547384e-8);\nconst vec2 PI_16_FP64 = vec2(0.19634954631328583, -5.463923757886846e-9);\nconst vec2 PI_16_2_FP64 = vec2(0.39269909262657166, -1.0927847515773692e-8);\nconst vec2 PI_16_3_FP64 = vec2(0.5890486240386963, -1.4906100798128818e-9);\nconst vec2 PI_180_FP64 = vec2(0.01745329238474369, 1.3519960498364902e-10);\n\nconst vec2 SIN_TABLE_0_FP64 = vec2(0.19509032368659973, -1.6704714833615242e-9);\nconst vec2 SIN_TABLE_1_FP64 = vec2(0.3826834261417389, 6.22335089017767e-9);\nconst vec2 SIN_TABLE_2_FP64 = vec2(0.5555702447891235, -1.1769521357507529e-8);\nconst vec2 SIN_TABLE_3_FP64 = vec2(0.7071067690849304, 1.2101617041793133e-8);\n\nconst vec2 COS_TABLE_0_FP64 = vec2(0.9807852506637573, 2.9739473106360492e-8);\nconst vec2 COS_TABLE_1_FP64 = vec2(0.9238795042037964, 2.8307490351764386e-8);\nconst vec2 COS_TABLE_2_FP64 = vec2(0.8314695954322815, 1.6870263741530778e-8);\nconst vec2 COS_TABLE_3_FP64 = vec2(0.7071067690849304, 1.2101617152815436e-8);\n\nconst vec2 INVERSE_FACTORIAL_3_FP64 = vec2(1.666666716337204e-01, -4.967053879312289e-09); // 1/3!\nconst vec2 INVERSE_FACTORIAL_4_FP64 = vec2(4.16666679084301e-02, -1.2417634698280722e-09); // 1/4!\nconst vec2 INVERSE_FACTORIAL_5_FP64 = vec2(8.333333767950535e-03, -4.34617203337595e-10); // 1/5!\nconst vec2 INVERSE_FACTORIAL_6_FP64 = vec2(1.3888889225199819e-03, -3.3631094437103215e-11); // 1/6!\nconst vec2 INVERSE_FACTORIAL_7_FP64 = vec2(1.9841270113829523e-04, -2.725596874933456e-12); // 1/7!\nconst vec2 INVERSE_FACTORIAL_8_FP64 = vec2(2.4801587642286904e-05, -3.406996025904184e-13); // 1/8!\nconst vec2 INVERSE_FACTORIAL_9_FP64 = vec2(2.75573188446287533e-06, 3.7935713937038186e-14); // 1/9!\nconst vec2 INVERSE_FACTORIAL_10_FP64 = vec2(2.755731998149713e-07, -7.575112367869873e-15); // 1/10!\n\nfloat nint(float d) {\n if (d == floor(d)) return d;\n return floor(d + 0.5);\n}\n\nvec2 nint_fp64(vec2 a) {\n float hi = nint(a.x);\n float lo;\n vec2 tmp;\n if (hi == a.x) {\n lo = nint(a.y);\n tmp = quickTwoSum(hi, lo);\n } else {\n lo = 0.0;\n if (abs(hi - a.x) == 0.5 && a.y < 0.0) {\n hi -= 1.0;\n }\n tmp = vec2(hi, lo);\n }\n return tmp;\n}\n\n/* k_power controls how much range reduction we would like to have\nRange reduction uses the following method:\nassume a = k_power * r + m * log(2), k and m being integers.\nSet k_power = 4 (we can choose other k to trade accuracy with performance.\nwe only need to calculate exp(r) and using exp(a) = 2^m * exp(r)^k_power;\n*/\n\nvec2 exp_fp64(vec2 a) {\n // We need to make sure these two numbers match\n // as bit-wise shift is not available in GLSL 1.0\n const int k_power = 4;\n const float k = 16.0;\n\n const float inv_k = 1.0 / k;\n\n if (a.x <= -88.0) return vec2(0.0, 0.0);\n if (a.x >= 88.0) return vec2(1.0 / 0.0, 1.0 / 0.0);\n if (a.x == 0.0 && a.y == 0.0) return vec2(1.0, 0.0);\n if (a.x == 1.0 && a.y == 0.0) return E_FP64;\n\n float m = floor(a.x / LOG2_FP64.x + 0.5);\n vec2 r = sub_fp64(a, mul_fp64(LOG2_FP64, vec2(m, 0.0))) * inv_k;\n vec2 s, t, p;\n\n p = mul_fp64(r, r);\n s = sum_fp64(r, p * 0.5);\n p = mul_fp64(p, r);\n t = mul_fp64(p, INVERSE_FACTORIAL_3_FP64);\n\n s = sum_fp64(s, t);\n p = mul_fp64(p, r);\n t = mul_fp64(p, INVERSE_FACTORIAL_4_FP64);\n\n s = sum_fp64(s, t);\n p = mul_fp64(p, r);\n t = mul_fp64(p, INVERSE_FACTORIAL_5_FP64);\n\n // s = sum_fp64(s, t);\n // p = mul_fp64(p, r);\n // t = mul_fp64(p, INVERSE_FACTORIAL_6_FP64);\n\n // s = sum_fp64(s, t);\n // p = mul_fp64(p, r);\n // t = mul_fp64(p, INVERSE_FACTORIAL_7_FP64);\n\n s = sum_fp64(s, t);\n\n\n // At this point, s = exp(r) - 1; but after following 4 recursions, we will get exp(r) ^ 512 - 1.\n for (int i = 0; i < k_power; i++) {\n s = sum_fp64(s * 2.0, mul_fp64(s, s));\n }\n\n#if defined(NVIDIA_FP64_WORKAROUND) || defined(INTEL_FP64_WORKAROUND)\n s = sum_fp64(s, vec2(ONE, 0.0));\n#else\n s = sum_fp64(s, vec2(1.0, 0.0));\n#endif\n\n return s * pow(2.0, m);\n// return r;\n}\n\nvec2 log_fp64(vec2 a)\n{\n if (a.x == 1.0 && 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 vec2 x = vec2(log(a.x), 0.0);\n vec2 s;\n#if defined(NVIDIA_FP64_WORKAROUND) || defined(INTEL_FP64_WORKAROUND)\n s = vec2(ONE, 0.0);\n#else\n s = vec2(1.0, 0.0);\n#endif\n\n x = sub_fp64(sum_fp64(x, mul_fp64(a, exp_fp64(-x))), s);\n return x;\n}\n\nvec2 sin_taylor_fp64(vec2 a) {\n vec2 r, s, t, x;\n\n if (a.x == 0.0 && a.y == 0.0) {\n return vec2(0.0, 0.0);\n }\n\n x = -mul_fp64(a, a);\n s = a;\n r = a;\n\n r = mul_fp64(r, x);\n t = mul_fp64(r, INVERSE_FACTORIAL_3_FP64);\n s = sum_fp64(s, t);\n\n r = mul_fp64(r, x);\n t = mul_fp64(r, INVERSE_FACTORIAL_5_FP64);\n s = sum_fp64(s, t);\n\n /* keep the following commented code in case we need them\n for extra accuracy from the Taylor expansion*/\n\n // r = mul_fp64(r, x);\n // t = mul_fp64(r, INVERSE_FACTORIAL_7_FP64);\n // s = sum_fp64(s, t);\n\n // r = mul_fp64(r, x);\n // t = mul_fp64(r, INVERSE_FACTORIAL_9_FP64);\n // s = sum_fp64(s, t);\n\n return s;\n}\n\nvec2 cos_taylor_fp64(vec2 a) {\n vec2 r, s, t, x;\n\n if (a.x == 0.0 && a.y == 0.0) {\n return vec2(1.0, 0.0);\n }\n\n x = -mul_fp64(a, a);\n r = x;\n s = sum_fp64(vec2(1.0, 0.0), r * 0.5);\n\n r = mul_fp64(r, x);\n t = mul_fp64(r, INVERSE_FACTORIAL_4_FP64);\n s = sum_fp64(s, t);\n\n r = mul_fp64(r, x);\n t = mul_fp64(r, INVERSE_FACTORIAL_6_FP64);\n s = sum_fp64(s, t);\n\n /* keep the following commented code in case we need them\n for extra accuracy from the Taylor expansion*/\n\n // r = mul_fp64(r, x);\n // t = mul_fp64(r, INVERSE_FACTORIAL_8_FP64);\n // s = sum_fp64(s, t);\n\n // r = mul_fp64(r, x);\n // t = mul_fp64(r, INVERSE_FACTORIAL_10_FP64);\n // s = sum_fp64(s, t);\n\n return s;\n}\n\nvoid sincos_taylor_fp64(vec2 a, out vec2 sin_t, out vec2 cos_t) {\n if (a.x == 0.0 && a.y == 0.0) {\n sin_t = vec2(0.0, 0.0);\n cos_t = vec2(1.0, 0.0);\n }\n\n sin_t = sin_taylor_fp64(a);\n cos_t = sqrt_fp64(sub_fp64(vec2(1.0, 0.0), mul_fp64(sin_t, sin_t)));\n}\n\nvec2 sin_fp64(vec2 a) {\n if (a.x == 0.0 && a.y == 0.0) {\n return vec2(0.0, 0.0);\n }\n\n // 2pi range reduction\n vec2 z = nint_fp64(div_fp64(a, TWO_PI_FP64));\n vec2 r = sub_fp64(a, mul_fp64(TWO_PI_FP64, z));\n\n vec2 t;\n float q = floor(r.x / PI_2_FP64.x + 0.5);\n int j = int(q);\n\n if (j < -2 || j > 2) {\n return vec2(0.0 / 0.0, 0.0 / 0.0);\n }\n\n t = sub_fp64(r, mul_fp64(PI_2_FP64, vec2(q, 0.0)));\n\n q = floor(t.x / PI_16_FP64.x + 0.5);\n int k = int(q);\n\n if (k == 0) {\n if (j == 0) {\n return sin_taylor_fp64(t);\n } else if (j == 1) {\n return cos_taylor_fp64(t);\n } else if (j == -1) {\n return -cos_taylor_fp64(t);\n } else {\n return -sin_taylor_fp64(t);\n }\n }\n\n int abs_k = int(abs(float(k)));\n\n if (abs_k > 4) {\n return vec2(0.0 / 0.0, 0.0 / 0.0);\n } else {\n t = sub_fp64(t, mul_fp64(PI_16_FP64, vec2(q, 0.0)));\n }\n\n vec2 u = vec2(0.0, 0.0);\n vec2 v = vec2(0.0, 0.0);\n\n#if defined(NVIDIA_FP64_WORKAROUND) || defined(INTEL_FP64_WORKAROUND)\n if (abs(float(abs_k) - 1.0) < 0.5) {\n u = COS_TABLE_0_FP64;\n v = SIN_TABLE_0_FP64;\n } else if (abs(float(abs_k) - 2.0) < 0.5) {\n u = COS_TABLE_1_FP64;\n v = SIN_TABLE_1_FP64;\n } else if (abs(float(abs_k) - 3.0) < 0.5) {\n u = COS_TABLE_2_FP64;\n v = SIN_TABLE_2_FP64;\n } else if (abs(float(abs_k) - 4.0) < 0.5) {\n u = COS_TABLE_3_FP64;\n v = SIN_TABLE_3_FP64;\n }\n#else\n if (abs_k == 1) {\n u = COS_TABLE_0_FP64;\n v = SIN_TABLE_0_FP64;\n } else if (abs_k == 2) {\n u = COS_TABLE_1_FP64;\n v = SIN_TABLE_1_FP64;\n } else if (abs_k == 3) {\n u = COS_TABLE_2_FP64;\n v = SIN_TABLE_2_FP64;\n } else if (abs_k == 4) {\n u = COS_TABLE_3_FP64;\n v = SIN_TABLE_3_FP64;\n }\n#endif\n\n vec2 sin_t, cos_t;\n sincos_taylor_fp64(t, sin_t, cos_t);\n\n\n\n vec2 result = vec2(0.0, 0.0);\n if (j == 0) {\n if (k > 0) {\n result = sum_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n } else {\n result = sub_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n }\n } else if (j == 1) {\n if (k > 0) {\n result = sub_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));\n } else {\n result = sum_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));\n }\n } else if (j == -1) {\n if (k > 0) {\n result = sub_fp64(mul_fp64(v, sin_t), mul_fp64(u, cos_t));\n } else {\n result = -sum_fp64(mul_fp64(v, sin_t), mul_fp64(u, cos_t));\n }\n } else {\n if (k > 0) {\n result = -sum_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n } else {\n result = sub_fp64(mul_fp64(v, cos_t), mul_fp64(u, sin_t));\n }\n }\n\n return result;\n}\n\nvec2 cos_fp64(vec2 a) {\n if (a.x == 0.0 && a.y == 0.0) {\n return vec2(1.0, 0.0);\n }\n\n // 2pi range reduction\n vec2 z = nint_fp64(div_fp64(a, TWO_PI_FP64));\n vec2 r = sub_fp64(a, mul_fp64(TWO_PI_FP64, z));\n\n vec2 t;\n float q = floor(r.x / PI_2_FP64.x + 0.5);\n int j = int(q);\n\n if (j < -2 || j > 2) {\n return vec2(0.0 / 0.0, 0.0 / 0.0);\n }\n\n t = sub_fp64(r, mul_fp64(PI_2_FP64, vec2(q, 0.0)));\n\n q = floor(t.x / PI_16_FP64.x + 0.5);\n int k = int(q);\n\n if (k == 0) {\n if (j == 0) {\n return cos_taylor_fp64(t);\n } else if (j == 1) {\n return -sin_taylor_fp64(t);\n } else if (j == -1) {\n return sin_taylor_fp64(t);\n } else {\n return -cos_taylor_fp64(t);\n }\n }\n\n int abs_k = int(abs(float(k)));\n\n if (abs_k > 4) {\n return vec2(0.0 / 0.0, 0.0 / 0.0);\n } else {\n t = sub_fp64(t, mul_fp64(PI_16_FP64, vec2(q, 0.0)));\n }\n\n vec2 u = vec2(0.0, 0.0);\n vec2 v = vec2(0.0, 0.0);\n\n#if defined(NVIDIA_FP64_WORKAROUND) || defined(INTEL_FP64_WORKAROUND)\n if (abs(float(abs_k) - 1.0) < 0.5) {\n u = COS_TABLE_0_FP64;\n v = SIN_TABLE_0_FP64;\n } else if (abs(float(abs_k) - 2.0) < 0.5) {\n u = COS_TABLE_1_FP64;\n v = SIN_TABLE_1_FP64;\n } else if (abs(float(abs_k) - 3.0) < 0.5) {\n u = COS_TABLE_2_FP64;\n v = SIN_TABLE_2_FP64;\n } else if (abs(float(abs_k) - 4.0) < 0.5) {\n u = COS_TABLE_3_FP64;\n v = SIN_TABLE_3_FP64;\n }\n#else\n if (abs_k == 1) {\n u = COS_TABLE_0_FP64;\n v = SIN_TABLE_0_FP64;\n } else if (abs_k == 2) {\n u = COS_TABLE_1_FP64;\n v = SIN_TABLE_1_FP64;\n } else if (abs_k == 3) {\n u = COS_TABLE_2_FP64;\n v = SIN_TABLE_2_FP64;\n } else if (abs_k == 4) {\n u = COS_TABLE_3_FP64;\n v = SIN_TABLE_3_FP64;\n }\n#endif\n\n vec2 sin_t, cos_t;\n sincos_taylor_fp64(t, sin_t, cos_t);\n\n vec2 result = vec2(0.0, 0.0);\n if (j == 0) {\n if (k > 0) {\n result = sub_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));\n } else {\n result = sum_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));\n }\n } else if (j == 1) {\n if (k > 0) {\n result = -sum_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n } else {\n result = sub_fp64(mul_fp64(v, cos_t), mul_fp64(u, sin_t));\n }\n } else if (j == -1) {\n if (k > 0) {\n result = sum_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n } else {\n result = sub_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n }\n } else {\n if (k > 0) {\n result = sub_fp64(mul_fp64(v, sin_t), mul_fp64(u, cos_t));\n } else {\n result = -sum_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));\n }\n }\n\n return result;\n}\n\nvec2 tan_fp64(vec2 a) {\n vec2 sin_a;\n vec2 cos_a;\n\n if (a.x == 0.0 && a.y == 0.0) {\n return vec2(0.0, 0.0);\n }\n\n // 2pi range reduction\n vec2 z = nint_fp64(div_fp64(a, TWO_PI_FP64));\n vec2 r = sub_fp64(a, mul_fp64(TWO_PI_FP64, z));\n\n vec2 t;\n float q = floor(r.x / PI_2_FP64.x + 0.5);\n int j = int(q);\n\n\n if (j < -2 || j > 2) {\n return vec2(0.0 / 0.0, 0.0 / 0.0);\n }\n\n t = sub_fp64(r, mul_fp64(PI_2_FP64, vec2(q, 0.0)));\n\n q = floor(t.x / PI_16_FP64.x + 0.5);\n int k = int(q);\n int abs_k = int(abs(float(k)));\n\n // We just can't get PI/16 * 3.0 very accurately.\n // so let's just store it\n if (abs_k > 4) {\n return vec2(0.0 / 0.0, 0.0 / 0.0);\n } else {\n t = sub_fp64(t, mul_fp64(PI_16_FP64, vec2(q, 0.0)));\n }\n\n\n vec2 u = vec2(0.0, 0.0);\n vec2 v = vec2(0.0, 0.0);\n\n vec2 sin_t, cos_t;\n vec2 s, c;\n sincos_taylor_fp64(t, sin_t, cos_t);\n\n if (k == 0) {\n s = sin_t;\n c = cos_t;\n } else {\n#if defined(NVIDIA_FP64_WORKAROUND) || defined(INTEL_FP64_WORKAROUND)\n if (abs(float(abs_k) - 1.0) < 0.5) {\n u = COS_TABLE_0_FP64;\n v = SIN_TABLE_0_FP64;\n } else if (abs(float(abs_k) - 2.0) < 0.5) {\n u = COS_TABLE_1_FP64;\n v = SIN_TABLE_1_FP64;\n } else if (abs(float(abs_k) - 3.0) < 0.5) {\n u = COS_TABLE_2_FP64;\n v = SIN_TABLE_2_FP64;\n } else if (abs(float(abs_k) - 4.0) < 0.5) {\n u = COS_TABLE_3_FP64;\n v = SIN_TABLE_3_FP64;\n }\n#else\n if (abs_k == 1) {\n u = COS_TABLE_0_FP64;\n v = SIN_TABLE_0_FP64;\n } else if (abs_k == 2) {\n u = COS_TABLE_1_FP64;\n v = SIN_TABLE_1_FP64;\n } else if (abs_k == 3) {\n u = COS_TABLE_2_FP64;\n v = SIN_TABLE_2_FP64;\n } else if (abs_k == 4) {\n u = COS_TABLE_3_FP64;\n v = SIN_TABLE_3_FP64;\n }\n#endif\n if (k > 0) {\n s = sum_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n c = sub_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));\n } else {\n s = sub_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n c = sum_fp64(mul_fp64(u, cos_t), mul_fp64(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 div_fp64(sin_a, cos_a);\n}\n\nvec2 radians_fp64(vec2 degree) {\n return mul_fp64(degree, PI_180_FP64);\n}\n\nvec2 mix_fp64(vec2 a, vec2 b, float x) {\n vec2 range = sub_fp64(b, a);\n return sum_fp64(a, mul_fp64(range, vec2(x, 0.0)));\n}\n\n// Vector functions\n// vec2 functions\nvoid vec2_sum_fp64(vec2 a[2], vec2 b[2], out vec2 out_val[2]) {\n out_val[0] = sum_fp64(a[0], b[0]);\n out_val[1] = sum_fp64(a[1], b[1]);\n}\n\nvoid vec2_sub_fp64(vec2 a[2], vec2 b[2], out vec2 out_val[2]) {\n out_val[0] = sub_fp64(a[0], b[0]);\n out_val[1] = sub_fp64(a[1], b[1]);\n}\n\nvoid vec2_mul_fp64(vec2 a[2], vec2 b[2], out vec2 out_val[2]) {\n out_val[0] = mul_fp64(a[0], b[0]);\n out_val[1] = mul_fp64(a[1], b[1]);\n}\n\nvoid vec2_div_fp64(vec2 a[2], vec2 b[2], out vec2 out_val[2]) {\n out_val[0] = div_fp64(a[0], b[0]);\n out_val[1] = div_fp64(a[1], b[1]);\n}\n\nvoid vec2_mix_fp64(vec2 x[2], vec2 y[2], float a, out vec2 out_val[2]) {\n vec2 range[2];\n vec2_sub_fp64(y, x, range);\n vec2 portion[2];\n portion[0] = range[0] * a;\n portion[1] = range[1] * a;\n vec2_sum_fp64(x, portion, out_val);\n}\n\nvec2 vec2_length_fp64(vec2 x[2]) {\n return sqrt_fp64(sum_fp64(mul_fp64(x[0], x[0]), mul_fp64(x[1], x[1])));\n}\n\nvoid vec2_normalize_fp64(vec2 x[2], out vec2 out_val[2]) {\n vec2 length = vec2_length_fp64(x);\n vec2 length_vec2[2];\n length_vec2[0] = length;\n length_vec2[1] = length;\n\n vec2_div_fp64(x, length_vec2, out_val);\n}\n\nvec2 vec2_distance_fp64(vec2 x[2], vec2 y[2]) {\n vec2 diff[2];\n vec2_sub_fp64(x, y, diff);\n return vec2_length_fp64(diff);\n}\n\nvec2 vec2_dot_fp64(vec2 a[2], vec2 b[2]) {\n vec2 v[2];\n\n v[0] = mul_fp64(a[0], b[0]);\n v[1] = mul_fp64(a[1], b[1]);\n\n return sum_fp64(v[0], v[1]);\n}\n\n// vec3 functions\nvoid vec3_sub_fp64(vec2 a[3], vec2 b[3], out vec2 out_val[3]) {\n for (int i = 0; i < 3; i++) {\n out_val[i] = sum_fp64(a[i], b[i]);\n }\n}\n\nvoid vec3_sum_fp64(vec2 a[3], vec2 b[3], out vec2 out_val[3]) {\n for (int i = 0; i < 3; i++) {\n out_val[i] = sum_fp64(a[i], b[i]);\n }\n}\n\nvec2 vec3_length_fp64(vec2 x[3]) {\n return sqrt_fp64(sum_fp64(sum_fp64(mul_fp64(x[0], x[0]), mul_fp64(x[1], x[1])),\n mul_fp64(x[2], x[2])));\n}\n\nvec2 vec3_distance_fp64(vec2 x[3], vec2 y[3]) {\n vec2 diff[3];\n vec3_sub_fp64(x, y, diff);\n return vec3_length_fp64(diff);\n}\n\n// vec4 functions\nvoid vec4_fp64(vec4 a, out vec2 out_val[4]) {\n out_val[0].x = a[0];\n out_val[0].y = 0.0;\n\n out_val[1].x = a[1];\n out_val[1].y = 0.0;\n\n out_val[2].x = a[2];\n out_val[2].y = 0.0;\n\n out_val[3].x = a[3];\n out_val[3].y = 0.0;\n}\n\nvoid vec4_scalar_mul_fp64(vec2 a[4], vec2 b, out vec2 out_val[4]) {\n out_val[0] = mul_fp64(a[0], b);\n out_val[1] = mul_fp64(a[1], b);\n out_val[2] = mul_fp64(a[2], b);\n out_val[3] = mul_fp64(a[3], b);\n}\n\nvoid vec4_sum_fp64(vec2 a[4], vec2 b[4], out vec2 out_val[4]) {\n for (int i = 0; i < 4; i++) {\n out_val[i] = sum_fp64(a[i], b[i]);\n }\n}\n\nvoid vec4_dot_fp64(vec2 a[4], vec2 b[4], out vec2 out_val) {\n vec2 v[4];\n\n v[0] = mul_fp64(a[0], b[0]);\n v[1] = mul_fp64(a[1], b[1]);\n v[2] = mul_fp64(a[2], b[2]);\n v[3] = mul_fp64(a[3], b[3]);\n\n out_val = sum_fp64(sum_fp64(v[0], v[1]), sum_fp64(v[2], v[3]));\n}\n\nvoid mat4_vec4_mul_fp64(vec2 b[16], vec2 a[4], out vec2 out_val[4]) {\n vec2 tmp[4];\n\n for (int i = 0; i < 4; i++)\n {\n for (int j = 0; j < 4; j++)\n {\n tmp[j] = b[j + i * 4];\n }\n vec4_dot_fp64(a, tmp, out_val[i]);\n }\n}\n`;\n"],"mappings":"AAoBA"}
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{"version":3,"file":"fp64-utils.js","names":["fp64ify","a","out","startIndex","hiPart","Math","fround","loPart","fp64LowPart","fp64ifyMatrix4","matrix","matrixFP64","Float32Array","i","j","index"],"sources":["../../../../src/modules/fp64/fp64-utils.js"],"sourcesContent":["/** @typedef {import('./fp64-utils')} types */\n\n/**\n * Calculate WebGL 64 bit float\n * @type {types['fp64ify']}\n */\nexport function fp64ify(a, out = [], startIndex = 0) {\n const hiPart = Math.fround(a);\n const loPart = a - hiPart;\n out[startIndex] = hiPart;\n out[startIndex + 1] = loPart;\n return out;\n}\n\n/** @type {types['fp64LowPart']} */\nexport function fp64LowPart(a) {\n return a - Math.fround(a);\n}\n\n/**\n * Calculate WebGL 64 bit matrix (transposed \"Float64Array\")\n * @type {types['fp64ifyMatrix4']}\n * */\nexport function fp64ifyMatrix4(matrix) {\n // Transpose the projection matrix to column major for GLSL.\n const matrixFP64 = new Float32Array(32);\n for (let i = 0; i < 4; ++i) {\n for (let j = 0; j < 4; ++j) {\n const index = i * 4 + j;\n fp64ify(matrix[j * 4 + i], matrixFP64, index * 2);\n }\n }\n return matrixFP64;\n}\n"],"mappings":"AAMA,OAAO,SAASA,OAAT,CAAiBC,CAAjB,EAA8C;EAAA,IAA1BC,GAA0B,uEAApB,EAAoB;EAAA,IAAhBC,UAAgB,uEAAH,CAAG;EACnD,MAAMC,MAAM,GAAGC,IAAI,CAACC,MAAL,CAAYL,CAAZ,CAAf;EACA,MAAMM,MAAM,GAAGN,CAAC,GAAGG,MAAnB;EACAF,GAAG,CAACC,UAAD,CAAH,GAAkBC,MAAlB;EACAF,GAAG,CAACC,UAAU,GAAG,CAAd,CAAH,GAAsBI,MAAtB;EACA,OAAOL,GAAP;AACD;AAGD,OAAO,SAASM,WAAT,CAAqBP,CAArB,EAAwB;EAC7B,OAAOA,CAAC,GAAGI,IAAI,CAACC,MAAL,CAAYL,CAAZ,CAAX;AACD;AAMD,OAAO,SAASQ,cAAT,CAAwBC,MAAxB,EAAgC;EAErC,MAAMC,UAAU,GAAG,IAAIC,YAAJ,CAAiB,EAAjB,CAAnB;;EACA,KAAK,IAAIC,CAAC,GAAG,CAAb,EAAgBA,CAAC,GAAG,CAApB,EAAuB,EAAEA,CAAzB,EAA4B;IAC1B,KAAK,IAAIC,CAAC,GAAG,CAAb,EAAgBA,CAAC,GAAG,CAApB,EAAuB,EAAEA,CAAzB,EAA4B;MAC1B,MAAMC,KAAK,GAAGF,CAAC,GAAG,CAAJ,GAAQC,CAAtB;MACAd,OAAO,CAACU,MAAM,CAACI,CAAC,GAAG,CAAJ,GAAQD,CAAT,CAAP,EAAoBF,UAApB,EAAgCI,KAAK,GAAG,CAAxC,CAAP;IACD;EACF;;EACD,OAAOJ,UAAP;AACD"}
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{"version":3,"file":"fp64.js","names":["fp64ify","fp64LowPart","fp64ifyMatrix4","fp64arithmeticShader","fp64functionShader","CONST_UNIFORMS","ONE","getUniforms","fp64arithmetic","name","vs","fs","fp64","dependencies"],"sources":["../../../../src/modules/fp64/fp64.js"],"sourcesContent":["/** @typedef {import('../../types').ShaderModule} ShaderModule */\n\nimport {fp64ify, fp64LowPart, fp64ifyMatrix4} from './fp64-utils';\n\nimport fp64arithmeticShader from './fp64-arithmetic.glsl';\nimport fp64functionShader from './fp64-functions.glsl';\n\nconst CONST_UNIFORMS = {\n // Used in LUMA_FP64_CODE_ELIMINATION_WORKAROUND\n ONE: 1.0\n};\nexport {fp64ify, fp64LowPart, fp64ifyMatrix4};\n\nfunction getUniforms() {\n return CONST_UNIFORMS;\n}\n\n// Arithmetic only\nexport const fp64arithmetic = {\n name: 'fp64-arithmetic',\n vs: fp64arithmeticShader,\n fs: null,\n getUniforms,\n fp64ify,\n fp64LowPart,\n fp64ifyMatrix4\n};\n\n// Full fp64 shader\nexport const fp64 = {\n name: 'fp64',\n vs: fp64functionShader,\n fs: null,\n dependencies: [fp64arithmetic],\n fp64ify,\n fp64LowPart,\n fp64ifyMatrix4\n};\n"],"mappings":"AAEA,SAAQA,OAAR,EAAiBC,WAAjB,EAA8BC,cAA9B,QAAmD,cAAnD;AAEA,OAAOC,oBAAP,MAAiC,wBAAjC;AACA,OAAOC,kBAAP,MAA+B,uBAA/B;AAEA,MAAMC,cAAc,GAAG;EAErBC,GAAG,EAAE;AAFgB,CAAvB;AAIA,SAAQN,OAAR,EAAiBC,WAAjB,EAA8BC,cAA9B;;AAEA,SAASK,WAAT,GAAuB;EACrB,OAAOF,cAAP;AACD;;AAGD,OAAO,MAAMG,cAAc,GAAG;EAC5BC,IAAI,EAAE,iBADsB;EAE5BC,EAAE,EAAEP,oBAFwB;EAG5BQ,EAAE,EAAE,IAHwB;EAI5BJ,WAJ4B;EAK5BP,OAL4B;EAM5BC,WAN4B;EAO5BC;AAP4B,CAAvB;AAWP,OAAO,MAAMU,IAAI,GAAG;EAClBH,IAAI,EAAE,MADY;EAElBC,EAAE,EAAEN,kBAFc;EAGlBO,EAAE,EAAE,IAHc;EAIlBE,YAAY,EAAE,CAACL,cAAD,CAJI;EAKlBR,OALkB;EAMlBC,WANkB;EAOlBC;AAPkB,CAAb"}
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{"version":3,"sources":["../../../../src/modules/fxaa/fxaa.js"],"names":["fs","fxaa","name","uniforms","passes","sampler"],"mappings":"AAEA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AAiEA,MAAMA,EAAE,2mpBAAR;AAukBA,OAAO,MAAMC,IAAI,GAAG;AAClBC,EAAAA,IAAI,EAAE,MADY;AAElBC,EAAAA,QAAQ,EAAE,EAFQ;AAGlBH,EAAAA,EAHkB;AAIlBI,EAAAA,MAAM,EAAE,CAAC;AAACC,IAAAA,OAAO,EAAE;AAAV,GAAD;AAJU,CAAb","sourcesContent":["/** @typedef {import('../../types').ShaderPass} ShaderPass */\n\n/**\n * ORIGINAL LICENCE\n * @license\n * Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.\n *\n * Redistribution and use in source and binary forms, with or without\n * modification, are permitted provided that the following conditions\n * are met:\n * * Redistributions of source code must retain the above copyright\n * notice, this list of conditions and the following disclaimer.\n * * Redistributions in binary form must reproduce the above copyright\n * notice, this list of conditions and the following disclaimer in the\n * documentation and/or other materials provided with the distribution.\n * * Neither the name of NVIDIA CORPORATION nor the names of its\n * contributors may be used to endorse or promote products derived\n * from this software without specific prior written permission.\n *\n * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY\n * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE\n * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR\n * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR\n * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,\n * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,\n * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR\n * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY\n * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n// LUMA.GL\n// WebGL version from cesium.js, used under Apached 2.0 License\n// https://github.com/AnalyticalGraphicsInc/cesium/blob/master/LICENSE.md\n// with the following modifications:\n// - fxaa_sampleColor to integrate with luma.gl\n// - Return color value with alpha to avoid another tap\n// - Calculate luminance in FxaaLuma\n\n// COMMENTS FROM CESIUM VERSION\n// NVIDIA GameWorks Graphics Samples GitHub link: https://github.com/NVIDIAGameWorks/GraphicsSamples\n// Original FXAA 3.11 shader link: https://github.com/NVIDIAGameWorks/GraphicsSamples/blob/master/samples/es3-kepler/FXAA/FXAA3_11.h\n//\n// Steps used to integrate into Cesium:\n// * The following defines are set:\n// #define FXAA_PC 1\n// #define FXAA_WEBGL_1 1\n// #define FXAA_GREEN_AS_LUMA 1\n// #define FXAA_EARLY_EXIT 1\n// #define FXAA_GLSL_120 1\n// * All other preprocessor directives besides the FXAA_QUALITY__P* directives were removed.\n// * Double underscores are invalid for preprocessor directives so replace them with a single underscore. Replace\n// /FXAA_QUALITY__P(.*)/g with /FXAA_QUALITY__P$1/.\n// * There are no implicit conversions from ivec* to vec* so replace:\n// #define FxaaInt2 ivec2\n// with\n// #define FxaaInt2 vec2\n// * The texture2DLod function is only available in vertex shaders so replace:\n// #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)\n// #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)\n// with\n// #define FxaaTexTop(t, p) texture2D(t, p)\n// #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r))\n// * FXAA_QUALITY_PRESET is prepended in the javascript code. We may want to expose that setting in the future.\n// * The following parameters to FxaaPixelShader_ are unused and can be removed:\n// fxaaConsolePosPos\n// fxaaConsoleRcpFrameOpt\n// fxaaConsoleRcpFrameOpt2\n// fxaaConsole360RcpFrameOpt2\n// fxaaConsoleEdgeSharpness\n// fxaaConsoleEdgeThreshold\n// fxaaConsoleEdgeThresholdMi\n// fxaaConsole360ConstDir\n//\n// Choose the quality preset.\n// This needs to be compiled into the shader as it effects code.\n// Best option to include multiple presets is to\n// in each shader define the preset, then include this file.\n//\n// OPTIONS\n// -----------------------------------------------------------------------\n// 10 to 15 - default medium dither (10=fastest, 15=highest quality)\n// 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)\n// 39 - no dither, very expensive\n//\n// NOTES\n// -----------------------------------------------------------------------\n// 12 = slightly faster then FXAA 3.9 and higher edge quality (default)\n// 13 = about same speed as FXAA 3.9 and better than 12\n// 23 = closest to FXAA 3.9 visually and performance wise\n// _ = the lowest digit is directly related to performance\n// _ = the highest digit is directly related to style\n//\n\nconst fs = `\n#define FXAA_QUALITY_PRESET 29\n\n#if (FXAA_QUALITY_PRESET == 10)\n #define FXAA_QUALITY_PS 3\n #define FXAA_QUALITY_P0 1.5\n #define FXAA_QUALITY_P1 3.0\n #define FXAA_QUALITY_P2 12.0\n#endif\n#if (FXAA_QUALITY_PRESET == 11)\n #define FXAA_QUALITY_PS 4\n #define FXAA_QUALITY_P0 1.0\n #define FXAA_QUALITY_P1 1.5\n #define FXAA_QUALITY_P2 3.0\n #define FXAA_QUALITY_P3 12.0\n#endif\n#if (FXAA_QUALITY_PRESET == 12)\n #define FXAA_QUALITY_PS 5\n #define FXAA_QUALITY_P0 1.0\n #define FXAA_QUALITY_P1 1.5\n #define FXAA_QUALITY_P2 2.0\n #define FXAA_QUALITY_P3 4.0\n #define FXAA_QUALITY_P4 12.0\n#endif\n#if (FXAA_QUALITY_PRESET == 13)\n #define FXAA_QUALITY_PS 6\n #define FXAA_QUALITY_P0 1.0\n #define FXAA_QUALITY_P1 1.5\n #define FXAA_QUALITY_P2 2.0\n #define FXAA_QUALITY_P3 2.0\n #define FXAA_QUALITY_P4 4.0\n #define FXAA_QUALITY_P5 12.0\n#endif\n#if (FXAA_QUALITY_PRESET == 14)\n #define FXAA_QUALITY_PS 7\n #define FXAA_QUALITY_P0 1.0\n #define FXAA_QUALITY_P1 1.5\n #define FXAA_QUALITY_P2 2.0\n #define FXAA_QUALITY_P3 2.0\n #define FXAA_QUALITY_P4 2.0\n #define FXAA_QUALITY_P5 4.0\n #define FXAA_QUALITY_P6 12.0\n#endif\n#if (FXAA_QUALITY_PRESET == 15)\n #define FXAA_QUALITY_PS 8\n #define FXAA_QUALITY_P0 1.0\n #define FXAA_QUALITY_P1 1.5\n #define FXAA_QUALITY_P2 2.0\n #define FXAA_QUALITY_P3 2.0\n #define FXAA_QUALITY_P4 2.0\n #define FXAA_QUALITY_P5 2.0\n #define FXAA_QUALITY_P6 4.0\n #define FXAA_QUALITY_P7 12.0\n#endif\n#if (FXAA_QUALITY_PRESET == 20)\n #define FXAA_QUALITY_PS 3\n #define FXAA_QUALITY_P0 1.5\n #define FXAA_QUALITY_P1 2.0\n #define FXAA_QUALITY_P2 8.0\n#endif\n#if (FXAA_QUALITY_PRESET == 21)\n #define FXAA_QUALITY_PS 4\n #define FXAA_QUALITY_P0 1.0\n #define FXAA_QUALITY_P1 1.5\n #define FXAA_QUALITY_P2 2.0\n #define FXAA_QUALITY_P3 8.0\n#endif\n#if (FXAA_QUALITY_PRESET == 22)\n #define FXAA_QUALITY_PS 5\n #define FXAA_QUALITY_P0 1.0\n #define FXAA_QUALITY_P1 1.5\n #define FXAA_QUALITY_P2 2.0\n #define FXAA_QUALITY_P3 2.0\n #define FXAA_QUALITY_P4 8.0\n#endif\n#if (FXAA_QUALITY_PRESET == 23)\n #define FXAA_QUALITY_PS 6\n #define FXAA_QUALITY_P0 1.0\n #define FXAA_QUALITY_P1 1.5\n #define FXAA_QUALITY_P2 2.0\n #define FXAA_QUALITY_P3 2.0\n #define FXAA_QUALITY_P4 2.0\n #define FXAA_QUALITY_P5 8.0\n#endif\n#if (FXAA_QUALITY_PRESET == 24)\n #define FXAA_QUALITY_PS 7\n #define FXAA_QUALITY_P0 1.0\n #define FXAA_QUALITY_P1 1.5\n #define FXAA_QUALITY_P2 2.0\n #define FXAA_QUALITY_P3 2.0\n #define FXAA_QUALITY_P4 2.0\n #define FXAA_QUALITY_P5 3.0\n #define FXAA_QUALITY_P6 8.0\n#endif\n#if (FXAA_QUALITY_PRESET == 25)\n #define FXAA_QUALITY_PS 8\n #define FXAA_QUALITY_P0 1.0\n #define FXAA_QUALITY_P1 1.5\n #define FXAA_QUALITY_P2 2.0\n #define FXAA_QUALITY_P3 2.0\n #define FXAA_QUALITY_P4 2.0\n #define FXAA_QUALITY_P5 2.0\n #define FXAA_QUALITY_P6 4.0\n #define FXAA_QUALITY_P7 8.0\n#endif\n#if (FXAA_QUALITY_PRESET == 26)\n #define FXAA_QUALITY_PS 9\n #define FXAA_QUALITY_P0 1.0\n #define FXAA_QUALITY_P1 1.5\n #define FXAA_QUALITY_P2 2.0\n #define FXAA_QUALITY_P3 2.0\n #define FXAA_QUALITY_P4 2.0\n #define FXAA_QUALITY_P5 2.0\n #define FXAA_QUALITY_P6 2.0\n #define FXAA_QUALITY_P7 4.0\n #define FXAA_QUALITY_P8 8.0\n#endif\n#if (FXAA_QUALITY_PRESET == 27)\n #define FXAA_QUALITY_PS 10\n #define FXAA_QUALITY_P0 1.0\n #define FXAA_QUALITY_P1 1.5\n #define FXAA_QUALITY_P2 2.0\n #define FXAA_QUALITY_P3 2.0\n #define FXAA_QUALITY_P4 2.0\n #define FXAA_QUALITY_P5 2.0\n #define FXAA_QUALITY_P6 2.0\n #define FXAA_QUALITY_P7 2.0\n #define FXAA_QUALITY_P8 4.0\n #define FXAA_QUALITY_P9 8.0\n#endif\n#if (FXAA_QUALITY_PRESET == 28)\n #define FXAA_QUALITY_PS 11\n #define FXAA_QUALITY_P0 1.0\n #define FXAA_QUALITY_P1 1.5\n #define FXAA_QUALITY_P2 2.0\n #define FXAA_QUALITY_P3 2.0\n #define FXAA_QUALITY_P4 2.0\n #define FXAA_QUALITY_P5 2.0\n #define FXAA_QUALITY_P6 2.0\n #define FXAA_QUALITY_P7 2.0\n #define FXAA_QUALITY_P8 2.0\n #define FXAA_QUALITY_P9 4.0\n #define FXAA_QUALITY_P10 8.0\n#endif\n#if (FXAA_QUALITY_PRESET == 29)\n #define FXAA_QUALITY_PS 12\n #define FXAA_QUALITY_P0 1.0\n #define FXAA_QUALITY_P1 1.5\n #define FXAA_QUALITY_P2 2.0\n #define FXAA_QUALITY_P3 2.0\n #define FXAA_QUALITY_P4 2.0\n #define FXAA_QUALITY_P5 2.0\n #define FXAA_QUALITY_P6 2.0\n #define FXAA_QUALITY_P7 2.0\n #define FXAA_QUALITY_P8 2.0\n #define FXAA_QUALITY_P9 2.0\n #define FXAA_QUALITY_P10 4.0\n #define FXAA_QUALITY_P11 8.0\n#endif\n#if (FXAA_QUALITY_PRESET == 39)\n #define FXAA_QUALITY_PS 12\n #define FXAA_QUALITY_P0 1.0\n #define FXAA_QUALITY_P1 1.0\n #define FXAA_QUALITY_P2 1.0\n #define FXAA_QUALITY_P3 1.0\n #define FXAA_QUALITY_P4 1.0\n #define FXAA_QUALITY_P5 1.5\n #define FXAA_QUALITY_P6 2.0\n #define FXAA_QUALITY_P7 2.0\n #define FXAA_QUALITY_P8 2.0\n #define FXAA_QUALITY_P9 2.0\n #define FXAA_QUALITY_P10 4.0\n #define FXAA_QUALITY_P11 8.0\n#endif\n\n#define FxaaBool bool\n#define FxaaFloat float\n#define FxaaFloat2 vec2\n#define FxaaFloat3 vec3\n#define FxaaFloat4 vec4\n#define FxaaHalf float\n#define FxaaHalf2 vec2\n#define FxaaHalf3 vec3\n#define FxaaHalf4 vec4\n#define FxaaInt2 vec2\n#define FxaaTex sampler2D\n\n#define FxaaSat(x) clamp(x, 0.0, 1.0)\n#define FxaaTexTop(t, p) texture2D(t, p)\n#define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r))\n\nFxaaFloat FxaaLuma_(FxaaFloat4 rgba) { return dot(rgba.rgb, vec3(0.2126, 0.7152, 0.0722)); }\n\nFxaaFloat4 FxaaPixelShader_(\n //\n // Use noperspective interpolation here (turn off perspective interpolation).\n // {xy} = center of pixel\n FxaaFloat2 pos,\n //\n // Input color texture.\n // {rgb_} = color in linear or perceptual color space\n // if (FXAA_GREEN_AS_LUMA == 0)\n // {___a} = luma in perceptual color space (not linear)\n FxaaTex tex,\n //\n // Only used on FXAA Quality.\n // This must be from a constant/uniform.\n // {x_} = 1.0/screenWidthInPixels\n // {_y} = 1.0/screenHeightInPixels\n FxaaFloat2 fxaaQualityRcpFrame,\n //\n // Only used on FXAA Quality.\n // This used to be the FXAA_QUALITY_SUBPIX define.\n // It is here now to allow easier tuning.\n // Choose the amount of sub-pixel aliasing removal.\n // This can effect sharpness.\n // 1.00 - upper limit (softer)\n // 0.75 - default amount of filtering\n // 0.50 - lower limit (sharper, less sub-pixel aliasing removal)\n // 0.25 - almost off\n // 0.00 - completely off\n FxaaFloat fxaaQualitySubpix,\n //\n // Only used on FXAA Quality.\n // This used to be the FXAA_QUALITY_EDGE_THRESHOLD define.\n // It is here now to allow easier tuning.\n // The minimum amount of local contrast required to apply algorithm.\n // 0.333 - too little (faster)\n // 0.250 - low quality\n // 0.166 - default\n // 0.125 - high quality\n // 0.063 - overkill (slower)\n FxaaFloat fxaaQualityEdgeThreshold,\n //\n // Only used on FXAA Quality.\n // This used to be the FXAA_QUALITY_EDGE_THRESHOLD_MIN define.\n // It is here now to allow easier tuning.\n // Trims the algorithm from processing darks.\n // 0.0833 - upper limit (default, the start of visible unfiltered edges)\n // 0.0625 - high quality (faster)\n // 0.0312 - visible limit (slower)\n // Special notes when using FXAA_GREEN_AS_LUMA,\n // Likely want to set this to zero.\n // As colors that are mostly not-green\n // will appear very dark in the green channel!\n // Tune by looking at mostly non-green content,\n // then start at zero and increase until aliasing is a problem.\n FxaaFloat fxaaQualityEdgeThresholdMin\n) {\n/*--------------------------------------------------------------------------*/\n FxaaFloat2 posM;\n posM.x = pos.x;\n posM.y = pos.y;\n FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);\n #define lumaM rgbyM.y\n FxaaFloat lumaS = FxaaLuma_(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));\n FxaaFloat lumaE = FxaaLuma_(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));\n FxaaFloat lumaN = FxaaLuma_(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));\n FxaaFloat lumaW = FxaaLuma_(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));\n/*--------------------------------------------------------------------------*/\n FxaaFloat maxSM = max(lumaS, lumaM);\n FxaaFloat minSM = min(lumaS, lumaM);\n FxaaFloat maxESM = max(lumaE, maxSM);\n FxaaFloat minESM = min(lumaE, minSM);\n FxaaFloat maxWN = max(lumaN, lumaW);\n FxaaFloat minWN = min(lumaN, lumaW);\n FxaaFloat rangeMax = max(maxWN, maxESM);\n FxaaFloat rangeMin = min(minWN, minESM);\n FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;\n FxaaFloat range = rangeMax - rangeMin;\n FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);\n FxaaBool earlyExit = range < rangeMaxClamped;\n/*--------------------------------------------------------------------------*/\n if(earlyExit)\n return rgbyM;\n/*--------------------------------------------------------------------------*/\n FxaaFloat lumaNW = FxaaLuma_(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));\n FxaaFloat lumaSE = FxaaLuma_(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));\n FxaaFloat lumaNE = FxaaLuma_(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));\n FxaaFloat lumaSW = FxaaLuma_(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));\n/*--------------------------------------------------------------------------*/\n FxaaFloat lumaNS = lumaN + lumaS;\n FxaaFloat lumaWE = lumaW + lumaE;\n FxaaFloat subpixRcpRange = 1.0/range;\n FxaaFloat subpixNSWE = lumaNS + lumaWE;\n FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;\n FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;\n/*--------------------------------------------------------------------------*/\n FxaaFloat lumaNESE = lumaNE + lumaSE;\n FxaaFloat lumaNWNE = lumaNW + lumaNE;\n FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;\n FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;\n/*--------------------------------------------------------------------------*/\n FxaaFloat lumaNWSW = lumaNW + lumaSW;\n FxaaFloat lumaSWSE = lumaSW + lumaSE;\n FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);\n FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);\n FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;\n FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;\n FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;\n FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;\n/*--------------------------------------------------------------------------*/\n FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;\n FxaaFloat lengthSign = fxaaQualityRcpFrame.x;\n FxaaBool horzSpan = edgeHorz >= edgeVert;\n FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;\n/*--------------------------------------------------------------------------*/\n if(!horzSpan) lumaN = lumaW;\n if(!horzSpan) lumaS = lumaE;\n if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;\n FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;\n/*--------------------------------------------------------------------------*/\n FxaaFloat gradientN = lumaN - lumaM;\n FxaaFloat gradientS = lumaS - lumaM;\n FxaaFloat lumaNN = lumaN + lumaM;\n FxaaFloat lumaSS = lumaS + lumaM;\n FxaaBool pairN = abs(gradientN) >= abs(gradientS);\n FxaaFloat gradient = max(abs(gradientN), abs(gradientS));\n if(pairN) lengthSign = -lengthSign;\n FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);\n/*--------------------------------------------------------------------------*/\n FxaaFloat2 posB;\n posB.x = posM.x;\n posB.y = posM.y;\n FxaaFloat2 offNP;\n offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;\n offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;\n if(!horzSpan) posB.x += lengthSign * 0.5;\n if( horzSpan) posB.y += lengthSign * 0.5;\n/*--------------------------------------------------------------------------*/\n FxaaFloat2 posN;\n posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;\n posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;\n FxaaFloat2 posP;\n posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;\n posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;\n FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;\n FxaaFloat lumaEndN = FxaaLuma_(FxaaTexTop(tex, posN));\n FxaaFloat subpixE = subpixC * subpixC;\n FxaaFloat lumaEndP = FxaaLuma_(FxaaTexTop(tex, posP));\n/*--------------------------------------------------------------------------*/\n if(!pairN) lumaNN = lumaSS;\n FxaaFloat gradientScaled = gradient * 1.0/4.0;\n FxaaFloat lumaMM = lumaM - lumaNN * 0.5;\n FxaaFloat subpixF = subpixD * subpixE;\n FxaaBool lumaMLTZero = lumaMM < 0.0;\n/*--------------------------------------------------------------------------*/\n lumaEndN -= lumaNN * 0.5;\n lumaEndP -= lumaNN * 0.5;\n FxaaBool doneN = abs(lumaEndN) >= gradientScaled;\n FxaaBool doneP = abs(lumaEndP) >= gradientScaled;\n if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;\n if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;\n FxaaBool doneNP = (!doneN) || (!doneP);\n if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;\n if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;\n/*--------------------------------------------------------------------------*/\n if(doneNP) {\n if(!doneN) lumaEndN = FxaaLuma_(FxaaTexTop(tex, posN.xy));\n if(!doneP) lumaEndP = FxaaLuma_(FxaaTexTop(tex, posP.xy));\n if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n doneN = abs(lumaEndN) >= gradientScaled;\n doneP = abs(lumaEndP) >= gradientScaled;\n if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2;\n if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;\n doneNP = (!doneN) || (!doneP);\n if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;\n if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;\n/*--------------------------------------------------------------------------*/\n #if (FXAA_QUALITY_PS > 3)\n if(doneNP) {\n if(!doneN) lumaEndN = FxaaLuma_(FxaaTexTop(tex, posN.xy));\n if(!doneP) lumaEndP = FxaaLuma_(FxaaTexTop(tex, posP.xy));\n if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n doneN = abs(lumaEndN) >= gradientScaled;\n doneP = abs(lumaEndP) >= gradientScaled;\n if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P3;\n if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3;\n doneNP = (!doneN) || (!doneP);\n if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;\n if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;\n/*--------------------------------------------------------------------------*/\n #if (FXAA_QUALITY_PS > 4)\n if(doneNP) {\n if(!doneN) lumaEndN = FxaaLuma_(FxaaTexTop(tex, posN.xy));\n if(!doneP) lumaEndP = FxaaLuma_(FxaaTexTop(tex, posP.xy));\n if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n doneN = abs(lumaEndN) >= gradientScaled;\n doneP = abs(lumaEndP) >= gradientScaled;\n if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P4;\n if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4;\n doneNP = (!doneN) || (!doneP);\n if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;\n if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;\n/*--------------------------------------------------------------------------*/\n #if (FXAA_QUALITY_PS > 5)\n if(doneNP) {\n if(!doneN) lumaEndN = FxaaLuma_(FxaaTexTop(tex, posN.xy));\n if(!doneP) lumaEndP = FxaaLuma_(FxaaTexTop(tex, posP.xy));\n if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n doneN = abs(lumaEndN) >= gradientScaled;\n doneP = abs(lumaEndP) >= gradientScaled;\n if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P5;\n if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5;\n doneNP = (!doneN) || (!doneP);\n if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;\n if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;\n/*--------------------------------------------------------------------------*/\n #if (FXAA_QUALITY_PS > 6)\n if(doneNP) {\n if(!doneN) lumaEndN = FxaaLuma_(FxaaTexTop(tex, posN.xy));\n if(!doneP) lumaEndP = FxaaLuma_(FxaaTexTop(tex, posP.xy));\n if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n doneN = abs(lumaEndN) >= gradientScaled;\n doneP = abs(lumaEndP) >= gradientScaled;\n if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P6;\n if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P6;\n doneNP = (!doneN) || (!doneP);\n if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6;\n if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6;\n/*--------------------------------------------------------------------------*/\n #if (FXAA_QUALITY_PS > 7)\n if(doneNP) {\n if(!doneN) lumaEndN = FxaaLuma_(FxaaTexTop(tex, posN.xy));\n if(!doneP) lumaEndP = FxaaLuma_(FxaaTexTop(tex, posP.xy));\n if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n doneN = abs(lumaEndN) >= gradientScaled;\n doneP = abs(lumaEndP) >= gradientScaled;\n if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P7;\n if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P7;\n doneNP = (!doneN) || (!doneP);\n if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7;\n if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7;\n/*--------------------------------------------------------------------------*/\n #if (FXAA_QUALITY_PS > 8)\n if(doneNP) {\n if(!doneN) lumaEndN = FxaaLuma_(FxaaTexTop(tex, posN.xy));\n if(!doneP) lumaEndP = FxaaLuma_(FxaaTexTop(tex, posP.xy));\n if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n doneN = abs(lumaEndN) >= gradientScaled;\n doneP = abs(lumaEndP) >= gradientScaled;\n if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P8;\n if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P8;\n doneNP = (!doneN) || (!doneP);\n if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8;\n if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8;\n/*--------------------------------------------------------------------------*/\n #if (FXAA_QUALITY_PS > 9)\n if(doneNP) {\n if(!doneN) lumaEndN = FxaaLuma_(FxaaTexTop(tex, posN.xy));\n if(!doneP) lumaEndP = FxaaLuma_(FxaaTexTop(tex, posP.xy));\n if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n doneN = abs(lumaEndN) >= gradientScaled;\n doneP = abs(lumaEndP) >= gradientScaled;\n if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P9;\n if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P9;\n doneNP = (!doneN) || (!doneP);\n if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9;\n if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9;\n/*--------------------------------------------------------------------------*/\n #if (FXAA_QUALITY_PS > 10)\n if(doneNP) {\n if(!doneN) lumaEndN = FxaaLuma_(FxaaTexTop(tex, posN.xy));\n if(!doneP) lumaEndP = FxaaLuma_(FxaaTexTop(tex, posP.xy));\n if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n doneN = abs(lumaEndN) >= gradientScaled;\n doneP = abs(lumaEndP) >= gradientScaled;\n if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P10;\n if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P10;\n doneNP = (!doneN) || (!doneP);\n if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10;\n if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10;\n/*--------------------------------------------------------------------------*/\n #if (FXAA_QUALITY_PS > 11)\n if(doneNP) {\n if(!doneN) lumaEndN = FxaaLuma_(FxaaTexTop(tex, posN.xy));\n if(!doneP) lumaEndP = FxaaLuma_(FxaaTexTop(tex, posP.xy));\n if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n doneN = abs(lumaEndN) >= gradientScaled;\n doneP = abs(lumaEndP) >= gradientScaled;\n if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P11;\n if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11;\n doneNP = (!doneN) || (!doneP);\n if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11;\n if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11;\n/*--------------------------------------------------------------------------*/\n #if (FXAA_QUALITY_PS > 12)\n if(doneNP) {\n if(!doneN) lumaEndN = FxaaLuma_(FxaaTexTop(tex, posN.xy));\n if(!doneP) lumaEndP = FxaaLuma_(FxaaTexTop(tex, posP.xy));\n if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n doneN = abs(lumaEndN) >= gradientScaled;\n doneP = abs(lumaEndP) >= gradientScaled;\n if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P12;\n if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P12;\n doneNP = (!doneN) || (!doneP);\n if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12;\n if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12;\n/*--------------------------------------------------------------------------*/\n }\n #endif\n/*--------------------------------------------------------------------------*/\n }\n #endif\n/*--------------------------------------------------------------------------*/\n }\n #endif\n/*--------------------------------------------------------------------------*/\n }\n #endif\n/*--------------------------------------------------------------------------*/\n }\n #endif\n/*--------------------------------------------------------------------------*/\n }\n #endif\n/*--------------------------------------------------------------------------*/\n }\n #endif\n/*--------------------------------------------------------------------------*/\n }\n #endif\n/*--------------------------------------------------------------------------*/\n }\n #endif\n/*--------------------------------------------------------------------------*/\n }\n #endif\n/*--------------------------------------------------------------------------*/\n }\n/*--------------------------------------------------------------------------*/\n FxaaFloat dstN = posM.x - posN.x;\n FxaaFloat dstP = posP.x - posM.x;\n if(!horzSpan) dstN = posM.y - posN.y;\n if(!horzSpan) dstP = posP.y - posM.y;\n/*--------------------------------------------------------------------------*/\n FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;\n FxaaFloat spanLength = (dstP + dstN);\n FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;\n FxaaFloat spanLengthRcp = 1.0/spanLength;\n/*--------------------------------------------------------------------------*/\n FxaaBool directionN = dstN < dstP;\n FxaaFloat dst = min(dstN, dstP);\n FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;\n FxaaFloat subpixG = subpixF * subpixF;\n FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;\n FxaaFloat subpixH = subpixG * fxaaQualitySubpix;\n/*--------------------------------------------------------------------------*/\n FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;\n FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);\n if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;\n if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;\n return FxaaTexTop(tex, posM);\n}\n\nvec4 fxaa_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {\n const float fxaa_QualitySubpix = 0.5;\n const float fxaa_QualityEdgeThreshold = 0.125;\n const float fxaa_QualityEdgeThresholdMin = 0.0833;\n\n return FxaaPixelShader_(\n texCoord,\n texture,\n vec2(1.0) / texSize,\n fxaa_QualitySubpix,\n fxaa_QualityEdgeThreshold,\n fxaa_QualityEdgeThresholdMin\n );\n}\n`;\n\n/** @type {ShaderPass} */\nexport const fxaa = {\n name: 'fxaa',\n uniforms: {},\n fs,\n passes: [{sampler: true}]\n};\n"],"file":"fxaa.js"}
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{"version":3,"file":"fxaa.js","names":["fs","fxaa","name","uniforms","passes","sampler"],"sources":["../../../../src/modules/fxaa/fxaa.js"],"sourcesContent":["/** @typedef {import('../../types').ShaderPass} ShaderPass */\n\n/**\n * ORIGINAL LICENCE\n * @license\n * Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.\n *\n * Redistribution and use in source and binary forms, with or without\n * modification, are permitted provided that the following conditions\n * are met:\n * * Redistributions of source code must retain the above copyright\n * notice, this list of conditions and the following disclaimer.\n * * Redistributions in binary form must reproduce the above copyright\n * notice, this list of conditions and the following disclaimer in the\n * documentation and/or other materials provided with the distribution.\n * * Neither the name of NVIDIA CORPORATION nor the names of its\n * contributors may be used to endorse or promote products derived\n * from this software without specific prior written permission.\n *\n * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY\n * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE\n * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR\n * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR\n * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,\n * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,\n * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR\n * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY\n * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n// LUMA.GL\n// WebGL version from cesium.js, used under Apached 2.0 License\n// https://github.com/AnalyticalGraphicsInc/cesium/blob/master/LICENSE.md\n// with the following modifications:\n// - fxaa_sampleColor to integrate with luma.gl\n// - Return color value with alpha to avoid another tap\n// - Calculate luminance in FxaaLuma\n\n// COMMENTS FROM CESIUM VERSION\n// NVIDIA GameWorks Graphics Samples GitHub link: https://github.com/NVIDIAGameWorks/GraphicsSamples\n// Original FXAA 3.11 shader link: https://github.com/NVIDIAGameWorks/GraphicsSamples/blob/master/samples/es3-kepler/FXAA/FXAA3_11.h\n//\n// Steps used to integrate into Cesium:\n// * The following defines are set:\n// #define FXAA_PC 1\n// #define FXAA_WEBGL_1 1\n// #define FXAA_GREEN_AS_LUMA 1\n// #define FXAA_EARLY_EXIT 1\n// #define FXAA_GLSL_120 1\n// * All other preprocessor directives besides the FXAA_QUALITY__P* directives were removed.\n// * Double underscores are invalid for preprocessor directives so replace them with a single underscore. Replace\n// /FXAA_QUALITY__P(.*)/g with /FXAA_QUALITY__P$1/.\n// * There are no implicit conversions from ivec* to vec* so replace:\n// #define FxaaInt2 ivec2\n// with\n// #define FxaaInt2 vec2\n// * The texture2DLod function is only available in vertex shaders so replace:\n// #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)\n// #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)\n// with\n// #define FxaaTexTop(t, p) texture2D(t, p)\n// #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r))\n// * FXAA_QUALITY_PRESET is prepended in the javascript code. We may want to expose that setting in the future.\n// * The following parameters to FxaaPixelShader_ are unused and can be removed:\n// fxaaConsolePosPos\n// fxaaConsoleRcpFrameOpt\n// fxaaConsoleRcpFrameOpt2\n// fxaaConsole360RcpFrameOpt2\n// fxaaConsoleEdgeSharpness\n// fxaaConsoleEdgeThreshold\n// fxaaConsoleEdgeThresholdMi\n// fxaaConsole360ConstDir\n//\n// Choose the quality preset.\n// This needs to be compiled into the shader as it effects code.\n// Best option to include multiple presets is to\n// in each shader define the preset, then include this file.\n//\n// OPTIONS\n// -----------------------------------------------------------------------\n// 10 to 15 - default medium dither (10=fastest, 15=highest quality)\n// 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)\n// 39 - no dither, very expensive\n//\n// NOTES\n// -----------------------------------------------------------------------\n// 12 = slightly faster then FXAA 3.9 and higher edge quality (default)\n// 13 = about same speed as FXAA 3.9 and better than 12\n// 23 = closest to FXAA 3.9 visually and performance wise\n// _ = the lowest digit is directly related to performance\n// _ = the highest digit is directly related to style\n//\n\nconst fs = `\n#define FXAA_QUALITY_PRESET 29\n\n#if (FXAA_QUALITY_PRESET == 10)\n #define FXAA_QUALITY_PS 3\n #define FXAA_QUALITY_P0 1.5\n #define FXAA_QUALITY_P1 3.0\n #define FXAA_QUALITY_P2 12.0\n#endif\n#if (FXAA_QUALITY_PRESET == 11)\n #define FXAA_QUALITY_PS 4\n #define FXAA_QUALITY_P0 1.0\n #define FXAA_QUALITY_P1 1.5\n #define FXAA_QUALITY_P2 3.0\n #define FXAA_QUALITY_P3 12.0\n#endif\n#if (FXAA_QUALITY_PRESET == 12)\n #define FXAA_QUALITY_PS 5\n #define FXAA_QUALITY_P0 1.0\n #define FXAA_QUALITY_P1 1.5\n #define FXAA_QUALITY_P2 2.0\n #define FXAA_QUALITY_P3 4.0\n #define FXAA_QUALITY_P4 12.0\n#endif\n#if (FXAA_QUALITY_PRESET == 13)\n #define FXAA_QUALITY_PS 6\n #define FXAA_QUALITY_P0 1.0\n #define FXAA_QUALITY_P1 1.5\n #define FXAA_QUALITY_P2 2.0\n #define FXAA_QUALITY_P3 2.0\n #define FXAA_QUALITY_P4 4.0\n #define FXAA_QUALITY_P5 12.0\n#endif\n#if (FXAA_QUALITY_PRESET == 14)\n #define FXAA_QUALITY_PS 7\n #define FXAA_QUALITY_P0 1.0\n #define FXAA_QUALITY_P1 1.5\n #define FXAA_QUALITY_P2 2.0\n #define FXAA_QUALITY_P3 2.0\n #define FXAA_QUALITY_P4 2.0\n #define FXAA_QUALITY_P5 4.0\n #define FXAA_QUALITY_P6 12.0\n#endif\n#if (FXAA_QUALITY_PRESET == 15)\n #define FXAA_QUALITY_PS 8\n #define FXAA_QUALITY_P0 1.0\n #define FXAA_QUALITY_P1 1.5\n #define FXAA_QUALITY_P2 2.0\n #define FXAA_QUALITY_P3 2.0\n #define FXAA_QUALITY_P4 2.0\n #define FXAA_QUALITY_P5 2.0\n #define FXAA_QUALITY_P6 4.0\n #define FXAA_QUALITY_P7 12.0\n#endif\n#if (FXAA_QUALITY_PRESET == 20)\n #define FXAA_QUALITY_PS 3\n #define FXAA_QUALITY_P0 1.5\n #define FXAA_QUALITY_P1 2.0\n #define FXAA_QUALITY_P2 8.0\n#endif\n#if (FXAA_QUALITY_PRESET == 21)\n #define FXAA_QUALITY_PS 4\n #define FXAA_QUALITY_P0 1.0\n #define FXAA_QUALITY_P1 1.5\n #define FXAA_QUALITY_P2 2.0\n #define FXAA_QUALITY_P3 8.0\n#endif\n#if (FXAA_QUALITY_PRESET == 22)\n #define FXAA_QUALITY_PS 5\n #define FXAA_QUALITY_P0 1.0\n #define FXAA_QUALITY_P1 1.5\n #define FXAA_QUALITY_P2 2.0\n #define FXAA_QUALITY_P3 2.0\n #define FXAA_QUALITY_P4 8.0\n#endif\n#if (FXAA_QUALITY_PRESET == 23)\n #define FXAA_QUALITY_PS 6\n #define FXAA_QUALITY_P0 1.0\n #define FXAA_QUALITY_P1 1.5\n #define FXAA_QUALITY_P2 2.0\n #define FXAA_QUALITY_P3 2.0\n #define FXAA_QUALITY_P4 2.0\n #define FXAA_QUALITY_P5 8.0\n#endif\n#if (FXAA_QUALITY_PRESET == 24)\n #define FXAA_QUALITY_PS 7\n #define FXAA_QUALITY_P0 1.0\n #define FXAA_QUALITY_P1 1.5\n #define FXAA_QUALITY_P2 2.0\n #define FXAA_QUALITY_P3 2.0\n #define FXAA_QUALITY_P4 2.0\n #define FXAA_QUALITY_P5 3.0\n #define FXAA_QUALITY_P6 8.0\n#endif\n#if (FXAA_QUALITY_PRESET == 25)\n #define FXAA_QUALITY_PS 8\n #define FXAA_QUALITY_P0 1.0\n #define FXAA_QUALITY_P1 1.5\n #define FXAA_QUALITY_P2 2.0\n #define FXAA_QUALITY_P3 2.0\n #define FXAA_QUALITY_P4 2.0\n #define FXAA_QUALITY_P5 2.0\n #define FXAA_QUALITY_P6 4.0\n #define FXAA_QUALITY_P7 8.0\n#endif\n#if (FXAA_QUALITY_PRESET == 26)\n #define FXAA_QUALITY_PS 9\n #define FXAA_QUALITY_P0 1.0\n #define FXAA_QUALITY_P1 1.5\n #define FXAA_QUALITY_P2 2.0\n #define FXAA_QUALITY_P3 2.0\n #define FXAA_QUALITY_P4 2.0\n #define FXAA_QUALITY_P5 2.0\n #define FXAA_QUALITY_P6 2.0\n #define FXAA_QUALITY_P7 4.0\n #define FXAA_QUALITY_P8 8.0\n#endif\n#if (FXAA_QUALITY_PRESET == 27)\n #define FXAA_QUALITY_PS 10\n #define FXAA_QUALITY_P0 1.0\n #define FXAA_QUALITY_P1 1.5\n #define FXAA_QUALITY_P2 2.0\n #define FXAA_QUALITY_P3 2.0\n #define FXAA_QUALITY_P4 2.0\n #define FXAA_QUALITY_P5 2.0\n #define FXAA_QUALITY_P6 2.0\n #define FXAA_QUALITY_P7 2.0\n #define FXAA_QUALITY_P8 4.0\n #define FXAA_QUALITY_P9 8.0\n#endif\n#if (FXAA_QUALITY_PRESET == 28)\n #define FXAA_QUALITY_PS 11\n #define FXAA_QUALITY_P0 1.0\n #define FXAA_QUALITY_P1 1.5\n #define FXAA_QUALITY_P2 2.0\n #define FXAA_QUALITY_P3 2.0\n #define FXAA_QUALITY_P4 2.0\n #define FXAA_QUALITY_P5 2.0\n #define FXAA_QUALITY_P6 2.0\n #define FXAA_QUALITY_P7 2.0\n #define FXAA_QUALITY_P8 2.0\n #define FXAA_QUALITY_P9 4.0\n #define FXAA_QUALITY_P10 8.0\n#endif\n#if (FXAA_QUALITY_PRESET == 29)\n #define FXAA_QUALITY_PS 12\n #define FXAA_QUALITY_P0 1.0\n #define FXAA_QUALITY_P1 1.5\n #define FXAA_QUALITY_P2 2.0\n #define FXAA_QUALITY_P3 2.0\n #define FXAA_QUALITY_P4 2.0\n #define FXAA_QUALITY_P5 2.0\n #define FXAA_QUALITY_P6 2.0\n #define FXAA_QUALITY_P7 2.0\n #define FXAA_QUALITY_P8 2.0\n #define FXAA_QUALITY_P9 2.0\n #define FXAA_QUALITY_P10 4.0\n #define FXAA_QUALITY_P11 8.0\n#endif\n#if (FXAA_QUALITY_PRESET == 39)\n #define FXAA_QUALITY_PS 12\n #define FXAA_QUALITY_P0 1.0\n #define FXAA_QUALITY_P1 1.0\n #define FXAA_QUALITY_P2 1.0\n #define FXAA_QUALITY_P3 1.0\n #define FXAA_QUALITY_P4 1.0\n #define FXAA_QUALITY_P5 1.5\n #define FXAA_QUALITY_P6 2.0\n #define FXAA_QUALITY_P7 2.0\n #define FXAA_QUALITY_P8 2.0\n #define FXAA_QUALITY_P9 2.0\n #define FXAA_QUALITY_P10 4.0\n #define FXAA_QUALITY_P11 8.0\n#endif\n\n#define FxaaBool bool\n#define FxaaFloat float\n#define FxaaFloat2 vec2\n#define FxaaFloat3 vec3\n#define FxaaFloat4 vec4\n#define FxaaHalf float\n#define FxaaHalf2 vec2\n#define FxaaHalf3 vec3\n#define FxaaHalf4 vec4\n#define FxaaInt2 vec2\n#define FxaaTex sampler2D\n\n#define FxaaSat(x) clamp(x, 0.0, 1.0)\n#define FxaaTexTop(t, p) texture2D(t, p)\n#define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r))\n\nFxaaFloat FxaaLuma_(FxaaFloat4 rgba) { return dot(rgba.rgb, vec3(0.2126, 0.7152, 0.0722)); }\n\nFxaaFloat4 FxaaPixelShader_(\n //\n // Use noperspective interpolation here (turn off perspective interpolation).\n // {xy} = center of pixel\n FxaaFloat2 pos,\n //\n // Input color texture.\n // {rgb_} = color in linear or perceptual color space\n // if (FXAA_GREEN_AS_LUMA == 0)\n // {___a} = luma in perceptual color space (not linear)\n FxaaTex tex,\n //\n // Only used on FXAA Quality.\n // This must be from a constant/uniform.\n // {x_} = 1.0/screenWidthInPixels\n // {_y} = 1.0/screenHeightInPixels\n FxaaFloat2 fxaaQualityRcpFrame,\n //\n // Only used on FXAA Quality.\n // This used to be the FXAA_QUALITY_SUBPIX define.\n // It is here now to allow easier tuning.\n // Choose the amount of sub-pixel aliasing removal.\n // This can effect sharpness.\n // 1.00 - upper limit (softer)\n // 0.75 - default amount of filtering\n // 0.50 - lower limit (sharper, less sub-pixel aliasing removal)\n // 0.25 - almost off\n // 0.00 - completely off\n FxaaFloat fxaaQualitySubpix,\n //\n // Only used on FXAA Quality.\n // This used to be the FXAA_QUALITY_EDGE_THRESHOLD define.\n // It is here now to allow easier tuning.\n // The minimum amount of local contrast required to apply algorithm.\n // 0.333 - too little (faster)\n // 0.250 - low quality\n // 0.166 - default\n // 0.125 - high quality\n // 0.063 - overkill (slower)\n FxaaFloat fxaaQualityEdgeThreshold,\n //\n // Only used on FXAA Quality.\n // This used to be the FXAA_QUALITY_EDGE_THRESHOLD_MIN define.\n // It is here now to allow easier tuning.\n // Trims the algorithm from processing darks.\n // 0.0833 - upper limit (default, the start of visible unfiltered edges)\n // 0.0625 - high quality (faster)\n // 0.0312 - visible limit (slower)\n // Special notes when using FXAA_GREEN_AS_LUMA,\n // Likely want to set this to zero.\n // As colors that are mostly not-green\n // will appear very dark in the green channel!\n // Tune by looking at mostly non-green content,\n // then start at zero and increase until aliasing is a problem.\n FxaaFloat fxaaQualityEdgeThresholdMin\n) {\n/*--------------------------------------------------------------------------*/\n FxaaFloat2 posM;\n posM.x = pos.x;\n posM.y = pos.y;\n FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);\n #define lumaM rgbyM.y\n FxaaFloat lumaS = FxaaLuma_(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));\n FxaaFloat lumaE = FxaaLuma_(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));\n FxaaFloat lumaN = FxaaLuma_(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));\n FxaaFloat lumaW = FxaaLuma_(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));\n/*--------------------------------------------------------------------------*/\n FxaaFloat maxSM = max(lumaS, lumaM);\n FxaaFloat minSM = min(lumaS, lumaM);\n FxaaFloat maxESM = max(lumaE, maxSM);\n FxaaFloat minESM = min(lumaE, minSM);\n FxaaFloat maxWN = max(lumaN, lumaW);\n FxaaFloat minWN = min(lumaN, lumaW);\n FxaaFloat rangeMax = max(maxWN, maxESM);\n FxaaFloat rangeMin = min(minWN, minESM);\n FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;\n FxaaFloat range = rangeMax - rangeMin;\n FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);\n FxaaBool earlyExit = range < rangeMaxClamped;\n/*--------------------------------------------------------------------------*/\n if(earlyExit)\n return rgbyM;\n/*--------------------------------------------------------------------------*/\n FxaaFloat lumaNW = FxaaLuma_(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));\n FxaaFloat lumaSE = FxaaLuma_(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));\n FxaaFloat lumaNE = FxaaLuma_(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));\n FxaaFloat lumaSW = FxaaLuma_(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));\n/*--------------------------------------------------------------------------*/\n FxaaFloat lumaNS = lumaN + lumaS;\n FxaaFloat lumaWE = lumaW + lumaE;\n FxaaFloat subpixRcpRange = 1.0/range;\n FxaaFloat subpixNSWE = lumaNS + lumaWE;\n FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;\n FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;\n/*--------------------------------------------------------------------------*/\n FxaaFloat lumaNESE = lumaNE + lumaSE;\n FxaaFloat lumaNWNE = lumaNW + lumaNE;\n FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;\n FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;\n/*--------------------------------------------------------------------------*/\n FxaaFloat lumaNWSW = lumaNW + lumaSW;\n FxaaFloat lumaSWSE = lumaSW + lumaSE;\n FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);\n FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);\n FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;\n FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;\n FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;\n FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;\n/*--------------------------------------------------------------------------*/\n FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;\n FxaaFloat lengthSign = fxaaQualityRcpFrame.x;\n FxaaBool horzSpan = edgeHorz >= edgeVert;\n FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;\n/*--------------------------------------------------------------------------*/\n if(!horzSpan) lumaN = lumaW;\n if(!horzSpan) lumaS = lumaE;\n if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;\n FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;\n/*--------------------------------------------------------------------------*/\n FxaaFloat gradientN = lumaN - lumaM;\n FxaaFloat gradientS = lumaS - lumaM;\n FxaaFloat lumaNN = lumaN + lumaM;\n FxaaFloat lumaSS = lumaS + lumaM;\n FxaaBool pairN = abs(gradientN) >= abs(gradientS);\n FxaaFloat gradient = max(abs(gradientN), abs(gradientS));\n if(pairN) lengthSign = -lengthSign;\n FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);\n/*--------------------------------------------------------------------------*/\n FxaaFloat2 posB;\n posB.x = posM.x;\n posB.y = posM.y;\n FxaaFloat2 offNP;\n offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;\n offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;\n if(!horzSpan) posB.x += lengthSign * 0.5;\n if( horzSpan) posB.y += lengthSign * 0.5;\n/*--------------------------------------------------------------------------*/\n FxaaFloat2 posN;\n posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;\n posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;\n FxaaFloat2 posP;\n posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;\n posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;\n FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;\n FxaaFloat lumaEndN = FxaaLuma_(FxaaTexTop(tex, posN));\n FxaaFloat subpixE = subpixC * subpixC;\n FxaaFloat lumaEndP = FxaaLuma_(FxaaTexTop(tex, posP));\n/*--------------------------------------------------------------------------*/\n if(!pairN) lumaNN = lumaSS;\n FxaaFloat gradientScaled = gradient * 1.0/4.0;\n FxaaFloat lumaMM = lumaM - lumaNN * 0.5;\n FxaaFloat subpixF = subpixD * subpixE;\n FxaaBool lumaMLTZero = lumaMM < 0.0;\n/*--------------------------------------------------------------------------*/\n lumaEndN -= lumaNN * 0.5;\n lumaEndP -= lumaNN * 0.5;\n FxaaBool doneN = abs(lumaEndN) >= gradientScaled;\n FxaaBool doneP = abs(lumaEndP) >= gradientScaled;\n if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;\n if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;\n FxaaBool doneNP = (!doneN) || (!doneP);\n if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;\n if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;\n/*--------------------------------------------------------------------------*/\n if(doneNP) {\n if(!doneN) lumaEndN = FxaaLuma_(FxaaTexTop(tex, posN.xy));\n if(!doneP) lumaEndP = FxaaLuma_(FxaaTexTop(tex, posP.xy));\n if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n doneN = abs(lumaEndN) >= gradientScaled;\n doneP = abs(lumaEndP) >= gradientScaled;\n if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2;\n if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;\n doneNP = (!doneN) || (!doneP);\n if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;\n if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;\n/*--------------------------------------------------------------------------*/\n #if (FXAA_QUALITY_PS > 3)\n if(doneNP) {\n if(!doneN) lumaEndN = FxaaLuma_(FxaaTexTop(tex, posN.xy));\n if(!doneP) lumaEndP = FxaaLuma_(FxaaTexTop(tex, posP.xy));\n if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n doneN = abs(lumaEndN) >= gradientScaled;\n doneP = abs(lumaEndP) >= gradientScaled;\n if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P3;\n if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3;\n doneNP = (!doneN) || (!doneP);\n if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;\n if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;\n/*--------------------------------------------------------------------------*/\n #if (FXAA_QUALITY_PS > 4)\n if(doneNP) {\n if(!doneN) lumaEndN = FxaaLuma_(FxaaTexTop(tex, posN.xy));\n if(!doneP) lumaEndP = FxaaLuma_(FxaaTexTop(tex, posP.xy));\n if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n doneN = abs(lumaEndN) >= gradientScaled;\n doneP = abs(lumaEndP) >= gradientScaled;\n if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P4;\n if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4;\n doneNP = (!doneN) || (!doneP);\n if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;\n if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;\n/*--------------------------------------------------------------------------*/\n #if (FXAA_QUALITY_PS > 5)\n if(doneNP) {\n if(!doneN) lumaEndN = FxaaLuma_(FxaaTexTop(tex, posN.xy));\n if(!doneP) lumaEndP = FxaaLuma_(FxaaTexTop(tex, posP.xy));\n if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n doneN = abs(lumaEndN) >= gradientScaled;\n doneP = abs(lumaEndP) >= gradientScaled;\n if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P5;\n if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5;\n doneNP = (!doneN) || (!doneP);\n if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;\n if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;\n/*--------------------------------------------------------------------------*/\n #if (FXAA_QUALITY_PS > 6)\n if(doneNP) {\n if(!doneN) lumaEndN = FxaaLuma_(FxaaTexTop(tex, posN.xy));\n if(!doneP) lumaEndP = FxaaLuma_(FxaaTexTop(tex, posP.xy));\n if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n doneN = abs(lumaEndN) >= gradientScaled;\n doneP = abs(lumaEndP) >= gradientScaled;\n if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P6;\n if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P6;\n doneNP = (!doneN) || (!doneP);\n if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6;\n if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6;\n/*--------------------------------------------------------------------------*/\n #if (FXAA_QUALITY_PS > 7)\n if(doneNP) {\n if(!doneN) lumaEndN = FxaaLuma_(FxaaTexTop(tex, posN.xy));\n if(!doneP) lumaEndP = FxaaLuma_(FxaaTexTop(tex, posP.xy));\n if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n doneN = abs(lumaEndN) >= gradientScaled;\n doneP = abs(lumaEndP) >= gradientScaled;\n if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P7;\n if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P7;\n doneNP = (!doneN) || (!doneP);\n if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7;\n if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7;\n/*--------------------------------------------------------------------------*/\n #if (FXAA_QUALITY_PS > 8)\n if(doneNP) {\n if(!doneN) lumaEndN = FxaaLuma_(FxaaTexTop(tex, posN.xy));\n if(!doneP) lumaEndP = FxaaLuma_(FxaaTexTop(tex, posP.xy));\n if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n doneN = abs(lumaEndN) >= gradientScaled;\n doneP = abs(lumaEndP) >= gradientScaled;\n if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P8;\n if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P8;\n doneNP = (!doneN) || (!doneP);\n if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8;\n if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8;\n/*--------------------------------------------------------------------------*/\n #if (FXAA_QUALITY_PS > 9)\n if(doneNP) {\n if(!doneN) lumaEndN = FxaaLuma_(FxaaTexTop(tex, posN.xy));\n if(!doneP) lumaEndP = FxaaLuma_(FxaaTexTop(tex, posP.xy));\n if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n doneN = abs(lumaEndN) >= gradientScaled;\n doneP = abs(lumaEndP) >= gradientScaled;\n if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P9;\n if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P9;\n doneNP = (!doneN) || (!doneP);\n if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9;\n if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9;\n/*--------------------------------------------------------------------------*/\n #if (FXAA_QUALITY_PS > 10)\n if(doneNP) {\n if(!doneN) lumaEndN = FxaaLuma_(FxaaTexTop(tex, posN.xy));\n if(!doneP) lumaEndP = FxaaLuma_(FxaaTexTop(tex, posP.xy));\n if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n doneN = abs(lumaEndN) >= gradientScaled;\n doneP = abs(lumaEndP) >= gradientScaled;\n if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P10;\n if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P10;\n doneNP = (!doneN) || (!doneP);\n if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10;\n if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10;\n/*--------------------------------------------------------------------------*/\n #if (FXAA_QUALITY_PS > 11)\n if(doneNP) {\n if(!doneN) lumaEndN = FxaaLuma_(FxaaTexTop(tex, posN.xy));\n if(!doneP) lumaEndP = FxaaLuma_(FxaaTexTop(tex, posP.xy));\n if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n doneN = abs(lumaEndN) >= gradientScaled;\n doneP = abs(lumaEndP) >= gradientScaled;\n if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P11;\n if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11;\n doneNP = (!doneN) || (!doneP);\n if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11;\n if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11;\n/*--------------------------------------------------------------------------*/\n #if (FXAA_QUALITY_PS > 12)\n if(doneNP) {\n if(!doneN) lumaEndN = FxaaLuma_(FxaaTexTop(tex, posN.xy));\n if(!doneP) lumaEndP = FxaaLuma_(FxaaTexTop(tex, posP.xy));\n if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n doneN = abs(lumaEndN) >= gradientScaled;\n doneP = abs(lumaEndP) >= gradientScaled;\n if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P12;\n if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P12;\n doneNP = (!doneN) || (!doneP);\n if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12;\n if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12;\n/*--------------------------------------------------------------------------*/\n }\n #endif\n/*--------------------------------------------------------------------------*/\n }\n #endif\n/*--------------------------------------------------------------------------*/\n }\n #endif\n/*--------------------------------------------------------------------------*/\n }\n #endif\n/*--------------------------------------------------------------------------*/\n }\n #endif\n/*--------------------------------------------------------------------------*/\n }\n #endif\n/*--------------------------------------------------------------------------*/\n }\n #endif\n/*--------------------------------------------------------------------------*/\n }\n #endif\n/*--------------------------------------------------------------------------*/\n }\n #endif\n/*--------------------------------------------------------------------------*/\n }\n #endif\n/*--------------------------------------------------------------------------*/\n }\n/*--------------------------------------------------------------------------*/\n FxaaFloat dstN = posM.x - posN.x;\n FxaaFloat dstP = posP.x - posM.x;\n if(!horzSpan) dstN = posM.y - posN.y;\n if(!horzSpan) dstP = posP.y - posM.y;\n/*--------------------------------------------------------------------------*/\n FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;\n FxaaFloat spanLength = (dstP + dstN);\n FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;\n FxaaFloat spanLengthRcp = 1.0/spanLength;\n/*--------------------------------------------------------------------------*/\n FxaaBool directionN = dstN < dstP;\n FxaaFloat dst = min(dstN, dstP);\n FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;\n FxaaFloat subpixG = subpixF * subpixF;\n FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;\n FxaaFloat subpixH = subpixG * fxaaQualitySubpix;\n/*--------------------------------------------------------------------------*/\n FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;\n FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);\n if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;\n if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;\n return FxaaTexTop(tex, posM);\n}\n\nvec4 fxaa_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {\n const float fxaa_QualitySubpix = 0.5;\n const float fxaa_QualityEdgeThreshold = 0.125;\n const float fxaa_QualityEdgeThresholdMin = 0.0833;\n\n return FxaaPixelShader_(\n texCoord,\n texture,\n vec2(1.0) / texSize,\n fxaa_QualitySubpix,\n fxaa_QualityEdgeThreshold,\n fxaa_QualityEdgeThresholdMin\n );\n}\n`;\n\n/** @type {ShaderPass} */\nexport const fxaa = {\n name: 'fxaa',\n uniforms: {},\n fs,\n passes: [{sampler: true}]\n};\n"],"mappings":"AAEA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AAiEA,MAAMA,EAAE,2mpBAAR;AAukBA,OAAO,MAAMC,IAAI,GAAG;EAClBC,IAAI,EAAE,MADY;EAElBC,QAAQ,EAAE,EAFQ;EAGlBH,EAHkB;EAIlBI,MAAM,EAAE,CAAC;IAACC,OAAO,EAAE;EAAV,CAAD;AAJU,CAAb"}
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{"version":3,"
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{"version":3,"file":"geometry.js","names":["vs","fs","geometry","name"],"sources":["../../../../src/modules/geometry/geometry.js"],"sourcesContent":["/** @typedef {import('../../types').ShaderModule} ShaderModule */\n\n// TODO - reuse normal from geometry module\nconst vs = `\\\nvarying vec4 geometry_vPosition;\nvarying vec3 geometry_vNormal;\n\nvoid geometry_setNormal(vec3 normal) {\n geometry_vNormal = normal;\n}\n\nvoid geometry_setPosition(vec4 position) {\n geometry_vPosition = position;\n}\n\nvoid geometry_setPosition(vec3 position) {\n geometry_vPosition = vec4(position, 1.);\n}\n`;\n\nconst fs = `\\\nvarying vec4 geometry_vPosition;\nvarying vec3 geometry_vNormal;\n\nvec4 geometry_getPosition() {\n return geometry_vPosition;\n}\n\nvec3 geometry_getNormal() {\n return geometry_vNormal;\n}\n`;\n\n/** @type {ShaderModule} */\nexport const geometry = {\n name: 'geometry',\n vs,\n fs\n};\n"],"mappings":"AAGA,MAAMA,EAAE,kUAAR;AAiBA,MAAMC,EAAE,uMAAR;AAcA,OAAO,MAAMC,QAAQ,GAAG;EACtBC,IAAI,EAAE,UADgB;EAEtBH,EAFsB;EAGtBC;AAHsB,CAAjB"}
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{"version":3,"
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{"version":3,"file":"brightnesscontrast.js","names":["fs","uniforms","brightness","value","min","max","contrast","brightnessContrast","name","passes","filter"],"sources":["../../../../src/modules/image-adjust-filters/brightnesscontrast.js"],"sourcesContent":["/** @typedef {import('../../types').ShaderPass} ShaderPass */\n\nconst fs = `\\\nuniform float brightness;\nuniform float contrast;\n\nvec4 brightnessContrast_filterColor(vec4 color) {\n color.rgb += brightness;\n if (contrast > 0.0) {\n color.rgb = (color.rgb - 0.5) / (1.0 - contrast) + 0.5;\n } else {\n color.rgb = (color.rgb - 0.5) * (1.0 + contrast) + 0.5;\n }\n return color;\n}\n\nvec4 brightnessContrast_filterColor(vec4 color, vec2 texSize, vec2 texCoords) {\n return brightnessContrast_filterColor(color);\n}\n`;\n\nconst uniforms = {\n brightness: {value: 0, min: -1, max: 1},\n contrast: {value: 0, min: -1, max: 1}\n};\n\n/** @type {ShaderPass} */\nexport const brightnessContrast = {\n name: 'brightnessContrast',\n uniforms,\n fs,\n passes: [{filter: true}]\n};\n"],"mappings":"AAEA,MAAMA,EAAE,ycAAR;AAmBA,MAAMC,QAAQ,GAAG;EACfC,UAAU,EAAE;IAACC,KAAK,EAAE,CAAR;IAAWC,GAAG,EAAE,CAAC,CAAjB;IAAoBC,GAAG,EAAE;EAAzB,CADG;EAEfC,QAAQ,EAAE;IAACH,KAAK,EAAE,CAAR;IAAWC,GAAG,EAAE,CAAC,CAAjB;IAAoBC,GAAG,EAAE;EAAzB;AAFK,CAAjB;AAMA,OAAO,MAAME,kBAAkB,GAAG;EAChCC,IAAI,EAAE,oBAD0B;EAEhCP,QAFgC;EAGhCD,EAHgC;EAIhCS,MAAM,EAAE,CAAC;IAACC,MAAM,EAAE;EAAT,CAAD;AAJwB,CAA3B"}
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{"version":3,"
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{"version":3,"file":"denoise.js","names":["fs","uniforms","strength","value","min","max","adjust","Math","pow","denoise","name","passes","sampler"],"sources":["../../../../src/modules/image-adjust-filters/denoise.js"],"sourcesContent":["/** @typedef {import('../../types').ShaderPass} ShaderPass */\n\n// Do a 9x9 bilateral box filter\nconst fs = `\\\nuniform float strength;\n\nvec4 denoise_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {\n float adjustedExponent = 3. + 200. * pow(1. - strength, 4.);\n\n vec4 center = texture2D(texture, texCoord);\n vec4 color = vec4(0.0);\n float total = 0.0;\n for (float x = -4.0; x <= 4.0; x += 1.0) {\n for (float y = -4.0; y <= 4.0; y += 1.0) {\n vec4 sample = texture2D(texture, texCoord + vec2(x, y) / texSize);\n float weight = 1.0 - abs(dot(sample.rgb - center.rgb, vec3(0.25)));\n weight = pow(weight, adjustedExponent);\n color += sample * weight;\n total += weight;\n }\n }\n\n return color / total;\n}\n`;\n\nconst uniforms = {\n strength: {\n value: 0.5,\n min: 0,\n max: 0.1,\n adjust: strength => 0.53 + 200 * Math.pow(1 - strength, 4) // TODO - JS preprocessing\n }\n};\n\n/** @type {ShaderPass} */\nexport const denoise = {\n name: 'denoise',\n uniforms,\n fs,\n passes: [{sampler: true}, {sampler: true}]\n};\n"],"mappings":"AAGA,MAAMA,EAAE,mpBAAR;AAuBA,MAAMC,QAAQ,GAAG;EACfC,QAAQ,EAAE;IACRC,KAAK,EAAE,GADC;IAERC,GAAG,EAAE,CAFG;IAGRC,GAAG,EAAE,GAHG;IAIRC,MAAM,EAAEJ,QAAQ,IAAI,OAAO,MAAMK,IAAI,CAACC,GAAL,CAAS,IAAIN,QAAb,EAAuB,CAAvB;EAJzB;AADK,CAAjB;AAUA,OAAO,MAAMO,OAAO,GAAG;EACrBC,IAAI,EAAE,SADe;EAErBT,QAFqB;EAGrBD,EAHqB;EAIrBW,MAAM,EAAE,CAAC;IAACC,OAAO,EAAE;EAAV,CAAD,EAAkB;IAACA,OAAO,EAAE;EAAV,CAAlB;AAJa,CAAhB"}
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{"version":3,"file":"huesaturation.js","names":["fs","uniforms","hue","value","min","max","saturation","hueSaturation","name","passes","filter"],"sources":["../../../../src/modules/image-adjust-filters/huesaturation.js"],"sourcesContent":["/** @typedef {import('../../types').ShaderPass} ShaderPass */\n\nconst fs = `\\\nuniform float hue;\nuniform float saturation;\n\nvec4 hueSaturation_filterColor(vec4 color) {\n // hue adjustment, wolfram alpha: RotationTransform[angle, {1, 1, 1}][{x, y, z}]\n float angle = hue * 3.14159265;\n float s = sin(angle), c = cos(angle);\n vec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;\n float len = length(color.rgb);\n color.rgb = vec3(\n dot(color.rgb, weights.xyz),\n dot(color.rgb, weights.zxy),\n dot(color.rgb, weights.yzx)\n );\n\n // saturation adjustment\n float average = (color.r + color.g + color.b) / 3.0;\n if (saturation > 0.0) {\n color.rgb += (average - color.rgb) * (1.0 - 1.0 / (1.001 - saturation));\n } else {\n color.rgb += (average - color.rgb) * (-saturation);\n }\n\n return color;\n}\n\nvec4 hueSaturation_filterColor(vec4 color, vec2 texSize, vec2 texCoord) {\n return hueSaturation_filterColor(color);\n}\n`;\n\nconst uniforms = {\n hue: {value: 0, min: -1, max: 1},\n saturation: {value: 0, min: -1, max: 1}\n};\n\n/** @type {ShaderPass} */\nexport const hueSaturation = {\n name: 'hueSaturation',\n uniforms,\n fs,\n passes: [{filter: true}]\n};\n"],"mappings":"AAEA,MAAMA,EAAE,qyBAAR;AAgCA,MAAMC,QAAQ,GAAG;EACfC,GAAG,EAAE;IAACC,KAAK,EAAE,CAAR;IAAWC,GAAG,EAAE,CAAC,CAAjB;IAAoBC,GAAG,EAAE;EAAzB,CADU;EAEfC,UAAU,EAAE;IAACH,KAAK,EAAE,CAAR;IAAWC,GAAG,EAAE,CAAC,CAAjB;IAAoBC,GAAG,EAAE;EAAzB;AAFG,CAAjB;AAMA,OAAO,MAAME,aAAa,GAAG;EAC3BC,IAAI,EAAE,eADqB;EAE3BP,QAF2B;EAG3BD,EAH2B;EAI3BS,MAAM,EAAE,CAAC;IAACC,MAAM,EAAE;EAAT,CAAD;AAJmB,CAAtB"}
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{"version":3,"file":"noise.js","names":["fs","uniforms","amount","value","min","max","noise","name","passes","filter"],"sources":["../../../../src/modules/image-adjust-filters/noise.js"],"sourcesContent":["/** @typedef {import('../../types').ShaderPass} ShaderPass */\n\nconst fs = `\\\nuniform float amount;\n\nfloat rand(vec2 co) {\n return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);\n}\n\nvec4 noise_filterColor(vec4 color, vec2 texCoord) {\n float diff = (rand(texCoord) - 0.5) * amount;\n color.r += diff;\n color.g += diff;\n color.b += diff;\n return color;\n}\n\nvec4 noise_filterColor(vec4 color, vec2 texSize, vec2 texCoord) {\n return noise_filterColor(color, texCoord);\n}\n`;\n\nconst uniforms = {\n amount: {value: 0.5, min: 0, max: 1}\n};\n\n/** @type {ShaderPass} */\nexport const noise = {\n name: 'noise',\n uniforms,\n fs,\n passes: [{filter: true}]\n};\n"],"mappings":"AAEA,MAAMA,EAAE,2aAAR;AAoBA,MAAMC,QAAQ,GAAG;EACfC,MAAM,EAAE;IAACC,KAAK,EAAE,GAAR;IAAaC,GAAG,EAAE,CAAlB;IAAqBC,GAAG,EAAE;EAA1B;AADO,CAAjB;AAKA,OAAO,MAAMC,KAAK,GAAG;EACnBC,IAAI,EAAE,OADa;EAEnBN,QAFmB;EAGnBD,EAHmB;EAInBQ,MAAM,EAAE,CAAC;IAACC,MAAM,EAAE;EAAT,CAAD;AAJW,CAAd"}
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{"version":3,"file":"sepia.js","names":["fs","uniforms","amount","value","min","max","sepia","name","passes","filter"],"sources":["../../../../src/modules/image-adjust-filters/sepia.js"],"sourcesContent":["/** @typedef {import('../../types').ShaderPass} ShaderPass */\n\nconst fs = `\\\nuniform float amount;\n\nvec4 sepia_filterColor(vec4 color) {\n float r = color.r;\n float g = color.g;\n float b = color.b;\n\n color.r =\n min(1.0, (r * (1.0 - (0.607 * amount))) + (g * (0.769 * amount)) + (b * (0.189 * amount)));\n color.g = min(1.0, (r * 0.349 * amount) + (g * (1.0 - (0.314 * amount))) + (b * 0.168 * amount));\n color.b = min(1.0, (r * 0.272 * amount) + (g * 0.534 * amount) + (b * (1.0 - (0.869 * amount))));\n\n return color;\n}\n\nvec4 sepia_filterColor(vec4 color, vec2 texSize, vec2 texCoord) {\n return sepia_filterColor(color);\n}\n`;\n\nconst uniforms = {\n amount: {value: 0.5, min: 0, max: 1}\n};\n\n/** @type {ShaderPass} */\nexport const sepia = {\n name: 'sepia',\n uniforms,\n fs,\n passes: [{filter: true}]\n};\n"],"mappings":"AAEA,MAAMA,EAAE,kkBAAR;AAqBA,MAAMC,QAAQ,GAAG;EACfC,MAAM,EAAE;IAACC,KAAK,EAAE,GAAR;IAAaC,GAAG,EAAE,CAAlB;IAAqBC,GAAG,EAAE;EAA1B;AADO,CAAjB;AAKA,OAAO,MAAMC,KAAK,GAAG;EACnBC,IAAI,EAAE,OADa;EAEnBN,QAFmB;EAGnBD,EAHmB;EAInBQ,MAAM,EAAE,CAAC;IAACC,MAAM,EAAE;EAAT,CAAD;AAJW,CAAd"}
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{"version":3,"file":"vibrance.js","names":["fs","uniforms","amount","value","min","max","vibrance","name","passes","filter"],"sources":["../../../../src/modules/image-adjust-filters/vibrance.js"],"sourcesContent":["/** @typedef {import('../../types').ShaderPass} ShaderPass */\n\nconst fs = `\\\nuniform float amount;\n\nvec4 vibrance_filterColor(vec4 color) {\n float average = (color.r + color.g + color.b) / 3.0;\n float mx = max(color.r, max(color.g, color.b));\n float amt = (mx - average) * (-amount * 3.0);\n color.rgb = mix(color.rgb, vec3(mx), amt);\n return color;\n}\n\nvec4 vibrance_filterColor(vec4 color, vec2 texSize, vec2 texCoord) {\n return vibrance_filterColor(color);\n}\n`;\n\nconst uniforms = {\n amount: {value: 0, min: -1, max: 1}\n};\n\n/** @type {ShaderPass} */\nexport const vibrance = {\n name: 'vibrance',\n uniforms,\n fs,\n passes: [{filter: true}]\n};\n"],"mappings":"AAEA,MAAMA,EAAE,uZAAR;AAgBA,MAAMC,QAAQ,GAAG;EACfC,MAAM,EAAE;IAACC,KAAK,EAAE,CAAR;IAAWC,GAAG,EAAE,CAAC,CAAjB;IAAoBC,GAAG,EAAE;EAAzB;AADO,CAAjB;AAKA,OAAO,MAAMC,QAAQ,GAAG;EACtBC,IAAI,EAAE,UADgB;EAEtBN,QAFsB;EAGtBD,EAHsB;EAItBQ,MAAM,EAAE,CAAC;IAACC,MAAM,EAAE;EAAT,CAAD;AAJc,CAAjB"}
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{"version":3,"file":"vignette.js","names":["fs","uniforms","radius","value","min","max","amount","vignette","name","passes","filter"],"sources":["../../../../src/modules/image-adjust-filters/vignette.js"],"sourcesContent":["/** @typedef {import('../../types').ShaderPass} ShaderPass */\n\nconst fs = `\\\nuniform float radius;\nuniform float amount;\n\nvec4 vignette_filterColor(vec4 color, vec2 texCoord) {\n float dist = distance(texCoord, vec2(0.5, 0.5));\n float ratio = smoothstep(0.8, radius * 0.799, dist * (amount + radius));\n return color.rgba * ratio + (1.0 - ratio)*vec4(0.0, 0.0, 0.0, 1.0);\n}\n\nvec4 vignette_filterColor(vec4 color, vec2 texSize, vec2 texCoord) {\n return vignette_filterColor(color, texCoord);\n}\n`;\n\nconst uniforms = {\n radius: {value: 0.5, min: 0, max: 1},\n amount: {value: 0.5, min: 0, max: 1}\n};\n\n/** @type {ShaderPass} */\nexport const vignette = {\n name: 'vignette',\n fs,\n uniforms,\n passes: [{filter: true}]\n};\n"],"mappings":"AAEA,MAAMA,EAAE,mbAAR;AAeA,MAAMC,QAAQ,GAAG;EACfC,MAAM,EAAE;IAACC,KAAK,EAAE,GAAR;IAAaC,GAAG,EAAE,CAAlB;IAAqBC,GAAG,EAAE;EAA1B,CADO;EAEfC,MAAM,EAAE;IAACH,KAAK,EAAE,GAAR;IAAaC,GAAG,EAAE,CAAlB;IAAqBC,GAAG,EAAE;EAA1B;AAFO,CAAjB;AAMA,OAAO,MAAME,QAAQ,GAAG;EACtBC,IAAI,EAAE,UADgB;EAEtBR,EAFsB;EAGtBC,QAHsB;EAItBQ,MAAM,EAAE,CAAC;IAACC,MAAM,EAAE;EAAT,CAAD;AAJc,CAAjB"}
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{"version":3,"file":"tiltshift.js","names":["random","fs","uniforms","blurRadius","value","min","max","gradientRadius","start","end","invert","private","tiltShift","name","dependencies","passes","sampler"],"sources":["../../../../src/modules/image-blur-filters/tiltshift.js"],"sourcesContent":["/** @typedef {import('../../types').ShaderPass} ShaderPass */\nimport {random} from '../utils/random';\n\nconst fs = `\\\nuniform float blurRadius;\nuniform float gradientRadius;\nuniform vec2 start;\nuniform vec2 end;\nuniform bool invert;\n\nvec2 tiltShift_getDelta(vec2 texSize) {\n vec2 vector = normalize((end - start) * texSize);\n return invert ? vec2(-vector.y, vector.x) : vector;\n}\n\nvec4 tiltShift_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {\n vec4 color = vec4(0.0);\n float total = 0.0;\n\n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n\n vec2 normal = normalize(vec2((start.y - end.y) * texSize.y, (end.x - start.x) * texSize.x));\n float radius = smoothstep(0.0, 1.0,\n abs(dot(texCoord * texSize - start * texSize, normal)) / gradientRadius) * blurRadius;\n\n for (float t = -30.0; t <= 30.0; t++) {\n float percent = (t + offset - 0.5) / 30.0;\n float weight = 1.0 - abs(percent);\n vec4 sample = texture2D(texture, texCoord + tiltShift_getDelta(texSize) / texSize * percent * radius);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n sample.rgb *= sample.a;\n\n color += sample * weight;\n total += weight;\n }\n\n color = color / total;\n\n /* switch back from pre-multiplied alpha */\n color.rgb /= color.a + 0.00001;\n\n return color;\n}\n`;\n\nconst uniforms = {\n blurRadius: {value: 15, min: 0, max: 50},\n gradientRadius: {value: 200, min: 0, max: 400},\n start: [0, 0],\n end: [1, 1],\n invert: {value: false, private: true}\n};\n\n/** @type {ShaderPass} */\nexport const tiltShift = {\n name: 'tiltShift',\n uniforms,\n fs,\n dependencies: [random],\n passes: [{sampler: true, uniforms: {invert: false}}, {sampler: true, uniforms: {invert: true}}]\n};\n\n/*\nfunction tiltShift(startX, startY, endX, endY, blurRadius, gradientRadius) {\n var dx = endX - startX;\n var dy = endY - startY;\n var d = Math.sqrt(dx * dx + dy * dy);\n simpleShader.call(this, gl.tiltShift, {\n blurRadius: blurRadius,\n gradientRadius: gradientRadius,\n start: [startX, startY],\n end: [endX, endY],\n delta: [dx / d, dy / d],\n texSize: [this.width, this.height]\n });\n simpleShader.call(this, gl.tiltShift, {\n blurRadius: blurRadius,\n gradientRadius: gradientRadius,\n start: [startX, startY],\n end: [endX, endY],\n delta: [-dy / d, dx / d],\n texSize: [this.width, this.height]\n });\n\n return this;\n}\n*/\n"],"mappings":"AACA,SAAQA,MAAR,QAAqB,iBAArB;AAEA,MAAMC,EAAE,4lCAAR;AA4CA,MAAMC,QAAQ,GAAG;EACfC,UAAU,EAAE;IAACC,KAAK,EAAE,EAAR;IAAYC,GAAG,EAAE,CAAjB;IAAoBC,GAAG,EAAE;EAAzB,CADG;EAEfC,cAAc,EAAE;IAACH,KAAK,EAAE,GAAR;IAAaC,GAAG,EAAE,CAAlB;IAAqBC,GAAG,EAAE;EAA1B,CAFD;EAGfE,KAAK,EAAE,CAAC,CAAD,EAAI,CAAJ,CAHQ;EAIfC,GAAG,EAAE,CAAC,CAAD,EAAI,CAAJ,CAJU;EAKfC,MAAM,EAAE;IAACN,KAAK,EAAE,KAAR;IAAeO,OAAO,EAAE;EAAxB;AALO,CAAjB;AASA,OAAO,MAAMC,SAAS,GAAG;EACvBC,IAAI,EAAE,WADiB;EAEvBX,QAFuB;EAGvBD,EAHuB;EAIvBa,YAAY,EAAE,CAACd,MAAD,CAJS;EAKvBe,MAAM,EAAE,CAAC;IAACC,OAAO,EAAE,IAAV;IAAgBd,QAAQ,EAAE;MAACQ,MAAM,EAAE;IAAT;EAA1B,CAAD,EAA6C;IAACM,OAAO,EAAE,IAAV;IAAgBd,QAAQ,EAAE;MAACQ,MAAM,EAAE;IAAT;EAA1B,CAA7C;AALe,CAAlB"}
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{"version":3,"file":"triangleblur.js","names":["random","fs","uniforms","radius","value","min","softMax","delta","private","triangleBlur","name","dependencies","passes","sampler"],"sources":["../../../../src/modules/image-blur-filters/triangleblur.js"],"sourcesContent":["/** @typedef {import('../../types').ShaderPass} ShaderPass */\nimport {random} from '../utils/random';\n\nconst fs = `\\\nuniform float radius;\nuniform vec2 delta;\n\nvec4 triangleBlur_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {\n vec2 adjustedDelta = delta * radius / texSize;\n\n vec4 color = vec4(0.0);\n float total = 0.0;\n\n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n\n for (float t = -30.0; t <= 30.0; t++) {\n float percent = (t + offset - 0.5) / 30.0;\n float weight = 1.0 - abs(percent);\n vec4 sample = texture2D(texture, texCoord + adjustedDelta * percent);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n sample.rgb *= sample.a;\n\n color += sample * weight;\n total += weight;\n }\n\n color = color / total;\n\n /* switch back from pre-multiplied alpha */\n color.rgb /= color.a + 0.00001;\n\n return color;\n}\n`;\n\nconst uniforms = {\n radius: {value: 20, min: 0, softMax: 100},\n delta: {value: [1, 0], private: true}\n};\n\n/** @type {ShaderPass} */\nexport const triangleBlur = {\n name: 'triangleBlur',\n uniforms,\n fs,\n dependencies: [random],\n passes: [{sampler: true, uniforms: {delta: [1, 0]}}, {sampler: true, uniforms: {delta: [0, 1]}}]\n};\n"],"mappings":"AACA,SAAQA,MAAR,QAAqB,iBAArB;AAEA,MAAMC,EAAE,uqBAAR;AAkCA,MAAMC,QAAQ,GAAG;EACfC,MAAM,EAAE;IAACC,KAAK,EAAE,EAAR;IAAYC,GAAG,EAAE,CAAjB;IAAoBC,OAAO,EAAE;EAA7B,CADO;EAEfC,KAAK,EAAE;IAACH,KAAK,EAAE,CAAC,CAAD,EAAI,CAAJ,CAAR;IAAgBI,OAAO,EAAE;EAAzB;AAFQ,CAAjB;AAMA,OAAO,MAAMC,YAAY,GAAG;EAC1BC,IAAI,EAAE,cADoB;EAE1BR,QAF0B;EAG1BD,EAH0B;EAI1BU,YAAY,EAAE,CAACX,MAAD,CAJY;EAK1BY,MAAM,EAAE,CAAC;IAACC,OAAO,EAAE,IAAV;IAAgBX,QAAQ,EAAE;MAACK,KAAK,EAAE,CAAC,CAAD,EAAI,CAAJ;IAAR;EAA1B,CAAD,EAA6C;IAACM,OAAO,EAAE,IAAV;IAAgBX,QAAQ,EAAE;MAACK,KAAK,EAAE,CAAC,CAAD,EAAI,CAAJ;IAAR;EAA1B,CAA7C;AALkB,CAArB"}
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{"version":3,"file":"zoomblur.js","names":["random","fs","uniforms","center","strength","value","min","softMax","zoomBlur","name","dependencies","passes","sampler"],"sources":["../../../../src/modules/image-blur-filters/zoomblur.js"],"sourcesContent":["/** @typedef {import('../../types').ShaderPass} ShaderPass */\nimport {random} from '../utils/random';\n\nconst fs = `\nuniform vec2 center;\nuniform float strength;\n\nvec4 zoomBlur_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {\n vec4 color = vec4(0.0);\n float total = 0.0;\n vec2 toCenter = center * texSize - texCoord * texSize;\n\n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n\n for (float t = 0.0; t <= 40.0; t++) {\n float percent = (t + offset) / 40.0;\n float weight = 4.0 * (percent - percent * percent);\n vec4 sample = texture2D(texture, texCoord + toCenter * percent * strength / texSize);\n\n /* switch to pre-multiplied alpha to correctly blur transparent images */\n sample.rgb *= sample.a;\n\n color += sample * weight;\n total += weight;\n }\n\n color = color / total;\n\n /* switch back from pre-multiplied alpha */\n color.rgb /= color.a + 0.00001;\n\n return color;\n}\n`;\n\nconst uniforms = {\n center: [0.5, 0.5],\n strength: {value: 0.3, min: 0, softMax: 1}\n};\n\n/** @type {ShaderPass} */\nexport const zoomBlur = {\n name: 'zoomBlur',\n uniforms,\n fs,\n dependencies: [random],\n passes: [{sampler: true}]\n};\n"],"mappings":"AACA,SAAQA,MAAR,QAAqB,iBAArB;AAEA,MAAMC,EAAE,usBAAR;AAiCA,MAAMC,QAAQ,GAAG;EACfC,MAAM,EAAE,CAAC,GAAD,EAAM,GAAN,CADO;EAEfC,QAAQ,EAAE;IAACC,KAAK,EAAE,GAAR;IAAaC,GAAG,EAAE,CAAlB;IAAqBC,OAAO,EAAE;EAA9B;AAFK,CAAjB;AAMA,OAAO,MAAMC,QAAQ,GAAG;EACtBC,IAAI,EAAE,UADgB;EAEtBP,QAFsB;EAGtBD,EAHsB;EAItBS,YAAY,EAAE,CAACV,MAAD,CAJQ;EAKtBW,MAAM,EAAE,CAAC;IAACC,OAAO,EAAE;EAAV,CAAD;AALc,CAAjB"}
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{"version":3,"file":"colorhalftone.js","names":["fs","uniforms","center","angle","value","softMin","softMax","Math","PI","size","min","colorHalftone","name","passes","filter"],"sources":["../../../../src/modules/image-fun-filters/colorhalftone.js"],"sourcesContent":["/** @typedef {import('../../types').ShaderPass} ShaderPass */\n\n// TODO pass texCoord to angle\nconst fs = `\\\nuniform vec2 center;\nuniform float angle;\nuniform float size;\n\nfloat scale = 3.1514 / size;\n\nfloat pattern(float angle, vec2 texSize, vec2 texCoord) {\n float s = sin(angle), c = cos(angle);\n vec2 tex = texCoord * texSize - center * texSize;\n vec2 point = vec2(\n\tc * tex.x - s * tex.y,\n\ts * tex.x + c * tex.y\n ) * scale;\n return (sin(point.x) * sin(point.y)) * 4.0;\n}\n\nvec4 colorHalftone_filterColor(vec4 color, vec2 texSize, vec2 texCoord) {\n vec3 cmy = 1.0 - color.rgb;\n float k = min(cmy.x, min(cmy.y, cmy.z));\n cmy = (cmy - k) / (1.0 - k);\n cmy = clamp(\n\tcmy * 10.0 - 3.0 + vec3(\n pattern(angle + 0.26179, texSize, texCoord),\n\t pattern(angle + 1.30899, texSize, texCoord),\n pattern(angle, texSize, texCoord)\n ),\n\t0.0,\n\t1.0\n );\n k = clamp(k * 10.0 - 5.0 + pattern(angle + 0.78539, texSize, texCoord), 0.0, 1.0);\n return vec4(1.0 - cmy - k, color.a);\n}\n`;\n\nconst uniforms = {\n center: [0.5, 0.5],\n angle: {value: 1.1, softMin: 0, softMax: Math.PI / 2},\n size: {value: 4, min: 1, softMin: 3, softMax: 20}\n};\n\n/** @type {ShaderPass} */\nexport const colorHalftone = {\n name: 'colorHalftone',\n uniforms,\n fs,\n passes: [{filter: true}]\n};\n"],"mappings":"AAGA,MAAMA,EAAE,q5BAAR;AAmCA,MAAMC,QAAQ,GAAG;EACfC,MAAM,EAAE,CAAC,GAAD,EAAM,GAAN,CADO;EAEfC,KAAK,EAAE;IAACC,KAAK,EAAE,GAAR;IAAaC,OAAO,EAAE,CAAtB;IAAyBC,OAAO,EAAEC,IAAI,CAACC,EAAL,GAAU;EAA5C,CAFQ;EAGfC,IAAI,EAAE;IAACL,KAAK,EAAE,CAAR;IAAWM,GAAG,EAAE,CAAhB;IAAmBL,OAAO,EAAE,CAA5B;IAA+BC,OAAO,EAAE;EAAxC;AAHS,CAAjB;AAOA,OAAO,MAAMK,aAAa,GAAG;EAC3BC,IAAI,EAAE,eADqB;EAE3BX,QAF2B;EAG3BD,EAH2B;EAI3Ba,MAAM,EAAE,CAAC;IAACC,MAAM,EAAE;EAAT,CAAD;AAJmB,CAAtB"}
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{"version":3,"file":"dotscreen.js","names":["fs","uniforms","center","angle","value","softMin","softMax","Math","PI","size","min","dotScreen","name","passes","filter"],"sources":["../../../../src/modules/image-fun-filters/dotscreen.js"],"sourcesContent":["/** @typedef {import('../../types').ShaderPass} ShaderPass */\n\nconst fs = `\\\nuniform vec2 center;\nuniform float angle;\nuniform float size;\n\nfloat pattern(vec2 texSize, vec2 texCoord) {\n float scale = 3.1415 / size;\n\n float s = sin(angle), c = cos(angle);\n vec2 tex = texCoord * texSize - center * texSize;\n vec2 point = vec2(\n c * tex.x - s * tex.y,\n s * tex.x + c * tex.y\n ) * scale;\n return (sin(point.x) * sin(point.y)) * 4.0;\n}\n\nvec4 dotScreen_filterColor(vec4 color, vec2 texSize, vec2 texCoord) {\n float average = (color.r + color.g + color.b) / 3.0;\n return vec4(vec3(average * 10.0 - 5.0 + pattern(texSize, texCoord)), color.a);\n}\n`;\n\nconst uniforms = {\n center: [0.5, 0.5],\n angle: {value: 1.1, softMin: 0, softMax: Math.PI / 2},\n size: {value: 3, min: 1, softMin: 3, softMax: 20}\n};\n\n/** @type {ShaderPass} */\nexport const dotScreen = {\n name: 'dotScreen',\n uniforms,\n fs,\n passes: [{filter: true}]\n};\n"],"mappings":"AAEA,MAAMA,EAAE,ylBAAR;AAuBA,MAAMC,QAAQ,GAAG;EACfC,MAAM,EAAE,CAAC,GAAD,EAAM,GAAN,CADO;EAEfC,KAAK,EAAE;IAACC,KAAK,EAAE,GAAR;IAAaC,OAAO,EAAE,CAAtB;IAAyBC,OAAO,EAAEC,IAAI,CAACC,EAAL,GAAU;EAA5C,CAFQ;EAGfC,IAAI,EAAE;IAACL,KAAK,EAAE,CAAR;IAAWM,GAAG,EAAE,CAAhB;IAAmBL,OAAO,EAAE,CAA5B;IAA+BC,OAAO,EAAE;EAAxC;AAHS,CAAjB;AAOA,OAAO,MAAMK,SAAS,GAAG;EACvBC,IAAI,EAAE,WADiB;EAEvBX,QAFuB;EAGvBD,EAHuB;EAIvBa,MAAM,EAAE,CAAC;IAACC,MAAM,EAAE;EAAT,CAAD;AAJe,CAAlB"}
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{"version":3,"file":"edgework.js","names":["random","fs","uniforms","radius","value","min","softMax","delta","private","edgeWork","name","dependencies","passes","sampler"],"sources":["../../../../src/modules/image-fun-filters/edgework.js"],"sourcesContent":["/** @typedef {import('../../types').ShaderPass} ShaderPass */\n\nimport {random} from '../utils/random';\n\nconst fs = `\\\nuniform float radius;\nuniform vec2 delta;\n\nvec4 edgeWork_sampleColor1(sampler2D source, vec2 texSize, vec2 texCoord) {\n vec2 relativeDelta = radius * delta / texSize;\n\n vec2 color = vec2(0.0);\n vec2 total = vec2(0.0);\n\n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n\n for (float t = -30.0; t <= 30.0; t++) {\n float percent = (t + offset - 0.5) / 30.0;\n float weight = 1.0 - abs(percent);\n vec3 sampleColor = texture2D(source, texCoord + relativeDelta * percent).rgb;\n float average = (sampleColor.r + sampleColor.g + sampleColor.b) / 3.0;\n color.x += average * weight;\n total.x += weight;\n if (abs(t) < 15.0) {\n weight = weight * 2.0 - 1.0;\n color.y += average * weight;\n total.y += weight;\n }\n }\n return vec4(color / total, 0.0, 1.0);\n}\n\nvec4 edgeWork_sampleColor2(sampler2D source, vec2 texSize, vec2 texCoord) {\n vec2 relativeDelta = radius * delta / texSize;\n\n vec2 color = vec2(0.0);\n vec2 total = vec2(0.0);\n\n /* randomize the lookup values to hide the fixed number of samples */\n float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);\n\n for (float t = -30.0; t <= 30.0; t++) {\n float percent = (t + offset - 0.5) / 30.0;\n float weight = 1.0 - abs(percent);\n vec2 sampleColor = texture2D(source, texCoord + relativeDelta * percent).xy;\n color.x += sampleColor.x * weight;\n total.x += weight;\n if (abs(t) < 15.0) {\n weight = weight * 2.0 - 1.0;\n color.y += sampleColor.y * weight;\n total.y += weight;\n }\n }\n float c = clamp(10000.0 * (color.y / total.y - color.x / total.x) + 0.5, 0.0, 1.0);\n return vec4(c, c, c, 1.0);\n}\n`;\n\nconst uniforms = {\n radius: {value: 2, min: 1, softMax: 50},\n delta: {value: [1, 0], private: true}\n};\n\n/** @type {ShaderPass} */\nexport const edgeWork = {\n name: 'edgeWork',\n uniforms,\n fs,\n dependencies: [random],\n passes: [\n {\n sampler: 'edgeWork_sampleColor1',\n uniforms: {delta: [1, 0]}\n },\n {\n sampler: 'edgeWork_sampleColor2',\n uniforms: {delta: [0, 1]}\n }\n ]\n};\n"],"mappings":"AAEA,SAAQA,MAAR,QAAqB,iBAArB;AAEA,MAAMC,EAAE,klDAAR;AAuDA,MAAMC,QAAQ,GAAG;EACfC,MAAM,EAAE;IAACC,KAAK,EAAE,CAAR;IAAWC,GAAG,EAAE,CAAhB;IAAmBC,OAAO,EAAE;EAA5B,CADO;EAEfC,KAAK,EAAE;IAACH,KAAK,EAAE,CAAC,CAAD,EAAI,CAAJ,CAAR;IAAgBI,OAAO,EAAE;EAAzB;AAFQ,CAAjB;AAMA,OAAO,MAAMC,QAAQ,GAAG;EACtBC,IAAI,EAAE,UADgB;EAEtBR,QAFsB;EAGtBD,EAHsB;EAItBU,YAAY,EAAE,CAACX,MAAD,CAJQ;EAKtBY,MAAM,EAAE,CACN;IACEC,OAAO,EAAE,uBADX;IAEEX,QAAQ,EAAE;MAACK,KAAK,EAAE,CAAC,CAAD,EAAI,CAAJ;IAAR;EAFZ,CADM,EAKN;IACEM,OAAO,EAAE,uBADX;IAEEX,QAAQ,EAAE;MAACK,KAAK,EAAE,CAAC,CAAD,EAAI,CAAJ;IAAR;EAFZ,CALM;AALc,CAAjB"}
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{"version":3,"file":"hexagonalpixelate.js","names":["fs","uniforms","center","value","hint","scale","min","softMin","softMax","hexagonalPixelate","name","passes","sampler"],"sources":["../../../../src/modules/image-fun-filters/hexagonalpixelate.js"],"sourcesContent":["/** @typedef {import('../../types').ShaderPass} ShaderPass */\n\nconst fs = `\\\nuniform vec2 center;\nuniform float scale;\n\nvec4 hexagonalPixelate_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {\n vec2 tex = (texCoord * texSize - center * texSize) / scale;\n tex.y /= 0.866025404;\n tex.x -= tex.y * 0.5;\n\n vec2 a;\n if (tex.x + tex.y - floor(tex.x) - floor(tex.y) < 1.0) {\n a = vec2(floor(tex.x), floor(tex.y));\n }\n else a = vec2(ceil(tex.x), ceil(tex.y));\n vec2 b = vec2(ceil(tex.x), floor(tex.y));\n vec2 c = vec2(floor(tex.x), ceil(tex.y));\n\n vec3 TEX = vec3(tex.x, tex.y, 1.0 - tex.x - tex.y);\n vec3 A = vec3(a.x, a.y, 1.0 - a.x - a.y);\n vec3 B = vec3(b.x, b.y, 1.0 - b.x - b.y);\n vec3 C = vec3(c.x, c.y, 1.0 - c.x - c.y);\n\n float alen = length(TEX - A);\n float blen = length(TEX - B);\n float clen = length(TEX - C);\n\n vec2 choice;\n if (alen < blen) {\n if (alen < clen) choice = a;\n else choice = c;\n } else {\n if (blen < clen) choice = b;\n else choice = c;\n }\n\n choice.x += choice.y * 0.5;\n choice.y *= 0.866025404;\n choice *= scale / texSize;\n\n return texture2D(texture, choice + center);\n}\n`;\n\nconst uniforms = {\n center: {value: [0.5, 0.5], hint: 'screenspace'},\n scale: {value: 10, min: 1, softMin: 5, softMax: 50}\n};\n\n/** @type {ShaderPass} */\nexport const hexagonalPixelate = {\n name: 'hexagonalPixelate',\n uniforms,\n fs,\n passes: [{sampler: true}]\n};\n"],"mappings":"AAEA,MAAMA,EAAE,slCAAR;AA2CA,MAAMC,QAAQ,GAAG;EACfC,MAAM,EAAE;IAACC,KAAK,EAAE,CAAC,GAAD,EAAM,GAAN,CAAR;IAAoBC,IAAI,EAAE;EAA1B,CADO;EAEfC,KAAK,EAAE;IAACF,KAAK,EAAE,EAAR;IAAYG,GAAG,EAAE,CAAjB;IAAoBC,OAAO,EAAE,CAA7B;IAAgCC,OAAO,EAAE;EAAzC;AAFQ,CAAjB;AAMA,OAAO,MAAMC,iBAAiB,GAAG;EAC/BC,IAAI,EAAE,mBADyB;EAE/BT,QAF+B;EAG/BD,EAH+B;EAI/BW,MAAM,EAAE,CAAC;IAACC,OAAO,EAAE;EAAV,CAAD;AAJuB,CAA1B"}
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{"version":3,"
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{"version":3,"file":"ink.js","names":["fs","uniforms","strength","value","min","softMax","ink","name","passes","sampler"],"sources":["../../../../src/modules/image-fun-filters/ink.js"],"sourcesContent":["/** @typedef {import('../../types').ShaderPass} ShaderPass */\n\nconst fs = `\\\nuniform float strength;\n\nvec4 ink_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {\n vec2 dx = vec2(1.0 / texSize.x, 0.0);\n vec2 dy = vec2(0.0, 1.0 / texSize.y);\n vec4 color = texture2D(texture, texCoord);\n float bigTotal = 0.0;\n float smallTotal = 0.0;\n vec3 bigAverage = vec3(0.0);\n vec3 smallAverage = vec3(0.0);\n for (float x = -2.0; x <= 2.0; x += 1.0) {\n for (float y = -2.0; y <= 2.0; y += 1.0) {\n vec3 sample = texture2D(texture, texCoord + dx * x + dy * y).rgb;\n bigAverage += sample;\n bigTotal += 1.0;\n if (abs(x) + abs(y) < 2.0) {\n smallAverage += sample;\n smallTotal += 1.0;\n }\n }\n }\n vec3 edge = max(vec3(0.0), bigAverage / bigTotal - smallAverage / smallTotal);\n float power = strength * strength * strength * strength * strength;\n return vec4(color.rgb - dot(edge, edge) * power * 100000.0, color.a);\n}\n`;\n\nconst uniforms = {\n strength: {value: 0.25, min: 0, softMax: 1}\n};\n\n/** @type {ShaderPass} */\nexport const ink = {\n name: 'ink',\n uniforms,\n fs,\n passes: [{sampler: true}]\n};\n"],"mappings":"AAEA,MAAMA,EAAE,q5BAAR;AA4BA,MAAMC,QAAQ,GAAG;EACfC,QAAQ,EAAE;IAACC,KAAK,EAAE,IAAR;IAAcC,GAAG,EAAE,CAAnB;IAAsBC,OAAO,EAAE;EAA/B;AADK,CAAjB;AAKA,OAAO,MAAMC,GAAG,GAAG;EACjBC,IAAI,EAAE,KADW;EAEjBN,QAFiB;EAGjBD,EAHiB;EAIjBQ,MAAM,EAAE,CAAC;IAACC,OAAO,EAAE;EAAV,CAAD;AAJS,CAAZ"}
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{"version":3,"
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{"version":3,"file":"magnify.js","names":["fs","uniforms","screenXY","radiusPixels","zoom","borderWidthPixels","borderColor","magnify","name","passes","sampler"],"sources":["../../../../src/modules/image-fun-filters/magnify.js"],"sourcesContent":["const fs = `\\\nuniform vec2 screenXY;\nuniform float radiusPixels;\nuniform float zoom;\nuniform float borderWidthPixels;\nuniform vec4 borderColor;\n\nvec4 magnify_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {\n vec2 pos = vec2(screenXY.x, 1.0 - screenXY.y);\n float dist = distance(texCoord * texSize, pos * texSize);\n if (dist < radiusPixels) {\n return texture2D(texture, (texCoord - pos) / zoom + pos);\n }\n\n if (dist <= radiusPixels + borderWidthPixels) {\n return borderColor;\n }\n return texture2D(texture, texCoord);\n}\n`;\n\nconst uniforms = {\n // range 0 to 1\n screenXY: [0, 0],\n radiusPixels: 200,\n zoom: 2.0,\n borderWidthPixels: 0.0,\n borderColor: [255, 255, 255, 255]\n};\n\nexport const magnify = {\n name: 'magnify',\n uniforms,\n fs,\n passes: [{sampler: true}]\n};\n"],"mappings":"AAAA,MAAMA,EAAE,yiBAAR;AAqBA,MAAMC,QAAQ,GAAG;EAEfC,QAAQ,EAAE,CAAC,CAAD,EAAI,CAAJ,CAFK;EAGfC,YAAY,EAAE,GAHC;EAIfC,IAAI,EAAE,GAJS;EAKfC,iBAAiB,EAAE,GALJ;EAMfC,WAAW,EAAE,CAAC,GAAD,EAAM,GAAN,EAAW,GAAX,EAAgB,GAAhB;AANE,CAAjB;AASA,OAAO,MAAMC,OAAO,GAAG;EACrBC,IAAI,EAAE,SADe;EAErBP,QAFqB;EAGrBD,EAHqB;EAIrBS,MAAM,EAAE,CAAC;IAACC,OAAO,EAAE;EAAV,CAAD;AAJa,CAAhB"}
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{"version":3,"
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{"version":3,"file":"bulgepinch.js","names":["warp","fs","uniforms","center","radius","value","min","softMax","strength","max","bulgePinch","name","dependencies","passes","sampler"],"sources":["../../../../src/modules/image-warp-filters/bulgepinch.js"],"sourcesContent":["/** @typedef {import('../../types').ShaderPass} ShaderPass */\n\nimport {warp} from './warp';\n\nconst fs = `\\\nuniform float radius;\nuniform float strength;\nuniform vec2 center;\n\nvec2 bulgePinch_warp(vec2 coord, vec2 texCenter) {\n coord -= texCenter;\n float distance = length(coord);\n if (distance < radius) {\n float percent = distance / radius;\n if (strength > 0.0) {\n coord *= mix(1.0, smoothstep(0.0, radius / distance, percent), strength * 0.75);\n } else {\n coord *= mix(1.0, pow(percent, 1.0 + strength * 0.75) * radius / distance, 1.0 - percent);\n }\n }\n coord += texCenter;\n return coord;\n}\n\nvec4 bulgePinch_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {\n vec2 coord = texCoord * texSize;\n coord = bulgePinch_warp(coord, center * texSize);\n\n return warp_sampleColor(texture, texSize, coord);\n}\n`;\n\nconst uniforms = {\n center: [0.5, 0.5],\n radius: {value: 200, min: 1, softMax: 600},\n strength: {value: 0.5, min: -1, max: 1}\n};\n\n/** @type {ShaderPass} */\nexport const bulgePinch = {\n name: 'bulgePinch',\n fs,\n uniforms,\n dependencies: [warp],\n passes: [{sampler: true}]\n};\n"],"mappings":"AAEA,SAAQA,IAAR,QAAmB,QAAnB;AAEA,MAAMC,EAAE,6vBAAR;AA4BA,MAAMC,QAAQ,GAAG;EACfC,MAAM,EAAE,CAAC,GAAD,EAAM,GAAN,CADO;EAEfC,MAAM,EAAE;IAACC,KAAK,EAAE,GAAR;IAAaC,GAAG,EAAE,CAAlB;IAAqBC,OAAO,EAAE;EAA9B,CAFO;EAGfC,QAAQ,EAAE;IAACH,KAAK,EAAE,GAAR;IAAaC,GAAG,EAAE,CAAC,CAAnB;IAAsBG,GAAG,EAAE;EAA3B;AAHK,CAAjB;AAOA,OAAO,MAAMC,UAAU,GAAG;EACxBC,IAAI,EAAE,YADkB;EAExBV,EAFwB;EAGxBC,QAHwB;EAIxBU,YAAY,EAAE,CAACZ,IAAD,CAJU;EAKxBa,MAAM,EAAE,CAAC;IAACC,OAAO,EAAE;EAAV,CAAD;AALgB,CAAnB"}
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