@radicalimaging/static-wado-creator 1.6.11 → 1.6.12

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Files changed (2) hide show
  1. package/dist/index.js +7 -7
  2. package/package.json +1 -1
package/dist/index.js CHANGED
@@ -294099,7 +294099,7 @@ function vtkOpenGLRenderWindow(publicAPI, model) {
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  const glDebugRendererInfo = gl.getExtension("WEBGL_debug_renderer_info");
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  const glDrawBuffers = gl.getExtension("WEBGL_draw_buffers");
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  const glAnisotropic = gl.getExtension("EXT_texture_filter_anisotropic") || gl.getExtension("WEBKIT_EXT_texture_filter_anisotropic");
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- const params = [["Max Vertex Attributes", "MAX_VERTEX_ATTRIBS", gl.getParameter(gl.MAX_VERTEX_ATTRIBS)], ["Max Varying Vectors", "MAX_VARYING_VECTORS", gl.getParameter(gl.MAX_VARYING_VECTORS)], ["Max Vertex Uniform Vectors", "MAX_VERTEX_UNIFORM_VECTORS", gl.getParameter(gl.MAX_VERTEX_UNIFORM_VECTORS)], ["Max Fragment Uniform Vectors", "MAX_FRAGMENT_UNIFORM_VECTORS", gl.getParameter(gl.MAX_FRAGMENT_UNIFORM_VECTORS)], ["Max Fragment Texture Image Units", "MAX_TEXTURE_IMAGE_UNITS", gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS)], ["Max Vertex Texture Image Units", "MAX_VERTEX_TEXTURE_IMAGE_UNITS", gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS)], ["Max Combined Texture Image Units", "MAX_COMBINED_TEXTURE_IMAGE_UNITS", gl.getParameter(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS)], ["Max 2D Texture Size", "MAX_TEXTURE_SIZE", gl.getParameter(gl.MAX_TEXTURE_SIZE)], ["Max Cube Texture Size", "MAX_CUBE_MAP_TEXTURE_SIZE", gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE)], ["Max Texture Anisotropy", "MAX_TEXTURE_MAX_ANISOTROPY_EXT", glAnisotropic && gl.getParameter(glAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT)], ["Point Size Range", "ALIASED_POINT_SIZE_RANGE", gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE).join(" - ")], ["Line Width Range", "ALIASED_LINE_WIDTH_RANGE", gl.getParameter(gl.ALIASED_LINE_WIDTH_RANGE).join(" - ")], ["Max Viewport Dimensions", "MAX_VIEWPORT_DIMS", gl.getParameter(gl.MAX_VIEWPORT_DIMS).join(" - ")], ["Max Renderbuffer Size", "MAX_RENDERBUFFER_SIZE", gl.getParameter(gl.MAX_RENDERBUFFER_SIZE)], ["Framebuffer Red Bits", "RED_BITS", gl.getParameter(gl.RED_BITS)], ["Framebuffer Green Bits", "GREEN_BITS", gl.getParameter(gl.GREEN_BITS)], ["Framebuffer Blue Bits", "BLUE_BITS", gl.getParameter(gl.BLUE_BITS)], ["Framebuffer Alpha Bits", "ALPHA_BITS", gl.getParameter(gl.ALPHA_BITS)], ["Framebuffer Depth Bits", "DEPTH_BITS", gl.getParameter(gl.DEPTH_BITS)], ["Framebuffer Stencil Bits", "STENCIL_BITS", gl.getParameter(gl.STENCIL_BITS)], ["Framebuffer Subpixel Bits", "SUBPIXEL_BITS", gl.getParameter(gl.SUBPIXEL_BITS)], ["MSAA Samples", "SAMPLES", gl.getParameter(gl.SAMPLES)], ["MSAA Sample Buffers", "SAMPLE_BUFFERS", gl.getParameter(gl.SAMPLE_BUFFERS)], ["Supported Formats for UByte Render Targets ", "UNSIGNED_BYTE RENDER TARGET FORMATS", [glTextureFloat && checkRenderTargetSupport(gl, gl.RGBA, gl.UNSIGNED_BYTE) ? "RGBA" : "", glTextureFloat && checkRenderTargetSupport(gl, gl.RGB, gl.UNSIGNED_BYTE) ? "RGB" : "", glTextureFloat && checkRenderTargetSupport(gl, gl.LUMINANCE, gl.UNSIGNED_BYTE) ? "LUMINANCE" : "", glTextureFloat && checkRenderTargetSupport(gl, gl.ALPHA, gl.UNSIGNED_BYTE) ? "ALPHA" : "", glTextureFloat && checkRenderTargetSupport(gl, gl.LUMINANCE_ALPHA, gl.UNSIGNED_BYTE) ? "LUMINANCE_ALPHA" : ""].join(" ")], ["Supported Formats for Half Float Render Targets", "HALF FLOAT RENDER TARGET FORMATS", [glTextureHalfFloat && checkRenderTargetSupport(gl, gl.RGBA, glTextureHalfFloat.HALF_FLOAT_OES) ? "RGBA" : "", glTextureHalfFloat && checkRenderTargetSupport(gl, gl.RGB, glTextureHalfFloat.HALF_FLOAT_OES) ? "RGB" : "", glTextureHalfFloat && checkRenderTargetSupport(gl, gl.LUMINANCE, glTextureHalfFloat.HALF_FLOAT_OES) ? "LUMINANCE" : "", glTextureHalfFloat && checkRenderTargetSupport(gl, gl.ALPHA, glTextureHalfFloat.HALF_FLOAT_OES) ? "ALPHA" : "", glTextureHalfFloat && checkRenderTargetSupport(gl, gl.LUMINANCE_ALPHA, glTextureHalfFloat.HALF_FLOAT_OES) ? "LUMINANCE_ALPHA" : ""].join(" ")], ["Supported Formats for Full Float Render Targets", "FLOAT RENDER TARGET FORMATS", [glTextureFloat && checkRenderTargetSupport(gl, gl.RGBA, gl.FLOAT) ? "RGBA" : "", glTextureFloat && checkRenderTargetSupport(gl, gl.RGB, gl.FLOAT) ? "RGB" : "", glTextureFloat && checkRenderTargetSupport(gl, gl.LUMINANCE, gl.FLOAT) ? "LUMINANCE" : "", glTextureFloat && checkRenderTargetSupport(gl, gl.ALPHA, gl.FLOAT) ? "ALPHA" : "", glTextureFloat && checkRenderTargetSupport(gl, gl.LUMINANCE_ALPHA, gl.FLOAT) ? "LUMINANCE_ALPHA" : ""].join(" ")], ["Max Multiple Render Targets Buffers", "MAX_DRAW_BUFFERS_WEBGL", glDrawBuffers ? gl.getParameter(glDrawBuffers.MAX_DRAW_BUFFERS_WEBGL) : 0], ["High Float Precision in Vertex Shader", "HIGH_FLOAT VERTEX_SHADER", [gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_FLOAT).precision, " (-2<sup>", gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_FLOAT).rangeMin, "</sup> - 2<sup>", gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_FLOAT).rangeMax, "</sup>)"].join("")], ["Medium Float Precision in Vertex Shader", "MEDIUM_FLOAT VERTEX_SHADER", [gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_FLOAT).precision, " (-2<sup>", gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_FLOAT).rangeMin, "</sup> - 2<sup>", gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_FLOAT).rangeMax, "</sup>)"].join("")], ["Low Float Precision in Vertex Shader", "LOW_FLOAT VERTEX_SHADER", [gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT).precision, " (-2<sup>", gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT).rangeMin, "</sup> - 2<sup>", gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT).rangeMax, "</sup>)"].join("")], ["High Float Precision in Fragment Shader", "HIGH_FLOAT FRAGMENT_SHADER", [gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT).precision, " (-2<sup>", gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT).rangeMin, "</sup> - 2<sup>", gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT).rangeMax, "</sup>)"].join("")], ["Medium Float Precision in Fragment Shader", "MEDIUM_FLOAT FRAGMENT_SHADER", [gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT).precision, " (-2<sup>", gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT).rangeMin, "</sup> - 2<sup>", gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT).rangeMax, "</sup>)"].join("")], ["Low Float Precision in Fragment Shader", "LOW_FLOAT FRAGMENT_SHADER", [gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.LOW_FLOAT).precision, " (-2<sup>", gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.LOW_FLOAT).rangeMin, "</sup> - 2<sup>", gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.LOW_FLOAT).rangeMax, "</sup>)"].join("")], ["High Int Precision in Vertex Shader", "HIGH_INT VERTEX_SHADER", [gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_INT).precision, " (-2<sup>", gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_INT).rangeMin, "</sup> - 2<sup>", gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_INT).rangeMax, "</sup>)"].join("")], ["Medium Int Precision in Vertex Shader", "MEDIUM_INT VERTEX_SHADER", [gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_INT).precision, " (-2<sup>", gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_INT).rangeMin, "</sup> - 2<sup>", gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_INT).rangeMax, "</sup>)"].join("")], ["Low Int Precision in Vertex Shader", "LOW_INT VERTEX_SHADER", [gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_INT).precision, " (-2<sup>", gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_INT).rangeMin, "</sup> - 2<sup>", gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_INT).rangeMax, "</sup>)"].join("")], ["High Int Precision in Fragment Shader", "HIGH_INT FRAGMENT_SHADER", [gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_INT).precision, " (-2<sup>", gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_INT).rangeMin, "</sup> - 2<sup>", gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_INT).rangeMax, "</sup>)"].join("")], ["Medium Int Precision in Fragment Shader", "MEDIUM_INT FRAGMENT_SHADER", [gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_INT).precision, " (-2<sup>", gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_INT).rangeMin, "</sup> - 2<sup>", gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_INT).rangeMax, "</sup>)"].join("")], ["Low Int Precision in Fragment Shader", "LOW_INT FRAGMENT_SHADER", [gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.LOW_INT).precision, " (-2<sup>", gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.LOW_INT).rangeMin, "</sup> - 2<sup>", gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.LOW_INT).rangeMax, "</sup>)"].join("")], ["Supported Extensions", "EXTENSIONS", gl.getSupportedExtensions().join("<br/> ")], ["WebGL Renderer", "RENDERER", gl.getParameter(gl.RENDERER)], ["WebGL Vendor", "VENDOR", gl.getParameter(gl.VENDOR)], ["WebGL Version", "VERSION", gl.getParameter(gl.VERSION)], ["Shading Language Version", "SHADING_LANGUAGE_VERSION", gl.getParameter(gl.SHADING_LANGUAGE_VERSION)], ["Unmasked Renderer", "UNMASKED_RENDERER", glDebugRendererInfo && gl.getParameter(glDebugRendererInfo.UNMASKED_RENDERER_WEBGL)], ["Unmasked Vendor", "UNMASKED_VENDOR", glDebugRendererInfo && gl.getParameter(glDebugRendererInfo.UNMASKED_VENDOR_WEBGL)], ["WebGL Version", "WEBGL_VERSION", model.webgl2 ? 2 : 1]];
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+ const params = [["Max Vertex Attributes", "MAX_VERTEX_ATTRIBS", gl.getParameter(gl.MAX_VERTEX_ATTRIBS)], ["Max Varying Vectors", "MAX_VARYING_VECTORS", gl.getParameter(gl.MAX_VARYING_VECTORS)], ["Max Vertex Uniform Vectors", "MAX_VERTEX_UNIFORM_VECTORS", gl.getParameter(gl.MAX_VERTEX_UNIFORM_VECTORS)], ["Max Fragment Uniform Vectors", "MAX_FRAGMENT_UNIFORM_VECTORS", gl.getParameter(gl.MAX_FRAGMENT_UNIFORM_VECTORS)], ["Max Fragment Texture Image Units", "MAX_TEXTURE_IMAGE_UNITS", gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS)], ["Max Vertex Texture Image Units", "MAX_VERTEX_TEXTURE_IMAGE_UNITS", gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS)], ["Max Combined Texture Image Units", "MAX_COMBINED_TEXTURE_IMAGE_UNITS", gl.getParameter(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS)], ["Max 2D Texture Size", "MAX_TEXTURE_SIZE", gl.getParameter(gl.MAX_TEXTURE_SIZE)], ["Max Cube Texture Size", "MAX_CUBE_MAP_TEXTURE_SIZE", gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE)], ["Max Texture Anisotropy", "MAX_TEXTURE_MAX_ANISOTROPY_EXT", glAnisotropic && gl.getParameter(glAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT)], ["Point Size Range", "ALIASED_POINT_SIZE_RANGE", gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE).join(" - ")], ["Line Width Range", "ALIASED_LINE_WIDTH_RANGE", gl.getParameter(gl.ALIASED_LINE_WIDTH_RANGE).join(" - ")], ["Max Viewport Dimensions", "MAX_VIEWPORT_DIMS", gl.getParameter(gl.MAX_VIEWPORT_DIMS).join(" - ")], ["Max Renderbuffer Size", "MAX_RENDERBUFFER_SIZE", gl.getParameter(gl.MAX_RENDERBUFFER_SIZE)], ["Framebuffer Red Bits", "RED_BITS", gl.getParameter(gl.RED_BITS)], ["Framebuffer Green Bits", "GREEN_BITS", gl.getParameter(gl.GREEN_BITS)], ["Framebuffer Blue Bits", "BLUE_BITS", gl.getParameter(gl.BLUE_BITS)], ["Framebuffer Alpha Bits", "ALPHA_BITS", gl.getParameter(gl.ALPHA_BITS)], ["Framebuffer Depth Bits", "DEPTH_BITS", gl.getParameter(gl.DEPTH_BITS)], ["Framebuffer Stencil Bits", "STENCIL_BITS", gl.getParameter(gl.STENCIL_BITS)], ["Framebuffer Subpixel Bits", "SUBPIXEL_BITS", gl.getParameter(gl.SUBPIXEL_BITS)], ["MSAA Samples", "SAMPLES", gl.getParameter(gl.SAMPLES)], ["MSAA Sample Buffers", "SAMPLE_BUFFERS", gl.getParameter(gl.SAMPLE_BUFFERS)], ["Supported Formats for UByte Render Targets ", "UNSIGNED_BYTE RENDER TARGET FORMATS", [glTextureFloat && checkRenderTargetSupport(gl, gl.RGBA, gl.UNSIGNED_BYTE) ? "RGBA" : "", glTextureFloat && checkRenderTargetSupport(gl, gl.RGB, gl.UNSIGNED_BYTE) ? "RGB" : "", glTextureFloat && checkRenderTargetSupport(gl, gl.LUMINANCE, gl.UNSIGNED_BYTE) ? "LUMINANCE" : "", glTextureFloat && checkRenderTargetSupport(gl, gl.ALPHA, gl.UNSIGNED_BYTE) ? "ALPHA" : "", glTextureFloat && checkRenderTargetSupport(gl, gl.LUMINANCE_ALPHA, gl.UNSIGNED_BYTE) ? "LUMINANCE_ALPHA" : ""].join(" ")], ["Supported Formats for Half Float Render Targets", "HALF FLOAT RENDER TARGET FORMATS", [glTextureHalfFloat && checkRenderTargetSupport(gl, gl.RGBA, glTextureHalfFloat.HALF_FLOAT_OES) ? "RGBA" : "", glTextureHalfFloat && checkRenderTargetSupport(gl, gl.RGB, glTextureHalfFloat.HALF_FLOAT_OES) ? "RGB" : "", glTextureHalfFloat && checkRenderTargetSupport(gl, gl.LUMINANCE, glTextureHalfFloat.HALF_FLOAT_OES) ? "LUMINANCE" : "", glTextureHalfFloat && checkRenderTargetSupport(gl, gl.ALPHA, glTextureHalfFloat.HALF_FLOAT_OES) ? "ALPHA" : "", glTextureHalfFloat && checkRenderTargetSupport(gl, gl.LUMINANCE_ALPHA, glTextureHalfFloat.HALF_FLOAT_OES) ? "LUMINANCE_ALPHA" : ""].join(" ")], ["Supported Formats for Full Float Render Targets", "FLOAT RENDER TARGET FORMATS", [glTextureFloat && checkRenderTargetSupport(gl, gl.RGBA, gl.FLOAT) ? "RGBA" : "", glTextureFloat && checkRenderTargetSupport(gl, gl.RGB, gl.FLOAT) ? "RGB" : "", glTextureFloat && checkRenderTargetSupport(gl, gl.LUMINANCE, gl.FLOAT) ? "LUMINANCE" : "", glTextureFloat && checkRenderTargetSupport(gl, gl.ALPHA, gl.FLOAT) ? "ALPHA" : "", glTextureFloat && checkRenderTargetSupport(gl, gl.LUMINANCE_ALPHA, gl.FLOAT) ? "LUMINANCE_ALPHA" : ""].join(" ")], ["Max Multiple Render Targets Buffers", "MAX_DRAW_BUFFERS_WEBGL", glDrawBuffers ? gl.getParameter(glDrawBuffers.MAX_DRAW_BUFFERS_WEBGL) : 0], ["High Float Precision in Vertex Shader", "HIGH_FLOAT VERTEX_SHADER", [gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_FLOAT).precision, " (-2<sup>", gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_FLOAT).rangeMin, "</sup> - 2<sup>", gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_FLOAT).rangeMax, "</sup>)"].join("")], ["Medium Float Precision in Vertex Shader", "MEDIUM_FLOAT VERTEX_SHADER", [gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_FLOAT).precision, " (-2<sup>", gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_FLOAT).rangeMin, "</sup> - 2<sup>", gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_FLOAT).rangeMax, "</sup>)"].join("")], ["Low Float Precision in Vertex Shader", "LOW_FLOAT VERTEX_SHADER", [gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT).precision, " (-2<sup>", gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT).rangeMin, "</sup> - 2<sup>", gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT).rangeMax, "</sup>)"].join("")], ["High Float Precision in Fragment Shader", "HIGH_FLOAT FRAGMENT_SHADER", [gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT).precision, " (-2<sup>", gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT).rangeMin, "</sup> - 2<sup>", gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT).rangeMax, "</sup>)"].join("")], ["Medium Float Precision in Fragment Shader", "MEDIUM_FLOAT FRAGMENT_SHADER", [gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT).precision, " (-2<sup>", gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT).rangeMin, "</sup> - 2<sup>", gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT).rangeMax, "</sup>)"].join("")], ["Low Float Precision in Fragment Shader", "LOW_FLOAT FRAGMENT_SHADER", [gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.LOW_FLOAT).precision, " (-2<sup>", gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.LOW_FLOAT).rangeMin, "</sup> - 2<sup>", gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.LOW_FLOAT).rangeMax, "</sup>)"].join("")], ["High Int Precision in Vertex Shader", "HIGH_INT VERTEX_SHADER", [gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_INT).precision, " (-2<sup>", gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_INT).rangeMin, "</sup> - 2<sup>", gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_INT).rangeMax, "</sup>)"].join("")], ["Medium Int Precision in Vertex Shader", "MEDIUM_INT VERTEX_SHADER", [gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_INT).precision, " (-2<sup>", gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_INT).rangeMin, "</sup> - 2<sup>", gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_INT).rangeMax, "</sup>)"].join("")], ["Low Int Precision in Vertex Shader", "LOW_INT VERTEX_SHADER", [gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_INT).precision, " (-2<sup>", gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_INT).rangeMin, "</sup> - 2<sup>", gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_INT).rangeMax, "</sup>)"].join("")], ["High Int Precision in Fragment Shader", "HIGH_INT FRAGMENT_SHADER", [gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_INT).precision, " (-2<sup>", gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_INT).rangeMin, "</sup> - 2<sup>", gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_INT).rangeMax, "</sup>)"].join("")], ["Medium Int Precision in Fragment Shader", "MEDIUM_INT FRAGMENT_SHADER", [gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_INT).precision, " (-2<sup>", gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_INT).rangeMin, "</sup> - 2<sup>", gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_INT).rangeMax, "</sup>)"].join("")], ["Low Int Precision in Fragment Shader", "LOW_INT FRAGMENT_SHADER", [gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.LOW_INT).precision, " (-2<sup>", gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.LOW_INT).rangeMin, "</sup> - 2<sup>", gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.LOW_INT).rangeMax, "</sup>)"].join("")], ["Supported Extensions", "EXTENSIONS", gl.getSupportedExtensions().join("<br/>\t\t\t\t\t ")], ["WebGL Renderer", "RENDERER", gl.getParameter(gl.RENDERER)], ["WebGL Vendor", "VENDOR", gl.getParameter(gl.VENDOR)], ["WebGL Version", "VERSION", gl.getParameter(gl.VERSION)], ["Shading Language Version", "SHADING_LANGUAGE_VERSION", gl.getParameter(gl.SHADING_LANGUAGE_VERSION)], ["Unmasked Renderer", "UNMASKED_RENDERER", glDebugRendererInfo && gl.getParameter(glDebugRendererInfo.UNMASKED_RENDERER_WEBGL)], ["Unmasked Vendor", "UNMASKED_VENDOR", glDebugRendererInfo && gl.getParameter(glDebugRendererInfo.UNMASKED_VENDOR_WEBGL)], ["WebGL Version", "WEBGL_VERSION", model.webgl2 ? 2 : 1]];
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  const result = {};
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  while (params.length) {
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  const [label, key, value] = params.pop();
@@ -450823,12 +450823,12 @@ var require_FileList = __commonJS((exports) => {
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  // ../../node_modules/decimal.js/decimal.js
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  var require_decimal = __commonJS((exports, module) => {
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  (function(globalScope) {
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- /*!
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- * decimal.js v10.5.0
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- * An arbitrary-precision Decimal type for JavaScript.
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- * https://github.com/MikeMcl/decimal.js
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- * Copyright (c) 2025 Michael Mclaughlin <M8ch88l@gmail.com>
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- * MIT Licence
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+ /*!
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+ * decimal.js v10.5.0
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+ * An arbitrary-precision Decimal type for JavaScript.
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+ * https://github.com/MikeMcl/decimal.js
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+ * Copyright (c) 2025 Michael Mclaughlin <M8ch88l@gmail.com>
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+ * MIT Licence
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  */
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  var EXP_LIMIT = 9000000000000000, MAX_DIGITS = 1e9, NUMERALS = "0123456789abcdef", LN10 = "2.3025850929940456840179914546843642076011014886287729760333279009675726096773524802359972050895982983419677840422862486334095254650828067566662873690987816894829072083255546808437998948262331985283935053089653777326288461633662222876982198867465436674744042432743651550489343149393914796194044002221051017141748003688084012647080685567743216228355220114804663715659121373450747856947683463616792101806445070648000277502684916746550586856935673420670581136429224554405758925724208241314695689016758940256776311356919292033376587141660230105703089634572075440370847469940168269282808481184289314848524948644871927809676271275775397027668605952496716674183485704422507197965004714951050492214776567636938662976979522110718264549734772662425709429322582798502585509785265383207606726317164309505995087807523710333101197857547331541421808427543863591778117054309827482385045648019095610299291824318237525357709750539565187697510374970888692180205189339507238539205144634197265287286965110862571492198849978748873771345686209167058", PI = "3.1415926535897932384626433832795028841971693993751058209749445923078164062862089986280348253421170679821480865132823066470938446095505822317253594081284811174502841027019385211055596446229489549303819644288109756659334461284756482337867831652712019091456485669234603486104543266482133936072602491412737245870066063155881748815209209628292540917153643678925903600113305305488204665213841469519415116094330572703657595919530921861173819326117931051185480744623799627495673518857527248912279381830119491298336733624406566430860213949463952247371907021798609437027705392171762931767523846748184676694051320005681271452635608277857713427577896091736371787214684409012249534301465495853710507922796892589235420199561121290219608640344181598136297747713099605187072113499999983729780499510597317328160963185950244594553469083026425223082533446850352619311881710100031378387528865875332083814206171776691473035982534904287554687311595628638823537875937519577818577805321712268066130019278766111959092164201989380952572010654858632789", DEFAULTS = {
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  precision: 20,
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
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  {
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  "name": "@radicalimaging/static-wado-creator",
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- "version": "1.6.11",
3
+ "version": "1.6.12",
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4
  "description": "Library to convert DICOMP10 to DICOMweb format. Original upstream: https://github.com/chafey/dicomp10-to-dicomweb-js",
5
5
  "publishConfig": {
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6
  "access": "public"