@webviz/subsurface-viewer 1.11.3 → 1.11.4

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Files changed (162) hide show
  1. package/dist/components/Map.js +179 -157
  2. package/dist/components/Map.js.map +1 -1
  3. package/dist/layers/axes/box.fs.glsl.d.ts +2 -0
  4. package/dist/layers/axes/{axes-fragment.glsl.js → box.fs.glsl.js} +2 -3
  5. package/dist/layers/axes/box.fs.glsl.js.map +1 -0
  6. package/dist/layers/axes/box.vs.glsl.d.ts +2 -0
  7. package/dist/layers/axes/{grid-vertex.glsl.js → box.vs.glsl.js} +2 -3
  8. package/dist/layers/axes/box.vs.glsl.js.map +1 -0
  9. package/dist/layers/axes/boxLayer.js +3 -3
  10. package/dist/layers/axes/boxLayer.js.map +1 -1
  11. package/dist/layers/axes2d/axes2DLayer.js +46 -20
  12. package/dist/layers/axes2d/axes2DLayer.js.map +1 -1
  13. package/dist/layers/axes2d/{label-fragment.glsl.js → label.fs.glsl.js} +1 -1
  14. package/dist/layers/axes2d/label.fs.glsl.js.map +1 -0
  15. package/dist/layers/axes2d/{label-vertex.glsl.js → label.vs.glsl.js} +1 -1
  16. package/dist/layers/axes2d/label.vs.glsl.js.map +1 -0
  17. package/dist/layers/axes2d/{line-fragment.glsl.js → line.fs.glsl.js} +1 -1
  18. package/dist/layers/axes2d/line.fs.glsl.js.map +1 -0
  19. package/dist/layers/axes2d/{line-vertex.glsl.js → line.vs.glsl.js} +1 -1
  20. package/dist/layers/axes2d/line.vs.glsl.js.map +1 -0
  21. package/dist/layers/colormap/colormap.fs.glsl.d.ts +2 -2
  22. package/dist/layers/colormap/colormap.fs.glsl.js +1 -2
  23. package/dist/layers/colormap/colormap.fs.glsl.js.map +1 -1
  24. package/dist/layers/grid3d/cellProperty.fs.glsl.d.ts +2 -2
  25. package/dist/layers/grid3d/cellProperty.fs.glsl.js +1 -2
  26. package/dist/layers/grid3d/cellProperty.fs.glsl.js.map +1 -1
  27. package/dist/layers/grid3d/cellProperty.vs.glsl.d.ts +2 -2
  28. package/dist/layers/grid3d/cellProperty.vs.glsl.js +1 -2
  29. package/dist/layers/grid3d/cellProperty.vs.glsl.js.map +1 -1
  30. package/dist/layers/grid3d/line.fs.glsl.d.ts +2 -0
  31. package/dist/layers/grid3d/{fragment_lines.glsl.js → line.fs.glsl.js} +2 -3
  32. package/dist/layers/grid3d/line.fs.glsl.js.map +1 -0
  33. package/dist/layers/grid3d/{vertex_lines.glsl.js → line.vs.glsl.js} +1 -1
  34. package/dist/layers/grid3d/line.vs.glsl.js.map +1 -0
  35. package/dist/layers/grid3d/nodeProperty.fs.glsl.d.ts +2 -2
  36. package/dist/layers/grid3d/nodeProperty.fs.glsl.js +1 -2
  37. package/dist/layers/grid3d/nodeProperty.fs.glsl.js.map +1 -1
  38. package/dist/layers/grid3d/nodeProperty.vs.glsl.d.ts +2 -2
  39. package/dist/layers/grid3d/nodeProperty.vs.glsl.js +1 -2
  40. package/dist/layers/grid3d/nodeProperty.vs.glsl.js.map +1 -1
  41. package/dist/layers/grid3d/privateGrid3dLayer.js +2 -2
  42. package/dist/layers/grid3d/privateGrid3dLayer.js.map +1 -1
  43. package/dist/layers/hillshading2d/hillshading2d.fs.glsl.d.ts +2 -2
  44. package/dist/layers/hillshading2d/hillshading2d.fs.glsl.js +1 -2
  45. package/dist/layers/hillshading2d/hillshading2d.fs.glsl.js.map +1 -1
  46. package/dist/layers/map/line.fs.glsl.d.ts +2 -0
  47. package/dist/layers/map/{fragment_lines.glsl.js → line.fs.glsl.js} +2 -3
  48. package/dist/layers/map/line.fs.glsl.js.map +1 -0
  49. package/dist/layers/map/{vertex_lines.glsl.js → line.vs.glsl.js} +1 -1
  50. package/dist/layers/map/line.vs.glsl.js.map +1 -0
  51. package/dist/layers/map/map.fs.glsl.d.ts +2 -0
  52. package/dist/layers/map/{fragment.glsl.js → map.fs.glsl.js} +2 -3
  53. package/dist/layers/map/map.fs.glsl.js.map +1 -0
  54. package/dist/layers/map/map.vs.glsl.d.ts +2 -0
  55. package/dist/layers/map/{vertex.glsl.js → map.vs.glsl.js} +2 -3
  56. package/dist/layers/map/map.vs.glsl.js.map +1 -0
  57. package/dist/layers/map/privateMapLayer.js +4 -4
  58. package/dist/layers/map/privateMapLayer.js.map +1 -1
  59. package/dist/layers/northarrow/northArrow3DLayer.js +2 -2
  60. package/dist/layers/northarrow/northArrow3DLayer.js.map +1 -1
  61. package/dist/layers/northarrow/{northarrow-fragment.glsl.js → northarrow.fs.glsl.js} +1 -1
  62. package/dist/layers/northarrow/northarrow.fs.glsl.js.map +1 -0
  63. package/dist/layers/northarrow/{northarrow-vertex.glsl.js → northarrow.vs.glsl.js} +1 -1
  64. package/dist/layers/northarrow/northarrow.vs.glsl.js.map +1 -0
  65. package/dist/layers/piechart/pieChartLayer.js +2 -2
  66. package/dist/layers/piechart/pieChartLayer.js.map +1 -1
  67. package/dist/layers/piechart/{fragment.glsl.js → piechart.fs.glsl.js} +1 -1
  68. package/dist/layers/piechart/piechart.fs.glsl.js.map +1 -0
  69. package/dist/layers/piechart/{vertex.glsl.js → piechart.vs.glsl.js} +1 -1
  70. package/dist/layers/piechart/piechart.vs.glsl.js.map +1 -0
  71. package/dist/layers/points/{vertex.glsl.js → point.vs.glsl.js} +1 -1
  72. package/dist/layers/points/point.vs.glsl.js.map +1 -0
  73. package/dist/layers/points/privatePointsLayer.js +1 -1
  74. package/dist/layers/points/privatePointsLayer.js.map +1 -1
  75. package/dist/layers/polylines/{path-layer-fragment.glsl.js → polyline.fs.glsl.js} +1 -1
  76. package/dist/layers/polylines/polyline.fs.glsl.js.map +1 -0
  77. package/dist/layers/polylines/{path-layer-vertex.glsl.js → polyline.vs.glsl.js} +1 -1
  78. package/dist/layers/polylines/polyline.vs.glsl.js.map +1 -0
  79. package/dist/layers/polylines/privatePolylinesLayer.js +2 -2
  80. package/dist/layers/polylines/privatePolylinesLayer.js.map +1 -1
  81. package/dist/layers/shader_modules/decoder.fs.glsl.d.ts +2 -2
  82. package/dist/layers/shader_modules/decoder.fs.glsl.js +1 -2
  83. package/dist/layers/shader_modules/decoder.fs.glsl.js.map +1 -1
  84. package/dist/layers/triangle/line.fs.glsl.d.ts +2 -0
  85. package/dist/layers/triangle/{fragment_lines.glsl.js → line.fs.glsl.js} +2 -3
  86. package/dist/layers/triangle/line.fs.glsl.js.map +1 -0
  87. package/dist/layers/triangle/{vertex_lines.glsl.js → line.vs.glsl.js} +1 -1
  88. package/dist/layers/triangle/line.vs.glsl.js.map +1 -0
  89. package/dist/layers/triangle/privateTriangleLayer.js +4 -4
  90. package/dist/layers/triangle/privateTriangleLayer.js.map +1 -1
  91. package/dist/layers/triangle/triangle.fs.glsl.d.ts +2 -0
  92. package/dist/layers/triangle/{fragment.fs.glsl.js → triangle.fs.glsl.js} +2 -3
  93. package/dist/layers/triangle/triangle.fs.glsl.js.map +1 -0
  94. package/dist/layers/triangle/triangle.vs.glsl.d.ts +2 -0
  95. package/dist/layers/triangle/{vertex.glsl.js → triangle.vs.glsl.js} +2 -3
  96. package/dist/layers/triangle/triangle.vs.glsl.js.map +1 -0
  97. package/dist/layers/well_markers/marker.fs.glsl.d.ts +2 -0
  98. package/dist/layers/well_markers/{fragment.glsl.js → marker.fs.glsl.js} +2 -2
  99. package/dist/layers/well_markers/marker.fs.glsl.js.map +1 -0
  100. package/dist/layers/well_markers/marker.vs.glsl.d.ts +2 -0
  101. package/dist/layers/well_markers/{vertex.glsl.js → marker.vs.glsl.js} +2 -2
  102. package/dist/layers/well_markers/marker.vs.glsl.js.map +1 -0
  103. package/dist/layers/well_markers/wellMarkersLayer.js +2 -2
  104. package/dist/layers/well_markers/wellMarkersLayer.js.map +1 -1
  105. package/dist/utils/fitBounds.d.ts +24 -0
  106. package/dist/utils/{fit-bounds.js → fitBounds.js} +9 -10
  107. package/dist/utils/fitBounds.js.map +1 -0
  108. package/dist/viewports/index.js.map +1 -1
  109. package/dist/views/index.js.map +1 -1
  110. package/package.json +2 -2
  111. package/dist/layers/axes/axes-fragment.glsl.d.ts +0 -2
  112. package/dist/layers/axes/axes-fragment.glsl.js.map +0 -1
  113. package/dist/layers/axes/grid-vertex.glsl.d.ts +0 -2
  114. package/dist/layers/axes/grid-vertex.glsl.js.map +0 -1
  115. package/dist/layers/axes2d/label-fragment.glsl.js.map +0 -1
  116. package/dist/layers/axes2d/label-vertex.glsl.js.map +0 -1
  117. package/dist/layers/axes2d/line-fragment.glsl.js.map +0 -1
  118. package/dist/layers/axes2d/line-vertex.glsl.js.map +0 -1
  119. package/dist/layers/grid3d/fragment_lines.glsl.d.ts +0 -2
  120. package/dist/layers/grid3d/fragment_lines.glsl.js.map +0 -1
  121. package/dist/layers/grid3d/vertex_lines.glsl.js.map +0 -1
  122. package/dist/layers/map/fragment.glsl.d.ts +0 -2
  123. package/dist/layers/map/fragment.glsl.js.map +0 -1
  124. package/dist/layers/map/fragment_lines.glsl.d.ts +0 -2
  125. package/dist/layers/map/fragment_lines.glsl.js.map +0 -1
  126. package/dist/layers/map/vertex.glsl.d.ts +0 -2
  127. package/dist/layers/map/vertex.glsl.js.map +0 -1
  128. package/dist/layers/map/vertex_lines.glsl.js.map +0 -1
  129. package/dist/layers/northarrow/northarrow-fragment.glsl.js.map +0 -1
  130. package/dist/layers/northarrow/northarrow-vertex.glsl.js.map +0 -1
  131. package/dist/layers/piechart/fragment.glsl.js.map +0 -1
  132. package/dist/layers/piechart/vertex.glsl.js.map +0 -1
  133. package/dist/layers/points/vertex.glsl.js.map +0 -1
  134. package/dist/layers/polylines/path-layer-fragment.glsl.js.map +0 -1
  135. package/dist/layers/polylines/path-layer-vertex.glsl.js.map +0 -1
  136. package/dist/layers/triangle/fragment.fs.glsl.d.ts +0 -2
  137. package/dist/layers/triangle/fragment.fs.glsl.js.map +0 -1
  138. package/dist/layers/triangle/fragment_lines.glsl.d.ts +0 -2
  139. package/dist/layers/triangle/fragment_lines.glsl.js.map +0 -1
  140. package/dist/layers/triangle/vertex.glsl.d.ts +0 -2
  141. package/dist/layers/triangle/vertex.glsl.js.map +0 -1
  142. package/dist/layers/triangle/vertex_lines.glsl.js.map +0 -1
  143. package/dist/layers/well_markers/fragment.glsl.d.ts +0 -1
  144. package/dist/layers/well_markers/fragment.glsl.js.map +0 -1
  145. package/dist/layers/well_markers/vertex.glsl.d.ts +0 -1
  146. package/dist/layers/well_markers/vertex.glsl.js.map +0 -1
  147. package/dist/utils/fit-bounds.d.ts +0 -14
  148. package/dist/utils/fit-bounds.js.map +0 -1
  149. /package/dist/layers/axes2d/{label-fragment.glsl.d.ts → label.fs.glsl.d.ts} +0 -0
  150. /package/dist/layers/axes2d/{label-vertex.glsl.d.ts → label.vs.glsl.d.ts} +0 -0
  151. /package/dist/layers/axes2d/{line-fragment.glsl.d.ts → line.fs.glsl.d.ts} +0 -0
  152. /package/dist/layers/axes2d/{line-vertex.glsl.d.ts → line.vs.glsl.d.ts} +0 -0
  153. /package/dist/layers/grid3d/{vertex_lines.glsl.d.ts → line.vs.glsl.d.ts} +0 -0
  154. /package/dist/layers/map/{vertex_lines.glsl.d.ts → line.vs.glsl.d.ts} +0 -0
  155. /package/dist/layers/northarrow/{northarrow-fragment.glsl.d.ts → northarrow.fs.glsl.d.ts} +0 -0
  156. /package/dist/layers/northarrow/{northarrow-vertex.glsl.d.ts → northarrow.vs.glsl.d.ts} +0 -0
  157. /package/dist/layers/piechart/{fragment.glsl.d.ts → piechart.fs.glsl.d.ts} +0 -0
  158. /package/dist/layers/piechart/{vertex.glsl.d.ts → piechart.vs.glsl.d.ts} +0 -0
  159. /package/dist/layers/points/{vertex.glsl.d.ts → point.vs.glsl.d.ts} +0 -0
  160. /package/dist/layers/polylines/{path-layer-fragment.glsl.d.ts → polyline.fs.glsl.d.ts} +0 -0
  161. /package/dist/layers/polylines/{path-layer-vertex.glsl.d.ts → polyline.vs.glsl.d.ts} +0 -0
  162. /package/dist/layers/triangle/{vertex_lines.glsl.d.ts → line.vs.glsl.d.ts} +0 -0
@@ -1,4 +1,4 @@
1
- const vsShader = `\
1
+ export default `\
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  #version 300 es
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  #define SHADER_NAME triangle-vertex-shader
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4
 
@@ -41,5 +41,4 @@ void main(void) {
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  DECKGL_FILTER_COLOR(color, geometry);
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  }
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  `;
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- export default vsShader;
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- //# sourceMappingURL=vertex.glsl.js.map
44
+ //# sourceMappingURL=triangle.vs.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"triangle.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/triangle/triangle.vs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Cd,CAAC"}
@@ -0,0 +1,2 @@
1
+ declare const _default: "#version 300 es\n#define SHADER_NAME well-markers-fragment-shader\n\nprecision highp float;\n\nin vec4 color;\n\nout vec4 fragColor;\n\nvoid main(void) {\n fragColor = vec4(color.rgba * (1.0 / 255.0));\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
2
+ export default _default;
@@ -1,4 +1,4 @@
1
- export const fsShader = `#version 300 es
1
+ export default `#version 300 es
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  #define SHADER_NAME well-markers-fragment-shader
3
3
 
4
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  precision highp float;
@@ -12,4 +12,4 @@ void main(void) {
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  DECKGL_FILTER_COLOR(fragColor, geometry);
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  }
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  `;
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- //# sourceMappingURL=fragment.glsl.js.map
15
+ //# sourceMappingURL=marker.fs.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"marker.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/well_markers/marker.fs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;CAad,CAAC"}
@@ -0,0 +1,2 @@
1
+ declare const _default: "#version 300 es\n#define SHADER_NAME well-markers-vertex-shader\nprecision highp float;\n\nin vec3 positions;\nin vec3 instancePositions;\nin float instanceSizes;\nin float instanceAzimuths;\nin float instanceInclinations;\nin vec4 instanceColors;\nin vec4 instanceOutlineColors;\nin vec3 instancePickingColors;\n\nout vec4 color;\n\nvoid main(void) {\n vec3 position = instancePositions;\n position.z *= (wellMarkers.ZIncreasingDownwards? -1.0 : 1.0);\n\n geometry.worldPosition = position;\n geometry.pickingColor = instancePickingColors;\n\n color = wellMarkers.useOutlineColor ? instanceOutlineColors : instanceColors;\n\n float sizeInPixels = project_size_to_pixel(instanceSizes, wellMarkers.sizeUnits);\n float projectedSize = project_pixel_size(sizeInPixels);\n\n float sinA = sin (PI / 180.0 * instanceAzimuths);\n float cosA = cos (PI / 180.0 * instanceAzimuths);\n\n float sinI = sin (PI / 180.0 * instanceInclinations);\n float cosI = cos (PI / 180.0 * instanceInclinations);\n\n mat3 azimuthMatrix = mat3(vec3(cosA, sinA, 0.0), vec3(-sinA, cosA, 0.0), vec3(0.0, 0.0, 1.0));\n mat3 inclMatrix = mat3(vec3(1.0, 0.0, 0.0), vec3(0.0, cosI, sinI), vec3(0.0, -sinI, cosI));\n mat3 sizeMatrix = mat3(vec3(projectedSize, 0.0, 0.0), vec3(0.0, projectedSize, 0.0), vec3(0.0, 0.0, 1.0));\n vec3 rotatedPos = azimuthMatrix * inclMatrix * sizeMatrix *positions;\n\n vec4 position_commonspace = vec4(project_position(rotatedPos + position), 0.0);\n gl_Position = project_common_position_to_clipspace(position_commonspace);\n\n vec4 dummyColor = vec4(0.0);\n\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n DECKGL_FILTER_COLOR(dummyColor, geometry);\n}\n";
2
+ export default _default;
@@ -1,4 +1,4 @@
1
- export const vsShader = `#version 300 es
1
+ export default `#version 300 es
2
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  #define SHADER_NAME well-markers-vertex-shader
3
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  precision highp float;
4
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@@ -45,4 +45,4 @@ void main(void) {
45
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  DECKGL_FILTER_COLOR(dummyColor, geometry);
46
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  }
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  `;
48
- //# sourceMappingURL=vertex.glsl.js.map
48
+ //# sourceMappingURL=marker.vs.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"marker.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/well_markers/marker.vs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Cd,CAAC"}
@@ -2,8 +2,8 @@ import { Geometry, Model } from "@luma.gl/engine";
2
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  import { Layer, project, picking, UNIT } from "@deck.gl/core";
3
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  import { createPropertyData } from "../utils/layerTools";
4
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  import { utilities } from "../shader_modules";
5
- import { vsShader } from "./vertex.glsl";
6
- import { fsShader } from "./fragment.glsl";
5
+ import fsShader from "./marker.fs.glsl";
6
+ import vsShader from "./marker.vs.glsl";
7
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  const normalizeColor = (color) => {
8
8
  if (!color) {
9
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  return new Uint8Array([0, 0, 0, 255]);
@@ -1 +1 @@
1
- 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@@ -0,0 +1,24 @@
1
+ export declare const log2: (x: number) => number;
2
+ type Bounds = [number, number, number, number];
3
+ type Padding = {
4
+ top: number;
5
+ bottom: number;
6
+ left: number;
7
+ right: number;
8
+ };
9
+ export declare function fitBounds({ width, height, bounds, minExtent, // 0.01 would be about 1000 meters (degree is ~110KM)
10
+ maxZoom, // ~x4,000,000 => About 10 meter extents
11
+ padding, offset, }: {
12
+ width: number;
13
+ height: number;
14
+ bounds: Bounds;
15
+ minExtent?: number;
16
+ maxZoom?: number;
17
+ padding?: number | Padding;
18
+ offset?: [number, number];
19
+ }): {
20
+ x: number;
21
+ y: number;
22
+ zoom: number;
23
+ };
24
+ export {};
@@ -6,11 +6,12 @@ function ieLog2(x) {
6
6
  }
7
7
  // Handle missing log2 in IE 11
8
8
  export const log2 = Math.log2 || ieLog2;
9
- export default function fitBounds({ width, height, bounds, minExtent = 0, // 0.01 would be about 1000 meters (degree is ~110KM)
9
+ export function fitBounds({ width, height, bounds, minExtent = 0, // 0.01 would be about 1000 meters (degree is ~110KM)
10
10
  maxZoom = 24, // ~x4,000,000 => About 10 meter extents
11
11
  // options
12
12
  padding = 0, offset = [0, 0], }) {
13
- if (Number.isFinite(padding)) {
13
+ if (typeof padding === "number") {
14
+ // convert to Padding
14
15
  const p = padding;
15
16
  padding = {
16
17
  top: p,
@@ -19,13 +20,11 @@ padding = 0, offset = [0, 0], }) {
19
20
  right: p,
20
21
  };
21
22
  }
22
- else {
23
- // Make sure all the required properties are set
24
- console.assert(Number.isFinite(padding.top) &&
25
- Number.isFinite(padding.bottom) &&
26
- Number.isFinite(padding.left) &&
27
- Number.isFinite(padding.right));
28
- }
23
+ // Make sure all the required properties are set
24
+ console.assert(Number.isFinite(padding.top) &&
25
+ Number.isFinite(padding.bottom) &&
26
+ Number.isFinite(padding.left) &&
27
+ Number.isFinite(padding.right));
29
28
  const [west, south] = [bounds[0], bounds[1]];
30
29
  const [east, north] = [bounds[2], bounds[3]];
31
30
  const nw = [west, north];
@@ -60,4 +59,4 @@ padding = 0, offset = [0, 0], }) {
60
59
  zoom,
61
60
  };
62
61
  }
63
- //# sourceMappingURL=fit-bounds.js.map
62
+ //# sourceMappingURL=fitBounds.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fitBounds.js","sourceRoot":"","sources":["../../src/utils/fitBounds.ts"],"names":[],"mappings":"AAAA,mDAAmD;AACnD,oEAAoE;AACpE,sCAAsC;AAEtC,SAAS,MAAM,CAAC,CAAS;IACrB,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC;AACpC,CAAC;AAED,+BAA+B;AAC/B,MAAM,CAAC,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,IAAI,MAAM,CAAC;AAKxC,MAAM,UAAU,SAAS,CAAC,EACtB,KAAK,EACL,MAAM,EACN,MAAM,EACN,SAAS,GAAG,CAAC,EAAE,qDAAqD;AACpE,OAAO,GAAG,EAAE,EAAE,wCAAwC;AACtD,UAAU;AACV,OAAO,GAAG,CAAC,EACX,MAAM,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,GASlB;IACG,IAAI,OAAO,OAAO,KAAK,QAAQ,EAAE,CAAC;QAC9B,qBAAqB;QACrB,MAAM,CAAC,GAAG,OAAO,CAAC;QAClB,OAAO,GAAG;YACN,GAAG,EAAE,CAAC;YACN,MAAM,EAAE,CAAC;YACT,IAAI,EAAE,CAAC;YACP,KAAK,EAAE,CAAC;SACX,CAAC;IACN,CAAC;IAED,gDAAgD;IAChD,OAAO,CAAC,MAAM,CACV,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,GAAG,CAAC;QACxB,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,MAAM,CAAC;QAC/B,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,IAAI,CAAC;QAC7B,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,KAAK,CAAC,CACrC,CAAC;IAEF,MAAM,CAAC,IAAI,EAAE,KAAK,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;IAC7C,MAAM,CAAC,IAAI,EAAE,KAAK,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;IAE7C,MAAM,EAAE,GAAG,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;IACzB,MAAM,EAAE,GAAG,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;IAEzB,yCAAyC;IACzC,MAAM,IAAI,GAAG;QACT,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,SAAS,CAAC;QAC5C,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,SAAS,CAAC;KAC/C,CAAC;IAEF,MAAM,UAAU,GAAG;QACf,KAAK,GAAG,OAAO,CAAC,IAAI,GAAG,OAAO,CAAC,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC;QAC9D,MAAM,GAAG,OAAO,CAAC,GAAG,GAAG,OAAO,CAAC,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC;KAClE,CAAC;IAEF,2DAA2D;IAC3D,MAAM,MAAM,GAAG,UAAU,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC;IACvC,MAAM,MAAM,GAAG,UAAU,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC;IAEvC,4CAA4C;IAC5C,MAAM,OAAO,GAAG,CAAC,OAAO,CAAC,KAAK,GAAG,OAAO,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG,MAAM,CAAC;IAC5D,MAAM,OAAO,GAAG,CAAC,OAAO,CAAC,MAAM,GAAG,OAAO,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,MAAM,CAAC;IAE5D,MAAM,MAAM,GAAG;QACX,CAAC,EAAE,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,OAAO;QAC7B,CAAC,EAAE,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,OAAO;KAChC,CAAC;IAEF,MAAM,YAAY,GAAG,MAAM,CAAC;IAC5B,IAAI,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,EAAE,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;IACvE,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,IAAI,CAAC,EAAE,CAAC;QACzB,IAAI,GAAG,CAAC,CAAC;IACb,CAAC;IAED,OAAO;QACH,CAAC,EAAE,YAAY,CAAC,CAAC,CAAC;QAClB,CAAC,EAAE,YAAY,CAAC,CAAC,CAAC;QAClB,IAAI;KACP,CAAC;AACN,CAAC"}
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/viewports/index.js"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,IAAI,oBAAoB,EAAE,MAAM,wBAAwB,CAAC"}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/viewports/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,IAAI,oBAAoB,EAAE,MAAM,wBAAwB,CAAC"}
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/views/index.js"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,IAAI,gBAAgB,EAAE,MAAM,oBAAoB,CAAC"}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/views/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,IAAI,gBAAgB,EAAE,MAAM,oBAAoB,CAAC"}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@webviz/subsurface-viewer",
3
- "version": "1.11.3",
3
+ "version": "1.11.4",
4
4
  "description": "3D visualization component for subsurface reservoir data",
5
5
  "keywords": [
6
6
  "subsurface",
@@ -83,6 +83,6 @@
83
83
  "react-redux": "^9.1.2"
84
84
  },
85
85
  "volta": {
86
- "node": "18.19.0"
86
+ "node": "20.18.3"
87
87
  }
88
88
  }
@@ -1,2 +0,0 @@
1
- declare const fragmentShader = "#version 300 es\n#define SHADER_NAME axes-fragment-shader\n\nprecision highp float;\n\nout vec4 fragColor;\n\nuniform vec4 uColor;\n\nvoid main(void) {\n fragColor = uColor;\n}\n";
2
- export default fragmentShader;
@@ -1 +0,0 @@
1
- {"version":3,"file":"axes-fragment.glsl.js","sourceRoot":"","sources":["../../../src/layers/axes/axes-fragment.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,cAAc,GAAG;;;;;;;;;;;;CAYtB,CAAC;AAEF,eAAe,cAAc,CAAC"}
@@ -1,2 +0,0 @@
1
- declare const gridVertex = "#version 300 es\n#define SHADER_NAME axes-grid-vertex-shader\n\nprecision highp float;\n\nin vec3 positions;\n\nvoid main(void) {\n vec3 position_commonspace = project_position(positions);\n gl_Position = project_common_position_to_clipspace(vec4(position_commonspace, 0.0));\n}\n";
2
- export default gridVertex;
@@ -1 +0,0 @@
1
- {"version":3,"file":"grid-vertex.glsl.js","sourceRoot":"","sources":["../../../src/layers/axes/grid-vertex.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,UAAU,GAAG;;;;;;;;;;;CAWlB,CAAC;AAEF,eAAe,UAAU,CAAC"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"label-fragment.glsl.js","sourceRoot":"","sources":["../../../src/layers/axes2d/label-fragment.glsl.js"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgCd,CAAC"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"label-vertex.glsl.js","sourceRoot":"","sources":["../../../src/layers/axes2d/label-vertex.glsl.js"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;CAkBd,CAAC"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"line-fragment.glsl.js","sourceRoot":"","sources":["../../../src/layers/axes2d/line-fragment.glsl.js"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;CAWd,CAAC"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"line-vertex.glsl.js","sourceRoot":"","sources":["../../../src/layers/axes2d/line-vertex.glsl.js"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;CAad,CAAC"}
@@ -1,2 +0,0 @@
1
- declare const fragmentShader = "#version 300 es\n#define SHADER_NAME grid3d-cell-lines-fragment-shader\n\nprecision highp float;\n\nout vec4 fragColor;\n\nvoid main(void) {\n fragColor = vec4(0.0, 0.0, 0.0, 1.0);\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
2
- export default fragmentShader;
@@ -1 +0,0 @@
1
- {"version":3,"file":"fragment_lines.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/fragment_lines.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,cAAc,GAAG;;;;;;;;;;;;CAYtB,CAAC;AAEF,eAAe,cAAc,CAAC"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"vertex_lines.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/vertex_lines.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;CAiBd,CAAC"}
@@ -1,2 +0,0 @@
1
- declare const fsShader = "#version 300 es\n#define SHADER_NAME map-fragment-shader\n\nprecision highp float;\n\nin vec2 vTexCoord;\nin vec3 cameraPosition;\nin vec3 normals_commonspace;\nin vec4 position_commonspace;\nin vec4 vColor;\n\nflat in int vertexIndex;\n\nin vec3 worldPos;\nin float property;\n\nout vec4 fragColor;\n\nuniform sampler2D colormap;\n\n\nvoid main(void) { \n geometry.uv = vTexCoord;\n\n vec3 normal = normals_commonspace;\n\n if(!map.smoothShading || (normal[0] == 0.0 && normal[1] == 0.0 && normal[2] == 0.0)) {\n normal = normalize(cross(dFdx(position_commonspace.xyz), dFdy(position_commonspace.xyz)));\n }\n\n //Picking pass.\n if (picking.isActive > 0.5 && !(picking.isAttribute > 0.5)) {\n fragColor = encodeVertexIndexToRGB(vertexIndex);\n return;\n }\n\n vec4 color = vec4(1.0, 1.0, 1.0, 1.0);\n float propertyValue = property;\n\n // This may happen due to GPU interpolation precision causing color artifacts.\n propertyValue = clamp(propertyValue, map.valueRangeMin, map.valueRangeMax);\n\n float x = (propertyValue - map.colorMapRangeMin) / (map.colorMapRangeMax - map.colorMapRangeMin);\n if (x < 0.0 || x > 1.0) {\n // Out of range. Use clampcolor.\n if (map.isClampColor) {\n color = vec4(map.colorMapClampColor.rgb, 1.0);\n }\n else if (map.isColorMapClampColorTransparent) {\n discard;\n return;\n }\n else {\n // Use min/max color to clamp.\n x = max(0.0, x);\n x = min(1.0, x);\n\n color = texture(colormap, vec2(x, 0.5));\n }\n }\n else {\n color = texture(colormap, vec2(x, 0.5));\n }\n\n bool is_contours = map.contourReferencePoint != -1.0 && map.contourInterval != -1.0;\n if (is_contours) {\n float val = map.isContoursDepth ? (abs(worldPos.z) - map.contourReferencePoint) / map.contourInterval\n : (propertyValue - map.contourReferencePoint) / map.contourInterval;\n\n float f = fract(val);\n float df = fwidth(val);\n\n // keep: float c = smoothstep(df * 1.0, df * 2.0, f); // smootstep from/to no of pixels distance from contour line.\n float c = smoothstep(0.0, df * 2.0, f);\n\n color = color * vec4(c, c, c, 1.0);\n }\n\n // Use two sided phong lighting. This has no effect if \"material\" property is not set.\n vec3 lightColor = lighting_getLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);\n\n fragColor = vec4(lightColor, 1.0);\n\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
2
- export default fsShader;
@@ -1 +0,0 @@
1
- {"version":3,"file":"fragment.glsl.js","sourceRoot":"","sources":["../../../src/layers/map/fragment.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,QAAQ,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqFhB,CAAC;AAEF,eAAe,QAAQ,CAAC"}
@@ -1,2 +0,0 @@
1
- declare const fragmentShader = "#version 300 es\n#define SHADER_NAME map-lines-fragment-shader\n\nprecision highp float;\n\nout vec4 fragColor;\n\nvoid main(void) {\n fragColor = vec4(0.0, 0.0, 0.0, 1.0);\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
2
- export default fragmentShader;
@@ -1 +0,0 @@
1
- {"version":3,"file":"fragment_lines.glsl.js","sourceRoot":"","sources":["../../../src/layers/map/fragment_lines.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,cAAc,GAAG;;;;;;;;;;;;CAYtB,CAAC;AAEF,eAAe,cAAc,CAAC"}
@@ -1,2 +0,0 @@
1
- declare const vsShader = "#version 300 es\n#define SHADER_NAME map-vertex-shader\n\nprecision highp float;\n\n// Primitive attributes\nin vec3 positions;\nin float properties;\nin vec3 normals;\nin vec3 colors;\n\n// Outputs to fragment shader\nout vec2 vTexCoord;\nout vec3 cameraPosition;\nout vec3 normals_commonspace;\nout vec4 position_commonspace;\nout vec4 vColor;\nout vec3 worldPos;\nout float property;\nflat out int vertexIndex;\n\nvoid main(void) {\n geometry.pickingColor = vec3(1.0, 1.0, 0.0);\n vertexIndex = gl_VertexID;\n\n vec3 position = positions;\n position[2] *= map.ZIncreasingDownwards ? -1.0 : 1.0;\n\n cameraPosition = project.cameraPosition;\n\n worldPos = position;\n geometry.worldPosition = position;\n\n normals_commonspace = normals;\n\n vColor = vec4(colors.rgb, 1.0);\n\n property = properties;\n\n position_commonspace = vec4(project_position(position), 0.0);\n gl_Position = project_common_position_to_clipspace(position_commonspace);\n\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n\n vec4 color = vec4(0.0);\n DECKGL_FILTER_COLOR(color, geometry);\n}\n";
2
- export default vsShader;
@@ -1 +0,0 @@
1
- {"version":3,"file":"vertex.glsl.js","sourceRoot":"","sources":["../../../src/layers/map/vertex.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,QAAQ,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgDhB,CAAC;AAEF,eAAe,QAAQ,CAAC"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"vertex_lines.glsl.js","sourceRoot":"","sources":["../../../src/layers/map/vertex_lines.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;CAoBd,CAAC"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"northarrow-fragment.glsl.js","sourceRoot":"","sources":["../../../src/layers/northarrow/northarrow-fragment.glsl.js"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;CAad,CAAC"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"northarrow-vertex.glsl.js","sourceRoot":"","sources":["../../../src/layers/northarrow/northarrow-vertex.glsl.js"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;CAYd,CAAC"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"fragment.glsl.js","sourceRoot":"","sources":["../../../src/layers/piechart/fragment.glsl.js"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyCd,CAAC"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"vertex.glsl.js","sourceRoot":"","sources":["../../../src/layers/piechart/vertex.glsl.js"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyCd,CAAC"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"vertex.glsl.js","sourceRoot":"","sources":["../../../src/layers/points/vertex.glsl.ts"],"names":[],"mappings":"AAAA,oDAAoD;AACpD,EAAE;AACF,+EAA+E;AAC/E,gFAAgF;AAChF,+EAA+E;AAC/E,4EAA4E;AAC5E,wEAAwE;AACxE,2DAA2D;AAC3D,EAAE;AACF,6EAA6E;AAC7E,sDAAsD;AACtD,EAAE;AACF,6EAA6E;AAC7E,2EAA2E;AAC3E,8EAA8E;AAC9E,yEAAyE;AACzE,gFAAgF;AAChF,4EAA4E;AAC5E,gBAAgB;AAEhB,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Ed,CAAC"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"path-layer-fragment.glsl.js","sourceRoot":"","sources":["../../../src/layers/polylines/path-layer-fragment.glsl.ts"],"names":[],"mappings":"AAAA,oDAAoD;AACpD,EAAE;AACF,+EAA+E;AAC/E,gFAAgF;AAChF,+EAA+E;AAC/E,4EAA4E;AAC5E,wEAAwE;AACxE,2DAA2D;AAC3D,EAAE;AACF,6EAA6E;AAC7E,sDAAsD;AACtD,EAAE;AACF,6EAA6E;AAC7E,2EAA2E;AAC3E,8EAA8E;AAC9E,yEAAyE;AACzE,gFAAgF;AAChF,4EAA4E;AAC5E,gBAAgB;AAEhB,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqCd,CAAC"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"path-layer-vertex.glsl.js","sourceRoot":"","sources":["../../../src/layers/polylines/path-layer-vertex.glsl.ts"],"names":[],"mappings":"AAAA,oDAAoD;AACpD,EAAE;AACF,+EAA+E;AAC/E,gFAAgF;AAChF,+EAA+E;AAC/E,4EAA4E;AAC5E,wEAAwE;AACxE,2DAA2D;AAC3D,EAAE;AACF,6EAA6E;AAC7E,sDAAsD;AACtD,EAAE;AACF,6EAA6E;AAC7E,2EAA2E;AAC3E,8EAA8E;AAC9E,yEAAyE;AACzE,gFAAgF;AAChF,4EAA4E;AAC5E,gBAAgB;AAEhB,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Nd,CAAC"}
@@ -1,2 +0,0 @@
1
- declare const fsShader = "#version 300 es\n#define SHADER_NAME triangle-fragment-shader\n\nprecision highp float;\n\nin vec2 vTexCoord;\nin vec3 cameraPosition;\nin vec3 normals_commonspace;\nin vec4 position_commonspace;\nin vec3 worldPos;\nin float property;\n\nout vec4 fragColor;\n\nvoid main(void) {\n vec3 normal = normals_commonspace;\n\n if (!triangles.smoothShading) {\n normal = normalize(cross(dFdx(position_commonspace.xyz), dFdy(position_commonspace.xyz)));\n } \n\n vec4 color = triangles.uColor;\n bool is_contours = triangles.contourReferencePoint != -1.0 && triangles.contourInterval != -1.0;\n if (is_contours) {\n // Contours are made of either depths or properties.\n float val = (abs(worldPos.z) - triangles.contourReferencePoint) / triangles.contourInterval;\n\n float f = fract(val);\n float df = fwidth(val);\n\n // keep: float c = smoothstep(df * 1.0, df * 2.0, f); // smoothstep from/to no of pixels distance from contour line.\n float c = smoothstep(0.0, df * 2.0, f);\n\n color = color * vec4(c, c, c, 1.0);\n }\n\n // Use two sided phong lighting. This has no effect if \"material\" property is not set.\n vec3 lightColor = lighting_getLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);\n fragColor = vec4(lightColor, 1.0);\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
2
- export default fsShader;
@@ -1 +0,0 @@
1
- {"version":3,"file":"fragment.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/triangle/fragment.fs.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,QAAQ,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyChB,CAAC;AAEF,eAAe,QAAQ,CAAC"}
@@ -1,2 +0,0 @@
1
- declare const fragmentShader = "#version 300 es\n#define SHADER_NAME triangle-lines-fragment-shader\n\nprecision highp float;\n\nout vec4 fragColor;\n\nvoid main(void) {\n\n // Picking pass.\n if (picking.isActive > 0.5) {\n discard;\n return;\n }\n\n fragColor = vec4(0.0, 0.0, 0.0, 1.0);\n}\n";
2
- export default fragmentShader;
@@ -1 +0,0 @@
1
- {"version":3,"file":"fragment_lines.glsl.js","sourceRoot":"","sources":["../../../src/layers/triangle/fragment_lines.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,cAAc,GAAG;;;;;;;;;;;;;;;;;;CAkBtB,CAAC;AAEF,eAAe,cAAc,CAAC"}
@@ -1,2 +0,0 @@
1
- declare const vsShader = "#version 300 es\n#define SHADER_NAME triangle-vertex-shader\n\nprecision highp float;\n\n// Primitive attributes\nin vec3 positions;\nin float properties;\nin vec3 normals;\n\n// Outputs to fragment shader\nout vec3 cameraPosition;\nout vec3 normals_commonspace;\nout vec4 position_commonspace;\nout vec3 worldPos;\nout float property;\n\nconst vec3 pickingColor = vec3(1.0, 1.0, 0.0);\n\nvoid main(void) {\n geometry.pickingColor = pickingColor;\n\n cameraPosition = project.cameraPosition;\n\n vec3 position = positions;\n position[2] *= triangles.ZIncreasingDownwards ? -1.0 : 1.0;\n\n worldPos = position;\n\n normals_commonspace = normals;\n\n property = properties;\n\n position_commonspace = vec4(project_position(position), 0.0);\n gl_Position = project_common_position_to_clipspace(position_commonspace);\n\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n\n vec4 color = vec4(0.0);\n DECKGL_FILTER_COLOR(color, geometry);\n}\n";
2
- export default vsShader;
@@ -1 +0,0 @@
1
- {"version":3,"file":"vertex.glsl.js","sourceRoot":"","sources":["../../../src/layers/triangle/vertex.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,QAAQ,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0ChB,CAAC;AAEF,eAAe,QAAQ,CAAC"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"vertex_lines.glsl.js","sourceRoot":"","sources":["../../../src/layers/triangle/vertex_lines.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;CAiBd,CAAC"}
@@ -1 +0,0 @@
1
- export declare const fsShader = "#version 300 es\n#define SHADER_NAME well-markers-fragment-shader\n\nprecision highp float;\n\nin vec4 color;\n\nout vec4 fragColor;\n\nvoid main(void) {\n fragColor = vec4(color.rgba * (1.0 / 255.0));\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
@@ -1 +0,0 @@
1
- {"version":3,"file":"fragment.glsl.js","sourceRoot":"","sources":["../../../src/layers/well_markers/fragment.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,CAAC,MAAM,QAAQ,GAAG;;;;;;;;;;;;;CAavB,CAAC"}
@@ -1 +0,0 @@
1
- export declare const vsShader = "#version 300 es\n#define SHADER_NAME well-markers-vertex-shader\nprecision highp float;\n\nin vec3 positions;\nin vec3 instancePositions;\nin float instanceSizes;\nin float instanceAzimuths;\nin float instanceInclinations;\nin vec4 instanceColors;\nin vec4 instanceOutlineColors;\nin vec3 instancePickingColors;\n\nout vec4 color;\n\nvoid main(void) {\n vec3 position = instancePositions;\n position.z *= (wellMarkers.ZIncreasingDownwards? -1.0 : 1.0);\n\n geometry.worldPosition = position;\n geometry.pickingColor = instancePickingColors;\n\n color = wellMarkers.useOutlineColor ? instanceOutlineColors : instanceColors;\n\n float sizeInPixels = project_size_to_pixel(instanceSizes, wellMarkers.sizeUnits);\n float projectedSize = project_pixel_size(sizeInPixels);\n\n float sinA = sin (PI / 180.0 * instanceAzimuths);\n float cosA = cos (PI / 180.0 * instanceAzimuths);\n\n float sinI = sin (PI / 180.0 * instanceInclinations);\n float cosI = cos (PI / 180.0 * instanceInclinations);\n\n mat3 azimuthMatrix = mat3(vec3(cosA, sinA, 0.0), vec3(-sinA, cosA, 0.0), vec3(0.0, 0.0, 1.0));\n mat3 inclMatrix = mat3(vec3(1.0, 0.0, 0.0), vec3(0.0, cosI, sinI), vec3(0.0, -sinI, cosI));\n mat3 sizeMatrix = mat3(vec3(projectedSize, 0.0, 0.0), vec3(0.0, projectedSize, 0.0), vec3(0.0, 0.0, 1.0));\n vec3 rotatedPos = azimuthMatrix * inclMatrix * sizeMatrix *positions;\n\n vec4 position_commonspace = vec4(project_position(rotatedPos + position), 0.0);\n gl_Position = project_common_position_to_clipspace(position_commonspace);\n\n vec4 dummyColor = vec4(0.0);\n\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n DECKGL_FILTER_COLOR(dummyColor, geometry);\n}\n";
@@ -1 +0,0 @@
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- {"version":3,"file":"vertex.glsl.js","sourceRoot":"","sources":["../../../src/layers/well_markers/vertex.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,CAAC,MAAM,QAAQ,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8CvB,CAAC"}
@@ -1,14 +0,0 @@
1
- export default function fitBounds({ width, height, bounds, minExtent, maxZoom, padding, offset, }: {
2
- width: any;
3
- height: any;
4
- bounds: any;
5
- minExtent?: number | undefined;
6
- maxZoom?: number | undefined;
7
- padding?: number | undefined;
8
- offset?: number[] | undefined;
9
- }): {
10
- x: number;
11
- y: number;
12
- zoom: number;
13
- };
14
- export const log2: (x: number) => number;
@@ -1 +0,0 @@
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