@webviz/subsurface-viewer 1.11.3 → 1.11.4
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/components/Map.js +179 -157
- package/dist/components/Map.js.map +1 -1
- package/dist/layers/axes/box.fs.glsl.d.ts +2 -0
- package/dist/layers/axes/{axes-fragment.glsl.js → box.fs.glsl.js} +2 -3
- package/dist/layers/axes/box.fs.glsl.js.map +1 -0
- package/dist/layers/axes/box.vs.glsl.d.ts +2 -0
- package/dist/layers/axes/{grid-vertex.glsl.js → box.vs.glsl.js} +2 -3
- package/dist/layers/axes/box.vs.glsl.js.map +1 -0
- package/dist/layers/axes/boxLayer.js +3 -3
- package/dist/layers/axes/boxLayer.js.map +1 -1
- package/dist/layers/axes2d/axes2DLayer.js +46 -20
- package/dist/layers/axes2d/axes2DLayer.js.map +1 -1
- package/dist/layers/axes2d/{label-fragment.glsl.js → label.fs.glsl.js} +1 -1
- package/dist/layers/axes2d/label.fs.glsl.js.map +1 -0
- package/dist/layers/axes2d/{label-vertex.glsl.js → label.vs.glsl.js} +1 -1
- package/dist/layers/axes2d/label.vs.glsl.js.map +1 -0
- package/dist/layers/axes2d/{line-fragment.glsl.js → line.fs.glsl.js} +1 -1
- package/dist/layers/axes2d/line.fs.glsl.js.map +1 -0
- package/dist/layers/axes2d/{line-vertex.glsl.js → line.vs.glsl.js} +1 -1
- package/dist/layers/axes2d/line.vs.glsl.js.map +1 -0
- package/dist/layers/colormap/colormap.fs.glsl.d.ts +2 -2
- package/dist/layers/colormap/colormap.fs.glsl.js +1 -2
- package/dist/layers/colormap/colormap.fs.glsl.js.map +1 -1
- package/dist/layers/grid3d/cellProperty.fs.glsl.d.ts +2 -2
- package/dist/layers/grid3d/cellProperty.fs.glsl.js +1 -2
- package/dist/layers/grid3d/cellProperty.fs.glsl.js.map +1 -1
- package/dist/layers/grid3d/cellProperty.vs.glsl.d.ts +2 -2
- package/dist/layers/grid3d/cellProperty.vs.glsl.js +1 -2
- package/dist/layers/grid3d/cellProperty.vs.glsl.js.map +1 -1
- package/dist/layers/grid3d/line.fs.glsl.d.ts +2 -0
- package/dist/layers/grid3d/{fragment_lines.glsl.js → line.fs.glsl.js} +2 -3
- package/dist/layers/grid3d/line.fs.glsl.js.map +1 -0
- package/dist/layers/grid3d/{vertex_lines.glsl.js → line.vs.glsl.js} +1 -1
- package/dist/layers/grid3d/line.vs.glsl.js.map +1 -0
- package/dist/layers/grid3d/nodeProperty.fs.glsl.d.ts +2 -2
- package/dist/layers/grid3d/nodeProperty.fs.glsl.js +1 -2
- package/dist/layers/grid3d/nodeProperty.fs.glsl.js.map +1 -1
- package/dist/layers/grid3d/nodeProperty.vs.glsl.d.ts +2 -2
- package/dist/layers/grid3d/nodeProperty.vs.glsl.js +1 -2
- package/dist/layers/grid3d/nodeProperty.vs.glsl.js.map +1 -1
- package/dist/layers/grid3d/privateGrid3dLayer.js +2 -2
- package/dist/layers/grid3d/privateGrid3dLayer.js.map +1 -1
- package/dist/layers/hillshading2d/hillshading2d.fs.glsl.d.ts +2 -2
- package/dist/layers/hillshading2d/hillshading2d.fs.glsl.js +1 -2
- package/dist/layers/hillshading2d/hillshading2d.fs.glsl.js.map +1 -1
- package/dist/layers/map/line.fs.glsl.d.ts +2 -0
- package/dist/layers/map/{fragment_lines.glsl.js → line.fs.glsl.js} +2 -3
- package/dist/layers/map/line.fs.glsl.js.map +1 -0
- package/dist/layers/map/{vertex_lines.glsl.js → line.vs.glsl.js} +1 -1
- package/dist/layers/map/line.vs.glsl.js.map +1 -0
- package/dist/layers/map/map.fs.glsl.d.ts +2 -0
- package/dist/layers/map/{fragment.glsl.js → map.fs.glsl.js} +2 -3
- package/dist/layers/map/map.fs.glsl.js.map +1 -0
- package/dist/layers/map/map.vs.glsl.d.ts +2 -0
- package/dist/layers/map/{vertex.glsl.js → map.vs.glsl.js} +2 -3
- package/dist/layers/map/map.vs.glsl.js.map +1 -0
- package/dist/layers/map/privateMapLayer.js +4 -4
- package/dist/layers/map/privateMapLayer.js.map +1 -1
- package/dist/layers/northarrow/northArrow3DLayer.js +2 -2
- package/dist/layers/northarrow/northArrow3DLayer.js.map +1 -1
- package/dist/layers/northarrow/{northarrow-fragment.glsl.js → northarrow.fs.glsl.js} +1 -1
- package/dist/layers/northarrow/northarrow.fs.glsl.js.map +1 -0
- package/dist/layers/northarrow/{northarrow-vertex.glsl.js → northarrow.vs.glsl.js} +1 -1
- package/dist/layers/northarrow/northarrow.vs.glsl.js.map +1 -0
- package/dist/layers/piechart/pieChartLayer.js +2 -2
- package/dist/layers/piechart/pieChartLayer.js.map +1 -1
- package/dist/layers/piechart/{fragment.glsl.js → piechart.fs.glsl.js} +1 -1
- package/dist/layers/piechart/piechart.fs.glsl.js.map +1 -0
- package/dist/layers/piechart/{vertex.glsl.js → piechart.vs.glsl.js} +1 -1
- package/dist/layers/piechart/piechart.vs.glsl.js.map +1 -0
- package/dist/layers/points/{vertex.glsl.js → point.vs.glsl.js} +1 -1
- package/dist/layers/points/point.vs.glsl.js.map +1 -0
- package/dist/layers/points/privatePointsLayer.js +1 -1
- package/dist/layers/points/privatePointsLayer.js.map +1 -1
- package/dist/layers/polylines/{path-layer-fragment.glsl.js → polyline.fs.glsl.js} +1 -1
- package/dist/layers/polylines/polyline.fs.glsl.js.map +1 -0
- package/dist/layers/polylines/{path-layer-vertex.glsl.js → polyline.vs.glsl.js} +1 -1
- package/dist/layers/polylines/polyline.vs.glsl.js.map +1 -0
- package/dist/layers/polylines/privatePolylinesLayer.js +2 -2
- package/dist/layers/polylines/privatePolylinesLayer.js.map +1 -1
- package/dist/layers/shader_modules/decoder.fs.glsl.d.ts +2 -2
- package/dist/layers/shader_modules/decoder.fs.glsl.js +1 -2
- package/dist/layers/shader_modules/decoder.fs.glsl.js.map +1 -1
- package/dist/layers/triangle/line.fs.glsl.d.ts +2 -0
- package/dist/layers/triangle/{fragment_lines.glsl.js → line.fs.glsl.js} +2 -3
- package/dist/layers/triangle/line.fs.glsl.js.map +1 -0
- package/dist/layers/triangle/{vertex_lines.glsl.js → line.vs.glsl.js} +1 -1
- package/dist/layers/triangle/line.vs.glsl.js.map +1 -0
- package/dist/layers/triangle/privateTriangleLayer.js +4 -4
- package/dist/layers/triangle/privateTriangleLayer.js.map +1 -1
- package/dist/layers/triangle/triangle.fs.glsl.d.ts +2 -0
- package/dist/layers/triangle/{fragment.fs.glsl.js → triangle.fs.glsl.js} +2 -3
- package/dist/layers/triangle/triangle.fs.glsl.js.map +1 -0
- package/dist/layers/triangle/triangle.vs.glsl.d.ts +2 -0
- package/dist/layers/triangle/{vertex.glsl.js → triangle.vs.glsl.js} +2 -3
- package/dist/layers/triangle/triangle.vs.glsl.js.map +1 -0
- package/dist/layers/well_markers/marker.fs.glsl.d.ts +2 -0
- package/dist/layers/well_markers/{fragment.glsl.js → marker.fs.glsl.js} +2 -2
- package/dist/layers/well_markers/marker.fs.glsl.js.map +1 -0
- package/dist/layers/well_markers/marker.vs.glsl.d.ts +2 -0
- package/dist/layers/well_markers/{vertex.glsl.js → marker.vs.glsl.js} +2 -2
- package/dist/layers/well_markers/marker.vs.glsl.js.map +1 -0
- package/dist/layers/well_markers/wellMarkersLayer.js +2 -2
- package/dist/layers/well_markers/wellMarkersLayer.js.map +1 -1
- package/dist/utils/fitBounds.d.ts +24 -0
- package/dist/utils/{fit-bounds.js → fitBounds.js} +9 -10
- package/dist/utils/fitBounds.js.map +1 -0
- package/dist/viewports/index.js.map +1 -1
- package/dist/views/index.js.map +1 -1
- package/package.json +2 -2
- package/dist/layers/axes/axes-fragment.glsl.d.ts +0 -2
- package/dist/layers/axes/axes-fragment.glsl.js.map +0 -1
- package/dist/layers/axes/grid-vertex.glsl.d.ts +0 -2
- package/dist/layers/axes/grid-vertex.glsl.js.map +0 -1
- package/dist/layers/axes2d/label-fragment.glsl.js.map +0 -1
- package/dist/layers/axes2d/label-vertex.glsl.js.map +0 -1
- package/dist/layers/axes2d/line-fragment.glsl.js.map +0 -1
- package/dist/layers/axes2d/line-vertex.glsl.js.map +0 -1
- package/dist/layers/grid3d/fragment_lines.glsl.d.ts +0 -2
- package/dist/layers/grid3d/fragment_lines.glsl.js.map +0 -1
- package/dist/layers/grid3d/vertex_lines.glsl.js.map +0 -1
- package/dist/layers/map/fragment.glsl.d.ts +0 -2
- package/dist/layers/map/fragment.glsl.js.map +0 -1
- package/dist/layers/map/fragment_lines.glsl.d.ts +0 -2
- package/dist/layers/map/fragment_lines.glsl.js.map +0 -1
- package/dist/layers/map/vertex.glsl.d.ts +0 -2
- package/dist/layers/map/vertex.glsl.js.map +0 -1
- package/dist/layers/map/vertex_lines.glsl.js.map +0 -1
- package/dist/layers/northarrow/northarrow-fragment.glsl.js.map +0 -1
- package/dist/layers/northarrow/northarrow-vertex.glsl.js.map +0 -1
- package/dist/layers/piechart/fragment.glsl.js.map +0 -1
- package/dist/layers/piechart/vertex.glsl.js.map +0 -1
- package/dist/layers/points/vertex.glsl.js.map +0 -1
- package/dist/layers/polylines/path-layer-fragment.glsl.js.map +0 -1
- package/dist/layers/polylines/path-layer-vertex.glsl.js.map +0 -1
- package/dist/layers/triangle/fragment.fs.glsl.d.ts +0 -2
- package/dist/layers/triangle/fragment.fs.glsl.js.map +0 -1
- package/dist/layers/triangle/fragment_lines.glsl.d.ts +0 -2
- package/dist/layers/triangle/fragment_lines.glsl.js.map +0 -1
- package/dist/layers/triangle/vertex.glsl.d.ts +0 -2
- package/dist/layers/triangle/vertex.glsl.js.map +0 -1
- package/dist/layers/triangle/vertex_lines.glsl.js.map +0 -1
- package/dist/layers/well_markers/fragment.glsl.d.ts +0 -1
- package/dist/layers/well_markers/fragment.glsl.js.map +0 -1
- package/dist/layers/well_markers/vertex.glsl.d.ts +0 -1
- package/dist/layers/well_markers/vertex.glsl.js.map +0 -1
- package/dist/utils/fit-bounds.d.ts +0 -14
- package/dist/utils/fit-bounds.js.map +0 -1
- /package/dist/layers/axes2d/{label-fragment.glsl.d.ts → label.fs.glsl.d.ts} +0 -0
- /package/dist/layers/axes2d/{label-vertex.glsl.d.ts → label.vs.glsl.d.ts} +0 -0
- /package/dist/layers/axes2d/{line-fragment.glsl.d.ts → line.fs.glsl.d.ts} +0 -0
- /package/dist/layers/axes2d/{line-vertex.glsl.d.ts → line.vs.glsl.d.ts} +0 -0
- /package/dist/layers/grid3d/{vertex_lines.glsl.d.ts → line.vs.glsl.d.ts} +0 -0
- /package/dist/layers/map/{vertex_lines.glsl.d.ts → line.vs.glsl.d.ts} +0 -0
- /package/dist/layers/northarrow/{northarrow-fragment.glsl.d.ts → northarrow.fs.glsl.d.ts} +0 -0
- /package/dist/layers/northarrow/{northarrow-vertex.glsl.d.ts → northarrow.vs.glsl.d.ts} +0 -0
- /package/dist/layers/piechart/{fragment.glsl.d.ts → piechart.fs.glsl.d.ts} +0 -0
- /package/dist/layers/piechart/{vertex.glsl.d.ts → piechart.vs.glsl.d.ts} +0 -0
- /package/dist/layers/points/{vertex.glsl.d.ts → point.vs.glsl.d.ts} +0 -0
- /package/dist/layers/polylines/{path-layer-fragment.glsl.d.ts → polyline.fs.glsl.d.ts} +0 -0
- /package/dist/layers/polylines/{path-layer-vertex.glsl.d.ts → polyline.vs.glsl.d.ts} +0 -0
- /package/dist/layers/triangle/{vertex_lines.glsl.d.ts → line.vs.glsl.d.ts} +0 -0
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export default `\
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#version 300 es
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#define SHADER_NAME triangle-vertex-shader
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{"version":3,"file":"triangle.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/triangle/triangle.vs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Cd,CAAC"}
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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";
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export default _default;
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export default `#version 300 es
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`;
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//# sourceMappingURL=marker.fs.glsl.js.map
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{"version":3,"file":"marker.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/well_markers/marker.fs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;CAad,CAAC"}
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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";
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export default `#version 300 es
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#define SHADER_NAME well-markers-vertex-shader
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//# sourceMappingURL=marker.vs.glsl.js.map
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{"version":3,"file":"marker.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/well_markers/marker.vs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Cd,CAAC"}
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import { createPropertyData } from "../utils/layerTools";
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import vsShader from "./marker.vs.glsl";
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{"version":3,"file":"wellMarkersLayer.js","sourceRoot":"","sources":["../../../src/layers/well_markers/wellMarkersLayer.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,QAAQ,EAAE,KAAK,EAAE,MAAM,iBAAiB,CAAC;AAWlD,OAAO,EAAE,KAAK,EAAE,OAAO,EAAE,OAAO,EAAE,IAAI,EAAE,MAAM,eAAe,CAAC;AAS9D,OAAO,EAAE,kBAAkB,EAAE,MAAM,qBAAqB,CAAC;AACzD,OAAO,EAAE,SAAS,EAAE,MAAM,mBAAmB,CAAC;AAE9C,OAAO,
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@@ -0,0 +1,24 @@
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1
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+
export declare const log2: (x: number) => number;
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2
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+
type Bounds = [number, number, number, number];
|
3
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+
type Padding = {
|
4
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+
top: number;
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5
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+
bottom: number;
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6
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+
left: number;
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7
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+
right: number;
|
8
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+
};
|
9
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+
export declare function fitBounds({ width, height, bounds, minExtent, // 0.01 would be about 1000 meters (degree is ~110KM)
|
10
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+
maxZoom, // ~x4,000,000 => About 10 meter extents
|
11
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+
padding, offset, }: {
|
12
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+
width: number;
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13
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+
height: number;
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14
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+
bounds: Bounds;
|
15
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+
minExtent?: number;
|
16
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+
maxZoom?: number;
|
17
|
+
padding?: number | Padding;
|
18
|
+
offset?: [number, number];
|
19
|
+
}): {
|
20
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+
x: number;
|
21
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+
y: number;
|
22
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+
zoom: number;
|
23
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+
};
|
24
|
+
export {};
|
@@ -6,11 +6,12 @@ function ieLog2(x) {
|
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6
6
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}
|
7
7
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// Handle missing log2 in IE 11
|
8
8
|
export const log2 = Math.log2 || ieLog2;
|
9
|
-
export
|
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 (
|
13
|
+
if (typeof padding === "number") {
|
14
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+
// 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
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right: p,
|
20
21
|
};
|
21
22
|
}
|
22
|
-
|
23
|
-
|
24
|
-
|
25
|
-
|
26
|
-
|
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=
|
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.
|
1
|
+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/viewports/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,IAAI,oBAAoB,EAAE,MAAM,wBAAwB,CAAC"}
|
package/dist/views/index.js.map
CHANGED
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/views/index.
|
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
|
+
"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.
|
86
|
+
"node": "20.18.3"
|
87
87
|
}
|
88
88
|
}
|
@@ -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";
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export default vsShader;
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1
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{"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"}
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1
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{"version":3,"file":"vertex_lines.glsl.js","sourceRoot":"","sources":["../../../src/layers/triangle/vertex_lines.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;CAiBd,CAAC"}
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@@ -1 +0,0 @@
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1
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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";
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1
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{"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"}
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1
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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";
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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"}
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1
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export default function fitBounds({ width, height, bounds, minExtent, maxZoom, padding, offset, }: {
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width: any;
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height: any;
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bounds: any;
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minExtent?: number | undefined;
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maxZoom?: number | undefined;
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padding?: number | undefined;
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offset?: number[] | undefined;
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}): {
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x: number;
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y: number;
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zoom: number;
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};
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export const log2: (x: number) => number;
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1
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-
{"version":3,"file":"fit-bounds.js","sourceRoot":"","sources":["../../src/utils/fit-bounds.js"],"names":[],"mappings":"AAAA,mDAAmD;AACnD,oEAAoE;AACpE,sCAAsC;AAEtC,SAAS,MAAM,CAAC,CAAC;IACb,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;AAExC,MAAM,CAAC,OAAO,UAAU,SAAS,CAAC,EAC9B,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,GAClB;IACG,IAAI,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,EAAE,CAAC;QAC3B,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;SAAM,CAAC;QACJ,gDAAgD;QAChD,OAAO,CAAC,MAAM,CACV,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,GAAG,CAAC;YACxB,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,MAAM,CAAC;YAC/B,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,IAAI,CAAC;YAC7B,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,KAAK,CAAC,CACrC,CAAC;IACN,CAAC;IAED,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"}
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