minerva-design 1.2.0 → 1.4.0

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.
Files changed (1226) hide show
  1. package/CHANGELOG.md +16 -0
  2. package/README.md +21 -21
  3. package/custom-elements.json +13630 -4757
  4. package/dist/angular/fesm2022/minerva-angular.mjs +6872 -172
  5. package/dist/angular/fesm2022/minerva-angular.mjs.map +1 -1
  6. package/dist/angular/types/minerva-angular.d.ts +2240 -0
  7. package/dist/charts/canvas.d.cts +10 -2
  8. package/dist/charts/canvas.d.ts +10 -2
  9. package/dist/charts/core.cjs +1 -1
  10. package/dist/charts/core.d.cts +9 -3
  11. package/dist/charts/core.d.ts +9 -3
  12. package/dist/charts/core.js +19 -6
  13. package/dist/charts/engine/axis.cjs +1 -1
  14. package/dist/charts/engine/axis.cjs.map +1 -1
  15. package/dist/charts/engine/axis.js +6 -6
  16. package/dist/charts/engine/axis.js.map +1 -1
  17. package/dist/charts/engine/canvas.cjs +1 -1
  18. package/dist/charts/engine/canvas.cjs.map +1 -1
  19. package/dist/charts/engine/canvas.d.cts +11 -1
  20. package/dist/charts/engine/canvas.d.ts +11 -1
  21. package/dist/charts/engine/canvas.js +161 -99
  22. package/dist/charts/engine/canvas.js.map +1 -1
  23. package/dist/charts/engine/chart.cjs +1 -2
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  26. package/dist/charts/engine/chart.d.ts +1 -1
  27. package/dist/charts/engine/chart.js +390 -349
  28. package/dist/charts/engine/chart.js.map +1 -1
  29. package/dist/charts/engine/color.cjs +1 -1
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  31. package/dist/charts/engine/color.d.cts +17 -0
  32. package/dist/charts/engine/color.d.ts +17 -0
  33. package/dist/charts/engine/color.js +27 -3
  34. package/dist/charts/engine/color.js.map +1 -1
  35. package/dist/charts/engine/controller.cjs +2 -2
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  39. package/dist/charts/engine/controller.js +404 -280
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  41. package/dist/charts/engine/curve.cjs +2 -0
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  53. package/dist/charts/engine/dom.cjs +1 -1
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  59. package/dist/charts/engine/format.cjs +1 -1
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  65. package/dist/charts/engine/items.cjs +1 -1
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  75. package/dist/charts/engine/layout.cjs +1 -1
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  81. package/dist/charts/engine/locale.cjs +2 -0
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  87. package/dist/charts/engine/model.cjs +1 -1
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  93. package/dist/charts/engine/orderbook/book.cjs +2 -0
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  109. package/dist/charts/engine/orderbook/format.js +65 -0
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  111. package/dist/charts/engine/orderbook/heatmap.cjs +2 -0
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  117. package/dist/charts/engine/orderbook/host.cjs +2 -0
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  121. package/dist/charts/engine/orderbook/host.js +161 -0
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  123. package/dist/charts/engine/orderbook/index.cjs +1 -0
  124. package/dist/charts/engine/orderbook/index.d.cts +6 -0
  125. package/dist/charts/engine/orderbook/index.d.ts +6 -0
  126. package/dist/charts/engine/orderbook/index.js +6 -0
  127. package/dist/charts/engine/orderbook/ladder.cjs +2 -0
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  129. package/dist/charts/engine/orderbook/ladder.d.cts +6 -0
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  131. package/dist/charts/engine/orderbook/ladder.js +341 -0
  132. package/dist/charts/engine/orderbook/ladder.js.map +1 -0
  133. package/dist/charts/engine/orderbook/tape.cjs +2 -0
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  135. package/dist/charts/engine/orderbook/tape.d.cts +6 -0
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  137. package/dist/charts/engine/orderbook/tape.js +450 -0
  138. package/dist/charts/engine/orderbook/tape.js.map +1 -0
  139. package/dist/charts/engine/orderbook/types.d.cts +735 -0
  140. package/dist/charts/engine/orderbook/types.d.ts +735 -0
  141. package/dist/charts/engine/overlay.cjs +1 -1
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  145. package/dist/charts/engine/overlay.js +138 -102
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  151. package/dist/charts/engine/presets.js +463 -38
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  153. package/dist/charts/engine/renderers/canvas2d.cjs +1 -1
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  155. package/dist/charts/engine/renderers/canvas2d.js +149 -111
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  157. package/dist/charts/engine/renderers/detect.cjs +1 -1
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  171. package/dist/charts/engine/renderers/shaders.cjs +180 -20
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  175. package/dist/charts/engine/renderers/shaders.js +176 -20
  176. package/dist/charts/engine/renderers/shaders.js.map +1 -1
  177. package/dist/charts/engine/renderers/types.cjs.map +1 -1
  178. package/dist/charts/engine/renderers/types.d.cts +11 -4
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  180. package/dist/charts/engine/renderers/types.js.map +1 -1
  181. package/dist/charts/engine/renderers/webgl.cjs +2 -0
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  207. package/dist/charts/engine/shapes/bullet.cjs +2 -0
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+ import { RenderFrame, RenderItem } from './types.js';
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+ export type GlContext = WebGLRenderingContext | WebGL2RenderingContext;
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+ export interface GlProgram {
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+ program: WebGLProgram;
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+ xform: WebGLUniformLocation | null;
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+ viewport: WebGLUniformLocation | null;
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+ color: WebGLUniformLocation | null;
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+ params: WebGLUniformLocation | null;
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+ }
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+ /** Context attributes of the data layer (premultiplied, no MSAA: the shaders anti-alias) */
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+ export declare const glContextAttributes: (requireHardware: boolean) => WebGLContextAttributes;
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+ /** Compiles and links a program; `attributes[i]` is bound to location `i` */
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+ export declare const compileProgram: (gl: GlContext, source: {
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+ vertex: string;
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+ fragment: string;
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+ }, attributes: readonly string[]) => GlProgram | null;
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+ export declare const SOFTWARE_RENDERER: RegExp;
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+ /** Software rasterizer (SwiftShader, llvmpipe, ...) behind the WebGL context */
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+ export declare const isSoftwareRenderer: (gl: GlContext) => boolean;
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+ /** `u_params` of an item (see the uniform layout in shaders.ts) */
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+ export declare const itemParams: (item: RenderItem, frame: RenderFrame) => [number, number, number, number];
@@ -0,0 +1,56 @@
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+ //#region src/engine/renderers/gl.ts
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+ var e = (e) => ({
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+ alpha: !0,
4
+ premultipliedAlpha: !0,
5
+ antialias: !1,
6
+ depth: !1,
7
+ stencil: !1,
8
+ preserveDrawingBuffer: !1,
9
+ failIfMajorPerformanceCaveat: e
10
+ }), t = (e, t, n) => {
11
+ let r = (t, n) => {
12
+ let r = e.createShader(t);
13
+ return r ? (e.shaderSource(r, n), e.compileShader(r), e.getShaderParameter(r, e.COMPILE_STATUS) ? r : (e.deleteShader(r), null)) : null;
14
+ }, i = r(e.VERTEX_SHADER, t.vertex), a = r(e.FRAGMENT_SHADER, t.fragment), o = e.createProgram();
15
+ return !i || !a || !o ? null : (e.attachShader(o, i), e.attachShader(o, a), n.forEach((t, n) => e.bindAttribLocation(o, n, t)), e.linkProgram(o), e.deleteShader(i), e.deleteShader(a), e.getProgramParameter(o, e.LINK_STATUS) ? {
16
+ program: o,
17
+ xform: e.getUniformLocation(o, "u_xform"),
18
+ viewport: e.getUniformLocation(o, "u_viewport"),
19
+ color: e.getUniformLocation(o, "u_color"),
20
+ params: e.getUniformLocation(o, "u_params")
21
+ } : (e.deleteProgram(o), null));
22
+ }, n = /swiftshader|llvmpipe|softpipe|software|basic render driver|microsoft basic/i, r = (e) => {
23
+ let t = e.getExtension("WEBGL_debug_renderer_info"), r = t ? e.getParameter(t.UNMASKED_RENDERER_WEBGL) : e.getParameter(e.RENDERER);
24
+ return n.test(String(r ?? ""));
25
+ }, i = (e, t) => {
26
+ switch (e.kind) {
27
+ case "line": return [
28
+ e.width * t.dpr / 2,
29
+ 0,
30
+ 0,
31
+ 0
32
+ ];
33
+ case "area": return [
34
+ 0,
35
+ e.opacity,
36
+ 0,
37
+ 0
38
+ ];
39
+ case "bar": return [
40
+ e.halfWidth,
41
+ e.radius,
42
+ e.inset,
43
+ e.minHalf
44
+ ];
45
+ default: return [
46
+ e.opacity,
47
+ e.stroke,
48
+ 0,
49
+ 0
50
+ ];
51
+ }
52
+ };
53
+ //#endregion
54
+ export { n as SOFTWARE_RENDERER, t as compileProgram, e as glContextAttributes, r as isSoftwareRenderer, i as itemParams };
55
+
56
+ //# sourceMappingURL=gl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"gl.js","names":["glContextAttributes","requireHardware","compileProgram","shader","s","gl","type","code","vs","source","fs","program","attributes","i","name","SOFTWARE_RENDERER","isSoftwareRenderer","info","itemParams","item","frame"],"sources":["../../../../../charts/src/engine/renderers/gl.ts"],"sourcesContent":["// Helpers shared by the WebGL2 and WebGL (1) backends.\n\nimport type { RenderFrame, RenderItem } from \"./types\";\n\nexport type GlContext = WebGLRenderingContext | WebGL2RenderingContext;\n\nexport interface GlProgram {\n program: WebGLProgram;\n xform: WebGLUniformLocation | null;\n viewport: WebGLUniformLocation | null;\n color: WebGLUniformLocation | null;\n params: WebGLUniformLocation | null;\n}\n\n/** Context attributes of the data layer (premultiplied, no MSAA: the shaders anti-alias) */\nexport const glContextAttributes = (\n requireHardware: boolean,\n): WebGLContextAttributes => ({\n alpha: true,\n premultipliedAlpha: true,\n antialias: false,\n depth: false,\n stencil: false,\n preserveDrawingBuffer: false,\n failIfMajorPerformanceCaveat: requireHardware,\n});\n\n/** Compiles and links a program; `attributes[i]` is bound to location `i` */\nexport const compileProgram = (\n gl: GlContext,\n source: { vertex: string; fragment: string },\n attributes: readonly string[],\n): GlProgram | null => {\n const shader = (type: number, code: string) => {\n const s = gl.createShader(type);\n if (!s) return null;\n gl.shaderSource(s, code);\n gl.compileShader(s);\n if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) {\n gl.deleteShader(s);\n return null;\n }\n return s;\n };\n const vs = shader(gl.VERTEX_SHADER, source.vertex);\n const fs = shader(gl.FRAGMENT_SHADER, source.fragment);\n const program = gl.createProgram();\n if (!vs || !fs || !program) return null;\n gl.attachShader(program, vs);\n gl.attachShader(program, fs);\n attributes.forEach((name, i) => gl.bindAttribLocation(program, i, name));\n gl.linkProgram(program);\n gl.deleteShader(vs);\n gl.deleteShader(fs);\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n gl.deleteProgram(program);\n return null;\n }\n return {\n program,\n xform: gl.getUniformLocation(program, \"u_xform\"),\n viewport: gl.getUniformLocation(program, \"u_viewport\"),\n color: gl.getUniformLocation(program, \"u_color\"),\n params: gl.getUniformLocation(program, \"u_params\"),\n };\n};\n\nexport const SOFTWARE_RENDERER =\n /swiftshader|llvmpipe|softpipe|software|basic render driver|microsoft basic/i;\n\n/** Software rasterizer (SwiftShader, llvmpipe, ...) behind the WebGL context */\nexport const isSoftwareRenderer = (gl: GlContext): boolean => {\n const info = gl.getExtension(\"WEBGL_debug_renderer_info\");\n const name = info\n ? gl.getParameter(info.UNMASKED_RENDERER_WEBGL)\n : gl.getParameter(gl.RENDERER);\n return SOFTWARE_RENDERER.test(String(name ?? \"\"));\n};\n\n/** `u_params` of an item (see the uniform layout in shaders.ts) */\nexport const itemParams = (\n item: RenderItem,\n frame: RenderFrame,\n): [number, number, number, number] => {\n switch (item.kind) {\n case \"line\":\n return [(item.width * frame.dpr) / 2, 0, 0, 0];\n case \"area\":\n return [0, item.opacity, 0, 0];\n case \"bar\":\n return [item.halfWidth, item.radius, item.inset, item.minHalf];\n default:\n return [item.opacity, item.stroke, 0, 0];\n }\n};\n"],"mappings":";AAeA,IAAaA,KACX,OAC4B;CAC5B,OAAO;CACP,oBAAoB;CACpB,WAAW;CACX,OAAO;CACP,SAAS;CACT,uBAAuB;CACvB,8BAA8BC;AAChC,IAGaC,KACX,GACA,GACA,MACqB;CACrB,IAAMC,KAAU,GAAc,MAAiB;EAC7C,IAAMC,IAAIC,EAAG,aAAaC,CAAI;EAQ9B,OAPKF,KACLC,EAAG,aAAaD,GAAGG,CAAI,GACvBF,EAAG,cAAcD,CAAC,GACbC,EAAG,mBAAmBD,GAAGC,EAAG,cAAc,IAIxCD,KAHLC,EAAG,aAAaD,CAAC,GACV,SALM;CAQjB,GACMI,IAAKL,EAAOE,EAAG,eAAeI,EAAO,MAAM,GAC3CC,IAAKP,EAAOE,EAAG,iBAAiBI,EAAO,QAAQ,GAC/CE,IAAUN,EAAG,cAAc;CAYjC,OAXI,CAACG,KAAM,CAACE,KAAM,CAACC,IAAgB,QACnCN,EAAG,aAAaM,GAASH,CAAE,GAC3BH,EAAG,aAAaM,GAASD,CAAE,GAC3BE,EAAW,SAAS,GAAM,MAAMP,EAAG,mBAAmBM,GAASE,GAAGC,CAAI,CAAC,GACvET,EAAG,YAAYM,CAAO,GACtBN,EAAG,aAAaG,CAAE,GAClBH,EAAG,aAAaK,CAAE,GACbL,EAAG,oBAAoBM,GAASN,EAAG,WAAW,IAI5C;EACL;EACA,OAAOA,EAAG,mBAAmBM,GAAS,SAAS;EAC/C,UAAUN,EAAG,mBAAmBM,GAAS,YAAY;EACrD,OAAON,EAAG,mBAAmBM,GAAS,SAAS;EAC/C,QAAQN,EAAG,mBAAmBM,GAAS,UAAU;CACnD,KATEN,EAAG,cAAcM,CAAO,GACjB;AASX,GAEaI,IACX,+EAGWC,KAAsB,MAA2B;CAC5D,IAAMC,IAAOZ,EAAG,aAAa,2BAA2B,GAClDS,IAAOG,IACTZ,EAAG,aAAaY,EAAK,uBAAuB,IAC5CZ,EAAG,aAAaA,EAAG,QAAQ;CAC/B,OAAOU,EAAkB,KAAK,OAAOD,KAAQ,EAAE,CAAC;AAClD,GAGaI,KACX,GACA,MACqC;CACrC,QAAQC,EAAK,MAAb;EACE,KAAK,QACH,OAAO;GAAEA,EAAK,QAAQC,EAAM,MAAO;GAAG;GAAG;GAAG;EAAC;EAC/C,KAAK,QACH,OAAO;GAAC;GAAGD,EAAK;GAAS;GAAG;EAAC;EAC/B,KAAK,OACH,OAAO;GAACA,EAAK;GAAWA,EAAK;GAAQA,EAAK;GAAOA,EAAK;EAAO;EAC/D,SACE,OAAO;GAACA,EAAK;GAASA,EAAK;GAAQ;GAAG;EAAC;CAC3C;AACF"}
@@ -1,2 +1,2 @@
1
- var e=(e,t,n,r)=>{let i=0,a=n;for(;i<a;){let n=i+a>>>1;e[n*t]<r?i=n+1:a=n}return i},t=e=>{let{xScale:t,xOffset:n}=e.transform,r=(-1-n)/t,i=(1-n)/t;return r<i?[r,i]:[i,r]},n=(n,r)=>{switch(n.kind){case`line`:case`area`:{let i=Math.max(0,n.count-1);if(!n.sorted||i===0)return[0,i];let[a,o]=t(r),s=Math.max(0,e(n.points,2,n.count,a)-1),c=Math.min(n.count-1,e(n.points,2,n.count,o));return[s,Math.max(0,c-s)]}case`bar`:{if(!n.sorted)return[0,n.count];let[i,a]=t(r),o=Math.abs(n.halfWidth),s=e(n.instances,3,n.count,i-o),c=e(n.instances,3,n.count,a+o);return[s,Math.max(0,c-s)]}default:return[0,n.count]}};exports.instanceRange=n,exports.visibleX=t;
1
+ var e=(e,t,n,r)=>{let i=0,a=n;for(;i<a;){let n=i+a>>>1;e[n*t]<r?i=n+1:a=n}return i},t=e=>{let{xScale:t,xOffset:n}=e.transform,r=(-1-n)/t,i=(1-n)/t;return r<i?[r,i]:[i,r]},n=(n,r)=>{switch(n.kind){case`line`:case`area`:{let i=Math.max(0,n.count-1);if(!n.sorted||i===0)return[0,i];let a=n.kind===`area`?3:2,[o,s]=t(r),c=Math.max(0,e(n.points,a,n.count,o)-1),l=Math.min(n.count-1,e(n.points,a,n.count,s));return[c,Math.max(0,l-c)]}case`bar`:{if(!n.sorted)return[0,n.count];let[i,a]=t(r),o=Math.abs(n.halfWidth),s=new Float32Array(n.instances,0,n.count*4),c=e(s,4,n.count,i-o),l=e(s,4,n.count,a+o);return[c,Math.max(0,l-c)]}default:return[0,n.count]}};exports.instanceRange=n,exports.visibleX=t;
2
2
  //# sourceMappingURL=range.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"range.cjs","names":["lowerBound","lo","hi","count","mid","values","stride","value","visibleX","frame","a","xOffset","xScale","b","instanceRange","item","segments","x0","x1","start","end","pad"],"sources":["../../../../../charts/src/engine/renderers/range.ts"],"sourcesContent":["// Instances to draw: sorted series only draw what is inside the view, so\n// zooming into a million points costs what is visible.\n\nimport type { RenderFrame, RenderItem } from \"./types\";\n\nconst lowerBound = (\n values: Float32Array,\n stride: number,\n count: number,\n value: number,\n) => {\n let lo = 0;\n let hi = count;\n while (lo < hi) {\n const mid = (lo + hi) >>> 1;\n if (values[mid * stride] < value) lo = mid + 1;\n else hi = mid;\n }\n return lo;\n};\n\n/** Visible relative x range of a frame */\nexport const visibleX = (frame: RenderFrame): [number, number] => {\n const { xScale, xOffset } = frame.transform;\n const a = (-1 - xOffset) / xScale;\n const b = (1 - xOffset) / xScale;\n return a < b ? [a, b] : [b, a];\n};\n\n/** First instance and instance count to draw */\nexport const instanceRange = (\n item: RenderItem,\n frame: RenderFrame,\n): [number, number] => {\n switch (item.kind) {\n case \"line\":\n case \"area\": {\n const segments = Math.max(0, item.count - 1);\n if (!item.sorted || segments === 0) return [0, segments];\n const [x0, x1] = visibleX(frame);\n const start = Math.max(0, lowerBound(item.points, 2, item.count, x0) - 1);\n const end = Math.min(\n item.count - 1,\n lowerBound(item.points, 2, item.count, x1),\n );\n return [start, Math.max(0, end - start)];\n }\n case \"bar\": {\n if (!item.sorted) return [0, item.count];\n const [x0, x1] = visibleX(frame);\n const pad = Math.abs(item.halfWidth);\n const start = lowerBound(item.instances, 3, item.count, x0 - pad);\n const end = lowerBound(item.instances, 3, item.count, x1 + pad);\n return [start, Math.max(0, end - start)];\n }\n default:\n return [0, item.count];\n }\n};\n"],"mappings":"AAKA,IAAMA,GACJ,EACA,EACA,EACA,IACG,CACH,IAAIC,EAAK,EACLC,EAAKC,EACT,KAAOF,EAAKC,GAAI,CACd,IAAME,EAAOH,EAAKC,IAAQ,EACtBG,EAAOD,EAAME,GAAUC,EAAO,EAAKH,EAAM,EACxC,EAAKA,CACZ,CACA,OAAOH,CACT,EAGaO,EAAY,GAAyC,CAChE,GAAM,CAAE,SAAQ,WAAYC,EAAM,UAC5BC,GAAK,GAAKC,GAAWC,EACrBC,GAAK,EAAIF,GAAWC,EAC1B,OAAOF,EAAIG,EAAI,CAACH,EAAGG,CAAC,EAAI,CAACA,EAAGH,CAAC,CAC/B,EAGaI,GACX,EACA,IACqB,CACrB,OAAQC,EAAK,KAAb,CACE,IAAK,OACL,IAAK,OAAQ,CACX,IAAMC,EAAW,KAAK,IAAI,EAAGD,EAAK,MAAQ,CAAC,EAC3C,GAAI,CAACA,EAAK,QAAUC,IAAa,EAAG,MAAO,CAAC,EAAGA,CAAQ,EACvD,GAAM,CAACC,EAAIC,GAAMV,EAASC,CAAK,EACzBU,EAAQ,KAAK,IAAI,EAAGnB,EAAWe,EAAK,OAAQ,EAAGA,EAAK,MAAOE,CAAE,EAAI,CAAC,EAClEG,EAAM,KAAK,IACfL,EAAK,MAAQ,EACbf,EAAWe,EAAK,OAAQ,EAAGA,EAAK,MAAOG,CAAE,CAC3C,EACA,MAAO,CAACC,EAAO,KAAK,IAAI,EAAGC,EAAMD,CAAK,CAAC,CACzC,CACA,IAAK,MAAO,CACV,GAAI,CAACJ,EAAK,OAAQ,MAAO,CAAC,EAAGA,EAAK,KAAK,EACvC,GAAM,CAACE,EAAIC,GAAMV,EAASC,CAAK,EACzBY,EAAM,KAAK,IAAIN,EAAK,SAAS,EAC7BI,EAAQnB,EAAWe,EAAK,UAAW,EAAGA,EAAK,MAAOE,EAAKI,CAAG,EAC1DD,EAAMpB,EAAWe,EAAK,UAAW,EAAGA,EAAK,MAAOG,EAAKG,CAAG,EAC9D,MAAO,CAACF,EAAO,KAAK,IAAI,EAAGC,EAAMD,CAAK,CAAC,CACzC,CACA,QACE,MAAO,CAAC,EAAGJ,EAAK,KAAK,CACzB,CACF"}
1
+ {"version":3,"file":"range.cjs","names":["lowerBound","lo","hi","count","mid","values","stride","value","visibleX","frame","a","xOffset","xScale","b","instanceRange","item","segments","x0","x1","start","end","pad","f"],"sources":["../../../../../charts/src/engine/renderers/range.ts"],"sourcesContent":["// Instances to draw: sorted series only draw what is inside the view, so\n// zooming into a million points costs what is visible.\n\nimport { AREA_STRIDE, type RenderFrame, type RenderItem } from \"./types\";\n\nconst lowerBound = (\n values: Float32Array,\n stride: number,\n count: number,\n value: number,\n) => {\n let lo = 0;\n let hi = count;\n while (lo < hi) {\n const mid = (lo + hi) >>> 1;\n if (values[mid * stride] < value) lo = mid + 1;\n else hi = mid;\n }\n return lo;\n};\n\n/** Visible relative x range of a frame */\nexport const visibleX = (frame: RenderFrame): [number, number] => {\n const { xScale, xOffset } = frame.transform;\n const a = (-1 - xOffset) / xScale;\n const b = (1 - xOffset) / xScale;\n return a < b ? [a, b] : [b, a];\n};\n\n/** First instance and instance count to draw */\nexport const instanceRange = (\n item: RenderItem,\n frame: RenderFrame,\n): [number, number] => {\n switch (item.kind) {\n case \"line\":\n case \"area\": {\n const segments = Math.max(0, item.count - 1);\n if (!item.sorted || segments === 0) return [0, segments];\n const stride = item.kind === \"area\" ? AREA_STRIDE : 2;\n const [x0, x1] = visibleX(frame);\n const start = Math.max(\n 0,\n lowerBound(item.points, stride, item.count, x0) - 1,\n );\n const end = Math.min(\n item.count - 1,\n lowerBound(item.points, stride, item.count, x1),\n );\n return [start, Math.max(0, end - start)];\n }\n case \"bar\": {\n if (!item.sorted) return [0, item.count];\n const [x0, x1] = visibleX(frame);\n const pad = Math.abs(item.halfWidth);\n const f = new Float32Array(item.instances, 0, item.count * 4);\n const start = lowerBound(f, 4, item.count, x0 - pad);\n const end = lowerBound(f, 4, item.count, x1 + pad);\n return [start, Math.max(0, end - start)];\n }\n default:\n return [0, item.count];\n }\n};\n"],"mappings":"AAKA,IAAMA,GACJ,EACA,EACA,EACA,IACG,CACH,IAAIC,EAAK,EACLC,EAAKC,EACT,KAAOF,EAAKC,GAAI,CACd,IAAME,EAAOH,EAAKC,IAAQ,EACtBG,EAAOD,EAAME,GAAUC,EAAO,EAAKH,EAAM,EACxC,EAAKA,CACZ,CACA,OAAOH,CACT,EAGaO,EAAY,GAAyC,CAChE,GAAM,CAAE,SAAQ,WAAYC,EAAM,UAC5BC,GAAK,GAAKC,GAAWC,EACrBC,GAAK,EAAIF,GAAWC,EAC1B,OAAOF,EAAIG,EAAI,CAACH,EAAGG,CAAC,EAAI,CAACA,EAAGH,CAAC,CAC/B,EAGaI,GACX,EACA,IACqB,CACrB,OAAQC,EAAK,KAAb,CACE,IAAK,OACL,IAAK,OAAQ,CACX,IAAMC,EAAW,KAAK,IAAI,EAAGD,EAAK,MAAQ,CAAC,EAC3C,GAAI,CAACA,EAAK,QAAUC,IAAa,EAAG,MAAO,CAAC,EAAGA,CAAQ,EACvD,IAAMV,EAASS,EAAK,OAAS,OAAA,EAAuB,EAC9C,CAACE,EAAIC,GAAMV,EAASC,CAAK,EACzBU,EAAQ,KAAK,IACjB,EACAnB,EAAWe,EAAK,OAAQT,EAAQS,EAAK,MAAOE,CAAE,EAAI,CACpD,EACMG,EAAM,KAAK,IACfL,EAAK,MAAQ,EACbf,EAAWe,EAAK,OAAQT,EAAQS,EAAK,MAAOG,CAAE,CAChD,EACA,MAAO,CAACC,EAAO,KAAK,IAAI,EAAGC,EAAMD,CAAK,CAAC,CACzC,CACA,IAAK,MAAO,CACV,GAAI,CAACJ,EAAK,OAAQ,MAAO,CAAC,EAAGA,EAAK,KAAK,EACvC,GAAM,CAACE,EAAIC,GAAMV,EAASC,CAAK,EACzBY,EAAM,KAAK,IAAIN,EAAK,SAAS,EAC7BO,EAAI,IAAI,aAAaP,EAAK,UAAW,EAAGA,EAAK,MAAQ,CAAC,EACtDI,EAAQnB,EAAWsB,EAAG,EAAGP,EAAK,MAAOE,EAAKI,CAAG,EAC7CD,EAAMpB,EAAWsB,EAAG,EAAGP,EAAK,MAAOG,EAAKG,CAAG,EACjD,MAAO,CAACF,EAAO,KAAK,IAAI,EAAGC,EAAMD,CAAK,CAAC,CACzC,CACA,QACE,MAAO,CAAC,EAAGJ,EAAK,KAAK,CACzB,CACF"}
@@ -15,13 +15,13 @@ var e = (e, t, n, r) => {
15
15
  case "area": {
16
16
  let i = Math.max(0, n.count - 1);
17
17
  if (!n.sorted || i === 0) return [0, i];
18
- let [a, o] = t(r), s = Math.max(0, e(n.points, 2, n.count, a) - 1), c = Math.min(n.count - 1, e(n.points, 2, n.count, o));
19
- return [s, Math.max(0, c - s)];
18
+ let a = n.kind === "area" ? 3 : 2, [o, s] = t(r), c = Math.max(0, e(n.points, a, n.count, o) - 1), l = Math.min(n.count - 1, e(n.points, a, n.count, s));
19
+ return [c, Math.max(0, l - c)];
20
20
  }
21
21
  case "bar": {
22
22
  if (!n.sorted) return [0, n.count];
23
- let [i, a] = t(r), o = Math.abs(n.halfWidth), s = e(n.instances, 3, n.count, i - o), c = e(n.instances, 3, n.count, a + o);
24
- return [s, Math.max(0, c - s)];
23
+ let [i, a] = t(r), o = Math.abs(n.halfWidth), s = new Float32Array(n.instances, 0, n.count * 4), c = e(s, 4, n.count, i - o), l = e(s, 4, n.count, a + o);
24
+ return [c, Math.max(0, l - c)];
25
25
  }
26
26
  default: return [0, n.count];
27
27
  }
@@ -1 +1 @@
1
- {"version":3,"file":"range.js","names":["lowerBound","lo","hi","count","mid","values","stride","value","visibleX","frame","a","xOffset","xScale","b","instanceRange","item","segments","x0","x1","start","end","pad"],"sources":["../../../../../charts/src/engine/renderers/range.ts"],"sourcesContent":["// Instances to draw: sorted series only draw what is inside the view, so\n// zooming into a million points costs what is visible.\n\nimport type { RenderFrame, RenderItem } from \"./types\";\n\nconst lowerBound = (\n values: Float32Array,\n stride: number,\n count: number,\n value: number,\n) => {\n let lo = 0;\n let hi = count;\n while (lo < hi) {\n const mid = (lo + hi) >>> 1;\n if (values[mid * stride] < value) lo = mid + 1;\n else hi = mid;\n }\n return lo;\n};\n\n/** Visible relative x range of a frame */\nexport const visibleX = (frame: RenderFrame): [number, number] => {\n const { xScale, xOffset } = frame.transform;\n const a = (-1 - xOffset) / xScale;\n const b = (1 - xOffset) / xScale;\n return a < b ? [a, b] : [b, a];\n};\n\n/** First instance and instance count to draw */\nexport const instanceRange = (\n item: RenderItem,\n frame: RenderFrame,\n): [number, number] => {\n switch (item.kind) {\n case \"line\":\n case \"area\": {\n const segments = Math.max(0, item.count - 1);\n if (!item.sorted || segments === 0) return [0, segments];\n const [x0, x1] = visibleX(frame);\n const start = Math.max(0, lowerBound(item.points, 2, item.count, x0) - 1);\n const end = Math.min(\n item.count - 1,\n lowerBound(item.points, 2, item.count, x1),\n );\n return [start, Math.max(0, end - start)];\n }\n case \"bar\": {\n if (!item.sorted) return [0, item.count];\n const [x0, x1] = visibleX(frame);\n const pad = Math.abs(item.halfWidth);\n const start = lowerBound(item.instances, 3, item.count, x0 - pad);\n const end = lowerBound(item.instances, 3, item.count, x1 + pad);\n return [start, Math.max(0, end - start)];\n }\n default:\n return [0, item.count];\n }\n};\n"],"mappings":";AAKA,IAAMA,KACJ,GACA,GACA,GACA,MACG;CACH,IAAIC,IAAK,GACLC,IAAKC;CACT,OAAOF,IAAKC,IAAI;EACd,IAAME,IAAOH,IAAKC,MAAQ;EAC1B,AAAIG,EAAOD,IAAME,KAAUC,IAAO,IAAKH,IAAM,IACxC,IAAKA;CACZ;CACA,OAAOH;AACT,GAGaO,KAAY,MAAyC;CAChE,IAAM,EAAE,WAAQ,eAAYC,EAAM,WAC5BC,KAAK,KAAKC,KAAWC,GACrBC,KAAK,IAAIF,KAAWC;CAC1B,OAAOF,IAAIG,IAAI,CAACH,GAAGG,CAAC,IAAI,CAACA,GAAGH,CAAC;AAC/B,GAGaI,KACX,GACA,MACqB;CACrB,QAAQC,EAAK,MAAb;EACE,KAAK;EACL,KAAK,QAAQ;GACX,IAAMC,IAAW,KAAK,IAAI,GAAGD,EAAK,QAAQ,CAAC;GAC3C,IAAI,CAACA,EAAK,UAAUC,MAAa,GAAG,OAAO,CAAC,GAAGA,CAAQ;GACvD,IAAM,CAACC,GAAIC,KAAMV,EAASC,CAAK,GACzBU,IAAQ,KAAK,IAAI,GAAGnB,EAAWe,EAAK,QAAQ,GAAGA,EAAK,OAAOE,CAAE,IAAI,CAAC,GAClEG,IAAM,KAAK,IACfL,EAAK,QAAQ,GACbf,EAAWe,EAAK,QAAQ,GAAGA,EAAK,OAAOG,CAAE,CAC3C;GACA,OAAO,CAACC,GAAO,KAAK,IAAI,GAAGC,IAAMD,CAAK,CAAC;EACzC;EACA,KAAK,OAAO;GACV,IAAI,CAACJ,EAAK,QAAQ,OAAO,CAAC,GAAGA,EAAK,KAAK;GACvC,IAAM,CAACE,GAAIC,KAAMV,EAASC,CAAK,GACzBY,IAAM,KAAK,IAAIN,EAAK,SAAS,GAC7BI,IAAQnB,EAAWe,EAAK,WAAW,GAAGA,EAAK,OAAOE,IAAKI,CAAG,GAC1DD,IAAMpB,EAAWe,EAAK,WAAW,GAAGA,EAAK,OAAOG,IAAKG,CAAG;GAC9D,OAAO,CAACF,GAAO,KAAK,IAAI,GAAGC,IAAMD,CAAK,CAAC;EACzC;EACA,SACE,OAAO,CAAC,GAAGJ,EAAK,KAAK;CACzB;AACF"}
1
+ {"version":3,"file":"range.js","names":["lowerBound","lo","hi","count","mid","values","stride","value","visibleX","frame","a","xOffset","xScale","b","instanceRange","item","segments","x0","x1","start","end","pad","f"],"sources":["../../../../../charts/src/engine/renderers/range.ts"],"sourcesContent":["// Instances to draw: sorted series only draw what is inside the view, so\n// zooming into a million points costs what is visible.\n\nimport { AREA_STRIDE, type RenderFrame, type RenderItem } from \"./types\";\n\nconst lowerBound = (\n values: Float32Array,\n stride: number,\n count: number,\n value: number,\n) => {\n let lo = 0;\n let hi = count;\n while (lo < hi) {\n const mid = (lo + hi) >>> 1;\n if (values[mid * stride] < value) lo = mid + 1;\n else hi = mid;\n }\n return lo;\n};\n\n/** Visible relative x range of a frame */\nexport const visibleX = (frame: RenderFrame): [number, number] => {\n const { xScale, xOffset } = frame.transform;\n const a = (-1 - xOffset) / xScale;\n const b = (1 - xOffset) / xScale;\n return a < b ? [a, b] : [b, a];\n};\n\n/** First instance and instance count to draw */\nexport const instanceRange = (\n item: RenderItem,\n frame: RenderFrame,\n): [number, number] => {\n switch (item.kind) {\n case \"line\":\n case \"area\": {\n const segments = Math.max(0, item.count - 1);\n if (!item.sorted || segments === 0) return [0, segments];\n const stride = item.kind === \"area\" ? AREA_STRIDE : 2;\n const [x0, x1] = visibleX(frame);\n const start = Math.max(\n 0,\n lowerBound(item.points, stride, item.count, x0) - 1,\n );\n const end = Math.min(\n item.count - 1,\n lowerBound(item.points, stride, item.count, x1),\n );\n return [start, Math.max(0, end - start)];\n }\n case \"bar\": {\n if (!item.sorted) return [0, item.count];\n const [x0, x1] = visibleX(frame);\n const pad = Math.abs(item.halfWidth);\n const f = new Float32Array(item.instances, 0, item.count * 4);\n const start = lowerBound(f, 4, item.count, x0 - pad);\n const end = lowerBound(f, 4, item.count, x1 + pad);\n return [start, Math.max(0, end - start)];\n }\n default:\n return [0, item.count];\n }\n};\n"],"mappings":";AAKA,IAAMA,KACJ,GACA,GACA,GACA,MACG;CACH,IAAIC,IAAK,GACLC,IAAKC;CACT,OAAOF,IAAKC,IAAI;EACd,IAAME,IAAOH,IAAKC,MAAQ;EAC1B,AAAIG,EAAOD,IAAME,KAAUC,IAAO,IAAKH,IAAM,IACxC,IAAKA;CACZ;CACA,OAAOH;AACT,GAGaO,KAAY,MAAyC;CAChE,IAAM,EAAE,WAAQ,eAAYC,EAAM,WAC5BC,KAAK,KAAKC,KAAWC,GACrBC,KAAK,IAAIF,KAAWC;CAC1B,OAAOF,IAAIG,IAAI,CAACH,GAAGG,CAAC,IAAI,CAACA,GAAGH,CAAC;AAC/B,GAGaI,KACX,GACA,MACqB;CACrB,QAAQC,EAAK,MAAb;EACE,KAAK;EACL,KAAK,QAAQ;GACX,IAAMC,IAAW,KAAK,IAAI,GAAGD,EAAK,QAAQ,CAAC;GAC3C,IAAI,CAACA,EAAK,UAAUC,MAAa,GAAG,OAAO,CAAC,GAAGA,CAAQ;GACvD,IAAMV,IAASS,EAAK,SAAS,SAAA,IAAuB,GAC9C,CAACE,GAAIC,KAAMV,EAASC,CAAK,GACzBU,IAAQ,KAAK,IACjB,GACAnB,EAAWe,EAAK,QAAQT,GAAQS,EAAK,OAAOE,CAAE,IAAI,CACpD,GACMG,IAAM,KAAK,IACfL,EAAK,QAAQ,GACbf,EAAWe,EAAK,QAAQT,GAAQS,EAAK,OAAOG,CAAE,CAChD;GACA,OAAO,CAACC,GAAO,KAAK,IAAI,GAAGC,IAAMD,CAAK,CAAC;EACzC;EACA,KAAK,OAAO;GACV,IAAI,CAACJ,EAAK,QAAQ,OAAO,CAAC,GAAGA,EAAK,KAAK;GACvC,IAAM,CAACE,GAAIC,KAAMV,EAASC,CAAK,GACzBY,IAAM,KAAK,IAAIN,EAAK,SAAS,GAC7BO,IAAI,IAAI,aAAaP,EAAK,WAAW,GAAGA,EAAK,QAAQ,CAAC,GACtDI,IAAQnB,EAAWsB,GAAG,GAAGP,EAAK,OAAOE,IAAKI,CAAG,GAC7CD,IAAMpB,EAAWsB,GAAG,GAAGP,EAAK,OAAOG,IAAKG,CAAG;GACjD,OAAO,CAACF,GAAO,KAAK,IAAI,GAAGC,IAAMD,CAAK,CAAC;EACzC;EACA,SACE,OAAO,CAAC,GAAGJ,EAAK,KAAK;CACzB;AACF"}
@@ -62,21 +62,21 @@ struct Out {
62
62
  @builtin(position) pos: vec4f,
63
63
  @location(0) t: f32,
64
64
  };
65
- @vertex fn vs(@builtin(vertex_index) vi: u32, @location(0) a: vec2f, @location(1) b: vec2f) -> Out {
65
+ @vertex fn vs(@builtin(vertex_index) vi: u32, @location(0) a: vec3f, @location(1) b: vec3f) -> Out {
66
66
  var out: Out;
67
- if (gap(a) || gap(b)) {
67
+ if (gap(a.xy) || gap(b.xy) || abs(a.z) > 1e37 || abs(b.z) > 1e37) {
68
68
  out.pos = HIDDEN;
69
69
  return out;
70
70
  }
71
71
  let c = corner(vi);
72
72
  let p = select(a, b, c.y > 0.5);
73
- let y = select(u.params.x, p.y, c.x > 0.5);
73
+ let y = select(p.z, p.y, c.x > 0.5);
74
74
  out.pos = vec4f(toClip(vec2f(p.x, y)), 0.0, 1.0);
75
75
  out.t = c.x;
76
76
  return out;
77
77
  }
78
78
  @fragment fn fs(v: Out) -> @location(0) vec4f {
79
- let a = u.color.a * u.params.y * (0.3 + 0.7 * v.t);
79
+ let a = u.color.a * u.params.y * (0.25 + 0.75 * v.t * v.t);
80
80
  return vec4f(u.color.rgb * a, a);
81
81
  }
82
82
  `,r=`${e}
@@ -84,33 +84,42 @@ struct Out {
84
84
  @builtin(position) pos: vec4f,
85
85
  @location(0) local: vec2f,
86
86
  @location(1) @interpolate(flat) hs: vec2f,
87
+ @location(2) @interpolate(flat) color: vec4f,
87
88
  };
88
- @vertex fn vs(@builtin(vertex_index) vi: u32, @location(0) inst: vec3f) -> Out {
89
+ @vertex fn vs(@builtin(vertex_index) vi: u32, @location(0) inst: vec3f, @location(1) color: vec4f) -> Out {
89
90
  var out: Out;
90
91
  if (gap(inst.xy) || abs(inst.z) > 1e37) {
91
92
  out.pos = HIDDEN;
92
93
  return out;
93
94
  }
94
- let hw = max(abs(u.params.x * u.xform.x) * 0.5 * u.viewport.x, 0.5);
95
+ let dpr = u.viewport.z;
96
+ let rawHw = abs(u.params.x * u.xform.x) * 0.5 * u.viewport.x;
95
97
  let p0 = toPx(inst.xy);
96
98
  let y1 = toPx(vec2f(inst.x, inst.z)).y;
97
99
  let lo = min(p0.y, y1);
98
100
  let hi = max(p0.y, y1);
99
- let hsz = vec2f(hw, (hi - lo) * 0.5);
101
+ // the gap between cells fades out on small cells (dense heatmaps stay
102
+ // solid); without a gap, cells overlap by a pixel so no seam shows
103
+ let fade = clamp((min(rawHw, (hi - lo) * 0.5) - 3.0 * dpr) / (2.0 * dpr), 0.0, 1.0);
104
+ let inset = u.params.z * dpr * fade - select(0.0, 0.5 * (1.0 - fade), u.params.z > 0.0);
105
+ let minHalf = u.params.w * dpr;
106
+ let hw = max(max(rawHw - inset, 0.5), minHalf);
107
+ let hsz = vec2f(hw, max((hi - lo) * 0.5 - inset, minHalf));
100
108
  let center = vec2f(p0.x, (lo + hi) * 0.5);
101
109
  let ext = hsz + vec2f(1.0);
102
110
  let c = corner(vi) * 2.0 - 1.0;
103
111
  out.pos = pxToClip(center + c * ext);
104
112
  out.local = c * ext;
105
113
  out.hs = hsz;
114
+ out.color = color;
106
115
  return out;
107
116
  }
108
117
  @fragment fn fs(v: Out) -> @location(0) vec4f {
109
118
  let r = min(u.params.y * u.viewport.z, min(v.hs.x, v.hs.y));
110
119
  let q = abs(v.local) - v.hs + vec2f(r);
111
120
  let d = length(max(q, vec2f(0.0))) + min(max(q.x, q.y), 0.0) - r;
112
- let a = clamp(0.5 - d, 0.0, 1.0) * u.color.a;
113
- return vec4f(u.color.rgb * a, a);
121
+ let a = clamp(0.5 - d, 0.0, 1.0) * v.color.a;
122
+ return vec4f(v.color.rgb * a, a);
114
123
  }
115
124
  `,i=`${e}
116
125
  struct Out {
@@ -186,37 +195,45 @@ void main() {
186
195
  float a = clamp(u_params.x - dist + 0.5, 0.0, 1.0) * u_color.a;
187
196
  outColor = vec4(u_color.rgb * a, a);
188
197
  }`},c={vertex:`${o}
189
- in vec2 a_a;
190
- in vec2 a_b;
198
+ in vec3 a_a;
199
+ in vec3 a_b;
191
200
  out float v_t;
192
201
  void main() {
193
202
  v_t = 0.0;
194
- if (gap(a_a) || gap(a_b)) { gl_Position = HIDDEN; return; }
203
+ if (gap(a_a.xy) || gap(a_b.xy) || abs(a_a.z) > 1e37 || abs(a_b.z) > 1e37) { gl_Position = HIDDEN; return; }
195
204
  vec2 c = corner();
196
- vec2 p = c.y > 0.5 ? a_b : a_a;
197
- float y = c.x > 0.5 ? p.y : u_params.x;
205
+ vec3 p = c.y > 0.5 ? a_b : a_a;
206
+ float y = c.x > 0.5 ? p.y : p.z;
198
207
  gl_Position = vec4(toClip(vec2(p.x, y)), 0.0, 1.0);
199
208
  v_t = c.x;
200
209
  }`,fragment:`${a}
201
210
  in float v_t;
202
211
  out vec4 outColor;
203
212
  void main() {
204
- float a = u_color.a * u_params.y * (0.3 + 0.7 * v_t);
213
+ float a = u_color.a * u_params.y * (0.25 + 0.75 * v_t * v_t);
205
214
  outColor = vec4(u_color.rgb * a, a);
206
215
  }`},l={vertex:`${o}
207
216
  in vec3 a_inst;
217
+ in vec4 a_color;
208
218
  out vec2 v_local;
209
219
  flat out vec2 v_half;
220
+ flat out vec4 v_color;
210
221
  void main() {
211
222
  v_local = vec2(0.0);
212
223
  v_half = vec2(0.0);
224
+ v_color = a_color;
213
225
  if (gap(a_inst.xy) || abs(a_inst.z) > 1e37) { gl_Position = HIDDEN; return; }
214
- float hw = max(abs(u_params.x * u_xform.x) * 0.5 * u_viewport.x, 0.5);
226
+ float dpr = u_viewport.z;
227
+ float rawHw = abs(u_params.x * u_xform.x) * 0.5 * u_viewport.x;
215
228
  vec2 p0 = toPx(a_inst.xy);
216
229
  float y1 = toPx(vec2(a_inst.x, a_inst.z)).y;
217
230
  float lo = min(p0.y, y1);
218
231
  float hi = max(p0.y, y1);
219
- vec2 hsz = vec2(hw, (hi - lo) * 0.5);
232
+ float fade = clamp((min(rawHw, (hi - lo) * 0.5) - 3.0 * dpr) / (2.0 * dpr), 0.0, 1.0);
233
+ float inset = u_params.z * dpr * fade - (u_params.z > 0.0 ? 0.5 * (1.0 - fade) : 0.0);
234
+ float minHalf = u_params.w * dpr;
235
+ float hw = max(max(rawHw - inset, 0.5), minHalf);
236
+ vec2 hsz = vec2(hw, max((hi - lo) * 0.5 - inset, minHalf));
220
237
  vec2 center = vec2(p0.x, (lo + hi) * 0.5);
221
238
  vec2 ext = hsz + vec2(1.0);
222
239
  vec2 c = corner() * 2.0 - 1.0;
@@ -226,13 +243,14 @@ void main() {
226
243
  }`,fragment:`${a}
227
244
  in vec2 v_local;
228
245
  flat in vec2 v_half;
246
+ flat in vec4 v_color;
229
247
  out vec4 outColor;
230
248
  void main() {
231
249
  float r = min(u_params.y * u_viewport.z, min(v_half.x, v_half.y));
232
250
  vec2 q = abs(v_local) - v_half + vec2(r);
233
251
  float d = length(max(q, vec2(0.0))) + min(max(q.x, q.y), 0.0) - r;
234
- float a = clamp(0.5 - d, 0.0, 1.0) * u_color.a;
235
- outColor = vec4(u_color.rgb * a, a);
252
+ float a = clamp(0.5 - d, 0.0, 1.0) * v_color.a;
253
+ outColor = vec4(v_color.rgb * a, a);
236
254
  }`},u={vertex:`${o}
237
255
  in vec2 a_pos;
238
256
  in float a_size;
@@ -262,5 +280,147 @@ void main() {
262
280
  float inner = clamp(0.5 - (d + u_params.y * u_viewport.z), 0.0, 1.0);
263
281
  float a = v_color.a * (inner * u_params.x + (cover - inner));
264
282
  outColor = vec4(v_color.rgb * a, a);
265
- }`};exports.GLSL_AREA=c,exports.GLSL_BAR=l,exports.GLSL_LINE=s,exports.GLSL_SCATTER=u,exports.WGSL_AREA=n,exports.WGSL_BAR=r,exports.WGSL_LINE=t,exports.WGSL_SCATTER=i;
283
+ }`},d=`precision highp float;
284
+ uniform vec4 u_xform;
285
+ uniform vec4 u_viewport;
286
+ uniform vec4 u_color;
287
+ uniform vec4 u_params;
288
+ attribute vec2 a_corner;
289
+ bool gap(vec2 p) { return abs(p.x) > 1e37 || abs(p.y) > 1e37; }
290
+ vec2 toClip(vec2 p) { return vec2(p.x * u_xform.x + u_xform.y, p.y * u_xform.z + u_xform.w); }
291
+ vec2 toPx(vec2 p) { return (toClip(p) * 0.5 + 0.5) * u_viewport.xy; }
292
+ vec4 pxToClip(vec2 p) { return vec4(p / u_viewport.xy * 2.0 - 1.0, 0.0, 1.0); }
293
+ const vec4 HIDDEN = vec4(2.0, 2.0, 2.0, 1.0);
294
+ `,f=`#ifdef GL_FRAGMENT_PRECISION_HIGH
295
+ precision highp float;
296
+ #else
297
+ precision mediump float;
298
+ #endif
299
+ `,p={vertex:`${d}
300
+ attribute vec2 a_a;
301
+ attribute vec2 a_b;
302
+ varying vec2 v_local;
303
+ varying float v_len;
304
+ varying float v_hw;
305
+ varying vec4 v_color;
306
+ void main() {
307
+ v_local = vec2(0.0);
308
+ v_len = 0.0;
309
+ v_hw = u_params.x;
310
+ v_color = u_color;
311
+ if (gap(a_a) || gap(a_b)) { gl_Position = HIDDEN; return; }
312
+ vec2 pa = toPx(a_a);
313
+ vec2 pb = toPx(a_b);
314
+ vec2 d = pb - pa;
315
+ float len = length(d);
316
+ vec2 dir = len > 1e-6 ? d / len : vec2(1.0, 0.0);
317
+ vec2 nrm = vec2(-dir.y, dir.x);
318
+ float hw = u_params.x + 1.0;
319
+ float along = mix(-hw, len + hw, a_corner.x);
320
+ float across = mix(-hw, hw, a_corner.y);
321
+ gl_Position = pxToClip(pa + dir * along + nrm * across);
322
+ v_local = vec2(along, across);
323
+ v_len = len;
324
+ }`,fragment:`${f}
325
+ varying vec2 v_local;
326
+ varying float v_len;
327
+ varying float v_hw;
328
+ varying vec4 v_color;
329
+ void main() {
330
+ float x = clamp(v_local.x, 0.0, v_len);
331
+ float dist = length(vec2(v_local.x - x, v_local.y));
332
+ float a = clamp(v_hw - dist + 0.5, 0.0, 1.0) * v_color.a;
333
+ gl_FragColor = vec4(v_color.rgb * a, a);
334
+ }`},m={vertex:`${d}
335
+ attribute vec3 a_a;
336
+ attribute vec3 a_b;
337
+ varying float v_t;
338
+ varying vec4 v_color;
339
+ void main() {
340
+ v_t = 0.0;
341
+ v_color = vec4(u_color.rgb, u_color.a * u_params.y);
342
+ if (gap(a_a.xy) || gap(a_b.xy) || abs(a_a.z) > 1e37 || abs(a_b.z) > 1e37) { gl_Position = HIDDEN; return; }
343
+ vec3 p = a_corner.y > 0.5 ? a_b : a_a;
344
+ float y = a_corner.x > 0.5 ? p.y : p.z;
345
+ gl_Position = vec4(toClip(vec2(p.x, y)), 0.0, 1.0);
346
+ v_t = a_corner.x;
347
+ }`,fragment:`${f}
348
+ varying float v_t;
349
+ varying vec4 v_color;
350
+ void main() {
351
+ float a = v_color.a * (0.25 + 0.75 * v_t * v_t);
352
+ gl_FragColor = vec4(v_color.rgb * a, a);
353
+ }`},h={vertex:`${d}
354
+ attribute vec3 a_inst;
355
+ attribute vec4 a_color;
356
+ varying vec2 v_local;
357
+ varying vec2 v_half;
358
+ varying float v_radius;
359
+ varying vec4 v_color;
360
+ void main() {
361
+ v_local = vec2(0.0);
362
+ v_half = vec2(0.0);
363
+ v_radius = u_params.y * u_viewport.z;
364
+ v_color = a_color;
365
+ if (gap(a_inst.xy) || abs(a_inst.z) > 1e37) { gl_Position = HIDDEN; return; }
366
+ float dpr = u_viewport.z;
367
+ float rawHw = abs(u_params.x * u_xform.x) * 0.5 * u_viewport.x;
368
+ vec2 p0 = toPx(a_inst.xy);
369
+ float y1 = toPx(vec2(a_inst.x, a_inst.z)).y;
370
+ float lo = min(p0.y, y1);
371
+ float hi = max(p0.y, y1);
372
+ float fade = clamp((min(rawHw, (hi - lo) * 0.5) - 3.0 * dpr) / (2.0 * dpr), 0.0, 1.0);
373
+ float inset = u_params.z * dpr * fade - (u_params.z > 0.0 ? 0.5 * (1.0 - fade) : 0.0);
374
+ float minHalf = u_params.w * dpr;
375
+ float hw = max(max(rawHw - inset, 0.5), minHalf);
376
+ vec2 hsz = vec2(hw, max((hi - lo) * 0.5 - inset, minHalf));
377
+ vec2 center = vec2(p0.x, (lo + hi) * 0.5);
378
+ vec2 ext = hsz + vec2(1.0);
379
+ vec2 c = a_corner * 2.0 - 1.0;
380
+ gl_Position = pxToClip(center + c * ext);
381
+ v_local = c * ext;
382
+ v_half = hsz;
383
+ }`,fragment:`${f}
384
+ varying vec2 v_local;
385
+ varying vec2 v_half;
386
+ varying float v_radius;
387
+ varying vec4 v_color;
388
+ void main() {
389
+ float r = min(v_radius, min(v_half.x, v_half.y));
390
+ vec2 q = abs(v_local) - v_half + vec2(r);
391
+ float d = length(max(q, vec2(0.0))) + min(max(q.x, q.y), 0.0) - r;
392
+ float a = clamp(0.5 - d, 0.0, 1.0) * v_color.a;
393
+ gl_FragColor = vec4(v_color.rgb * a, a);
394
+ }`},g={vertex:`${d}
395
+ attribute vec2 a_pos;
396
+ attribute float a_size;
397
+ attribute vec4 a_color;
398
+ varying vec2 v_local;
399
+ varying float v_r;
400
+ varying vec2 v_style;
401
+ varying vec4 v_color;
402
+ void main() {
403
+ v_local = vec2(0.0);
404
+ v_r = 0.0;
405
+ v_style = vec2(u_params.x, u_params.y * u_viewport.z);
406
+ v_color = a_color;
407
+ if (gap(a_pos) || !(a_size > 0.0)) { gl_Position = HIDDEN; return; }
408
+ float r = a_size * 0.5 * u_viewport.z;
409
+ float ext = r + 1.0;
410
+ vec2 c = a_corner * 2.0 - 1.0;
411
+ gl_Position = pxToClip(toPx(a_pos) + c * ext);
412
+ v_local = c * ext;
413
+ v_r = r;
414
+ }`,fragment:`${f}
415
+ varying vec2 v_local;
416
+ varying float v_r;
417
+ varying vec2 v_style;
418
+ varying vec4 v_color;
419
+ void main() {
420
+ float d = length(v_local) - v_r;
421
+ float cover = clamp(0.5 - d, 0.0, 1.0);
422
+ float inner = clamp(0.5 - (d + v_style.y), 0.0, 1.0);
423
+ float a = v_color.a * (inner * v_style.x + (cover - inner));
424
+ gl_FragColor = vec4(v_color.rgb * a, a);
425
+ }`};exports.GLSL1_AREA=m,exports.GLSL1_BAR=h,exports.GLSL1_LINE=p,exports.GLSL1_SCATTER=g,exports.GLSL_AREA=c,exports.GLSL_BAR=l,exports.GLSL_LINE=s,exports.GLSL_SCATTER=u,exports.WGSL_AREA=n,exports.WGSL_BAR=r,exports.WGSL_LINE=t,exports.WGSL_SCATTER=i;
266
426
  //# sourceMappingURL=shaders.cjs.map
@@ -1 +1 @@
1
- {"version":3,"file":"shaders.cjs","names":["WGSL_COMMON","WGSL_LINE","WGSL_AREA","WGSL_BAR","WGSL_SCATTER","GLSL_HEADER","GLSL_VERTEX_COMMON","GLSL_LINE","GLSL_AREA","GLSL_BAR","GLSL_SCATTER"],"sources":["../../../../../charts/src/engine/renderers/shaders.ts"],"sourcesContent":["// WGSL (WebGPU) and GLSL ES 3.0 (WebGL2) programs. Every primitive is an\n// instanced 4-vertex triangle strip; anti-aliasing comes from signed\n// distance functions in pixel space (no MSAA needed).\n//\n// Uniforms (both backends):\n// xform = (xScale, xOffset, yScale, yOffset) relative data -> clip\n// viewport = (width px, height px, dpr, 0)\n// color = straight RGBA of the series\n// params = line: (half width px) | area: (baseline, opacity)\n// bar: (half width in x units, radius px) | scatter: (opacity, stroke px)\n// Output colors are premultiplied.\n\nconst WGSL_COMMON = /* wgsl */ `\nstruct U {\n xform: vec4f,\n viewport: vec4f,\n color: vec4f,\n params: vec4f,\n};\n@group(0) @binding(0) var<uniform> u: U;\n\nfn gap(p: vec2f) -> bool {\n return abs(p.x) > 1e37 || abs(p.y) > 1e37;\n}\nfn toClip(p: vec2f) -> vec2f {\n return vec2f(p.x * u.xform.x + u.xform.y, p.y * u.xform.z + u.xform.w);\n}\nfn toPx(p: vec2f) -> vec2f {\n return (toClip(p) * 0.5 + 0.5) * u.viewport.xy;\n}\nfn pxToClip(p: vec2f) -> vec4f {\n return vec4f(p / u.viewport.xy * 2.0 - 1.0, 0.0, 1.0);\n}\nfn corner(vi: u32) -> vec2f {\n return vec2f(f32(vi & 1u), f32(vi >> 1u));\n}\nconst HIDDEN = vec4f(2.0, 2.0, 2.0, 1.0);\n`;\n\nexport const WGSL_LINE = /* wgsl */ `${WGSL_COMMON}\nstruct Out {\n @builtin(position) pos: vec4f,\n @location(0) local: vec2f,\n @location(1) len: f32,\n};\n@vertex fn vs(@builtin(vertex_index) vi: u32, @location(0) a: vec2f, @location(1) b: vec2f) -> Out {\n var out: Out;\n if (gap(a) || gap(b)) {\n out.pos = HIDDEN;\n return out;\n }\n let pa = toPx(a);\n let pb = toPx(b);\n let d = pb - pa;\n let len = length(d);\n var dir = vec2f(1.0, 0.0);\n if (len > 1e-6) { dir = d / len; }\n let nrm = vec2f(-dir.y, dir.x);\n let hw = u.params.x + 1.0;\n let c = corner(vi);\n let along = mix(-hw, len + hw, c.x);\n let across = mix(-hw, hw, c.y);\n out.pos = pxToClip(pa + dir * along + nrm * across);\n out.local = vec2f(along, across);\n out.len = len;\n return out;\n}\n@fragment fn fs(v: Out) -> @location(0) vec4f {\n let x = clamp(v.local.x, 0.0, v.len);\n let dist = length(vec2f(v.local.x - x, v.local.y));\n let a = clamp(u.params.x - dist + 0.5, 0.0, 1.0) * u.color.a;\n return vec4f(u.color.rgb * a, a);\n}\n`;\n\nexport const WGSL_AREA = /* wgsl */ `${WGSL_COMMON}\nstruct Out {\n @builtin(position) pos: vec4f,\n @location(0) t: f32,\n};\n@vertex fn vs(@builtin(vertex_index) vi: u32, @location(0) a: vec2f, @location(1) b: vec2f) -> Out {\n var out: Out;\n if (gap(a) || gap(b)) {\n out.pos = HIDDEN;\n return out;\n }\n let c = corner(vi);\n let p = select(a, b, c.y > 0.5);\n let y = select(u.params.x, p.y, c.x > 0.5);\n out.pos = vec4f(toClip(vec2f(p.x, y)), 0.0, 1.0);\n out.t = c.x;\n return out;\n}\n@fragment fn fs(v: Out) -> @location(0) vec4f {\n let a = u.color.a * u.params.y * (0.3 + 0.7 * v.t);\n return vec4f(u.color.rgb * a, a);\n}\n`;\n\nexport const WGSL_BAR = /* wgsl */ `${WGSL_COMMON}\nstruct Out {\n @builtin(position) pos: vec4f,\n @location(0) local: vec2f,\n @location(1) @interpolate(flat) hs: vec2f,\n};\n@vertex fn vs(@builtin(vertex_index) vi: u32, @location(0) inst: vec3f) -> Out {\n var out: Out;\n if (gap(inst.xy) || abs(inst.z) > 1e37) {\n out.pos = HIDDEN;\n return out;\n }\n let hw = max(abs(u.params.x * u.xform.x) * 0.5 * u.viewport.x, 0.5);\n let p0 = toPx(inst.xy);\n let y1 = toPx(vec2f(inst.x, inst.z)).y;\n let lo = min(p0.y, y1);\n let hi = max(p0.y, y1);\n let hsz = vec2f(hw, (hi - lo) * 0.5);\n let center = vec2f(p0.x, (lo + hi) * 0.5);\n let ext = hsz + vec2f(1.0);\n let c = corner(vi) * 2.0 - 1.0;\n out.pos = pxToClip(center + c * ext);\n out.local = c * ext;\n out.hs = hsz;\n return out;\n}\n@fragment fn fs(v: Out) -> @location(0) vec4f {\n let r = min(u.params.y * u.viewport.z, min(v.hs.x, v.hs.y));\n let q = abs(v.local) - v.hs + vec2f(r);\n let d = length(max(q, vec2f(0.0))) + min(max(q.x, q.y), 0.0) - r;\n let a = clamp(0.5 - d, 0.0, 1.0) * u.color.a;\n return vec4f(u.color.rgb * a, a);\n}\n`;\n\nexport const WGSL_SCATTER = /* wgsl */ `${WGSL_COMMON}\nstruct Out {\n @builtin(position) pos: vec4f,\n @location(0) local: vec2f,\n @location(1) @interpolate(flat) r: f32,\n @location(2) @interpolate(flat) color: vec4f,\n};\n@vertex fn vs(@builtin(vertex_index) vi: u32, @location(0) p: vec2f, @location(1) size: f32, @location(2) color: vec4f) -> Out {\n var out: Out;\n if (gap(p) || !(size > 0.0)) {\n out.pos = HIDDEN;\n return out;\n }\n let r = size * 0.5 * u.viewport.z;\n let ext = r + 1.0;\n let c = corner(vi) * 2.0 - 1.0;\n out.pos = pxToClip(toPx(p) + c * ext);\n out.local = c * ext;\n out.r = r;\n out.color = color;\n return out;\n}\n@fragment fn fs(v: Out) -> @location(0) vec4f {\n let d = length(v.local) - v.r;\n let cover = clamp(0.5 - d, 0.0, 1.0);\n let inner = clamp(0.5 - (d + u.params.y * u.viewport.z), 0.0, 1.0);\n let a = v.color.a * (inner * u.params.x + (cover - inner));\n return vec4f(v.color.rgb * a, a);\n}\n`;\n\nconst GLSL_HEADER = /* glsl */ `#version 300 es\nprecision highp float;\nuniform vec4 u_xform;\nuniform vec4 u_viewport;\nuniform vec4 u_color;\nuniform vec4 u_params;\n`;\n\nconst GLSL_VERTEX_COMMON = /* glsl */ `${GLSL_HEADER}\nbool gap(vec2 p) { return abs(p.x) > 1e37 || abs(p.y) > 1e37; }\nvec2 toClip(vec2 p) { return vec2(p.x * u_xform.x + u_xform.y, p.y * u_xform.z + u_xform.w); }\nvec2 toPx(vec2 p) { return (toClip(p) * 0.5 + 0.5) * u_viewport.xy; }\nvec4 pxToClip(vec2 p) { return vec4(p / u_viewport.xy * 2.0 - 1.0, 0.0, 1.0); }\nvec2 corner() { return vec2(float(gl_VertexID & 1), float(gl_VertexID >> 1)); }\nconst vec4 HIDDEN = vec4(2.0, 2.0, 2.0, 1.0);\n`;\n\nexport const GLSL_LINE = {\n vertex: /* glsl */ `${GLSL_VERTEX_COMMON}\nin vec2 a_a;\nin vec2 a_b;\nout vec2 v_local;\nout float v_len;\nvoid main() {\n v_local = vec2(0.0);\n v_len = 0.0;\n if (gap(a_a) || gap(a_b)) { gl_Position = HIDDEN; return; }\n vec2 pa = toPx(a_a);\n vec2 pb = toPx(a_b);\n vec2 d = pb - pa;\n float len = length(d);\n vec2 dir = len > 1e-6 ? d / len : vec2(1.0, 0.0);\n vec2 nrm = vec2(-dir.y, dir.x);\n float hw = u_params.x + 1.0;\n vec2 c = corner();\n float along = mix(-hw, len + hw, c.x);\n float across = mix(-hw, hw, c.y);\n gl_Position = pxToClip(pa + dir * along + nrm * across);\n v_local = vec2(along, across);\n v_len = len;\n}`,\n fragment: /* glsl */ `${GLSL_HEADER}\nin vec2 v_local;\nin float v_len;\nout vec4 outColor;\nvoid main() {\n float x = clamp(v_local.x, 0.0, v_len);\n float dist = length(vec2(v_local.x - x, v_local.y));\n float a = clamp(u_params.x - dist + 0.5, 0.0, 1.0) * u_color.a;\n outColor = vec4(u_color.rgb * a, a);\n}`,\n};\n\nexport const GLSL_AREA = {\n vertex: /* glsl */ `${GLSL_VERTEX_COMMON}\nin vec2 a_a;\nin vec2 a_b;\nout float v_t;\nvoid main() {\n v_t = 0.0;\n if (gap(a_a) || gap(a_b)) { gl_Position = HIDDEN; return; }\n vec2 c = corner();\n vec2 p = c.y > 0.5 ? a_b : a_a;\n float y = c.x > 0.5 ? p.y : u_params.x;\n gl_Position = vec4(toClip(vec2(p.x, y)), 0.0, 1.0);\n v_t = c.x;\n}`,\n fragment: /* glsl */ `${GLSL_HEADER}\nin float v_t;\nout vec4 outColor;\nvoid main() {\n float a = u_color.a * u_params.y * (0.3 + 0.7 * v_t);\n outColor = vec4(u_color.rgb * a, a);\n}`,\n};\n\nexport const GLSL_BAR = {\n vertex: /* glsl */ `${GLSL_VERTEX_COMMON}\nin vec3 a_inst;\nout vec2 v_local;\nflat out vec2 v_half;\nvoid main() {\n v_local = vec2(0.0);\n v_half = vec2(0.0);\n if (gap(a_inst.xy) || abs(a_inst.z) > 1e37) { gl_Position = HIDDEN; return; }\n float hw = max(abs(u_params.x * u_xform.x) * 0.5 * u_viewport.x, 0.5);\n vec2 p0 = toPx(a_inst.xy);\n float y1 = toPx(vec2(a_inst.x, a_inst.z)).y;\n float lo = min(p0.y, y1);\n float hi = max(p0.y, y1);\n vec2 hsz = vec2(hw, (hi - lo) * 0.5);\n vec2 center = vec2(p0.x, (lo + hi) * 0.5);\n vec2 ext = hsz + vec2(1.0);\n vec2 c = corner() * 2.0 - 1.0;\n gl_Position = pxToClip(center + c * ext);\n v_local = c * ext;\n v_half = hsz;\n}`,\n fragment: /* glsl */ `${GLSL_HEADER}\nin vec2 v_local;\nflat in vec2 v_half;\nout vec4 outColor;\nvoid main() {\n float r = min(u_params.y * u_viewport.z, min(v_half.x, v_half.y));\n vec2 q = abs(v_local) - v_half + vec2(r);\n float d = length(max(q, vec2(0.0))) + min(max(q.x, q.y), 0.0) - r;\n float a = clamp(0.5 - d, 0.0, 1.0) * u_color.a;\n outColor = vec4(u_color.rgb * a, a);\n}`,\n};\n\nexport const GLSL_SCATTER = {\n vertex: /* glsl */ `${GLSL_VERTEX_COMMON}\nin vec2 a_pos;\nin float a_size;\nin vec4 a_color;\nout vec2 v_local;\nflat out float v_r;\nflat out vec4 v_color;\nvoid main() {\n v_local = vec2(0.0);\n v_r = 0.0;\n v_color = a_color;\n if (gap(a_pos) || !(a_size > 0.0)) { gl_Position = HIDDEN; return; }\n float r = a_size * 0.5 * u_viewport.z;\n float ext = r + 1.0;\n vec2 c = corner() * 2.0 - 1.0;\n gl_Position = pxToClip(toPx(a_pos) + c * ext);\n v_local = c * ext;\n v_r = r;\n}`,\n fragment: /* glsl */ `${GLSL_HEADER}\nin vec2 v_local;\nflat in float v_r;\nflat in vec4 v_color;\nout vec4 outColor;\nvoid main() {\n float d = length(v_local) - v_r;\n float cover = clamp(0.5 - d, 0.0, 1.0);\n float inner = clamp(0.5 - (d + u_params.y * u_viewport.z), 0.0, 1.0);\n float a = v_color.a * (inner * u_params.x + (cover - inner));\n outColor = vec4(v_color.rgb * a, a);\n}`,\n};\n"],"mappings":"AAYA,IAAMA,EAAyB;;;;;;;;;;;;;;;;;;;;;;;;;EA2BlBC,EAAuB,GAAGD,EAAY;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAoCtCE,EAAuB,GAAGF,EAAY;;;;;;;;;;;;;;;;;;;;;;EAwBtCG,EAAsB,GAAGH,EAAY;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAmCrCI,EAA0B,GAAGJ,EAAY;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA+BhDK,EAAyB;;;;;;EAQzBC,EAAgC,GAAGD,EAAY;;;;;;;EASxCE,EAAY,CACvB,OAAmB,GAAGD,EAAmB;;;;;;;;;;;;;;;;;;;;;;GAuBzC,SAAqB,GAAGD,EAAY;;;;;;;;;EAUtC,EAEaG,EAAY,CACvB,OAAmB,GAAGF,EAAmB;;;;;;;;;;;;GAazC,SAAqB,GAAGD,EAAY;;;;;;EAOtC,EAEaI,EAAW,CACtB,OAAmB,GAAGH,EAAmB;;;;;;;;;;;;;;;;;;;;GAqBzC,SAAqB,GAAGD,EAAY;;;;;;;;;;EAWtC,EAEaK,EAAe,CAC1B,OAAmB,GAAGJ,EAAmB;;;;;;;;;;;;;;;;;;GAmBzC,SAAqB,GAAGD,EAAY;;;;;;;;;;;EAYtC"}
1
+ {"version":3,"file":"shaders.cjs","names":["WGSL_COMMON","WGSL_LINE","WGSL_AREA","WGSL_BAR","WGSL_SCATTER","GLSL_HEADER","GLSL_VERTEX_COMMON","GLSL_LINE","GLSL_AREA","GLSL_BAR","GLSL_SCATTER","GLSL1_VERTEX_COMMON","GLSL1_FRAGMENT_COMMON","GLSL1_LINE","GLSL1_AREA","GLSL1_BAR","GLSL1_SCATTER"],"sources":["../../../../../charts/src/engine/renderers/shaders.ts"],"sourcesContent":["// WGSL (WebGPU), GLSL ES 3.0 (WebGL2) and GLSL ES 1.0 (WebGL) programs.\n// Every primitive is an instanced 4-vertex triangle strip; anti-aliasing\n// comes from signed distance functions in pixel space (no MSAA needed).\n//\n// Uniforms (all backends):\n// xform = (xScale, xOffset, yScale, yOffset) relative data -> clip\n// viewport = (width px, height px, dpr, 0)\n// color = straight RGBA of the series\n// params = line: (half width px) | area: (_, opacity)\n// bar: (half width in x units, radius px, inset px, min half px)\n// scatter: (opacity, stroke px)\n// Bars and scatter dots carry their own color (unorm8x4 per instance).\n// Output colors are premultiplied.\n\nconst WGSL_COMMON = /* wgsl */ `\nstruct U {\n xform: vec4f,\n viewport: vec4f,\n color: vec4f,\n params: vec4f,\n};\n@group(0) @binding(0) var<uniform> u: U;\n\nfn gap(p: vec2f) -> bool {\n return abs(p.x) > 1e37 || abs(p.y) > 1e37;\n}\nfn toClip(p: vec2f) -> vec2f {\n return vec2f(p.x * u.xform.x + u.xform.y, p.y * u.xform.z + u.xform.w);\n}\nfn toPx(p: vec2f) -> vec2f {\n return (toClip(p) * 0.5 + 0.5) * u.viewport.xy;\n}\nfn pxToClip(p: vec2f) -> vec4f {\n return vec4f(p / u.viewport.xy * 2.0 - 1.0, 0.0, 1.0);\n}\nfn corner(vi: u32) -> vec2f {\n return vec2f(f32(vi & 1u), f32(vi >> 1u));\n}\nconst HIDDEN = vec4f(2.0, 2.0, 2.0, 1.0);\n`;\n\nexport const WGSL_LINE = /* wgsl */ `${WGSL_COMMON}\nstruct Out {\n @builtin(position) pos: vec4f,\n @location(0) local: vec2f,\n @location(1) len: f32,\n};\n@vertex fn vs(@builtin(vertex_index) vi: u32, @location(0) a: vec2f, @location(1) b: vec2f) -> Out {\n var out: Out;\n if (gap(a) || gap(b)) {\n out.pos = HIDDEN;\n return out;\n }\n let pa = toPx(a);\n let pb = toPx(b);\n let d = pb - pa;\n let len = length(d);\n var dir = vec2f(1.0, 0.0);\n if (len > 1e-6) { dir = d / len; }\n let nrm = vec2f(-dir.y, dir.x);\n let hw = u.params.x + 1.0;\n let c = corner(vi);\n let along = mix(-hw, len + hw, c.x);\n let across = mix(-hw, hw, c.y);\n out.pos = pxToClip(pa + dir * along + nrm * across);\n out.local = vec2f(along, across);\n out.len = len;\n return out;\n}\n@fragment fn fs(v: Out) -> @location(0) vec4f {\n let x = clamp(v.local.x, 0.0, v.len);\n let dist = length(vec2f(v.local.x - x, v.local.y));\n let a = clamp(u.params.x - dist + 0.5, 0.0, 1.0) * u.color.a;\n return vec4f(u.color.rgb * a, a);\n}\n`;\n\nexport const WGSL_AREA = /* wgsl */ `${WGSL_COMMON}\nstruct Out {\n @builtin(position) pos: vec4f,\n @location(0) t: f32,\n};\n@vertex fn vs(@builtin(vertex_index) vi: u32, @location(0) a: vec3f, @location(1) b: vec3f) -> Out {\n var out: Out;\n if (gap(a.xy) || gap(b.xy) || abs(a.z) > 1e37 || abs(b.z) > 1e37) {\n out.pos = HIDDEN;\n return out;\n }\n let c = corner(vi);\n let p = select(a, b, c.y > 0.5);\n let y = select(p.z, p.y, c.x > 0.5);\n out.pos = vec4f(toClip(vec2f(p.x, y)), 0.0, 1.0);\n out.t = c.x;\n return out;\n}\n@fragment fn fs(v: Out) -> @location(0) vec4f {\n let a = u.color.a * u.params.y * (0.25 + 0.75 * v.t * v.t);\n return vec4f(u.color.rgb * a, a);\n}\n`;\n\nexport const WGSL_BAR = /* wgsl */ `${WGSL_COMMON}\nstruct Out {\n @builtin(position) pos: vec4f,\n @location(0) local: vec2f,\n @location(1) @interpolate(flat) hs: vec2f,\n @location(2) @interpolate(flat) color: vec4f,\n};\n@vertex fn vs(@builtin(vertex_index) vi: u32, @location(0) inst: vec3f, @location(1) color: vec4f) -> Out {\n var out: Out;\n if (gap(inst.xy) || abs(inst.z) > 1e37) {\n out.pos = HIDDEN;\n return out;\n }\n let dpr = u.viewport.z;\n let rawHw = abs(u.params.x * u.xform.x) * 0.5 * u.viewport.x;\n let p0 = toPx(inst.xy);\n let y1 = toPx(vec2f(inst.x, inst.z)).y;\n let lo = min(p0.y, y1);\n let hi = max(p0.y, y1);\n // the gap between cells fades out on small cells (dense heatmaps stay\n // solid); without a gap, cells overlap by a pixel so no seam shows\n let fade = clamp((min(rawHw, (hi - lo) * 0.5) - 3.0 * dpr) / (2.0 * dpr), 0.0, 1.0);\n let inset = u.params.z * dpr * fade - select(0.0, 0.5 * (1.0 - fade), u.params.z > 0.0);\n let minHalf = u.params.w * dpr;\n let hw = max(max(rawHw - inset, 0.5), minHalf);\n let hsz = vec2f(hw, max((hi - lo) * 0.5 - inset, minHalf));\n let center = vec2f(p0.x, (lo + hi) * 0.5);\n let ext = hsz + vec2f(1.0);\n let c = corner(vi) * 2.0 - 1.0;\n out.pos = pxToClip(center + c * ext);\n out.local = c * ext;\n out.hs = hsz;\n out.color = color;\n return out;\n}\n@fragment fn fs(v: Out) -> @location(0) vec4f {\n let r = min(u.params.y * u.viewport.z, min(v.hs.x, v.hs.y));\n let q = abs(v.local) - v.hs + vec2f(r);\n let d = length(max(q, vec2f(0.0))) + min(max(q.x, q.y), 0.0) - r;\n let a = clamp(0.5 - d, 0.0, 1.0) * v.color.a;\n return vec4f(v.color.rgb * a, a);\n}\n`;\n\nexport const WGSL_SCATTER = /* wgsl */ `${WGSL_COMMON}\nstruct Out {\n @builtin(position) pos: vec4f,\n @location(0) local: vec2f,\n @location(1) @interpolate(flat) r: f32,\n @location(2) @interpolate(flat) color: vec4f,\n};\n@vertex fn vs(@builtin(vertex_index) vi: u32, @location(0) p: vec2f, @location(1) size: f32, @location(2) color: vec4f) -> Out {\n var out: Out;\n if (gap(p) || !(size > 0.0)) {\n out.pos = HIDDEN;\n return out;\n }\n let r = size * 0.5 * u.viewport.z;\n let ext = r + 1.0;\n let c = corner(vi) * 2.0 - 1.0;\n out.pos = pxToClip(toPx(p) + c * ext);\n out.local = c * ext;\n out.r = r;\n out.color = color;\n return out;\n}\n@fragment fn fs(v: Out) -> @location(0) vec4f {\n let d = length(v.local) - v.r;\n let cover = clamp(0.5 - d, 0.0, 1.0);\n let inner = clamp(0.5 - (d + u.params.y * u.viewport.z), 0.0, 1.0);\n let a = v.color.a * (inner * u.params.x + (cover - inner));\n return vec4f(v.color.rgb * a, a);\n}\n`;\n\nconst GLSL_HEADER = /* glsl */ `#version 300 es\nprecision highp float;\nuniform vec4 u_xform;\nuniform vec4 u_viewport;\nuniform vec4 u_color;\nuniform vec4 u_params;\n`;\n\nconst GLSL_VERTEX_COMMON = /* glsl */ `${GLSL_HEADER}\nbool gap(vec2 p) { return abs(p.x) > 1e37 || abs(p.y) > 1e37; }\nvec2 toClip(vec2 p) { return vec2(p.x * u_xform.x + u_xform.y, p.y * u_xform.z + u_xform.w); }\nvec2 toPx(vec2 p) { return (toClip(p) * 0.5 + 0.5) * u_viewport.xy; }\nvec4 pxToClip(vec2 p) { return vec4(p / u_viewport.xy * 2.0 - 1.0, 0.0, 1.0); }\nvec2 corner() { return vec2(float(gl_VertexID & 1), float(gl_VertexID >> 1)); }\nconst vec4 HIDDEN = vec4(2.0, 2.0, 2.0, 1.0);\n`;\n\nexport const GLSL_LINE = {\n vertex: /* glsl */ `${GLSL_VERTEX_COMMON}\nin vec2 a_a;\nin vec2 a_b;\nout vec2 v_local;\nout float v_len;\nvoid main() {\n v_local = vec2(0.0);\n v_len = 0.0;\n if (gap(a_a) || gap(a_b)) { gl_Position = HIDDEN; return; }\n vec2 pa = toPx(a_a);\n vec2 pb = toPx(a_b);\n vec2 d = pb - pa;\n float len = length(d);\n vec2 dir = len > 1e-6 ? d / len : vec2(1.0, 0.0);\n vec2 nrm = vec2(-dir.y, dir.x);\n float hw = u_params.x + 1.0;\n vec2 c = corner();\n float along = mix(-hw, len + hw, c.x);\n float across = mix(-hw, hw, c.y);\n gl_Position = pxToClip(pa + dir * along + nrm * across);\n v_local = vec2(along, across);\n v_len = len;\n}`,\n fragment: /* glsl */ `${GLSL_HEADER}\nin vec2 v_local;\nin float v_len;\nout vec4 outColor;\nvoid main() {\n float x = clamp(v_local.x, 0.0, v_len);\n float dist = length(vec2(v_local.x - x, v_local.y));\n float a = clamp(u_params.x - dist + 0.5, 0.0, 1.0) * u_color.a;\n outColor = vec4(u_color.rgb * a, a);\n}`,\n};\n\nexport const GLSL_AREA = {\n vertex: /* glsl */ `${GLSL_VERTEX_COMMON}\nin vec3 a_a;\nin vec3 a_b;\nout float v_t;\nvoid main() {\n v_t = 0.0;\n if (gap(a_a.xy) || gap(a_b.xy) || abs(a_a.z) > 1e37 || abs(a_b.z) > 1e37) { gl_Position = HIDDEN; return; }\n vec2 c = corner();\n vec3 p = c.y > 0.5 ? a_b : a_a;\n float y = c.x > 0.5 ? p.y : p.z;\n gl_Position = vec4(toClip(vec2(p.x, y)), 0.0, 1.0);\n v_t = c.x;\n}`,\n fragment: /* glsl */ `${GLSL_HEADER}\nin float v_t;\nout vec4 outColor;\nvoid main() {\n float a = u_color.a * u_params.y * (0.25 + 0.75 * v_t * v_t);\n outColor = vec4(u_color.rgb * a, a);\n}`,\n};\n\nexport const GLSL_BAR = {\n vertex: /* glsl */ `${GLSL_VERTEX_COMMON}\nin vec3 a_inst;\nin vec4 a_color;\nout vec2 v_local;\nflat out vec2 v_half;\nflat out vec4 v_color;\nvoid main() {\n v_local = vec2(0.0);\n v_half = vec2(0.0);\n v_color = a_color;\n if (gap(a_inst.xy) || abs(a_inst.z) > 1e37) { gl_Position = HIDDEN; return; }\n float dpr = u_viewport.z;\n float rawHw = abs(u_params.x * u_xform.x) * 0.5 * u_viewport.x;\n vec2 p0 = toPx(a_inst.xy);\n float y1 = toPx(vec2(a_inst.x, a_inst.z)).y;\n float lo = min(p0.y, y1);\n float hi = max(p0.y, y1);\n float fade = clamp((min(rawHw, (hi - lo) * 0.5) - 3.0 * dpr) / (2.0 * dpr), 0.0, 1.0);\n float inset = u_params.z * dpr * fade - (u_params.z > 0.0 ? 0.5 * (1.0 - fade) : 0.0);\n float minHalf = u_params.w * dpr;\n float hw = max(max(rawHw - inset, 0.5), minHalf);\n vec2 hsz = vec2(hw, max((hi - lo) * 0.5 - inset, minHalf));\n vec2 center = vec2(p0.x, (lo + hi) * 0.5);\n vec2 ext = hsz + vec2(1.0);\n vec2 c = corner() * 2.0 - 1.0;\n gl_Position = pxToClip(center + c * ext);\n v_local = c * ext;\n v_half = hsz;\n}`,\n fragment: /* glsl */ `${GLSL_HEADER}\nin vec2 v_local;\nflat in vec2 v_half;\nflat in vec4 v_color;\nout vec4 outColor;\nvoid main() {\n float r = min(u_params.y * u_viewport.z, min(v_half.x, v_half.y));\n vec2 q = abs(v_local) - v_half + vec2(r);\n float d = length(max(q, vec2(0.0))) + min(max(q.x, q.y), 0.0) - r;\n float a = clamp(0.5 - d, 0.0, 1.0) * v_color.a;\n outColor = vec4(v_color.rgb * a, a);\n}`,\n};\n\nexport const GLSL_SCATTER = {\n vertex: /* glsl */ `${GLSL_VERTEX_COMMON}\nin vec2 a_pos;\nin float a_size;\nin vec4 a_color;\nout vec2 v_local;\nflat out float v_r;\nflat out vec4 v_color;\nvoid main() {\n v_local = vec2(0.0);\n v_r = 0.0;\n v_color = a_color;\n if (gap(a_pos) || !(a_size > 0.0)) { gl_Position = HIDDEN; return; }\n float r = a_size * 0.5 * u_viewport.z;\n float ext = r + 1.0;\n vec2 c = corner() * 2.0 - 1.0;\n gl_Position = pxToClip(toPx(a_pos) + c * ext);\n v_local = c * ext;\n v_r = r;\n}`,\n fragment: /* glsl */ `${GLSL_HEADER}\nin vec2 v_local;\nflat in float v_r;\nflat in vec4 v_color;\nout vec4 outColor;\nvoid main() {\n float d = length(v_local) - v_r;\n float cover = clamp(0.5 - d, 0.0, 1.0);\n float inner = clamp(0.5 - (d + u_params.y * u_viewport.z), 0.0, 1.0);\n float a = v_color.a * (inner * u_params.x + (cover - inner));\n outColor = vec4(v_color.rgb * a, a);\n}`,\n};\n\n// GLSL ES 1.0 (WebGL): no gl_VertexID (the corner comes from a per-vertex\n// attribute, location 0), no flat varyings (every vertex of an instance\n// writes the same value, so interpolation keeps it) and the fragment shaders\n// read no uniform: a uniform shared by both stages must have the same\n// precision, and highp is optional in WebGL fragment shaders.\n\nconst GLSL1_VERTEX_COMMON = /* glsl */ `precision highp float;\nuniform vec4 u_xform;\nuniform vec4 u_viewport;\nuniform vec4 u_color;\nuniform vec4 u_params;\nattribute vec2 a_corner;\nbool gap(vec2 p) { return abs(p.x) > 1e37 || abs(p.y) > 1e37; }\nvec2 toClip(vec2 p) { return vec2(p.x * u_xform.x + u_xform.y, p.y * u_xform.z + u_xform.w); }\nvec2 toPx(vec2 p) { return (toClip(p) * 0.5 + 0.5) * u_viewport.xy; }\nvec4 pxToClip(vec2 p) { return vec4(p / u_viewport.xy * 2.0 - 1.0, 0.0, 1.0); }\nconst vec4 HIDDEN = vec4(2.0, 2.0, 2.0, 1.0);\n`;\n\nconst GLSL1_FRAGMENT_COMMON = /* glsl */ `#ifdef GL_FRAGMENT_PRECISION_HIGH\nprecision highp float;\n#else\nprecision mediump float;\n#endif\n`;\n\nexport const GLSL1_LINE = {\n vertex: /* glsl */ `${GLSL1_VERTEX_COMMON}\nattribute vec2 a_a;\nattribute vec2 a_b;\nvarying vec2 v_local;\nvarying float v_len;\nvarying float v_hw;\nvarying vec4 v_color;\nvoid main() {\n v_local = vec2(0.0);\n v_len = 0.0;\n v_hw = u_params.x;\n v_color = u_color;\n if (gap(a_a) || gap(a_b)) { gl_Position = HIDDEN; return; }\n vec2 pa = toPx(a_a);\n vec2 pb = toPx(a_b);\n vec2 d = pb - pa;\n float len = length(d);\n vec2 dir = len > 1e-6 ? d / len : vec2(1.0, 0.0);\n vec2 nrm = vec2(-dir.y, dir.x);\n float hw = u_params.x + 1.0;\n float along = mix(-hw, len + hw, a_corner.x);\n float across = mix(-hw, hw, a_corner.y);\n gl_Position = pxToClip(pa + dir * along + nrm * across);\n v_local = vec2(along, across);\n v_len = len;\n}`,\n fragment: /* glsl */ `${GLSL1_FRAGMENT_COMMON}\nvarying vec2 v_local;\nvarying float v_len;\nvarying float v_hw;\nvarying vec4 v_color;\nvoid main() {\n float x = clamp(v_local.x, 0.0, v_len);\n float dist = length(vec2(v_local.x - x, v_local.y));\n float a = clamp(v_hw - dist + 0.5, 0.0, 1.0) * v_color.a;\n gl_FragColor = vec4(v_color.rgb * a, a);\n}`,\n};\n\nexport const GLSL1_AREA = {\n vertex: /* glsl */ `${GLSL1_VERTEX_COMMON}\nattribute vec3 a_a;\nattribute vec3 a_b;\nvarying float v_t;\nvarying vec4 v_color;\nvoid main() {\n v_t = 0.0;\n v_color = vec4(u_color.rgb, u_color.a * u_params.y);\n if (gap(a_a.xy) || gap(a_b.xy) || abs(a_a.z) > 1e37 || abs(a_b.z) > 1e37) { gl_Position = HIDDEN; return; }\n vec3 p = a_corner.y > 0.5 ? a_b : a_a;\n float y = a_corner.x > 0.5 ? p.y : p.z;\n gl_Position = vec4(toClip(vec2(p.x, y)), 0.0, 1.0);\n v_t = a_corner.x;\n}`,\n fragment: /* glsl */ `${GLSL1_FRAGMENT_COMMON}\nvarying float v_t;\nvarying vec4 v_color;\nvoid main() {\n float a = v_color.a * (0.25 + 0.75 * v_t * v_t);\n gl_FragColor = vec4(v_color.rgb * a, a);\n}`,\n};\n\nexport const GLSL1_BAR = {\n vertex: /* glsl */ `${GLSL1_VERTEX_COMMON}\nattribute vec3 a_inst;\nattribute vec4 a_color;\nvarying vec2 v_local;\nvarying vec2 v_half;\nvarying float v_radius;\nvarying vec4 v_color;\nvoid main() {\n v_local = vec2(0.0);\n v_half = vec2(0.0);\n v_radius = u_params.y * u_viewport.z;\n v_color = a_color;\n if (gap(a_inst.xy) || abs(a_inst.z) > 1e37) { gl_Position = HIDDEN; return; }\n float dpr = u_viewport.z;\n float rawHw = abs(u_params.x * u_xform.x) * 0.5 * u_viewport.x;\n vec2 p0 = toPx(a_inst.xy);\n float y1 = toPx(vec2(a_inst.x, a_inst.z)).y;\n float lo = min(p0.y, y1);\n float hi = max(p0.y, y1);\n float fade = clamp((min(rawHw, (hi - lo) * 0.5) - 3.0 * dpr) / (2.0 * dpr), 0.0, 1.0);\n float inset = u_params.z * dpr * fade - (u_params.z > 0.0 ? 0.5 * (1.0 - fade) : 0.0);\n float minHalf = u_params.w * dpr;\n float hw = max(max(rawHw - inset, 0.5), minHalf);\n vec2 hsz = vec2(hw, max((hi - lo) * 0.5 - inset, minHalf));\n vec2 center = vec2(p0.x, (lo + hi) * 0.5);\n vec2 ext = hsz + vec2(1.0);\n vec2 c = a_corner * 2.0 - 1.0;\n gl_Position = pxToClip(center + c * ext);\n v_local = c * ext;\n v_half = hsz;\n}`,\n fragment: /* glsl */ `${GLSL1_FRAGMENT_COMMON}\nvarying vec2 v_local;\nvarying vec2 v_half;\nvarying float v_radius;\nvarying vec4 v_color;\nvoid main() {\n float r = min(v_radius, min(v_half.x, v_half.y));\n vec2 q = abs(v_local) - v_half + vec2(r);\n float d = length(max(q, vec2(0.0))) + min(max(q.x, q.y), 0.0) - r;\n float a = clamp(0.5 - d, 0.0, 1.0) * v_color.a;\n gl_FragColor = vec4(v_color.rgb * a, a);\n}`,\n};\n\nexport const GLSL1_SCATTER = {\n vertex: /* glsl */ `${GLSL1_VERTEX_COMMON}\nattribute vec2 a_pos;\nattribute float a_size;\nattribute vec4 a_color;\nvarying vec2 v_local;\nvarying float v_r;\nvarying vec2 v_style;\nvarying vec4 v_color;\nvoid main() {\n v_local = vec2(0.0);\n v_r = 0.0;\n v_style = vec2(u_params.x, u_params.y * u_viewport.z);\n v_color = a_color;\n if (gap(a_pos) || !(a_size > 0.0)) { gl_Position = HIDDEN; return; }\n float r = a_size * 0.5 * u_viewport.z;\n float ext = r + 1.0;\n vec2 c = a_corner * 2.0 - 1.0;\n gl_Position = pxToClip(toPx(a_pos) + c * ext);\n v_local = c * ext;\n v_r = r;\n}`,\n fragment: /* glsl */ `${GLSL1_FRAGMENT_COMMON}\nvarying vec2 v_local;\nvarying float v_r;\nvarying vec2 v_style;\nvarying vec4 v_color;\nvoid main() {\n float d = length(v_local) - v_r;\n float cover = clamp(0.5 - d, 0.0, 1.0);\n float inner = clamp(0.5 - (d + v_style.y), 0.0, 1.0);\n float a = v_color.a * (inner * v_style.x + (cover - inner));\n gl_FragColor = vec4(v_color.rgb * a, a);\n}`,\n};\n"],"mappings":"AAcA,IAAMA,EAAyB;;;;;;;;;;;;;;;;;;;;;;;;;EA2BlBC,EAAuB,GAAGD,EAAY;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAoCtCE,EAAuB,GAAGF,EAAY;;;;;;;;;;;;;;;;;;;;;;EAwBtCG,EAAsB,GAAGH,EAAY;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA4CrCI,EAA0B,GAAGJ,EAAY;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA+BhDK,EAAyB;;;;;;EAQzBC,EAAgC,GAAGD,EAAY;;;;;;;EASxCE,EAAY,CACvB,OAAmB,GAAGD,EAAmB;;;;;;;;;;;;;;;;;;;;;;GAuBzC,SAAqB,GAAGD,EAAY;;;;;;;;;EAUtC,EAEaG,EAAY,CACvB,OAAmB,GAAGF,EAAmB;;;;;;;;;;;;GAazC,SAAqB,GAAGD,EAAY;;;;;;EAOtC,EAEaI,EAAW,CACtB,OAAmB,GAAGH,EAAmB;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA6BzC,SAAqB,GAAGD,EAAY;;;;;;;;;;;EAYtC,EAEaK,EAAe,CAC1B,OAAmB,GAAGJ,EAAmB;;;;;;;;;;;;;;;;;;GAmBzC,SAAqB,GAAGD,EAAY;;;;;;;;;;;EAYtC,EAQMM,EAAiC;;;;;;;;;;;EAajCC,EAAmC;;;;;EAO5BC,EAAa,CACxB,OAAmB,GAAGF,EAAoB;;;;;;;;;;;;;;;;;;;;;;;;;GA0B1C,SAAqB,GAAGC,EAAsB;;;;;;;;;;EAWhD,EAEaE,EAAa,CACxB,OAAmB,GAAGH,EAAoB;;;;;;;;;;;;;GAc1C,SAAqB,GAAGC,EAAsB;;;;;;EAOhD,EAEaG,EAAY,CACvB,OAAmB,GAAGJ,EAAoB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+B1C,SAAqB,GAAGC,EAAsB;;;;;;;;;;;EAYhD,EAEaI,EAAgB,CAC3B,OAAmB,GAAGL,EAAoB;;;;;;;;;;;;;;;;;;;;GAqB1C,SAAqB,GAAGC,EAAsB;;;;;;;;;;;EAYhD"}
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1
1
  export declare const WGSL_LINE = "\nstruct U {\n xform: vec4f,\n viewport: vec4f,\n color: vec4f,\n params: vec4f,\n};\n@group(0) @binding(0) var<uniform> u: U;\n\nfn gap(p: vec2f) -> bool {\n return abs(p.x) > 1e37 || abs(p.y) > 1e37;\n}\nfn toClip(p: vec2f) -> vec2f {\n return vec2f(p.x * u.xform.x + u.xform.y, p.y * u.xform.z + u.xform.w);\n}\nfn toPx(p: vec2f) -> vec2f {\n return (toClip(p) * 0.5 + 0.5) * u.viewport.xy;\n}\nfn pxToClip(p: vec2f) -> vec4f {\n return vec4f(p / u.viewport.xy * 2.0 - 1.0, 0.0, 1.0);\n}\nfn corner(vi: u32) -> vec2f {\n return vec2f(f32(vi & 1u), f32(vi >> 1u));\n}\nconst HIDDEN = vec4f(2.0, 2.0, 2.0, 1.0);\n\nstruct Out {\n @builtin(position) pos: vec4f,\n @location(0) local: vec2f,\n @location(1) len: f32,\n};\n@vertex fn vs(@builtin(vertex_index) vi: u32, @location(0) a: vec2f, @location(1) b: vec2f) -> Out {\n var out: Out;\n if (gap(a) || gap(b)) {\n out.pos = HIDDEN;\n return out;\n }\n let pa = toPx(a);\n let pb = toPx(b);\n let d = pb - pa;\n let len = length(d);\n var dir = vec2f(1.0, 0.0);\n if (len > 1e-6) { dir = d / len; }\n let nrm = vec2f(-dir.y, dir.x);\n let hw = u.params.x + 1.0;\n let c = corner(vi);\n let along = mix(-hw, len + hw, c.x);\n let across = mix(-hw, hw, c.y);\n out.pos = pxToClip(pa + dir * along + nrm * across);\n out.local = vec2f(along, across);\n out.len = len;\n return out;\n}\n@fragment fn fs(v: Out) -> @location(0) vec4f {\n let x = clamp(v.local.x, 0.0, v.len);\n let dist = length(vec2f(v.local.x - x, v.local.y));\n let a = clamp(u.params.x - dist + 0.5, 0.0, 1.0) * u.color.a;\n return vec4f(u.color.rgb * a, a);\n}\n";
2
- export declare const WGSL_AREA = "\nstruct U {\n xform: vec4f,\n viewport: vec4f,\n color: vec4f,\n params: vec4f,\n};\n@group(0) @binding(0) var<uniform> u: U;\n\nfn gap(p: vec2f) -> bool {\n return abs(p.x) > 1e37 || abs(p.y) > 1e37;\n}\nfn toClip(p: vec2f) -> vec2f {\n return vec2f(p.x * u.xform.x + u.xform.y, p.y * u.xform.z + u.xform.w);\n}\nfn toPx(p: vec2f) -> vec2f {\n return (toClip(p) * 0.5 + 0.5) * u.viewport.xy;\n}\nfn pxToClip(p: vec2f) -> vec4f {\n return vec4f(p / u.viewport.xy * 2.0 - 1.0, 0.0, 1.0);\n}\nfn corner(vi: u32) -> vec2f {\n return vec2f(f32(vi & 1u), f32(vi >> 1u));\n}\nconst HIDDEN = vec4f(2.0, 2.0, 2.0, 1.0);\n\nstruct Out {\n @builtin(position) pos: vec4f,\n @location(0) t: f32,\n};\n@vertex fn vs(@builtin(vertex_index) vi: u32, @location(0) a: vec2f, @location(1) b: vec2f) -> Out {\n var out: Out;\n if (gap(a) || gap(b)) {\n out.pos = HIDDEN;\n return out;\n }\n let c = corner(vi);\n let p = select(a, b, c.y > 0.5);\n let y = select(u.params.x, p.y, c.x > 0.5);\n out.pos = vec4f(toClip(vec2f(p.x, y)), 0.0, 1.0);\n out.t = c.x;\n return out;\n}\n@fragment fn fs(v: Out) -> @location(0) vec4f {\n let a = u.color.a * u.params.y * (0.3 + 0.7 * v.t);\n return vec4f(u.color.rgb * a, a);\n}\n";
3
- export declare const WGSL_BAR = "\nstruct U {\n xform: vec4f,\n viewport: vec4f,\n color: vec4f,\n params: vec4f,\n};\n@group(0) @binding(0) var<uniform> u: U;\n\nfn gap(p: vec2f) -> bool {\n return abs(p.x) > 1e37 || abs(p.y) > 1e37;\n}\nfn toClip(p: vec2f) -> vec2f {\n return vec2f(p.x * u.xform.x + u.xform.y, p.y * u.xform.z + u.xform.w);\n}\nfn toPx(p: vec2f) -> vec2f {\n return (toClip(p) * 0.5 + 0.5) * u.viewport.xy;\n}\nfn pxToClip(p: vec2f) -> vec4f {\n return vec4f(p / u.viewport.xy * 2.0 - 1.0, 0.0, 1.0);\n}\nfn corner(vi: u32) -> vec2f {\n return vec2f(f32(vi & 1u), f32(vi >> 1u));\n}\nconst HIDDEN = vec4f(2.0, 2.0, 2.0, 1.0);\n\nstruct Out {\n @builtin(position) pos: vec4f,\n @location(0) local: vec2f,\n @location(1) @interpolate(flat) hs: vec2f,\n};\n@vertex fn vs(@builtin(vertex_index) vi: u32, @location(0) inst: vec3f) -> Out {\n var out: Out;\n if (gap(inst.xy) || abs(inst.z) > 1e37) {\n out.pos = HIDDEN;\n return out;\n }\n let hw = max(abs(u.params.x * u.xform.x) * 0.5 * u.viewport.x, 0.5);\n let p0 = toPx(inst.xy);\n let y1 = toPx(vec2f(inst.x, inst.z)).y;\n let lo = min(p0.y, y1);\n let hi = max(p0.y, y1);\n let hsz = vec2f(hw, (hi - lo) * 0.5);\n let center = vec2f(p0.x, (lo + hi) * 0.5);\n let ext = hsz + vec2f(1.0);\n let c = corner(vi) * 2.0 - 1.0;\n out.pos = pxToClip(center + c * ext);\n out.local = c * ext;\n out.hs = hsz;\n return out;\n}\n@fragment fn fs(v: Out) -> @location(0) vec4f {\n let r = min(u.params.y * u.viewport.z, min(v.hs.x, v.hs.y));\n let q = abs(v.local) - v.hs + vec2f(r);\n let d = length(max(q, vec2f(0.0))) + min(max(q.x, q.y), 0.0) - r;\n let a = clamp(0.5 - d, 0.0, 1.0) * u.color.a;\n return vec4f(u.color.rgb * a, a);\n}\n";
2
+ export declare const WGSL_AREA = "\nstruct U {\n xform: vec4f,\n viewport: vec4f,\n color: vec4f,\n params: vec4f,\n};\n@group(0) @binding(0) var<uniform> u: U;\n\nfn gap(p: vec2f) -> bool {\n return abs(p.x) > 1e37 || abs(p.y) > 1e37;\n}\nfn toClip(p: vec2f) -> vec2f {\n return vec2f(p.x * u.xform.x + u.xform.y, p.y * u.xform.z + u.xform.w);\n}\nfn toPx(p: vec2f) -> vec2f {\n return (toClip(p) * 0.5 + 0.5) * u.viewport.xy;\n}\nfn pxToClip(p: vec2f) -> vec4f {\n return vec4f(p / u.viewport.xy * 2.0 - 1.0, 0.0, 1.0);\n}\nfn corner(vi: u32) -> vec2f {\n return vec2f(f32(vi & 1u), f32(vi >> 1u));\n}\nconst HIDDEN = vec4f(2.0, 2.0, 2.0, 1.0);\n\nstruct Out {\n @builtin(position) pos: vec4f,\n @location(0) t: f32,\n};\n@vertex fn vs(@builtin(vertex_index) vi: u32, @location(0) a: vec3f, @location(1) b: vec3f) -> Out {\n var out: Out;\n if (gap(a.xy) || gap(b.xy) || abs(a.z) > 1e37 || abs(b.z) > 1e37) {\n out.pos = HIDDEN;\n return out;\n }\n let c = corner(vi);\n let p = select(a, b, c.y > 0.5);\n let y = select(p.z, p.y, c.x > 0.5);\n out.pos = vec4f(toClip(vec2f(p.x, y)), 0.0, 1.0);\n out.t = c.x;\n return out;\n}\n@fragment fn fs(v: Out) -> @location(0) vec4f {\n let a = u.color.a * u.params.y * (0.25 + 0.75 * v.t * v.t);\n return vec4f(u.color.rgb * a, a);\n}\n";
3
+ export declare const WGSL_BAR = "\nstruct U {\n xform: vec4f,\n viewport: vec4f,\n color: vec4f,\n params: vec4f,\n};\n@group(0) @binding(0) var<uniform> u: U;\n\nfn gap(p: vec2f) -> bool {\n return abs(p.x) > 1e37 || abs(p.y) > 1e37;\n}\nfn toClip(p: vec2f) -> vec2f {\n return vec2f(p.x * u.xform.x + u.xform.y, p.y * u.xform.z + u.xform.w);\n}\nfn toPx(p: vec2f) -> vec2f {\n return (toClip(p) * 0.5 + 0.5) * u.viewport.xy;\n}\nfn pxToClip(p: vec2f) -> vec4f {\n return vec4f(p / u.viewport.xy * 2.0 - 1.0, 0.0, 1.0);\n}\nfn corner(vi: u32) -> vec2f {\n return vec2f(f32(vi & 1u), f32(vi >> 1u));\n}\nconst HIDDEN = vec4f(2.0, 2.0, 2.0, 1.0);\n\nstruct Out {\n @builtin(position) pos: vec4f,\n @location(0) local: vec2f,\n @location(1) @interpolate(flat) hs: vec2f,\n @location(2) @interpolate(flat) color: vec4f,\n};\n@vertex fn vs(@builtin(vertex_index) vi: u32, @location(0) inst: vec3f, @location(1) color: vec4f) -> Out {\n var out: Out;\n if (gap(inst.xy) || abs(inst.z) > 1e37) {\n out.pos = HIDDEN;\n return out;\n }\n let dpr = u.viewport.z;\n let rawHw = abs(u.params.x * u.xform.x) * 0.5 * u.viewport.x;\n let p0 = toPx(inst.xy);\n let y1 = toPx(vec2f(inst.x, inst.z)).y;\n let lo = min(p0.y, y1);\n let hi = max(p0.y, y1);\n // the gap between cells fades out on small cells (dense heatmaps stay\n // solid); without a gap, cells overlap by a pixel so no seam shows\n let fade = clamp((min(rawHw, (hi - lo) * 0.5) - 3.0 * dpr) / (2.0 * dpr), 0.0, 1.0);\n let inset = u.params.z * dpr * fade - select(0.0, 0.5 * (1.0 - fade), u.params.z > 0.0);\n let minHalf = u.params.w * dpr;\n let hw = max(max(rawHw - inset, 0.5), minHalf);\n let hsz = vec2f(hw, max((hi - lo) * 0.5 - inset, minHalf));\n let center = vec2f(p0.x, (lo + hi) * 0.5);\n let ext = hsz + vec2f(1.0);\n let c = corner(vi) * 2.0 - 1.0;\n out.pos = pxToClip(center + c * ext);\n out.local = c * ext;\n out.hs = hsz;\n out.color = color;\n return out;\n}\n@fragment fn fs(v: Out) -> @location(0) vec4f {\n let r = min(u.params.y * u.viewport.z, min(v.hs.x, v.hs.y));\n let q = abs(v.local) - v.hs + vec2f(r);\n let d = length(max(q, vec2f(0.0))) + min(max(q.x, q.y), 0.0) - r;\n let a = clamp(0.5 - d, 0.0, 1.0) * v.color.a;\n return vec4f(v.color.rgb * a, a);\n}\n";
4
4
  export declare const WGSL_SCATTER = "\nstruct U {\n xform: vec4f,\n viewport: vec4f,\n color: vec4f,\n params: vec4f,\n};\n@group(0) @binding(0) var<uniform> u: U;\n\nfn gap(p: vec2f) -> bool {\n return abs(p.x) > 1e37 || abs(p.y) > 1e37;\n}\nfn toClip(p: vec2f) -> vec2f {\n return vec2f(p.x * u.xform.x + u.xform.y, p.y * u.xform.z + u.xform.w);\n}\nfn toPx(p: vec2f) -> vec2f {\n return (toClip(p) * 0.5 + 0.5) * u.viewport.xy;\n}\nfn pxToClip(p: vec2f) -> vec4f {\n return vec4f(p / u.viewport.xy * 2.0 - 1.0, 0.0, 1.0);\n}\nfn corner(vi: u32) -> vec2f {\n return vec2f(f32(vi & 1u), f32(vi >> 1u));\n}\nconst HIDDEN = vec4f(2.0, 2.0, 2.0, 1.0);\n\nstruct Out {\n @builtin(position) pos: vec4f,\n @location(0) local: vec2f,\n @location(1) @interpolate(flat) r: f32,\n @location(2) @interpolate(flat) color: vec4f,\n};\n@vertex fn vs(@builtin(vertex_index) vi: u32, @location(0) p: vec2f, @location(1) size: f32, @location(2) color: vec4f) -> Out {\n var out: Out;\n if (gap(p) || !(size > 0.0)) {\n out.pos = HIDDEN;\n return out;\n }\n let r = size * 0.5 * u.viewport.z;\n let ext = r + 1.0;\n let c = corner(vi) * 2.0 - 1.0;\n out.pos = pxToClip(toPx(p) + c * ext);\n out.local = c * ext;\n out.r = r;\n out.color = color;\n return out;\n}\n@fragment fn fs(v: Out) -> @location(0) vec4f {\n let d = length(v.local) - v.r;\n let cover = clamp(0.5 - d, 0.0, 1.0);\n let inner = clamp(0.5 - (d + u.params.y * u.viewport.z), 0.0, 1.0);\n let a = v.color.a * (inner * u.params.x + (cover - inner));\n return vec4f(v.color.rgb * a, a);\n}\n";
5
5
  export declare const GLSL_LINE: {
6
6
  vertex: string;
@@ -18,3 +18,19 @@ export declare const GLSL_SCATTER: {
18
18
  vertex: string;
19
19
  fragment: string;
20
20
  };
21
+ export declare const GLSL1_LINE: {
22
+ vertex: string;
23
+ fragment: string;
24
+ };
25
+ export declare const GLSL1_AREA: {
26
+ vertex: string;
27
+ fragment: string;
28
+ };
29
+ export declare const GLSL1_BAR: {
30
+ vertex: string;
31
+ fragment: string;
32
+ };
33
+ export declare const GLSL1_SCATTER: {
34
+ vertex: string;
35
+ fragment: string;
36
+ };
@@ -1,6 +1,6 @@
1
1
  export declare const WGSL_LINE = "\nstruct U {\n xform: vec4f,\n viewport: vec4f,\n color: vec4f,\n params: vec4f,\n};\n@group(0) @binding(0) var<uniform> u: U;\n\nfn gap(p: vec2f) -> bool {\n return abs(p.x) > 1e37 || abs(p.y) > 1e37;\n}\nfn toClip(p: vec2f) -> vec2f {\n return vec2f(p.x * u.xform.x + u.xform.y, p.y * u.xform.z + u.xform.w);\n}\nfn toPx(p: vec2f) -> vec2f {\n return (toClip(p) * 0.5 + 0.5) * u.viewport.xy;\n}\nfn pxToClip(p: vec2f) -> vec4f {\n return vec4f(p / u.viewport.xy * 2.0 - 1.0, 0.0, 1.0);\n}\nfn corner(vi: u32) -> vec2f {\n return vec2f(f32(vi & 1u), f32(vi >> 1u));\n}\nconst HIDDEN = vec4f(2.0, 2.0, 2.0, 1.0);\n\nstruct Out {\n @builtin(position) pos: vec4f,\n @location(0) local: vec2f,\n @location(1) len: f32,\n};\n@vertex fn vs(@builtin(vertex_index) vi: u32, @location(0) a: vec2f, @location(1) b: vec2f) -> Out {\n var out: Out;\n if (gap(a) || gap(b)) {\n out.pos = HIDDEN;\n return out;\n }\n let pa = toPx(a);\n let pb = toPx(b);\n let d = pb - pa;\n let len = length(d);\n var dir = vec2f(1.0, 0.0);\n if (len > 1e-6) { dir = d / len; }\n let nrm = vec2f(-dir.y, dir.x);\n let hw = u.params.x + 1.0;\n let c = corner(vi);\n let along = mix(-hw, len + hw, c.x);\n let across = mix(-hw, hw, c.y);\n out.pos = pxToClip(pa + dir * along + nrm * across);\n out.local = vec2f(along, across);\n out.len = len;\n return out;\n}\n@fragment fn fs(v: Out) -> @location(0) vec4f {\n let x = clamp(v.local.x, 0.0, v.len);\n let dist = length(vec2f(v.local.x - x, v.local.y));\n let a = clamp(u.params.x - dist + 0.5, 0.0, 1.0) * u.color.a;\n return vec4f(u.color.rgb * a, a);\n}\n";
2
- export declare const WGSL_AREA = "\nstruct U {\n xform: vec4f,\n viewport: vec4f,\n color: vec4f,\n params: vec4f,\n};\n@group(0) @binding(0) var<uniform> u: U;\n\nfn gap(p: vec2f) -> bool {\n return abs(p.x) > 1e37 || abs(p.y) > 1e37;\n}\nfn toClip(p: vec2f) -> vec2f {\n return vec2f(p.x * u.xform.x + u.xform.y, p.y * u.xform.z + u.xform.w);\n}\nfn toPx(p: vec2f) -> vec2f {\n return (toClip(p) * 0.5 + 0.5) * u.viewport.xy;\n}\nfn pxToClip(p: vec2f) -> vec4f {\n return vec4f(p / u.viewport.xy * 2.0 - 1.0, 0.0, 1.0);\n}\nfn corner(vi: u32) -> vec2f {\n return vec2f(f32(vi & 1u), f32(vi >> 1u));\n}\nconst HIDDEN = vec4f(2.0, 2.0, 2.0, 1.0);\n\nstruct Out {\n @builtin(position) pos: vec4f,\n @location(0) t: f32,\n};\n@vertex fn vs(@builtin(vertex_index) vi: u32, @location(0) a: vec2f, @location(1) b: vec2f) -> Out {\n var out: Out;\n if (gap(a) || gap(b)) {\n out.pos = HIDDEN;\n return out;\n }\n let c = corner(vi);\n let p = select(a, b, c.y > 0.5);\n let y = select(u.params.x, p.y, c.x > 0.5);\n out.pos = vec4f(toClip(vec2f(p.x, y)), 0.0, 1.0);\n out.t = c.x;\n return out;\n}\n@fragment fn fs(v: Out) -> @location(0) vec4f {\n let a = u.color.a * u.params.y * (0.3 + 0.7 * v.t);\n return vec4f(u.color.rgb * a, a);\n}\n";
3
- export declare const WGSL_BAR = "\nstruct U {\n xform: vec4f,\n viewport: vec4f,\n color: vec4f,\n params: vec4f,\n};\n@group(0) @binding(0) var<uniform> u: U;\n\nfn gap(p: vec2f) -> bool {\n return abs(p.x) > 1e37 || abs(p.y) > 1e37;\n}\nfn toClip(p: vec2f) -> vec2f {\n return vec2f(p.x * u.xform.x + u.xform.y, p.y * u.xform.z + u.xform.w);\n}\nfn toPx(p: vec2f) -> vec2f {\n return (toClip(p) * 0.5 + 0.5) * u.viewport.xy;\n}\nfn pxToClip(p: vec2f) -> vec4f {\n return vec4f(p / u.viewport.xy * 2.0 - 1.0, 0.0, 1.0);\n}\nfn corner(vi: u32) -> vec2f {\n return vec2f(f32(vi & 1u), f32(vi >> 1u));\n}\nconst HIDDEN = vec4f(2.0, 2.0, 2.0, 1.0);\n\nstruct Out {\n @builtin(position) pos: vec4f,\n @location(0) local: vec2f,\n @location(1) @interpolate(flat) hs: vec2f,\n};\n@vertex fn vs(@builtin(vertex_index) vi: u32, @location(0) inst: vec3f) -> Out {\n var out: Out;\n if (gap(inst.xy) || abs(inst.z) > 1e37) {\n out.pos = HIDDEN;\n return out;\n }\n let hw = max(abs(u.params.x * u.xform.x) * 0.5 * u.viewport.x, 0.5);\n let p0 = toPx(inst.xy);\n let y1 = toPx(vec2f(inst.x, inst.z)).y;\n let lo = min(p0.y, y1);\n let hi = max(p0.y, y1);\n let hsz = vec2f(hw, (hi - lo) * 0.5);\n let center = vec2f(p0.x, (lo + hi) * 0.5);\n let ext = hsz + vec2f(1.0);\n let c = corner(vi) * 2.0 - 1.0;\n out.pos = pxToClip(center + c * ext);\n out.local = c * ext;\n out.hs = hsz;\n return out;\n}\n@fragment fn fs(v: Out) -> @location(0) vec4f {\n let r = min(u.params.y * u.viewport.z, min(v.hs.x, v.hs.y));\n let q = abs(v.local) - v.hs + vec2f(r);\n let d = length(max(q, vec2f(0.0))) + min(max(q.x, q.y), 0.0) - r;\n let a = clamp(0.5 - d, 0.0, 1.0) * u.color.a;\n return vec4f(u.color.rgb * a, a);\n}\n";
2
+ export declare const WGSL_AREA = "\nstruct U {\n xform: vec4f,\n viewport: vec4f,\n color: vec4f,\n params: vec4f,\n};\n@group(0) @binding(0) var<uniform> u: U;\n\nfn gap(p: vec2f) -> bool {\n return abs(p.x) > 1e37 || abs(p.y) > 1e37;\n}\nfn toClip(p: vec2f) -> vec2f {\n return vec2f(p.x * u.xform.x + u.xform.y, p.y * u.xform.z + u.xform.w);\n}\nfn toPx(p: vec2f) -> vec2f {\n return (toClip(p) * 0.5 + 0.5) * u.viewport.xy;\n}\nfn pxToClip(p: vec2f) -> vec4f {\n return vec4f(p / u.viewport.xy * 2.0 - 1.0, 0.0, 1.0);\n}\nfn corner(vi: u32) -> vec2f {\n return vec2f(f32(vi & 1u), f32(vi >> 1u));\n}\nconst HIDDEN = vec4f(2.0, 2.0, 2.0, 1.0);\n\nstruct Out {\n @builtin(position) pos: vec4f,\n @location(0) t: f32,\n};\n@vertex fn vs(@builtin(vertex_index) vi: u32, @location(0) a: vec3f, @location(1) b: vec3f) -> Out {\n var out: Out;\n if (gap(a.xy) || gap(b.xy) || abs(a.z) > 1e37 || abs(b.z) > 1e37) {\n out.pos = HIDDEN;\n return out;\n }\n let c = corner(vi);\n let p = select(a, b, c.y > 0.5);\n let y = select(p.z, p.y, c.x > 0.5);\n out.pos = vec4f(toClip(vec2f(p.x, y)), 0.0, 1.0);\n out.t = c.x;\n return out;\n}\n@fragment fn fs(v: Out) -> @location(0) vec4f {\n let a = u.color.a * u.params.y * (0.25 + 0.75 * v.t * v.t);\n return vec4f(u.color.rgb * a, a);\n}\n";
3
+ export declare const WGSL_BAR = "\nstruct U {\n xform: vec4f,\n viewport: vec4f,\n color: vec4f,\n params: vec4f,\n};\n@group(0) @binding(0) var<uniform> u: U;\n\nfn gap(p: vec2f) -> bool {\n return abs(p.x) > 1e37 || abs(p.y) > 1e37;\n}\nfn toClip(p: vec2f) -> vec2f {\n return vec2f(p.x * u.xform.x + u.xform.y, p.y * u.xform.z + u.xform.w);\n}\nfn toPx(p: vec2f) -> vec2f {\n return (toClip(p) * 0.5 + 0.5) * u.viewport.xy;\n}\nfn pxToClip(p: vec2f) -> vec4f {\n return vec4f(p / u.viewport.xy * 2.0 - 1.0, 0.0, 1.0);\n}\nfn corner(vi: u32) -> vec2f {\n return vec2f(f32(vi & 1u), f32(vi >> 1u));\n}\nconst HIDDEN = vec4f(2.0, 2.0, 2.0, 1.0);\n\nstruct Out {\n @builtin(position) pos: vec4f,\n @location(0) local: vec2f,\n @location(1) @interpolate(flat) hs: vec2f,\n @location(2) @interpolate(flat) color: vec4f,\n};\n@vertex fn vs(@builtin(vertex_index) vi: u32, @location(0) inst: vec3f, @location(1) color: vec4f) -> Out {\n var out: Out;\n if (gap(inst.xy) || abs(inst.z) > 1e37) {\n out.pos = HIDDEN;\n return out;\n }\n let dpr = u.viewport.z;\n let rawHw = abs(u.params.x * u.xform.x) * 0.5 * u.viewport.x;\n let p0 = toPx(inst.xy);\n let y1 = toPx(vec2f(inst.x, inst.z)).y;\n let lo = min(p0.y, y1);\n let hi = max(p0.y, y1);\n // the gap between cells fades out on small cells (dense heatmaps stay\n // solid); without a gap, cells overlap by a pixel so no seam shows\n let fade = clamp((min(rawHw, (hi - lo) * 0.5) - 3.0 * dpr) / (2.0 * dpr), 0.0, 1.0);\n let inset = u.params.z * dpr * fade - select(0.0, 0.5 * (1.0 - fade), u.params.z > 0.0);\n let minHalf = u.params.w * dpr;\n let hw = max(max(rawHw - inset, 0.5), minHalf);\n let hsz = vec2f(hw, max((hi - lo) * 0.5 - inset, minHalf));\n let center = vec2f(p0.x, (lo + hi) * 0.5);\n let ext = hsz + vec2f(1.0);\n let c = corner(vi) * 2.0 - 1.0;\n out.pos = pxToClip(center + c * ext);\n out.local = c * ext;\n out.hs = hsz;\n out.color = color;\n return out;\n}\n@fragment fn fs(v: Out) -> @location(0) vec4f {\n let r = min(u.params.y * u.viewport.z, min(v.hs.x, v.hs.y));\n let q = abs(v.local) - v.hs + vec2f(r);\n let d = length(max(q, vec2f(0.0))) + min(max(q.x, q.y), 0.0) - r;\n let a = clamp(0.5 - d, 0.0, 1.0) * v.color.a;\n return vec4f(v.color.rgb * a, a);\n}\n";
4
4
  export declare const WGSL_SCATTER = "\nstruct U {\n xform: vec4f,\n viewport: vec4f,\n color: vec4f,\n params: vec4f,\n};\n@group(0) @binding(0) var<uniform> u: U;\n\nfn gap(p: vec2f) -> bool {\n return abs(p.x) > 1e37 || abs(p.y) > 1e37;\n}\nfn toClip(p: vec2f) -> vec2f {\n return vec2f(p.x * u.xform.x + u.xform.y, p.y * u.xform.z + u.xform.w);\n}\nfn toPx(p: vec2f) -> vec2f {\n return (toClip(p) * 0.5 + 0.5) * u.viewport.xy;\n}\nfn pxToClip(p: vec2f) -> vec4f {\n return vec4f(p / u.viewport.xy * 2.0 - 1.0, 0.0, 1.0);\n}\nfn corner(vi: u32) -> vec2f {\n return vec2f(f32(vi & 1u), f32(vi >> 1u));\n}\nconst HIDDEN = vec4f(2.0, 2.0, 2.0, 1.0);\n\nstruct Out {\n @builtin(position) pos: vec4f,\n @location(0) local: vec2f,\n @location(1) @interpolate(flat) r: f32,\n @location(2) @interpolate(flat) color: vec4f,\n};\n@vertex fn vs(@builtin(vertex_index) vi: u32, @location(0) p: vec2f, @location(1) size: f32, @location(2) color: vec4f) -> Out {\n var out: Out;\n if (gap(p) || !(size > 0.0)) {\n out.pos = HIDDEN;\n return out;\n }\n let r = size * 0.5 * u.viewport.z;\n let ext = r + 1.0;\n let c = corner(vi) * 2.0 - 1.0;\n out.pos = pxToClip(toPx(p) + c * ext);\n out.local = c * ext;\n out.r = r;\n out.color = color;\n return out;\n}\n@fragment fn fs(v: Out) -> @location(0) vec4f {\n let d = length(v.local) - v.r;\n let cover = clamp(0.5 - d, 0.0, 1.0);\n let inner = clamp(0.5 - (d + u.params.y * u.viewport.z), 0.0, 1.0);\n let a = v.color.a * (inner * u.params.x + (cover - inner));\n return vec4f(v.color.rgb * a, a);\n}\n";
5
5
  export declare const GLSL_LINE: {
6
6
  vertex: string;
@@ -18,3 +18,19 @@ export declare const GLSL_SCATTER: {
18
18
  vertex: string;
19
19
  fragment: string;
20
20
  };
21
+ export declare const GLSL1_LINE: {
22
+ vertex: string;
23
+ fragment: string;
24
+ };
25
+ export declare const GLSL1_AREA: {
26
+ vertex: string;
27
+ fragment: string;
28
+ };
29
+ export declare const GLSL1_BAR: {
30
+ vertex: string;
31
+ fragment: string;
32
+ };
33
+ export declare const GLSL1_SCATTER: {
34
+ vertex: string;
35
+ fragment: string;
36
+ };