molstar 2.3.7 → 2.4.1

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 (1699) hide show
  1. package/build/viewer/molstar.css +1 -2
  2. package/build/viewer/molstar.js +1 -1
  3. package/lib/apps/docking-viewer/index.js +1 -1
  4. package/lib/apps/docking-viewer/index.js.map +1 -1
  5. package/lib/apps/docking-viewer/viewport.d.ts +2 -2
  6. package/lib/apps/viewer/index.d.ts +1 -1
  7. package/lib/apps/viewer/index.js +3 -3
  8. package/lib/apps/viewer/index.js.map +1 -1
  9. package/lib/cli/chem-comp-dict/create-ions.js +1 -1
  10. package/lib/cli/chem-comp-dict/create-ions.js.map +1 -1
  11. package/lib/cli/chem-comp-dict/create-table.js +3 -3
  12. package/lib/cli/chem-comp-dict/create-table.js.map +1 -1
  13. package/lib/cli/chem-comp-dict/util.d.ts +4 -4
  14. package/lib/cli/chem-comp-dict/util.js +2 -2
  15. package/lib/cli/chem-comp-dict/util.js.map +1 -1
  16. package/lib/cli/cif2bcif/converter.js +2 -2
  17. package/lib/cli/cif2bcif/converter.js.map +1 -1
  18. package/lib/cli/cifschema/index.js +12 -12
  19. package/lib/cli/cifschema/index.js.map +1 -1
  20. package/lib/cli/cifschema/util/cif-dic.js +20 -19
  21. package/lib/cli/cifschema/util/cif-dic.js.map +1 -1
  22. package/lib/cli/cifschema/util/generate.js +21 -21
  23. package/lib/cli/cifschema/util/generate.js.map +1 -1
  24. package/lib/cli/cifschema/util/schema.js +1 -1
  25. package/lib/cli/cifschema/util/schema.js.map +1 -1
  26. package/lib/cli/lipid-params/index.js +3 -3
  27. package/lib/cli/lipid-params/index.js.map +1 -1
  28. package/lib/cli/state-docs/index.js +4 -4
  29. package/lib/cli/state-docs/index.js.map +1 -1
  30. package/lib/cli/state-docs/pd-to-md.js +10 -10
  31. package/lib/cli/state-docs/pd-to-md.js.map +1 -1
  32. package/lib/cli/structure-info/model.js +18 -18
  33. package/lib/cli/structure-info/model.js.map +1 -1
  34. package/lib/cli/structure-info/volume.js +1 -1
  35. package/lib/cli/structure-info/volume.js.map +1 -1
  36. package/lib/commonjs/apps/docking-viewer/index.js +1 -1
  37. package/lib/commonjs/apps/docking-viewer/index.js.map +1 -1
  38. package/lib/commonjs/apps/docking-viewer/viewport.d.ts +2 -2
  39. package/lib/commonjs/apps/viewer/index.d.ts +7 -7
  40. package/lib/commonjs/apps/viewer/index.js +3 -3
  41. package/lib/commonjs/apps/viewer/index.js.map +1 -1
  42. package/lib/commonjs/cli/chem-comp-dict/create-ions.js +1 -1
  43. package/lib/commonjs/cli/chem-comp-dict/create-ions.js.map +1 -1
  44. package/lib/commonjs/cli/chem-comp-dict/create-table.js +3 -3
  45. package/lib/commonjs/cli/chem-comp-dict/create-table.js.map +1 -1
  46. package/lib/commonjs/cli/chem-comp-dict/util.d.ts +4 -4
  47. package/lib/commonjs/cli/chem-comp-dict/util.js +2 -2
  48. package/lib/commonjs/cli/chem-comp-dict/util.js.map +1 -1
  49. package/lib/commonjs/cli/cif2bcif/converter.js +2 -2
  50. package/lib/commonjs/cli/cif2bcif/converter.js.map +1 -1
  51. package/lib/commonjs/cli/cifschema/index.js +12 -12
  52. package/lib/commonjs/cli/cifschema/index.js.map +1 -1
  53. package/lib/commonjs/cli/cifschema/util/cif-dic.js +20 -19
  54. package/lib/commonjs/cli/cifschema/util/cif-dic.js.map +1 -1
  55. package/lib/commonjs/cli/cifschema/util/generate.js +21 -21
  56. package/lib/commonjs/cli/cifschema/util/generate.js.map +1 -1
  57. package/lib/commonjs/cli/cifschema/util/schema.js +1 -1
  58. package/lib/commonjs/cli/cifschema/util/schema.js.map +1 -1
  59. package/lib/commonjs/cli/lipid-params/index.js +3 -3
  60. package/lib/commonjs/cli/lipid-params/index.js.map +1 -1
  61. package/lib/commonjs/cli/state-docs/index.js +4 -4
  62. package/lib/commonjs/cli/state-docs/index.js.map +1 -1
  63. package/lib/commonjs/cli/state-docs/pd-to-md.js +10 -10
  64. package/lib/commonjs/cli/state-docs/pd-to-md.js.map +1 -1
  65. package/lib/commonjs/cli/structure-info/model.js +18 -18
  66. package/lib/commonjs/cli/structure-info/model.js.map +1 -1
  67. package/lib/commonjs/cli/structure-info/volume.js +1 -1
  68. package/lib/commonjs/cli/structure-info/volume.js.map +1 -1
  69. package/lib/commonjs/examples/basic-wrapper/superposition.js +3 -3
  70. package/lib/commonjs/examples/basic-wrapper/superposition.js.map +1 -1
  71. package/lib/commonjs/examples/domain-annotation-server/mapping.js +2 -2
  72. package/lib/commonjs/examples/domain-annotation-server/mapping.js.map +1 -1
  73. package/lib/commonjs/examples/domain-annotation-server/server.js +3 -3
  74. package/lib/commonjs/examples/domain-annotation-server/server.js.map +1 -1
  75. package/lib/commonjs/examples/proteopedia-wrapper/annotation.js +3 -3
  76. package/lib/commonjs/examples/proteopedia-wrapper/annotation.js.map +1 -1
  77. package/lib/commonjs/examples/proteopedia-wrapper/helpers.js +1 -1
  78. package/lib/commonjs/examples/proteopedia-wrapper/helpers.js.map +1 -1
  79. package/lib/commonjs/examples/proteopedia-wrapper/index.js +2 -2
  80. package/lib/commonjs/examples/proteopedia-wrapper/index.js.map +1 -1
  81. package/lib/commonjs/examples/task.js +6 -6
  82. package/lib/commonjs/examples/task.js.map +1 -1
  83. package/lib/commonjs/extensions/alpha-orbitals/transforms.js +2 -2
  84. package/lib/commonjs/extensions/alpha-orbitals/transforms.js.map +1 -1
  85. package/lib/commonjs/extensions/anvil/behavior.d.ts +2 -2
  86. package/lib/commonjs/extensions/anvil/representation.d.ts +5 -5
  87. package/lib/commonjs/extensions/anvil/representation.js +1 -1
  88. package/lib/commonjs/extensions/anvil/representation.js.map +1 -1
  89. package/lib/commonjs/extensions/cellpack/model.js +15 -15
  90. package/lib/commonjs/extensions/cellpack/model.js.map +1 -1
  91. package/lib/commonjs/extensions/cellpack/representation.d.ts +2 -2
  92. package/lib/commonjs/extensions/cellpack/state.js +5 -5
  93. package/lib/commonjs/extensions/cellpack/state.js.map +1 -1
  94. package/lib/commonjs/extensions/cellpack/util.js +4 -4
  95. package/lib/commonjs/extensions/cellpack/util.js.map +1 -1
  96. package/lib/commonjs/extensions/dnatco/confal-pyramids/behavior.d.ts +1 -1
  97. package/lib/commonjs/extensions/dnatco/confal-pyramids/representation.d.ts +6 -6
  98. package/lib/commonjs/extensions/dnatco/confal-pyramids/util.js +7 -7
  99. package/lib/commonjs/extensions/dnatco/confal-pyramids/util.js.map +1 -1
  100. package/lib/commonjs/extensions/g3d/data.js +2 -2
  101. package/lib/commonjs/extensions/g3d/data.js.map +1 -1
  102. package/lib/commonjs/extensions/g3d/model.js +2 -2
  103. package/lib/commonjs/extensions/g3d/model.js.map +1 -1
  104. package/lib/commonjs/extensions/geo-export/controls.js +3 -3
  105. package/lib/commonjs/extensions/geo-export/controls.js.map +1 -1
  106. package/lib/commonjs/extensions/geo-export/glb-exporter.d.ts +1 -0
  107. package/lib/commonjs/extensions/geo-export/glb-exporter.js +28 -18
  108. package/lib/commonjs/extensions/geo-export/glb-exporter.js.map +1 -1
  109. package/lib/commonjs/extensions/geo-export/mesh-exporter.d.ts +31 -2
  110. package/lib/commonjs/extensions/geo-export/mesh-exporter.js +87 -15
  111. package/lib/commonjs/extensions/geo-export/mesh-exporter.js.map +1 -1
  112. package/lib/commonjs/extensions/geo-export/obj-exporter.d.ts +1 -0
  113. package/lib/commonjs/extensions/geo-export/obj-exporter.js +27 -18
  114. package/lib/commonjs/extensions/geo-export/obj-exporter.js.map +1 -1
  115. package/lib/commonjs/extensions/geo-export/stl-exporter.js +1 -1
  116. package/lib/commonjs/extensions/geo-export/stl-exporter.js.map +1 -1
  117. package/lib/commonjs/extensions/geo-export/ui.js +24 -20
  118. package/lib/commonjs/extensions/geo-export/ui.js.map +1 -1
  119. package/lib/commonjs/extensions/geo-export/usdz-exporter.d.ts +1 -0
  120. package/lib/commonjs/extensions/geo-export/usdz-exporter.js +31 -21
  121. package/lib/commonjs/extensions/geo-export/usdz-exporter.js.map +1 -1
  122. package/lib/commonjs/extensions/mp4-export/controls.js +2 -2
  123. package/lib/commonjs/extensions/mp4-export/controls.js.map +1 -1
  124. package/lib/commonjs/extensions/mp4-export/ui.js +7 -6
  125. package/lib/commonjs/extensions/mp4-export/ui.js.map +1 -1
  126. package/lib/commonjs/extensions/pdbe/structure-quality-report/behavior.js +1 -1
  127. package/lib/commonjs/extensions/pdbe/structure-quality-report/behavior.js.map +1 -1
  128. package/lib/commonjs/extensions/pdbe/structure-quality-report/prop.js +1 -1
  129. package/lib/commonjs/extensions/pdbe/structure-quality-report/prop.js.map +1 -1
  130. package/lib/commonjs/extensions/rcsb/assembly-symmetry/behavior.d.ts +6 -6
  131. package/lib/commonjs/extensions/rcsb/assembly-symmetry/behavior.js +3 -3
  132. package/lib/commonjs/extensions/rcsb/assembly-symmetry/behavior.js.map +1 -1
  133. package/lib/commonjs/extensions/rcsb/assembly-symmetry/color.js +1 -1
  134. package/lib/commonjs/extensions/rcsb/assembly-symmetry/color.js.map +1 -1
  135. package/lib/commonjs/extensions/rcsb/assembly-symmetry/prop.js +2 -2
  136. package/lib/commonjs/extensions/rcsb/assembly-symmetry/prop.js.map +1 -1
  137. package/lib/commonjs/extensions/rcsb/assembly-symmetry/representation.d.ts +1 -1
  138. package/lib/commonjs/extensions/rcsb/assembly-symmetry/representation.js +7 -7
  139. package/lib/commonjs/extensions/rcsb/assembly-symmetry/representation.js.map +1 -1
  140. package/lib/commonjs/extensions/rcsb/graphql/types.d.ts +22 -21
  141. package/lib/commonjs/extensions/rcsb/validation-report/behavior.d.ts +3 -3
  142. package/lib/commonjs/extensions/rcsb/validation-report/behavior.js +11 -11
  143. package/lib/commonjs/extensions/rcsb/validation-report/behavior.js.map +1 -1
  144. package/lib/commonjs/extensions/rcsb/validation-report/prop.js +2 -2
  145. package/lib/commonjs/extensions/rcsb/validation-report/prop.js.map +1 -1
  146. package/lib/commonjs/extensions/rcsb/validation-report/representation.d.ts +10 -10
  147. package/lib/commonjs/extensions/rcsb/validation-report/representation.js +2 -2
  148. package/lib/commonjs/extensions/rcsb/validation-report/representation.js.map +1 -1
  149. package/lib/commonjs/mol-canvas3d/canvas3d.d.ts +4 -4
  150. package/lib/commonjs/mol-canvas3d/canvas3d.js +3 -3
  151. package/lib/commonjs/mol-canvas3d/canvas3d.js.map +1 -1
  152. package/lib/commonjs/mol-canvas3d/helper/camera-helper.d.ts +3 -3
  153. package/lib/commonjs/mol-canvas3d/helper/handle-helper.d.ts +1 -1
  154. package/lib/commonjs/mol-canvas3d/helper/handle-helper.js +1 -1
  155. package/lib/commonjs/mol-canvas3d/helper/handle-helper.js.map +1 -1
  156. package/lib/commonjs/mol-canvas3d/passes/draw.js +3 -11
  157. package/lib/commonjs/mol-canvas3d/passes/draw.js.map +1 -1
  158. package/lib/commonjs/mol-canvas3d/passes/image.d.ts +2 -2
  159. package/lib/commonjs/mol-canvas3d/passes/wboit.js +1 -1
  160. package/lib/commonjs/mol-canvas3d/passes/wboit.js.map +1 -1
  161. package/lib/commonjs/mol-canvas3d/util.js +1 -1
  162. package/lib/commonjs/mol-canvas3d/util.js.map +1 -1
  163. package/lib/commonjs/mol-data/db/table.js +1 -1
  164. package/lib/commonjs/mol-data/db/table.js.map +1 -1
  165. package/lib/commonjs/mol-data/int/_spec/sorted-ranges.spec.js +1 -1
  166. package/lib/commonjs/mol-data/int/_spec/sorted-ranges.spec.js.map +1 -1
  167. package/lib/commonjs/mol-data/int/impl/ordered-set.d.ts +3 -3
  168. package/lib/commonjs/mol-data/int/impl/sorted-array.d.ts +1 -1
  169. package/lib/commonjs/mol-data/int/impl/sorted-array.js +2 -2
  170. package/lib/commonjs/mol-data/int/impl/sorted-array.js.map +1 -1
  171. package/lib/commonjs/mol-data/int/tuple.js +1 -1
  172. package/lib/commonjs/mol-data/int/tuple.js.map +1 -1
  173. package/lib/commonjs/mol-data/util/_spec/interval-iterator.spec.js +1 -1
  174. package/lib/commonjs/mol-data/util/_spec/interval-iterator.spec.js.map +1 -1
  175. package/lib/commonjs/mol-geo/geometry/base.d.ts +16 -4
  176. package/lib/commonjs/mol-geo/geometry/base.js +37 -2
  177. package/lib/commonjs/mol-geo/geometry/base.js.map +1 -1
  178. package/lib/commonjs/mol-geo/geometry/cylinders/cylinders.d.ts +1 -1
  179. package/lib/commonjs/mol-geo/geometry/direct-volume/direct-volume.d.ts +1 -1
  180. package/lib/commonjs/mol-geo/geometry/image/image.d.ts +3 -3
  181. package/lib/commonjs/mol-geo/geometry/lines/lines.d.ts +1 -1
  182. package/lib/commonjs/mol-geo/geometry/mesh/builder/tube.js +18 -8
  183. package/lib/commonjs/mol-geo/geometry/mesh/builder/tube.js.map +1 -1
  184. package/lib/commonjs/mol-geo/geometry/mesh/color-smoothing.d.ts +9 -2
  185. package/lib/commonjs/mol-geo/geometry/mesh/color-smoothing.js +154 -35
  186. package/lib/commonjs/mol-geo/geometry/mesh/color-smoothing.js.map +1 -1
  187. package/lib/commonjs/mol-geo/geometry/mesh/mesh.d.ts +1 -1
  188. package/lib/commonjs/mol-geo/geometry/mesh/mesh.js +1 -1
  189. package/lib/commonjs/mol-geo/geometry/mesh/mesh.js.map +1 -1
  190. package/lib/commonjs/mol-geo/geometry/overpaint-data.d.ts +7 -2
  191. package/lib/commonjs/mol-geo/geometry/overpaint-data.js +10 -1
  192. package/lib/commonjs/mol-geo/geometry/overpaint-data.js.map +1 -1
  193. package/lib/commonjs/mol-geo/geometry/points/points.d.ts +3 -3
  194. package/lib/commonjs/mol-geo/geometry/spheres/spheres.d.ts +1 -2
  195. package/lib/commonjs/mol-geo/geometry/text/font-atlas.js +1 -1
  196. package/lib/commonjs/mol-geo/geometry/text/font-atlas.js.map +1 -1
  197. package/lib/commonjs/mol-geo/geometry/text/text.d.ts +1 -1
  198. package/lib/commonjs/mol-geo/geometry/texture-mesh/color-smoothing.d.ts +7 -3
  199. package/lib/commonjs/mol-geo/geometry/texture-mesh/color-smoothing.js +162 -27
  200. package/lib/commonjs/mol-geo/geometry/texture-mesh/color-smoothing.js.map +1 -1
  201. package/lib/commonjs/mol-geo/geometry/texture-mesh/texture-mesh.d.ts +4 -2
  202. package/lib/commonjs/mol-geo/geometry/texture-mesh/texture-mesh.js +2 -1
  203. package/lib/commonjs/mol-geo/geometry/texture-mesh/texture-mesh.js.map +1 -1
  204. package/lib/commonjs/mol-geo/geometry/transparency-data.d.ts +7 -2
  205. package/lib/commonjs/mol-geo/geometry/transparency-data.js +10 -1
  206. package/lib/commonjs/mol-geo/geometry/transparency-data.js.map +1 -1
  207. package/lib/commonjs/mol-geo/primitive/polyhedron.js +1 -1
  208. package/lib/commonjs/mol-geo/primitive/polyhedron.js.map +1 -1
  209. package/lib/commonjs/mol-gl/_spec/gl.shim.js +4 -4
  210. package/lib/commonjs/mol-gl/_spec/gl.shim.js.map +1 -1
  211. package/lib/commonjs/mol-gl/_spec/renderer.spec.js +1 -1
  212. package/lib/commonjs/mol-gl/_spec/renderer.spec.js.map +1 -1
  213. package/lib/commonjs/mol-gl/compute/grid3d.js +3 -3
  214. package/lib/commonjs/mol-gl/compute/grid3d.js.map +1 -1
  215. package/lib/commonjs/mol-gl/compute/histogram-pyramid/reduction.js +4 -4
  216. package/lib/commonjs/mol-gl/compute/histogram-pyramid/reduction.js.map +1 -1
  217. package/lib/commonjs/mol-gl/compute/marching-cubes/isosurface.js +3 -3
  218. package/lib/commonjs/mol-gl/compute/marching-cubes/isosurface.js.map +1 -1
  219. package/lib/commonjs/mol-gl/compute/util.d.ts +25 -6
  220. package/lib/commonjs/mol-gl/compute/util.js +76 -21
  221. package/lib/commonjs/mol-gl/compute/util.js.map +1 -1
  222. package/lib/commonjs/mol-gl/renderable/cylinders.d.ts +8 -0
  223. package/lib/commonjs/mol-gl/renderable/direct-volume.d.ts +8 -0
  224. package/lib/commonjs/mol-gl/renderable/image.d.ts +8 -0
  225. package/lib/commonjs/mol-gl/renderable/lines.d.ts +8 -0
  226. package/lib/commonjs/mol-gl/renderable/mesh.d.ts +8 -0
  227. package/lib/commonjs/mol-gl/renderable/points.d.ts +8 -0
  228. package/lib/commonjs/mol-gl/renderable/schema.d.ts +16 -0
  229. package/lib/commonjs/mol-gl/renderable/schema.js +8 -0
  230. package/lib/commonjs/mol-gl/renderable/schema.js.map +1 -1
  231. package/lib/commonjs/mol-gl/renderable/spheres.d.ts +8 -0
  232. package/lib/commonjs/mol-gl/renderable/text.d.ts +8 -0
  233. package/lib/commonjs/mol-gl/renderable/texture-mesh.d.ts +22 -13
  234. package/lib/commonjs/mol-gl/renderable/texture-mesh.js +1 -1
  235. package/lib/commonjs/mol-gl/renderable/texture-mesh.js.map +1 -1
  236. package/lib/commonjs/mol-gl/renderable/util.js +1 -1
  237. package/lib/commonjs/mol-gl/renderable/util.js.map +1 -1
  238. package/lib/commonjs/mol-gl/renderer.d.ts +2 -2
  239. package/lib/commonjs/mol-gl/renderer.js +3 -0
  240. package/lib/commonjs/mol-gl/renderer.js.map +1 -1
  241. package/lib/commonjs/mol-gl/scene.js +1 -1
  242. package/lib/commonjs/mol-gl/scene.js.map +1 -1
  243. package/lib/commonjs/mol-gl/shader/chunks/assign-color-varying.glsl.d.ts +1 -1
  244. package/lib/commonjs/mol-gl/shader/chunks/assign-color-varying.glsl.js +1 -1
  245. package/lib/commonjs/mol-gl/shader/chunks/assign-color-varying.glsl.js.map +1 -1
  246. package/lib/commonjs/mol-gl/shader/chunks/assign-material-color.glsl.d.ts +1 -1
  247. package/lib/commonjs/mol-gl/shader/chunks/assign-material-color.glsl.js +1 -1
  248. package/lib/commonjs/mol-gl/shader/chunks/assign-material-color.glsl.js.map +1 -1
  249. package/lib/commonjs/mol-gl/shader/chunks/color-vert-params.glsl.d.ts +1 -1
  250. package/lib/commonjs/mol-gl/shader/chunks/color-vert-params.glsl.js +1 -1
  251. package/lib/commonjs/mol-gl/shader/chunks/color-vert-params.glsl.js.map +1 -1
  252. package/lib/commonjs/mol-gl/shader/compute/color-smoothing/accumulate.frag.d.ts +1 -1
  253. package/lib/commonjs/mol-gl/shader/compute/color-smoothing/accumulate.frag.js +1 -1
  254. package/lib/commonjs/mol-gl/shader/compute/color-smoothing/accumulate.frag.js.map +1 -1
  255. package/lib/commonjs/mol-gl/shader/compute/color-smoothing/accumulate.vert.d.ts +1 -1
  256. package/lib/commonjs/mol-gl/shader/compute/color-smoothing/accumulate.vert.js +1 -1
  257. package/lib/commonjs/mol-gl/shader/compute/color-smoothing/accumulate.vert.js.map +1 -1
  258. package/lib/commonjs/mol-gl/shader/compute/color-smoothing/normalize.frag.d.ts +1 -1
  259. package/lib/commonjs/mol-gl/shader/compute/color-smoothing/normalize.frag.js +1 -1
  260. package/lib/commonjs/mol-gl/shader/compute/color-smoothing/normalize.frag.js.map +1 -1
  261. package/lib/commonjs/mol-gl/shader/direct-volume.frag.d.ts +1 -1
  262. package/lib/commonjs/mol-gl/shader/direct-volume.frag.js +1 -1
  263. package/lib/commonjs/mol-gl/shader/direct-volume.frag.js.map +1 -1
  264. package/lib/commonjs/mol-gl/shader/mesh.vert.d.ts +1 -1
  265. package/lib/commonjs/mol-gl/shader/mesh.vert.js +1 -1
  266. package/lib/commonjs/mol-gl/shader/mesh.vert.js.map +1 -1
  267. package/lib/commonjs/mol-gl/shader-code.js +8 -8
  268. package/lib/commonjs/mol-gl/shader-code.js.map +1 -1
  269. package/lib/commonjs/mol-gl/webgl/buffer.d.ts +3 -2
  270. package/lib/commonjs/mol-gl/webgl/buffer.js +5 -5
  271. package/lib/commonjs/mol-gl/webgl/buffer.js.map +1 -1
  272. package/lib/commonjs/mol-gl/webgl/compat.js +3 -3
  273. package/lib/commonjs/mol-gl/webgl/compat.js.map +1 -1
  274. package/lib/commonjs/mol-gl/webgl/context.d.ts +1 -1
  275. package/lib/commonjs/mol-gl/webgl/context.js +2 -2
  276. package/lib/commonjs/mol-gl/webgl/context.js.map +1 -1
  277. package/lib/commonjs/mol-gl/webgl/framebuffer.js +1 -1
  278. package/lib/commonjs/mol-gl/webgl/framebuffer.js.map +1 -1
  279. package/lib/commonjs/mol-gl/webgl/program.d.ts +1 -1
  280. package/lib/commonjs/mol-gl/webgl/program.js +14 -12
  281. package/lib/commonjs/mol-gl/webgl/program.js.map +1 -1
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  exports.assign_material_color = void 0;
4
- exports.assign_material_color = "\n#if defined(dRenderVariant_color) || defined(dRenderVariant_marking)\n #if defined(dMarkerType_uniform)\n float marker = uMarker;\n #elif defined(dMarkerType_groupInstance)\n float marker = floor(vMarker * 255.0 + 0.5); // rounding required to work on some cards on win\n #endif\n#endif\n\n#if defined(dRenderVariant_color)\n #if defined(dUsePalette)\n vec4 material = vec4(texture2D(tPalette, vec2(vPaletteV, 0.5)).rgb, uAlpha);\n #elif defined(dColorType_uniform)\n vec4 material = vec4(uColor, uAlpha);\n #elif defined(dColorType_varying)\n vec4 material = vec4(vColor.rgb, uAlpha);\n #endif\n\n // mix material with overpaint\n #if defined(dOverpaint)\n material.rgb = mix(material.rgb, vOverpaint.rgb, vOverpaint.a);\n #endif\n#elif defined(dRenderVariant_pick)\n vec4 material = vColor;\n#elif defined(dRenderVariant_depth)\n #ifdef enabledFragDepth\n vec4 material = packDepthToRGBA(gl_FragDepthEXT);\n #else\n vec4 material = packDepthToRGBA(gl_FragCoord.z);\n #endif\n#elif defined(dRenderVariant_markingDepth)\n if (marker > 0.0)\n discard;\n #ifdef enabledFragDepth\n vec4 material = packDepthToRGBA(gl_FragDepthEXT);\n #else\n vec4 material = packDepthToRGBA(gl_FragCoord.z);\n #endif\n#elif defined(dRenderVariant_markingMask)\n if (marker == 0.0)\n discard;\n float depthTest = 1.0;\n if (uMarkingDepthTest) {\n depthTest = (fragmentDepth >= getDepth(gl_FragCoord.xy / uDrawingBufferSize)) ? 1.0 : 0.0;\n }\n bool isHighlight = intMod(marker, 2.0) > 0.1;\n float viewZ = depthToViewZ(uIsOrtho, fragmentDepth, uNear, uFar);\n float fogFactor = smoothstep(uFogNear, uFogFar, abs(viewZ));\n if (fogFactor == 1.0)\n discard;\n vec4 material = vec4(0.0, depthTest, isHighlight ? 1.0 : 0.0, 1.0 - fogFactor);\n#endif\n\n// apply screendoor transparency\n#if defined(dTransparency)\n float ta = 1.0 - vTransparency;\n\n #if defined(dRenderVariant_pick)\n if (ta < uPickingAlphaThreshold)\n discard; // ignore so the element below can be picked\n #else\n #if defined(dRenderVariant_colorBlended)\n float at = 0.0;\n\n // shift by view-offset during multi-sample rendering to allow for blending\n vec2 coord = gl_FragCoord.xy + uViewOffset * 0.25;\n\n const mat4 thresholdMatrix = mat4(\n 1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,\n 13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,\n 4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,\n 16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0\n );\n int ci = int(intMod(coord.x, 4.0));\n int ri = int(intMod(coord.y, 4.0));\n #if __VERSION__ == 100\n vec4 i = vec4(float(ci * 4 + ri));\n vec4 v = thresholdMatrix[0] * vec4(equal(i, vec4(0.0, 1.0, 2.0, 3.0))) +\n thresholdMatrix[1] * vec4(equal(i, vec4(4.0, 5.0, 6.0, 7.0))) +\n thresholdMatrix[2] * vec4(equal(i, vec4(8.0, 9.0, 10.0, 11.0))) +\n thresholdMatrix[3] * vec4(equal(i, vec4(12.0, 13.0, 14.0, 15.0)));\n at = v.x + v.y + v.z + v.w;\n #else\n at = thresholdMatrix[ci][ri];\n #endif\n\n if (ta < 0.99 && (ta < 0.01 || ta < at)) {\n discard;\n }\n #elif defined(dRenderVariant_colorWboit)\n material.a *= ta;\n #endif\n #endif\n#endif\n";
4
+ exports.assign_material_color = "\n#if defined(dRenderVariant_color) || defined(dRenderVariant_marking)\n #if defined(dMarkerType_uniform)\n float marker = uMarker;\n #elif defined(dMarkerType_groupInstance)\n float marker = floor(vMarker * 255.0 + 0.5); // rounding required to work on some cards on win\n #endif\n#endif\n\n#if defined(dRenderVariant_color)\n #if defined(dUsePalette)\n vec4 material = vec4(texture2D(tPalette, vec2(vPaletteV, 0.5)).rgb, uAlpha);\n #elif defined(dColorType_uniform)\n vec4 material = vec4(uColor, uAlpha);\n #elif defined(dColorType_varying)\n vec4 material = vec4(vColor.rgb, uAlpha);\n #endif\n\n // mix material with overpaint\n #if defined(dOverpaint)\n material.rgb = mix(material.rgb, vOverpaint.rgb, vOverpaint.a);\n #endif\n#elif defined(dRenderVariant_pick)\n vec4 material = vColor;\n#elif defined(dRenderVariant_depth)\n #ifdef enabledFragDepth\n vec4 material = packDepthToRGBA(gl_FragDepthEXT);\n #else\n vec4 material = packDepthToRGBA(gl_FragCoord.z);\n #endif\n#elif defined(dRenderVariant_markingDepth)\n if (marker > 0.0)\n discard;\n #ifdef enabledFragDepth\n vec4 material = packDepthToRGBA(gl_FragDepthEXT);\n #else\n vec4 material = packDepthToRGBA(gl_FragCoord.z);\n #endif\n#elif defined(dRenderVariant_markingMask)\n if (marker == 0.0)\n discard;\n float depthTest = 1.0;\n if (uMarkingDepthTest) {\n depthTest = (fragmentDepth >= getDepth(gl_FragCoord.xy / uDrawingBufferSize)) ? 1.0 : 0.0;\n }\n bool isHighlight = intMod(marker, 2.0) > 0.1;\n float viewZ = depthToViewZ(uIsOrtho, fragmentDepth, uNear, uFar);\n float fogFactor = smoothstep(uFogNear, uFogFar, abs(viewZ));\n if (fogFactor == 1.0)\n discard;\n vec4 material = vec4(0.0, depthTest, isHighlight ? 1.0 : 0.0, 1.0 - fogFactor);\n#endif\n\n// apply screendoor transparency\n#if defined(dTransparency)\n float ta = 1.0 - vTransparency;\n #if defined(dRenderVariant_colorWboit)\n if (vTransparency < 0.2) ta = 1.0; // hard cutoff looks better with wboit\n #endif\n\n #if defined(dRenderVariant_pick)\n if (ta < uPickingAlphaThreshold)\n discard; // ignore so the element below can be picked\n #else\n #if defined(dRenderVariant_colorBlended)\n float at = 0.0;\n\n // shift by view-offset during multi-sample rendering to allow for blending\n vec2 coord = gl_FragCoord.xy + uViewOffset * 0.25;\n\n const mat4 thresholdMatrix = mat4(\n 1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,\n 13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,\n 4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,\n 16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0\n );\n int ci = int(intMod(coord.x, 4.0));\n int ri = int(intMod(coord.y, 4.0));\n #if __VERSION__ == 100\n vec4 i = vec4(float(ci * 4 + ri));\n vec4 v = thresholdMatrix[0] * vec4(equal(i, vec4(0.0, 1.0, 2.0, 3.0))) +\n thresholdMatrix[1] * vec4(equal(i, vec4(4.0, 5.0, 6.0, 7.0))) +\n thresholdMatrix[2] * vec4(equal(i, vec4(8.0, 9.0, 10.0, 11.0))) +\n thresholdMatrix[3] * vec4(equal(i, vec4(12.0, 13.0, 14.0, 15.0)));\n at = v.x + v.y + v.z + v.w;\n #else\n at = thresholdMatrix[ci][ri];\n #endif\n\n if (ta < 0.99 && (ta < 0.01 || ta < at)) {\n discard;\n }\n #elif defined(dRenderVariant_colorWboit)\n material.a *= ta;\n #endif\n #endif\n#endif\n";
5
5
  //# sourceMappingURL=assign-material-color.glsl.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"assign-material-color.glsl.js","sourceRoot":"","sources":["../../../../../src/mol-gl/shader/chunks/assign-material-color.glsl.ts"],"names":[],"mappings":";;;AAAa,QAAA,qBAAqB,GAAG,0iHA8FpC,CAAC"}
1
+ {"version":3,"file":"assign-material-color.glsl.js","sourceRoot":"","sources":["../../../../../src/mol-gl/shader/chunks/assign-material-color.glsl.ts"],"names":[],"mappings":";;;AAAa,QAAA,qBAAqB,GAAG,qrHAiGpC,CAAC"}
@@ -1 +1 @@
1
- export declare const color_vert_params = "\n#if defined(dRenderVariant_color)\n #if defined(dColorType_uniform)\n uniform vec3 uColor;\n #elif defined(dColorType_attribute)\n varying vec4 vColor;\n attribute vec3 aColor;\n #elif defined(dColorType_texture)\n varying vec4 vColor;\n uniform vec2 uColorTexDim;\n uniform sampler2D tColor;\n #elif defined(dColorType_grid)\n varying vec4 vColor;\n uniform vec2 uColorTexDim;\n uniform vec3 uColorGridDim;\n uniform vec4 uColorGridTransform;\n uniform sampler2D tColorGrid;\n #endif\n\n #ifdef dOverpaint\n varying vec4 vOverpaint;\n uniform vec2 uOverpaintTexDim;\n uniform sampler2D tOverpaint;\n #endif\n#elif defined(dRenderVariant_pick)\n #if __VERSION__ == 100\n varying vec4 vColor;\n #else\n flat out vec4 vColor;\n #endif\n#endif\n\n#ifdef dTransparency\n varying float vGroup;\n varying float vTransparency;\n uniform vec2 uTransparencyTexDim;\n uniform sampler2D tTransparency;\n#endif\n\n#ifdef dUsePalette\n varying float vPaletteV;\n#endif\n";
1
+ export declare const color_vert_params = "\n#if defined(dRenderVariant_color)\n #if defined(dColorType_uniform)\n uniform vec3 uColor;\n #elif defined(dColorType_attribute)\n varying vec4 vColor;\n attribute vec3 aColor;\n #elif defined(dColorType_texture)\n varying vec4 vColor;\n uniform vec2 uColorTexDim;\n uniform sampler2D tColor;\n #elif defined(dColorType_grid)\n varying vec4 vColor;\n uniform vec2 uColorTexDim;\n uniform vec3 uColorGridDim;\n uniform vec4 uColorGridTransform;\n uniform sampler2D tColorGrid;\n #endif\n\n #ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance) || defined(dOverpaintType_vertexInstance)\n varying vec4 vOverpaint;\n uniform vec2 uOverpaintTexDim;\n uniform sampler2D tOverpaint;\n #elif defined(dOverpaintType_volumeInstance)\n varying vec4 vOverpaint;\n uniform vec2 uOverpaintTexDim;\n uniform vec3 uOverpaintGridDim;\n uniform vec4 uOverpaintGridTransform;\n uniform sampler2D tOverpaintGrid;\n #endif\n #endif\n#elif defined(dRenderVariant_pick)\n #if __VERSION__ == 100\n varying vec4 vColor;\n #else\n flat out vec4 vColor;\n #endif\n#endif\n\n#ifdef dTransparency\n varying float vGroup;\n #if defined(dTransparencyType_groupInstance) || defined(dTransparencyType_vertexInstance)\n varying float vTransparency;\n uniform vec2 uTransparencyTexDim;\n uniform sampler2D tTransparency;\n #elif defined(dTransparencyType_volumeInstance)\n varying float vTransparency;\n uniform vec2 uTransparencyTexDim;\n uniform vec3 uTransparencyGridDim;\n uniform vec4 uTransparencyGridTransform;\n uniform sampler2D tTransparencyGrid;\n #endif\n#endif\n\n#ifdef dUsePalette\n varying float vPaletteV;\n#endif\n";
@@ -1,5 +1,5 @@
1
1
  "use strict";
2
2
  Object.defineProperty(exports, "__esModule", { value: true });
3
3
  exports.color_vert_params = void 0;
4
- exports.color_vert_params = "\n#if defined(dRenderVariant_color)\n #if defined(dColorType_uniform)\n uniform vec3 uColor;\n #elif defined(dColorType_attribute)\n varying vec4 vColor;\n attribute vec3 aColor;\n #elif defined(dColorType_texture)\n varying vec4 vColor;\n uniform vec2 uColorTexDim;\n uniform sampler2D tColor;\n #elif defined(dColorType_grid)\n varying vec4 vColor;\n uniform vec2 uColorTexDim;\n uniform vec3 uColorGridDim;\n uniform vec4 uColorGridTransform;\n uniform sampler2D tColorGrid;\n #endif\n\n #ifdef dOverpaint\n varying vec4 vOverpaint;\n uniform vec2 uOverpaintTexDim;\n uniform sampler2D tOverpaint;\n #endif\n#elif defined(dRenderVariant_pick)\n #if __VERSION__ == 100\n varying vec4 vColor;\n #else\n flat out vec4 vColor;\n #endif\n#endif\n\n#ifdef dTransparency\n varying float vGroup;\n varying float vTransparency;\n uniform vec2 uTransparencyTexDim;\n uniform sampler2D tTransparency;\n#endif\n\n#ifdef dUsePalette\n varying float vPaletteV;\n#endif\n";
4
+ exports.color_vert_params = "\n#if defined(dRenderVariant_color)\n #if defined(dColorType_uniform)\n uniform vec3 uColor;\n #elif defined(dColorType_attribute)\n varying vec4 vColor;\n attribute vec3 aColor;\n #elif defined(dColorType_texture)\n varying vec4 vColor;\n uniform vec2 uColorTexDim;\n uniform sampler2D tColor;\n #elif defined(dColorType_grid)\n varying vec4 vColor;\n uniform vec2 uColorTexDim;\n uniform vec3 uColorGridDim;\n uniform vec4 uColorGridTransform;\n uniform sampler2D tColorGrid;\n #endif\n\n #ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance) || defined(dOverpaintType_vertexInstance)\n varying vec4 vOverpaint;\n uniform vec2 uOverpaintTexDim;\n uniform sampler2D tOverpaint;\n #elif defined(dOverpaintType_volumeInstance)\n varying vec4 vOverpaint;\n uniform vec2 uOverpaintTexDim;\n uniform vec3 uOverpaintGridDim;\n uniform vec4 uOverpaintGridTransform;\n uniform sampler2D tOverpaintGrid;\n #endif\n #endif\n#elif defined(dRenderVariant_pick)\n #if __VERSION__ == 100\n varying vec4 vColor;\n #else\n flat out vec4 vColor;\n #endif\n#endif\n\n#ifdef dTransparency\n varying float vGroup;\n #if defined(dTransparencyType_groupInstance) || defined(dTransparencyType_vertexInstance)\n varying float vTransparency;\n uniform vec2 uTransparencyTexDim;\n uniform sampler2D tTransparency;\n #elif defined(dTransparencyType_volumeInstance)\n varying float vTransparency;\n uniform vec2 uTransparencyTexDim;\n uniform vec3 uTransparencyGridDim;\n uniform vec4 uTransparencyGridTransform;\n uniform sampler2D tTransparencyGrid;\n #endif\n#endif\n\n#ifdef dUsePalette\n varying float vPaletteV;\n#endif\n";
5
5
  //# sourceMappingURL=color-vert-params.glsl.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"color-vert-params.glsl.js","sourceRoot":"","sources":["../../../../../src/mol-gl/shader/chunks/color-vert-params.glsl.ts"],"names":[],"mappings":";;;AAAa,QAAA,iBAAiB,GAAG,8lCA0ChC,CAAC"}
1
+ {"version":3,"file":"color-vert-params.glsl.js","sourceRoot":"","sources":["../../../../../src/mol-gl/shader/chunks/color-vert-params.glsl.ts"],"names":[],"mappings":";;;AAAa,QAAA,iBAAiB,GAAG,u3DA0DhC,CAAC"}
@@ -3,4 +3,4 @@
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
6
- export declare const accumulate_frag = "\nprecision highp float;\n\nvarying vec3 vPosition;\nvarying vec3 vColor;\n\nuniform float uCurrentSlice;\nuniform float uCurrentX;\nuniform float uCurrentY;\nuniform float uResolution;\n\nconst float p = 2.0;\n\nvoid main() {\n vec2 v = gl_FragCoord.xy - vec2(uCurrentX, uCurrentY) - 0.5;\n vec3 fragPos = vec3(v.x, v.y, uCurrentSlice);\n float dist = distance(fragPos, vPosition);\n if (dist > p) discard;\n\n gl_FragColor = vec4(vColor, 1.0) * (p - dist);\n}\n";
6
+ export declare const accumulate_frag = "\nprecision highp float;\n\nvarying vec3 vPosition;\nvarying vec4 vColor;\n\nuniform float uCurrentSlice;\nuniform float uCurrentX;\nuniform float uCurrentY;\nuniform float uResolution;\n\nconst float p = 2.0;\n\nvoid main() {\n vec2 v = gl_FragCoord.xy - vec2(uCurrentX, uCurrentY) - 0.5;\n vec3 fragPos = vec3(v.x, v.y, uCurrentSlice);\n float dist = distance(fragPos, vPosition);\n if (dist > p) discard;\n\n float f = p - dist;\n gl_FragColor = vColor * f;\n gl_FragData[1] = vec4(f);\n}\n";
@@ -6,5 +6,5 @@
6
6
  */
7
7
  Object.defineProperty(exports, "__esModule", { value: true });
8
8
  exports.accumulate_frag = void 0;
9
- exports.accumulate_frag = "\nprecision highp float;\n\nvarying vec3 vPosition;\nvarying vec3 vColor;\n\nuniform float uCurrentSlice;\nuniform float uCurrentX;\nuniform float uCurrentY;\nuniform float uResolution;\n\nconst float p = 2.0;\n\nvoid main() {\n vec2 v = gl_FragCoord.xy - vec2(uCurrentX, uCurrentY) - 0.5;\n vec3 fragPos = vec3(v.x, v.y, uCurrentSlice);\n float dist = distance(fragPos, vPosition);\n if (dist > p) discard;\n\n gl_FragColor = vec4(vColor, 1.0) * (p - dist);\n}\n";
9
+ exports.accumulate_frag = "\nprecision highp float;\n\nvarying vec3 vPosition;\nvarying vec4 vColor;\n\nuniform float uCurrentSlice;\nuniform float uCurrentX;\nuniform float uCurrentY;\nuniform float uResolution;\n\nconst float p = 2.0;\n\nvoid main() {\n vec2 v = gl_FragCoord.xy - vec2(uCurrentX, uCurrentY) - 0.5;\n vec3 fragPos = vec3(v.x, v.y, uCurrentSlice);\n float dist = distance(fragPos, vPosition);\n if (dist > p) discard;\n\n float f = p - dist;\n gl_FragColor = vColor * f;\n gl_FragData[1] = vec4(f);\n}\n";
10
10
  //# sourceMappingURL=accumulate.frag.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"accumulate.frag.js","sourceRoot":"","sources":["../../../../../../src/mol-gl/shader/compute/color-smoothing/accumulate.frag.ts"],"names":[],"mappings":";AAAA;;;;GAIG;;;AAEU,QAAA,eAAe,GAAG,geAqB9B,CAAC"}
1
+ {"version":3,"file":"accumulate.frag.js","sourceRoot":"","sources":["../../../../../../src/mol-gl/shader/compute/color-smoothing/accumulate.frag.ts"],"names":[],"mappings":";AAAA;;;;GAIG;;;AAEU,QAAA,eAAe,GAAG,ogBAuB9B,CAAC"}
@@ -3,4 +3,4 @@
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
6
- export declare const accumulate_vert = "\nprecision highp float;\n\n#include common\n#include read_from_texture\n\nuniform int uTotalCount;\nuniform int uGroupCount;\n\nattribute float aSample;\n#define SampleID int(aSample)\n\nattribute mat4 aTransform;\nattribute float aInstance;\n\nuniform vec2 uGeoTexDim;\nuniform sampler2D tPosition;\nuniform sampler2D tGroup;\n\nuniform vec2 uColorTexDim;\nuniform sampler2D tColor;\n\nvarying vec3 vPosition;\nvarying vec3 vColor;\n\nuniform vec3 uBboxSize;\nuniform vec3 uBboxMin;\nuniform float uResolution;\n\nvoid main() {\n vec3 position = readFromTexture(tPosition, SampleID, uGeoTexDim).xyz;\n float group = decodeFloatRGB(readFromTexture(tGroup, SampleID, uGeoTexDim).rgb);\n\n position = (aTransform * vec4(position, 1.0)).xyz;\n gl_PointSize = 7.0;\n vPosition = (position - uBboxMin) / uResolution;\n gl_Position = vec4(((position - uBboxMin) / uBboxSize) * 2.0 - 1.0, 1.0);\n\n #if defined(dColorType_group)\n vColor = readFromTexture(tColor, group, uColorTexDim).rgb;\n #elif defined(dColorType_groupInstance)\n vColor = readFromTexture(tColor, aInstance * float(uGroupCount) + group, uColorTexDim).rgb;\n #endif\n}\n";
6
+ export declare const accumulate_vert = "\nprecision highp float;\n\n#include common\n#include read_from_texture\n\nuniform int uTotalCount;\nuniform int uGroupCount;\n\nattribute float aSample;\n#define SampleID int(aSample)\n\nattribute mat4 aTransform;\nattribute float aInstance;\n\nuniform vec2 uGeoTexDim;\nuniform sampler2D tPosition;\nuniform sampler2D tGroup;\n\nuniform vec2 uColorTexDim;\nuniform sampler2D tColor;\n\nvarying vec3 vPosition;\nvarying vec4 vColor;\n\nuniform vec3 uBboxSize;\nuniform vec3 uBboxMin;\nuniform float uResolution;\n\nvoid main() {\n vec3 position = readFromTexture(tPosition, SampleID, uGeoTexDim).xyz;\n float group = decodeFloatRGB(readFromTexture(tGroup, SampleID, uGeoTexDim).rgb);\n\n position = (aTransform * vec4(position, 1.0)).xyz;\n gl_PointSize = 7.0;\n vPosition = (position - uBboxMin) / uResolution;\n gl_Position = vec4(((position - uBboxMin) / uBboxSize) * 2.0 - 1.0, 1.0);\n\n #if defined(dColorType_group)\n vColor = readFromTexture(tColor, group, uColorTexDim);\n #elif defined(dColorType_groupInstance)\n vColor = readFromTexture(tColor, aInstance * float(uGroupCount) + group, uColorTexDim);\n #endif\n}\n";
@@ -6,5 +6,5 @@
6
6
  */
7
7
  Object.defineProperty(exports, "__esModule", { value: true });
8
8
  exports.accumulate_vert = void 0;
9
- exports.accumulate_vert = "\nprecision highp float;\n\n#include common\n#include read_from_texture\n\nuniform int uTotalCount;\nuniform int uGroupCount;\n\nattribute float aSample;\n#define SampleID int(aSample)\n\nattribute mat4 aTransform;\nattribute float aInstance;\n\nuniform vec2 uGeoTexDim;\nuniform sampler2D tPosition;\nuniform sampler2D tGroup;\n\nuniform vec2 uColorTexDim;\nuniform sampler2D tColor;\n\nvarying vec3 vPosition;\nvarying vec3 vColor;\n\nuniform vec3 uBboxSize;\nuniform vec3 uBboxMin;\nuniform float uResolution;\n\nvoid main() {\n vec3 position = readFromTexture(tPosition, SampleID, uGeoTexDim).xyz;\n float group = decodeFloatRGB(readFromTexture(tGroup, SampleID, uGeoTexDim).rgb);\n\n position = (aTransform * vec4(position, 1.0)).xyz;\n gl_PointSize = 7.0;\n vPosition = (position - uBboxMin) / uResolution;\n gl_Position = vec4(((position - uBboxMin) / uBboxSize) * 2.0 - 1.0, 1.0);\n\n #if defined(dColorType_group)\n vColor = readFromTexture(tColor, group, uColorTexDim).rgb;\n #elif defined(dColorType_groupInstance)\n vColor = readFromTexture(tColor, aInstance * float(uGroupCount) + group, uColorTexDim).rgb;\n #endif\n}\n";
9
+ exports.accumulate_vert = "\nprecision highp float;\n\n#include common\n#include read_from_texture\n\nuniform int uTotalCount;\nuniform int uGroupCount;\n\nattribute float aSample;\n#define SampleID int(aSample)\n\nattribute mat4 aTransform;\nattribute float aInstance;\n\nuniform vec2 uGeoTexDim;\nuniform sampler2D tPosition;\nuniform sampler2D tGroup;\n\nuniform vec2 uColorTexDim;\nuniform sampler2D tColor;\n\nvarying vec3 vPosition;\nvarying vec4 vColor;\n\nuniform vec3 uBboxSize;\nuniform vec3 uBboxMin;\nuniform float uResolution;\n\nvoid main() {\n vec3 position = readFromTexture(tPosition, SampleID, uGeoTexDim).xyz;\n float group = decodeFloatRGB(readFromTexture(tGroup, SampleID, uGeoTexDim).rgb);\n\n position = (aTransform * vec4(position, 1.0)).xyz;\n gl_PointSize = 7.0;\n vPosition = (position - uBboxMin) / uResolution;\n gl_Position = vec4(((position - uBboxMin) / uBboxSize) * 2.0 - 1.0, 1.0);\n\n #if defined(dColorType_group)\n vColor = readFromTexture(tColor, group, uColorTexDim);\n #elif defined(dColorType_groupInstance)\n vColor = readFromTexture(tColor, aInstance * float(uGroupCount) + group, uColorTexDim);\n #endif\n}\n";
10
10
  //# sourceMappingURL=accumulate.vert.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"accumulate.vert.js","sourceRoot":"","sources":["../../../../../../src/mol-gl/shader/compute/color-smoothing/accumulate.vert.ts"],"names":[],"mappings":";AAAA;;;;GAIG;;;AAEU,QAAA,eAAe,GAAG,wpCA4C9B,CAAC"}
1
+ {"version":3,"file":"accumulate.vert.js","sourceRoot":"","sources":["../../../../../../src/mol-gl/shader/compute/color-smoothing/accumulate.vert.ts"],"names":[],"mappings":";AAAA;;;;GAIG;;;AAEU,QAAA,eAAe,GAAG,gpCA4C9B,CAAC"}
@@ -3,4 +3,4 @@
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
6
- export declare const normalize_frag = "\nprecision highp float;\nprecision highp sampler2D;\n\nuniform sampler2D tColor;\nuniform vec2 uTexSize;\n\nvoid main(void) {\n vec2 coords = gl_FragCoord.xy / uTexSize;\n vec4 color = texture2D(tColor, coords);\n\n gl_FragColor.rgb = color.rgb / color.a;\n}\n";
6
+ export declare const normalize_frag = "\nprecision highp float;\nprecision highp sampler2D;\n\nuniform sampler2D tColor;\nuniform sampler2D tCount;\nuniform vec2 uTexSize;\n\nvoid main(void) {\n vec2 coords = gl_FragCoord.xy / uTexSize;\n vec4 color = texture2D(tColor, coords);\n float count = texture2D(tCount, coords).r;\n\n gl_FragColor = color / count;\n}\n";
@@ -6,5 +6,5 @@
6
6
  */
7
7
  Object.defineProperty(exports, "__esModule", { value: true });
8
8
  exports.normalize_frag = void 0;
9
- exports.normalize_frag = "\nprecision highp float;\nprecision highp sampler2D;\n\nuniform sampler2D tColor;\nuniform vec2 uTexSize;\n\nvoid main(void) {\n vec2 coords = gl_FragCoord.xy / uTexSize;\n vec4 color = texture2D(tColor, coords);\n\n gl_FragColor.rgb = color.rgb / color.a;\n}\n";
9
+ exports.normalize_frag = "\nprecision highp float;\nprecision highp sampler2D;\n\nuniform sampler2D tColor;\nuniform sampler2D tCount;\nuniform vec2 uTexSize;\n\nvoid main(void) {\n vec2 coords = gl_FragCoord.xy / uTexSize;\n vec4 color = texture2D(tColor, coords);\n float count = texture2D(tCount, coords).r;\n\n gl_FragColor = color / count;\n}\n";
10
10
  //# sourceMappingURL=normalize.frag.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"normalize.frag.js","sourceRoot":"","sources":["../../../../../../src/mol-gl/shader/compute/color-smoothing/normalize.frag.ts"],"names":[],"mappings":";AAAA;;;;GAIG;;;AAEU,QAAA,cAAc,GAAG,gRAa7B,CAAC"}
1
+ {"version":3,"file":"normalize.frag.js","sourceRoot":"","sources":["../../../../../../src/mol-gl/shader/compute/color-smoothing/normalize.frag.ts"],"names":[],"mappings":";AAAA;;;;GAIG;;;AAEU,QAAA,cAAc,GAAG,iVAe7B,CAAC"}
@@ -4,4 +4,4 @@
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  * @author Michael Krone <michael.krone@uni-tuebingen.de>
6
6
  */
7
- export declare const directVolume_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include light_frag_params\n\n#if dClipObjectCount != 0\n uniform int uClipObjectType[dClipObjectCount];\n uniform bool uClipObjectInvert[dClipObjectCount];\n uniform vec3 uClipObjectPosition[dClipObjectCount];\n uniform vec4 uClipObjectRotation[dClipObjectCount];\n uniform vec3 uClipObjectScale[dClipObjectCount];\n#endif\n#include common_clip\n\n#include read_from_texture\n#include texture3d_from_1d_trilinear\n#include texture3d_from_2d_nearest\n#include texture3d_from_2d_linear\n\nuniform mat4 uProjection, uTransform, uModelView, uModel, uView;\nuniform vec3 uCameraDir;\n\nuniform sampler2D tDepth;\nuniform vec2 uDrawingBufferSize;\n\nvarying vec3 vOrigPos;\nvarying float vInstance;\nvarying vec4 vBoundingSphere;\nvarying mat4 vTransform;\n\nuniform mat4 uInvView;\nuniform vec2 uIsoValue;\nuniform vec3 uGridDim;\nuniform vec3 uBboxSize;\nuniform sampler2D tTransferTex;\nuniform float uTransferScale;\nuniform float uStepScale;\nuniform float uJumpLength;\n\nuniform int uObjectId;\nuniform int uVertexCount;\nuniform int uInstanceCount;\nuniform int uGroupCount;\n\nuniform vec3 uHighlightColor;\nuniform vec3 uSelectColor;\nuniform float uHighlightStrength;\nuniform float uSelectStrength;\nuniform int uMarkerPriority;\n\n#if defined(dMarkerType_uniform)\n uniform float uMarker;\n#elif defined(dMarkerType_groupInstance)\n uniform vec2 uMarkerTexDim;\n uniform sampler2D tMarker;\n#endif\n\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\n\nuniform float uAlpha;\nuniform float uPickingAlphaThreshold;\nuniform bool uTransparentBackground;\n\nuniform float uInteriorDarkening;\nuniform bool uInteriorColorFlag;\nuniform vec3 uInteriorColor;\nbool interior;\n\nuniform bool uRenderWboit;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uIsOrtho;\n\nuniform vec3 uCellDim;\nuniform vec3 uCameraPosition;\nuniform mat4 uCartnToUnit;\n\n#if __VERSION__ != 100\n // for webgl1 this is given as a 'define'\n uniform int uMaxSteps;\n#endif\n\n#if defined(dGridTexType_2d)\n precision highp sampler2D;\n uniform sampler2D tGridTex;\n uniform vec3 uGridTexDim;\n#elif defined(dGridTexType_3d)\n precision highp sampler3D;\n uniform sampler3D tGridTex;\n#endif\n\n#if defined(dRenderVariant_color)\n #if defined(dColorType_uniform)\n uniform vec3 uColor;\n #elif defined(dColorType_texture)\n uniform vec2 uColorTexDim;\n uniform sampler2D tColor;\n #endif\n\n #ifdef dOverpaint\n varying vec4 vOverpaint;\n uniform vec2 uOverpaintTexDim;\n uniform sampler2D tOverpaint;\n #endif\n#endif\n\n#if defined(dGridTexType_2d)\n vec4 textureVal(vec3 pos) {\n return texture3dFrom2dLinear(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n vec4 textureGroup(vec3 pos) {\n return texture3dFrom2dNearest(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n#elif defined(dGridTexType_3d)\n vec4 textureVal(vec3 pos) {\n return texture(tGridTex, pos + (vec3(0.5) / uGridDim));\n }\n vec4 textureGroup(vec3 pos) {\n return texelFetch(tGridTex, ivec3(pos * uGridDim), 0);\n }\n#endif\n\nfloat calcDepth(const in vec3 pos) {\n vec2 clipZW = pos.z * uProjection[2].zw + uProjection[3].zw;\n return 0.5 + 0.5 * clipZW.x / clipZW.y;\n}\n\nvec4 transferFunction(float value) {\n return texture2D(tTransferTex, vec2(value, 0.0));\n}\n\nfloat getDepth(const in vec2 coords) {\n #ifdef depthTextureSupport\n if (!uRenderWboit) {\n // in case of opaque volumes (and depth texture support)\n return texture2D(tDepth, coords).r;\n } else {\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n }\n #else\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n #endif\n}\n\nconst float gradOffset = 0.5;\n\nvec3 v3m4(vec3 p, mat4 m) {\n return (m * vec4(p, 1.0)).xyz;\n}\n\nfloat preFogAlphaBlended = 0.0;\n\nvec4 raymarch(vec3 startLoc, vec3 step, vec3 rayDir) {\n #if defined(dRenderVariant_color) && !defined(dIgnoreLight)\n mat3 normalMatrix = transpose3(inverse3(mat3(uModelView * vTransform)));\n #endif\n mat4 cartnToUnit = uCartnToUnit * inverse4(vTransform);\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n mat4 modelTransform = uModel * vTransform * uTransform;\n #endif\n mat4 modelViewTransform = uModelView * vTransform * uTransform;\n\n vec3 scaleVol = vec3(1.0) / uGridDim;\n vec3 pos = startLoc;\n vec4 cell;\n float prevValue = -1.0;\n float value = 0.0;\n vec4 src = vec4(0.0);\n vec4 dst = vec4(0.0);\n bool hit = false;\n float fragmentDepth;\n\n vec3 posMin = vec3(0.0);\n vec3 posMax = vec3(1.0) - vec3(1.0) / uGridDim;\n\n vec3 unitPos;\n vec3 isoPos;\n\n vec3 nextPos;\n float nextValue;\n\n vec3 color = vec3(0.45, 0.55, 0.8);\n vec3 gradient = vec3(1.0);\n vec3 dx = vec3(gradOffset * scaleVol.x, 0.0, 0.0);\n vec3 dy = vec3(0.0, gradOffset * scaleVol.y, 0.0);\n vec3 dz = vec3(0.0, 0.0, gradOffset * scaleVol.z);\n\n float maxDist = min(vBoundingSphere.w * 2.0, uFar - uNear);\n float maxDistSq = maxDist * maxDist;\n\n for (int i = 0; i < uMaxSteps; ++i) {\n // break when beyond bounding-sphere or far-plane\n vec3 distVec = startLoc - pos;\n if (dot(distVec, distVec) > maxDistSq) break;\n\n unitPos = v3m4(pos, cartnToUnit);\n\n // continue when outside of grid\n if (unitPos.x > posMax.x || unitPos.y > posMax.y || unitPos.z > posMax.z ||\n unitPos.x < posMin.x || unitPos.y < posMin.y || unitPos.z < posMin.z\n ) {\n if (hit) break;\n prevValue = value;\n pos += step;\n continue;\n }\n\n cell = textureVal(unitPos);\n value = cell.a; // current voxel value\n\n if (uJumpLength > 0.0 && value < 0.01) {\n nextPos = pos + rayDir * uJumpLength;\n nextValue = textureVal(v3m4(nextPos, cartnToUnit)).a;\n if (nextValue < 0.01) {\n prevValue = nextValue;\n pos = nextPos;\n continue;\n }\n }\n\n #if defined(dRenderMode_isosurface)\n if (prevValue > 0.0 && ( // there was a prev Value\n (prevValue < uIsoValue.x && value > uIsoValue.x) || // entering isosurface\n (prevValue > uIsoValue.x && value < uIsoValue.x) // leaving isosurface\n )) {\n isoPos = v3m4(mix(pos - step, pos, ((prevValue - uIsoValue.x) / ((prevValue - uIsoValue.x) - (value - uIsoValue.x)))), cartnToUnit);\n\n vec4 mvPosition = modelViewTransform * vec4(isoPos * uGridDim, 1.0);\n\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n vec3 vModelPosition = v3m4(isoPos * uGridDim, modelTransform);\n if (clipTest(vec4(vModelPosition, 0.0), 0)) {\n prevValue = value;\n pos += step;\n continue;\n }\n #endif\n\n float depth = calcDepth(mvPosition.xyz);\n if (depth > getDepth(gl_FragCoord.xy / uDrawingBufferSize))\n break;\n\n #ifdef enabledFragDepth\n if (!hit) {\n gl_FragDepthEXT = depth;\n }\n #endif\n\n #if defined(dRenderVariant_pickObject)\n return vec4(encodeFloatRGB(float(uObjectId)), 1.0);\n #elif defined(dRenderVariant_pickInstance)\n return vec4(encodeFloatRGB(vInstance), 1.0);\n #elif defined(dRenderVariant_pickGroup)\n #ifdef dPackedGroup\n return vec4(textureGroup(floor(isoPos * uGridDim + 0.5) / uGridDim).rgb, 1.0);\n #else\n vec3 g = floor(isoPos * uGridDim + 0.5);\n return vec4(encodeFloatRGB(g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y), 1.0);\n #endif\n #elif defined(dRenderVariant_depth)\n #ifdef enabledFragDepth\n return packDepthToRGBA(gl_FragDepthEXT);\n #else\n return packDepthToRGBA(depth);\n #endif\n #elif defined(dRenderVariant_color)\n #ifdef dPackedGroup\n float group = decodeFloatRGB(textureGroup(floor(isoPos * uGridDim + 0.5) / uGridDim).rgb);\n #else\n vec3 g = floor(isoPos * uGridDim + 0.5);\n float group = g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y;\n #endif\n\n #if defined(dColorType_uniform)\n color = uColor;\n #elif defined(dColorType_instance)\n color = readFromTexture(tColor, vInstance, uColorTexDim).rgb;\n #elif defined(dColorType_group)\n color = readFromTexture(tColor, group, uColorTexDim).rgb;\n #elif defined(dColorType_groupInstance)\n color = readFromTexture(tColor, vInstance * float(uGroupCount) + group, uColorTexDim).rgb;\n #elif defined(dColorType_vertex)\n color = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, 0.0).rgb;\n #elif defined(dColorType_vertexInstance)\n color = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, vInstance * float(uVertexCount)).rgb;\n #endif\n\n // handle flipping and negative isosurfaces\n #ifdef dFlipSided\n bool flipped = value < uIsoValue.y; // flipped\n #else\n bool flipped = value > uIsoValue.y;\n #endif\n interior = value < uIsoValue.x && flipped;\n #ifndef dDoubleSided\n if (interior) {\n prevValue = value;\n pos += step;\n continue;\n }\n #endif\n vec3 vViewPosition = mvPosition.xyz;\n vec4 material = vec4(color, uAlpha);\n\n #ifdef dIgnoreLight\n gl_FragColor = material;\n #else\n #if defined(dFlatShaded)\n // nearest grid point\n isoPos = floor(isoPos * uGridDim + 0.5) / uGridDim;\n #endif\n #ifdef dPackedGroup\n // compute gradient by central differences\n gradient.x = textureVal(isoPos - dx).a - textureVal(isoPos + dx).a;\n gradient.y = textureVal(isoPos - dy).a - textureVal(isoPos + dy).a;\n gradient.z = textureVal(isoPos - dz).a - textureVal(isoPos + dz).a;\n #else\n gradient = textureVal(isoPos).xyz * 2.0 - 1.0;\n #endif\n vec3 normal = -normalize(normalMatrix * normalize(gradient));\n normal = normal * (float(flipped) * 2.0 - 1.0);\n normal = normal * -(float(interior) * 2.0 - 1.0);\n #include apply_light_color\n #endif\n\n #if defined(dMarkerType_uniform)\n float marker = uMarker;\n #elif defined(dMarkerType_groupInstance)\n float marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n #endif\n #include apply_interior_color\n #include apply_marker_color\n\n preFogAlphaBlended = (1.0 - preFogAlphaBlended) * gl_FragColor.a + preFogAlphaBlended;\n fragmentDepth = depth;\n #include apply_fog\n\n src = gl_FragColor;\n\n if (!uTransparentBackground) {\n // done in 'apply_fog' otherwise\n src.rgb *= src.a;\n }\n dst = (1.0 - dst.a) * src + dst; // standard blending\n #endif\n\n #ifdef dSingleLayer\n break;\n #endif\n\n hit = true;\n }\n prevValue = value;\n #elif defined(dRenderMode_volume)\n vec4 mvPosition = modelViewTransform * vec4(unitPos * uGridDim, 1.0);\n if (calcDepth(mvPosition.xyz) > getDepth(gl_FragCoord.xy / uDrawingBufferSize))\n break;\n\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n vec3 vModelPosition = v3m4(unitPos * uGridDim, modelTransform);\n if (clipTest(vec4(vModelPosition, 0.0), 0)) {\n prevValue = value;\n pos += step;\n continue;\n }\n #endif\n\n #if defined(dRenderVariant_color)\n vec3 vViewPosition = mvPosition.xyz;\n vec4 material = transferFunction(value);\n\n #ifdef dIgnoreLight\n gl_FragColor.rgb = material.rgb;\n #else\n if (material.a >= 0.01) {\n #ifdef dPackedGroup\n // compute gradient by central differences\n gradient.x = textureVal(unitPos - dx).a - textureVal(unitPos + dx).a;\n gradient.y = textureVal(unitPos - dy).a - textureVal(unitPos + dy).a;\n gradient.z = textureVal(unitPos - dz).a - textureVal(unitPos + dz).a;\n #else\n gradient = cell.xyz * 2.0 - 1.0;\n #endif\n vec3 normal = -normalize(normalMatrix * normalize(gradient));\n #include apply_light_color\n } else {\n gl_FragColor.rgb = material.rgb;\n }\n #endif\n\n gl_FragColor.a = material.a * uAlpha * uTransferScale;\n\n #if defined(dMarkerType_uniform)\n float marker = uMarker;\n #elif defined(dMarkerType_groupInstance)\n #ifdef dPackedGroup\n float group = decodeFloatRGB(textureGroup(floor(unitPos * uGridDim + 0.5) / uGridDim).rgb);\n #else\n vec3 g = floor(unitPos * uGridDim + 0.5);\n float group = g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y;\n #endif\n float marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n #endif\n #include apply_marker_color\n\n preFogAlphaBlended = (1.0 - preFogAlphaBlended) * gl_FragColor.a + preFogAlphaBlended;\n fragmentDepth = calcDepth(mvPosition.xyz);\n #include apply_fog\n\n src = gl_FragColor;\n\n if (!uTransparentBackground) {\n // done in 'apply_fog' otherwise\n src.rgb *= src.a;\n }\n dst = (1.0 - dst.a) * src + dst; // standard blending\n #endif\n #endif\n\n // break if the color is opaque enough\n if (dst.a > 0.95)\n break;\n\n pos += step;\n }\n\n #if defined(dRenderMode_isosurface) && defined(enabledFragDepth)\n // ensure depth is written everywhere\n if (!hit)\n gl_FragDepthEXT = 1.0;\n #endif\n\n return dst;\n}\n\n// TODO: support float texture for higher precision values???\n// TODO: support clipping exclusion texture support\n\nvoid main() {\n if (gl_FrontFacing)\n discard;\n\n #ifdef dRenderVariant_marking\n // not supported\n discard;\n #endif\n\n #if defined(dRenderVariant_pick) || defined(dRenderVariant_depth)\n #if defined(dRenderMode_volume)\n // always ignore pick & depth for volume\n discard;\n #elif defined(dRenderMode_isosurface)\n if (uAlpha < uPickingAlphaThreshold)\n discard; // ignore so the element below can be picked\n #endif\n #endif\n\n vec3 rayDir = mix(normalize(vOrigPos - uCameraPosition), uCameraDir, uIsOrtho);\n vec3 step = rayDir * uStepScale;\n\n float boundingSphereNear = distance(vBoundingSphere.xyz, uCameraPosition) - vBoundingSphere.w;\n float d = max(uNear, boundingSphereNear) - mix(0.0, distance(vOrigPos, uCameraPosition), uIsOrtho);\n vec3 start = mix(uCameraPosition, vOrigPos, uIsOrtho) + (d * rayDir);\n gl_FragColor = raymarch(start, step, rayDir);\n\n #if defined(dRenderVariant_pick) || defined(dRenderVariant_depth)\n // discard when nothing was hit\n if (gl_FragColor == vec4(0.0))\n discard;\n #endif\n\n #if defined(dRenderVariant_color)\n #if defined(dRenderMode_isosurface) && defined(enabledFragDepth)\n float fragmentDepth = gl_FragDepthEXT;\n #else\n float fragmentDepth = calcDepth((uModelView * vec4(start, 1.0)).xyz);\n #endif\n float preFogAlpha = clamp(preFogAlphaBlended, 0.0, 1.0);\n interior = false;\n #include wboit_write\n #endif\n}\n";
7
+ export declare const directVolume_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include light_frag_params\n\n#if dClipObjectCount != 0\n uniform int uClipObjectType[dClipObjectCount];\n uniform bool uClipObjectInvert[dClipObjectCount];\n uniform vec3 uClipObjectPosition[dClipObjectCount];\n uniform vec4 uClipObjectRotation[dClipObjectCount];\n uniform vec3 uClipObjectScale[dClipObjectCount];\n#endif\n#include common_clip\n\n#include read_from_texture\n#include texture3d_from_1d_trilinear\n#include texture3d_from_2d_nearest\n#include texture3d_from_2d_linear\n\nuniform mat4 uProjection, uTransform, uModelView, uModel, uView;\nuniform vec3 uCameraDir;\n\nuniform sampler2D tDepth;\nuniform vec2 uDrawingBufferSize;\n\nvarying vec3 vOrigPos;\nvarying float vInstance;\nvarying vec4 vBoundingSphere;\nvarying mat4 vTransform;\n\nuniform mat4 uInvView;\nuniform vec2 uIsoValue;\nuniform vec3 uGridDim;\nuniform vec3 uBboxSize;\nuniform sampler2D tTransferTex;\nuniform float uTransferScale;\nuniform float uStepScale;\nuniform float uJumpLength;\n\nuniform int uObjectId;\nuniform int uVertexCount;\nuniform int uInstanceCount;\nuniform int uGroupCount;\n\nuniform vec3 uHighlightColor;\nuniform vec3 uSelectColor;\nuniform float uHighlightStrength;\nuniform float uSelectStrength;\nuniform int uMarkerPriority;\n\n#if defined(dMarkerType_uniform)\n uniform float uMarker;\n#elif defined(dMarkerType_groupInstance)\n uniform vec2 uMarkerTexDim;\n uniform sampler2D tMarker;\n#endif\n\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\n\nuniform float uAlpha;\nuniform float uPickingAlphaThreshold;\nuniform bool uTransparentBackground;\n\nuniform float uInteriorDarkening;\nuniform bool uInteriorColorFlag;\nuniform vec3 uInteriorColor;\nbool interior;\n\nuniform bool uRenderWboit;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uIsOrtho;\n\nuniform vec3 uCellDim;\nuniform vec3 uCameraPosition;\nuniform mat4 uCartnToUnit;\n\n#if __VERSION__ != 100\n // for webgl1 this is given as a 'define'\n uniform int uMaxSteps;\n#endif\n\n#if defined(dGridTexType_2d)\n precision highp sampler2D;\n uniform sampler2D tGridTex;\n uniform vec3 uGridTexDim;\n#elif defined(dGridTexType_3d)\n precision highp sampler3D;\n uniform sampler3D tGridTex;\n#endif\n\n#if defined(dRenderVariant_color)\n #if defined(dColorType_uniform)\n uniform vec3 uColor;\n #elif defined(dColorType_texture)\n uniform vec2 uColorTexDim;\n uniform sampler2D tColor;\n #endif\n\n #ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance) || defined(dOverpaintType_vertexInstance)\n uniform vec2 uOverpaintTexDim;\n uniform sampler2D tOverpaint;\n #endif\n #endif\n#endif\n\n#if defined(dGridTexType_2d)\n vec4 textureVal(vec3 pos) {\n return texture3dFrom2dLinear(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n vec4 textureGroup(vec3 pos) {\n return texture3dFrom2dNearest(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n#elif defined(dGridTexType_3d)\n vec4 textureVal(vec3 pos) {\n return texture(tGridTex, pos + (vec3(0.5) / uGridDim));\n }\n vec4 textureGroup(vec3 pos) {\n return texelFetch(tGridTex, ivec3(pos * uGridDim), 0);\n }\n#endif\n\nfloat calcDepth(const in vec3 pos) {\n vec2 clipZW = pos.z * uProjection[2].zw + uProjection[3].zw;\n return 0.5 + 0.5 * clipZW.x / clipZW.y;\n}\n\nvec4 transferFunction(float value) {\n return texture2D(tTransferTex, vec2(value, 0.0));\n}\n\nfloat getDepth(const in vec2 coords) {\n #ifdef depthTextureSupport\n if (!uRenderWboit) {\n // in case of opaque volumes (and depth texture support)\n return texture2D(tDepth, coords).r;\n } else {\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n }\n #else\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n #endif\n}\n\nconst float gradOffset = 0.5;\n\nvec3 v3m4(vec3 p, mat4 m) {\n return (m * vec4(p, 1.0)).xyz;\n}\n\nfloat preFogAlphaBlended = 0.0;\n\nvec4 raymarch(vec3 startLoc, vec3 step, vec3 rayDir) {\n #if defined(dRenderVariant_color) && !defined(dIgnoreLight)\n mat3 normalMatrix = transpose3(inverse3(mat3(uModelView * vTransform)));\n #endif\n mat4 cartnToUnit = uCartnToUnit * inverse4(vTransform);\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n mat4 modelTransform = uModel * vTransform * uTransform;\n #endif\n mat4 modelViewTransform = uModelView * vTransform * uTransform;\n\n vec3 scaleVol = vec3(1.0) / uGridDim;\n vec3 pos = startLoc;\n vec4 cell;\n float prevValue = -1.0;\n float value = 0.0;\n vec4 src = vec4(0.0);\n vec4 dst = vec4(0.0);\n bool hit = false;\n float fragmentDepth;\n\n vec3 posMin = vec3(0.0);\n vec3 posMax = vec3(1.0) - vec3(1.0) / uGridDim;\n\n vec3 unitPos;\n vec3 isoPos;\n\n vec3 nextPos;\n float nextValue;\n\n vec3 color = vec3(0.45, 0.55, 0.8);\n vec4 overpaint = vec4(0.0);\n\n vec3 gradient = vec3(1.0);\n vec3 dx = vec3(gradOffset * scaleVol.x, 0.0, 0.0);\n vec3 dy = vec3(0.0, gradOffset * scaleVol.y, 0.0);\n vec3 dz = vec3(0.0, 0.0, gradOffset * scaleVol.z);\n\n float maxDist = min(vBoundingSphere.w * 2.0, uFar - uNear);\n float maxDistSq = maxDist * maxDist;\n\n for (int i = 0; i < uMaxSteps; ++i) {\n // break when beyond bounding-sphere or far-plane\n vec3 distVec = startLoc - pos;\n if (dot(distVec, distVec) > maxDistSq) break;\n\n unitPos = v3m4(pos, cartnToUnit);\n\n // continue when outside of grid\n if (unitPos.x > posMax.x || unitPos.y > posMax.y || unitPos.z > posMax.z ||\n unitPos.x < posMin.x || unitPos.y < posMin.y || unitPos.z < posMin.z\n ) {\n if (hit) break;\n prevValue = value;\n pos += step;\n continue;\n }\n\n cell = textureVal(unitPos);\n value = cell.a; // current voxel value\n\n if (uJumpLength > 0.0 && value < 0.01) {\n nextPos = pos + rayDir * uJumpLength;\n nextValue = textureVal(v3m4(nextPos, cartnToUnit)).a;\n if (nextValue < 0.01) {\n prevValue = nextValue;\n pos = nextPos;\n continue;\n }\n }\n\n #if defined(dRenderMode_isosurface)\n if (prevValue > 0.0 && ( // there was a prev Value\n (prevValue < uIsoValue.x && value > uIsoValue.x) || // entering isosurface\n (prevValue > uIsoValue.x && value < uIsoValue.x) // leaving isosurface\n )) {\n isoPos = v3m4(mix(pos - step, pos, ((prevValue - uIsoValue.x) / ((prevValue - uIsoValue.x) - (value - uIsoValue.x)))), cartnToUnit);\n\n vec4 mvPosition = modelViewTransform * vec4(isoPos * uGridDim, 1.0);\n\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n vec3 vModelPosition = v3m4(isoPos * uGridDim, modelTransform);\n if (clipTest(vec4(vModelPosition, 0.0), 0)) {\n prevValue = value;\n pos += step;\n continue;\n }\n #endif\n\n float depth = calcDepth(mvPosition.xyz);\n if (depth > getDepth(gl_FragCoord.xy / uDrawingBufferSize))\n break;\n\n #ifdef enabledFragDepth\n if (!hit) {\n gl_FragDepthEXT = depth;\n }\n #endif\n\n #if defined(dRenderVariant_pickObject)\n return vec4(encodeFloatRGB(float(uObjectId)), 1.0);\n #elif defined(dRenderVariant_pickInstance)\n return vec4(encodeFloatRGB(vInstance), 1.0);\n #elif defined(dRenderVariant_pickGroup)\n #ifdef dPackedGroup\n return vec4(textureGroup(floor(isoPos * uGridDim + 0.5) / uGridDim).rgb, 1.0);\n #else\n vec3 g = floor(isoPos * uGridDim + 0.5);\n return vec4(encodeFloatRGB(g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y), 1.0);\n #endif\n #elif defined(dRenderVariant_depth)\n #ifdef enabledFragDepth\n return packDepthToRGBA(gl_FragDepthEXT);\n #else\n return packDepthToRGBA(depth);\n #endif\n #elif defined(dRenderVariant_color)\n #ifdef dPackedGroup\n float group = decodeFloatRGB(textureGroup(floor(isoPos * uGridDim + 0.5) / uGridDim).rgb);\n #else\n vec3 g = floor(isoPos * uGridDim + 0.5);\n float group = g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y;\n #endif\n\n #if defined(dColorType_uniform)\n color = uColor;\n #elif defined(dColorType_instance)\n color = readFromTexture(tColor, vInstance, uColorTexDim).rgb;\n #elif defined(dColorType_group)\n color = readFromTexture(tColor, group, uColorTexDim).rgb;\n #elif defined(dColorType_groupInstance)\n color = readFromTexture(tColor, vInstance * float(uGroupCount) + group, uColorTexDim).rgb;\n #elif defined(dColorType_vertex)\n color = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, 0.0).rgb;\n #elif defined(dColorType_vertexInstance)\n color = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, vInstance * float(uVertexCount)).rgb;\n #endif\n\n #ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance)\n overpaint = readFromTexture(tOverpaint, vInstance * float(uGroupCount) + group, uOverpaintTexDim);\n #elif defined(dOverpaintType_vertexInstance)\n overpaint = texture3dFrom1dTrilinear(tOverpaint, isoPos, uGridDim, uOverpaintTexDim, vInstance * float(uVertexCount)).rgb;\n #endif\n\n color = mix(color, overpaint.rgb, overpaint.a);\n #endif\n\n // handle flipping and negative isosurfaces\n #ifdef dFlipSided\n bool flipped = value < uIsoValue.y; // flipped\n #else\n bool flipped = value > uIsoValue.y;\n #endif\n interior = value < uIsoValue.x && flipped;\n #ifndef dDoubleSided\n if (interior) {\n prevValue = value;\n pos += step;\n continue;\n }\n #endif\n vec3 vViewPosition = mvPosition.xyz;\n vec4 material = vec4(color, uAlpha);\n\n #ifdef dIgnoreLight\n gl_FragColor = material;\n #else\n #if defined(dFlatShaded)\n // nearest grid point\n isoPos = floor(isoPos * uGridDim + 0.5) / uGridDim;\n #endif\n #ifdef dPackedGroup\n // compute gradient by central differences\n gradient.x = textureVal(isoPos - dx).a - textureVal(isoPos + dx).a;\n gradient.y = textureVal(isoPos - dy).a - textureVal(isoPos + dy).a;\n gradient.z = textureVal(isoPos - dz).a - textureVal(isoPos + dz).a;\n #else\n gradient = textureVal(isoPos).xyz * 2.0 - 1.0;\n #endif\n vec3 normal = -normalize(normalMatrix * normalize(gradient));\n normal = normal * (float(flipped) * 2.0 - 1.0);\n normal = normal * -(float(interior) * 2.0 - 1.0);\n #include apply_light_color\n #endif\n\n #if defined(dMarkerType_uniform)\n float marker = uMarker;\n #elif defined(dMarkerType_groupInstance)\n float marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n #endif\n #include apply_interior_color\n #include apply_marker_color\n\n preFogAlphaBlended = (1.0 - preFogAlphaBlended) * gl_FragColor.a + preFogAlphaBlended;\n fragmentDepth = depth;\n #include apply_fog\n\n src = gl_FragColor;\n\n if (!uTransparentBackground) {\n // done in 'apply_fog' otherwise\n src.rgb *= src.a;\n }\n dst = (1.0 - dst.a) * src + dst; // standard blending\n #endif\n\n #ifdef dSingleLayer\n break;\n #endif\n\n hit = true;\n }\n prevValue = value;\n #elif defined(dRenderMode_volume)\n vec4 mvPosition = modelViewTransform * vec4(unitPos * uGridDim, 1.0);\n if (calcDepth(mvPosition.xyz) > getDepth(gl_FragCoord.xy / uDrawingBufferSize))\n break;\n\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n vec3 vModelPosition = v3m4(unitPos * uGridDim, modelTransform);\n if (clipTest(vec4(vModelPosition, 0.0), 0)) {\n prevValue = value;\n pos += step;\n continue;\n }\n #endif\n\n #if defined(dRenderVariant_color)\n vec3 vViewPosition = mvPosition.xyz;\n vec4 material = transferFunction(value);\n\n #ifdef dIgnoreLight\n gl_FragColor.rgb = material.rgb;\n #else\n if (material.a >= 0.01) {\n #ifdef dPackedGroup\n // compute gradient by central differences\n gradient.x = textureVal(unitPos - dx).a - textureVal(unitPos + dx).a;\n gradient.y = textureVal(unitPos - dy).a - textureVal(unitPos + dy).a;\n gradient.z = textureVal(unitPos - dz).a - textureVal(unitPos + dz).a;\n #else\n gradient = cell.xyz * 2.0 - 1.0;\n #endif\n vec3 normal = -normalize(normalMatrix * normalize(gradient));\n #include apply_light_color\n } else {\n gl_FragColor.rgb = material.rgb;\n }\n #endif\n\n gl_FragColor.a = material.a * uAlpha * uTransferScale;\n\n #if defined(dMarkerType_uniform)\n float marker = uMarker;\n #elif defined(dMarkerType_groupInstance)\n #ifdef dPackedGroup\n float group = decodeFloatRGB(textureGroup(floor(unitPos * uGridDim + 0.5) / uGridDim).rgb);\n #else\n vec3 g = floor(unitPos * uGridDim + 0.5);\n float group = g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y;\n #endif\n float marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n #endif\n #include apply_marker_color\n\n preFogAlphaBlended = (1.0 - preFogAlphaBlended) * gl_FragColor.a + preFogAlphaBlended;\n fragmentDepth = calcDepth(mvPosition.xyz);\n #include apply_fog\n\n src = gl_FragColor;\n\n if (!uTransparentBackground) {\n // done in 'apply_fog' otherwise\n src.rgb *= src.a;\n }\n dst = (1.0 - dst.a) * src + dst; // standard blending\n #endif\n #endif\n\n // break if the color is opaque enough\n if (dst.a > 0.95)\n break;\n\n pos += step;\n }\n\n #if defined(dRenderMode_isosurface) && defined(enabledFragDepth)\n // ensure depth is written everywhere\n if (!hit)\n gl_FragDepthEXT = 1.0;\n #endif\n\n return dst;\n}\n\n// TODO: support float texture for higher precision values???\n// TODO: support clipping exclusion texture support\n\nvoid main() {\n if (gl_FrontFacing)\n discard;\n\n #ifdef dRenderVariant_marking\n // not supported\n discard;\n #endif\n\n #if defined(dRenderVariant_pick) || defined(dRenderVariant_depth)\n #if defined(dRenderMode_volume)\n // always ignore pick & depth for volume\n discard;\n #elif defined(dRenderMode_isosurface)\n if (uAlpha < uPickingAlphaThreshold)\n discard; // ignore so the element below can be picked\n #endif\n #endif\n\n vec3 rayDir = mix(normalize(vOrigPos - uCameraPosition), uCameraDir, uIsOrtho);\n vec3 step = rayDir * uStepScale;\n\n float boundingSphereNear = distance(vBoundingSphere.xyz, uCameraPosition) - vBoundingSphere.w;\n float d = max(uNear, boundingSphereNear) - mix(0.0, distance(vOrigPos, uCameraPosition), uIsOrtho);\n vec3 start = mix(uCameraPosition, vOrigPos, uIsOrtho) + (d * rayDir);\n gl_FragColor = raymarch(start, step, rayDir);\n\n #if defined(dRenderVariant_pick) || defined(dRenderVariant_depth)\n // discard when nothing was hit\n if (gl_FragColor == vec4(0.0))\n discard;\n #endif\n\n #if defined(dRenderVariant_color)\n #if defined(dRenderMode_isosurface) && defined(enabledFragDepth)\n float fragmentDepth = gl_FragDepthEXT;\n #else\n float fragmentDepth = calcDepth((uModelView * vec4(start, 1.0)).xyz);\n #endif\n float preFogAlpha = clamp(preFogAlphaBlended, 0.0, 1.0);\n interior = false;\n #include wboit_write\n #endif\n}\n";
@@ -7,5 +7,5 @@
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  */
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  Object.defineProperty(exports, "__esModule", { value: true });
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  exports.directVolume_frag = void 0;
10
- exports.directVolume_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include light_frag_params\n\n#if dClipObjectCount != 0\n uniform int uClipObjectType[dClipObjectCount];\n uniform bool uClipObjectInvert[dClipObjectCount];\n uniform vec3 uClipObjectPosition[dClipObjectCount];\n uniform vec4 uClipObjectRotation[dClipObjectCount];\n uniform vec3 uClipObjectScale[dClipObjectCount];\n#endif\n#include common_clip\n\n#include read_from_texture\n#include texture3d_from_1d_trilinear\n#include texture3d_from_2d_nearest\n#include texture3d_from_2d_linear\n\nuniform mat4 uProjection, uTransform, uModelView, uModel, uView;\nuniform vec3 uCameraDir;\n\nuniform sampler2D tDepth;\nuniform vec2 uDrawingBufferSize;\n\nvarying vec3 vOrigPos;\nvarying float vInstance;\nvarying vec4 vBoundingSphere;\nvarying mat4 vTransform;\n\nuniform mat4 uInvView;\nuniform vec2 uIsoValue;\nuniform vec3 uGridDim;\nuniform vec3 uBboxSize;\nuniform sampler2D tTransferTex;\nuniform float uTransferScale;\nuniform float uStepScale;\nuniform float uJumpLength;\n\nuniform int uObjectId;\nuniform int uVertexCount;\nuniform int uInstanceCount;\nuniform int uGroupCount;\n\nuniform vec3 uHighlightColor;\nuniform vec3 uSelectColor;\nuniform float uHighlightStrength;\nuniform float uSelectStrength;\nuniform int uMarkerPriority;\n\n#if defined(dMarkerType_uniform)\n uniform float uMarker;\n#elif defined(dMarkerType_groupInstance)\n uniform vec2 uMarkerTexDim;\n uniform sampler2D tMarker;\n#endif\n\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\n\nuniform float uAlpha;\nuniform float uPickingAlphaThreshold;\nuniform bool uTransparentBackground;\n\nuniform float uInteriorDarkening;\nuniform bool uInteriorColorFlag;\nuniform vec3 uInteriorColor;\nbool interior;\n\nuniform bool uRenderWboit;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uIsOrtho;\n\nuniform vec3 uCellDim;\nuniform vec3 uCameraPosition;\nuniform mat4 uCartnToUnit;\n\n#if __VERSION__ != 100\n // for webgl1 this is given as a 'define'\n uniform int uMaxSteps;\n#endif\n\n#if defined(dGridTexType_2d)\n precision highp sampler2D;\n uniform sampler2D tGridTex;\n uniform vec3 uGridTexDim;\n#elif defined(dGridTexType_3d)\n precision highp sampler3D;\n uniform sampler3D tGridTex;\n#endif\n\n#if defined(dRenderVariant_color)\n #if defined(dColorType_uniform)\n uniform vec3 uColor;\n #elif defined(dColorType_texture)\n uniform vec2 uColorTexDim;\n uniform sampler2D tColor;\n #endif\n\n #ifdef dOverpaint\n varying vec4 vOverpaint;\n uniform vec2 uOverpaintTexDim;\n uniform sampler2D tOverpaint;\n #endif\n#endif\n\n#if defined(dGridTexType_2d)\n vec4 textureVal(vec3 pos) {\n return texture3dFrom2dLinear(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n vec4 textureGroup(vec3 pos) {\n return texture3dFrom2dNearest(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n#elif defined(dGridTexType_3d)\n vec4 textureVal(vec3 pos) {\n return texture(tGridTex, pos + (vec3(0.5) / uGridDim));\n }\n vec4 textureGroup(vec3 pos) {\n return texelFetch(tGridTex, ivec3(pos * uGridDim), 0);\n }\n#endif\n\nfloat calcDepth(const in vec3 pos) {\n vec2 clipZW = pos.z * uProjection[2].zw + uProjection[3].zw;\n return 0.5 + 0.5 * clipZW.x / clipZW.y;\n}\n\nvec4 transferFunction(float value) {\n return texture2D(tTransferTex, vec2(value, 0.0));\n}\n\nfloat getDepth(const in vec2 coords) {\n #ifdef depthTextureSupport\n if (!uRenderWboit) {\n // in case of opaque volumes (and depth texture support)\n return texture2D(tDepth, coords).r;\n } else {\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n }\n #else\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n #endif\n}\n\nconst float gradOffset = 0.5;\n\nvec3 v3m4(vec3 p, mat4 m) {\n return (m * vec4(p, 1.0)).xyz;\n}\n\nfloat preFogAlphaBlended = 0.0;\n\nvec4 raymarch(vec3 startLoc, vec3 step, vec3 rayDir) {\n #if defined(dRenderVariant_color) && !defined(dIgnoreLight)\n mat3 normalMatrix = transpose3(inverse3(mat3(uModelView * vTransform)));\n #endif\n mat4 cartnToUnit = uCartnToUnit * inverse4(vTransform);\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n mat4 modelTransform = uModel * vTransform * uTransform;\n #endif\n mat4 modelViewTransform = uModelView * vTransform * uTransform;\n\n vec3 scaleVol = vec3(1.0) / uGridDim;\n vec3 pos = startLoc;\n vec4 cell;\n float prevValue = -1.0;\n float value = 0.0;\n vec4 src = vec4(0.0);\n vec4 dst = vec4(0.0);\n bool hit = false;\n float fragmentDepth;\n\n vec3 posMin = vec3(0.0);\n vec3 posMax = vec3(1.0) - vec3(1.0) / uGridDim;\n\n vec3 unitPos;\n vec3 isoPos;\n\n vec3 nextPos;\n float nextValue;\n\n vec3 color = vec3(0.45, 0.55, 0.8);\n vec3 gradient = vec3(1.0);\n vec3 dx = vec3(gradOffset * scaleVol.x, 0.0, 0.0);\n vec3 dy = vec3(0.0, gradOffset * scaleVol.y, 0.0);\n vec3 dz = vec3(0.0, 0.0, gradOffset * scaleVol.z);\n\n float maxDist = min(vBoundingSphere.w * 2.0, uFar - uNear);\n float maxDistSq = maxDist * maxDist;\n\n for (int i = 0; i < uMaxSteps; ++i) {\n // break when beyond bounding-sphere or far-plane\n vec3 distVec = startLoc - pos;\n if (dot(distVec, distVec) > maxDistSq) break;\n\n unitPos = v3m4(pos, cartnToUnit);\n\n // continue when outside of grid\n if (unitPos.x > posMax.x || unitPos.y > posMax.y || unitPos.z > posMax.z ||\n unitPos.x < posMin.x || unitPos.y < posMin.y || unitPos.z < posMin.z\n ) {\n if (hit) break;\n prevValue = value;\n pos += step;\n continue;\n }\n\n cell = textureVal(unitPos);\n value = cell.a; // current voxel value\n\n if (uJumpLength > 0.0 && value < 0.01) {\n nextPos = pos + rayDir * uJumpLength;\n nextValue = textureVal(v3m4(nextPos, cartnToUnit)).a;\n if (nextValue < 0.01) {\n prevValue = nextValue;\n pos = nextPos;\n continue;\n }\n }\n\n #if defined(dRenderMode_isosurface)\n if (prevValue > 0.0 && ( // there was a prev Value\n (prevValue < uIsoValue.x && value > uIsoValue.x) || // entering isosurface\n (prevValue > uIsoValue.x && value < uIsoValue.x) // leaving isosurface\n )) {\n isoPos = v3m4(mix(pos - step, pos, ((prevValue - uIsoValue.x) / ((prevValue - uIsoValue.x) - (value - uIsoValue.x)))), cartnToUnit);\n\n vec4 mvPosition = modelViewTransform * vec4(isoPos * uGridDim, 1.0);\n\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n vec3 vModelPosition = v3m4(isoPos * uGridDim, modelTransform);\n if (clipTest(vec4(vModelPosition, 0.0), 0)) {\n prevValue = value;\n pos += step;\n continue;\n }\n #endif\n\n float depth = calcDepth(mvPosition.xyz);\n if (depth > getDepth(gl_FragCoord.xy / uDrawingBufferSize))\n break;\n\n #ifdef enabledFragDepth\n if (!hit) {\n gl_FragDepthEXT = depth;\n }\n #endif\n\n #if defined(dRenderVariant_pickObject)\n return vec4(encodeFloatRGB(float(uObjectId)), 1.0);\n #elif defined(dRenderVariant_pickInstance)\n return vec4(encodeFloatRGB(vInstance), 1.0);\n #elif defined(dRenderVariant_pickGroup)\n #ifdef dPackedGroup\n return vec4(textureGroup(floor(isoPos * uGridDim + 0.5) / uGridDim).rgb, 1.0);\n #else\n vec3 g = floor(isoPos * uGridDim + 0.5);\n return vec4(encodeFloatRGB(g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y), 1.0);\n #endif\n #elif defined(dRenderVariant_depth)\n #ifdef enabledFragDepth\n return packDepthToRGBA(gl_FragDepthEXT);\n #else\n return packDepthToRGBA(depth);\n #endif\n #elif defined(dRenderVariant_color)\n #ifdef dPackedGroup\n float group = decodeFloatRGB(textureGroup(floor(isoPos * uGridDim + 0.5) / uGridDim).rgb);\n #else\n vec3 g = floor(isoPos * uGridDim + 0.5);\n float group = g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y;\n #endif\n\n #if defined(dColorType_uniform)\n color = uColor;\n #elif defined(dColorType_instance)\n color = readFromTexture(tColor, vInstance, uColorTexDim).rgb;\n #elif defined(dColorType_group)\n color = readFromTexture(tColor, group, uColorTexDim).rgb;\n #elif defined(dColorType_groupInstance)\n color = readFromTexture(tColor, vInstance * float(uGroupCount) + group, uColorTexDim).rgb;\n #elif defined(dColorType_vertex)\n color = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, 0.0).rgb;\n #elif defined(dColorType_vertexInstance)\n color = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, vInstance * float(uVertexCount)).rgb;\n #endif\n\n // handle flipping and negative isosurfaces\n #ifdef dFlipSided\n bool flipped = value < uIsoValue.y; // flipped\n #else\n bool flipped = value > uIsoValue.y;\n #endif\n interior = value < uIsoValue.x && flipped;\n #ifndef dDoubleSided\n if (interior) {\n prevValue = value;\n pos += step;\n continue;\n }\n #endif\n vec3 vViewPosition = mvPosition.xyz;\n vec4 material = vec4(color, uAlpha);\n\n #ifdef dIgnoreLight\n gl_FragColor = material;\n #else\n #if defined(dFlatShaded)\n // nearest grid point\n isoPos = floor(isoPos * uGridDim + 0.5) / uGridDim;\n #endif\n #ifdef dPackedGroup\n // compute gradient by central differences\n gradient.x = textureVal(isoPos - dx).a - textureVal(isoPos + dx).a;\n gradient.y = textureVal(isoPos - dy).a - textureVal(isoPos + dy).a;\n gradient.z = textureVal(isoPos - dz).a - textureVal(isoPos + dz).a;\n #else\n gradient = textureVal(isoPos).xyz * 2.0 - 1.0;\n #endif\n vec3 normal = -normalize(normalMatrix * normalize(gradient));\n normal = normal * (float(flipped) * 2.0 - 1.0);\n normal = normal * -(float(interior) * 2.0 - 1.0);\n #include apply_light_color\n #endif\n\n #if defined(dMarkerType_uniform)\n float marker = uMarker;\n #elif defined(dMarkerType_groupInstance)\n float marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n #endif\n #include apply_interior_color\n #include apply_marker_color\n\n preFogAlphaBlended = (1.0 - preFogAlphaBlended) * gl_FragColor.a + preFogAlphaBlended;\n fragmentDepth = depth;\n #include apply_fog\n\n src = gl_FragColor;\n\n if (!uTransparentBackground) {\n // done in 'apply_fog' otherwise\n src.rgb *= src.a;\n }\n dst = (1.0 - dst.a) * src + dst; // standard blending\n #endif\n\n #ifdef dSingleLayer\n break;\n #endif\n\n hit = true;\n }\n prevValue = value;\n #elif defined(dRenderMode_volume)\n vec4 mvPosition = modelViewTransform * vec4(unitPos * uGridDim, 1.0);\n if (calcDepth(mvPosition.xyz) > getDepth(gl_FragCoord.xy / uDrawingBufferSize))\n break;\n\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n vec3 vModelPosition = v3m4(unitPos * uGridDim, modelTransform);\n if (clipTest(vec4(vModelPosition, 0.0), 0)) {\n prevValue = value;\n pos += step;\n continue;\n }\n #endif\n\n #if defined(dRenderVariant_color)\n vec3 vViewPosition = mvPosition.xyz;\n vec4 material = transferFunction(value);\n\n #ifdef dIgnoreLight\n gl_FragColor.rgb = material.rgb;\n #else\n if (material.a >= 0.01) {\n #ifdef dPackedGroup\n // compute gradient by central differences\n gradient.x = textureVal(unitPos - dx).a - textureVal(unitPos + dx).a;\n gradient.y = textureVal(unitPos - dy).a - textureVal(unitPos + dy).a;\n gradient.z = textureVal(unitPos - dz).a - textureVal(unitPos + dz).a;\n #else\n gradient = cell.xyz * 2.0 - 1.0;\n #endif\n vec3 normal = -normalize(normalMatrix * normalize(gradient));\n #include apply_light_color\n } else {\n gl_FragColor.rgb = material.rgb;\n }\n #endif\n\n gl_FragColor.a = material.a * uAlpha * uTransferScale;\n\n #if defined(dMarkerType_uniform)\n float marker = uMarker;\n #elif defined(dMarkerType_groupInstance)\n #ifdef dPackedGroup\n float group = decodeFloatRGB(textureGroup(floor(unitPos * uGridDim + 0.5) / uGridDim).rgb);\n #else\n vec3 g = floor(unitPos * uGridDim + 0.5);\n float group = g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y;\n #endif\n float marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n #endif\n #include apply_marker_color\n\n preFogAlphaBlended = (1.0 - preFogAlphaBlended) * gl_FragColor.a + preFogAlphaBlended;\n fragmentDepth = calcDepth(mvPosition.xyz);\n #include apply_fog\n\n src = gl_FragColor;\n\n if (!uTransparentBackground) {\n // done in 'apply_fog' otherwise\n src.rgb *= src.a;\n }\n dst = (1.0 - dst.a) * src + dst; // standard blending\n #endif\n #endif\n\n // break if the color is opaque enough\n if (dst.a > 0.95)\n break;\n\n pos += step;\n }\n\n #if defined(dRenderMode_isosurface) && defined(enabledFragDepth)\n // ensure depth is written everywhere\n if (!hit)\n gl_FragDepthEXT = 1.0;\n #endif\n\n return dst;\n}\n\n// TODO: support float texture for higher precision values???\n// TODO: support clipping exclusion texture support\n\nvoid main() {\n if (gl_FrontFacing)\n discard;\n\n #ifdef dRenderVariant_marking\n // not supported\n discard;\n #endif\n\n #if defined(dRenderVariant_pick) || defined(dRenderVariant_depth)\n #if defined(dRenderMode_volume)\n // always ignore pick & depth for volume\n discard;\n #elif defined(dRenderMode_isosurface)\n if (uAlpha < uPickingAlphaThreshold)\n discard; // ignore so the element below can be picked\n #endif\n #endif\n\n vec3 rayDir = mix(normalize(vOrigPos - uCameraPosition), uCameraDir, uIsOrtho);\n vec3 step = rayDir * uStepScale;\n\n float boundingSphereNear = distance(vBoundingSphere.xyz, uCameraPosition) - vBoundingSphere.w;\n float d = max(uNear, boundingSphereNear) - mix(0.0, distance(vOrigPos, uCameraPosition), uIsOrtho);\n vec3 start = mix(uCameraPosition, vOrigPos, uIsOrtho) + (d * rayDir);\n gl_FragColor = raymarch(start, step, rayDir);\n\n #if defined(dRenderVariant_pick) || defined(dRenderVariant_depth)\n // discard when nothing was hit\n if (gl_FragColor == vec4(0.0))\n discard;\n #endif\n\n #if defined(dRenderVariant_color)\n #if defined(dRenderMode_isosurface) && defined(enabledFragDepth)\n float fragmentDepth = gl_FragDepthEXT;\n #else\n float fragmentDepth = calcDepth((uModelView * vec4(start, 1.0)).xyz);\n #endif\n float preFogAlpha = clamp(preFogAlphaBlended, 0.0, 1.0);\n interior = false;\n #include wboit_write\n #endif\n}\n";
10
+ exports.directVolume_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include light_frag_params\n\n#if dClipObjectCount != 0\n uniform int uClipObjectType[dClipObjectCount];\n uniform bool uClipObjectInvert[dClipObjectCount];\n uniform vec3 uClipObjectPosition[dClipObjectCount];\n uniform vec4 uClipObjectRotation[dClipObjectCount];\n uniform vec3 uClipObjectScale[dClipObjectCount];\n#endif\n#include common_clip\n\n#include read_from_texture\n#include texture3d_from_1d_trilinear\n#include texture3d_from_2d_nearest\n#include texture3d_from_2d_linear\n\nuniform mat4 uProjection, uTransform, uModelView, uModel, uView;\nuniform vec3 uCameraDir;\n\nuniform sampler2D tDepth;\nuniform vec2 uDrawingBufferSize;\n\nvarying vec3 vOrigPos;\nvarying float vInstance;\nvarying vec4 vBoundingSphere;\nvarying mat4 vTransform;\n\nuniform mat4 uInvView;\nuniform vec2 uIsoValue;\nuniform vec3 uGridDim;\nuniform vec3 uBboxSize;\nuniform sampler2D tTransferTex;\nuniform float uTransferScale;\nuniform float uStepScale;\nuniform float uJumpLength;\n\nuniform int uObjectId;\nuniform int uVertexCount;\nuniform int uInstanceCount;\nuniform int uGroupCount;\n\nuniform vec3 uHighlightColor;\nuniform vec3 uSelectColor;\nuniform float uHighlightStrength;\nuniform float uSelectStrength;\nuniform int uMarkerPriority;\n\n#if defined(dMarkerType_uniform)\n uniform float uMarker;\n#elif defined(dMarkerType_groupInstance)\n uniform vec2 uMarkerTexDim;\n uniform sampler2D tMarker;\n#endif\n\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\n\nuniform float uAlpha;\nuniform float uPickingAlphaThreshold;\nuniform bool uTransparentBackground;\n\nuniform float uInteriorDarkening;\nuniform bool uInteriorColorFlag;\nuniform vec3 uInteriorColor;\nbool interior;\n\nuniform bool uRenderWboit;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uIsOrtho;\n\nuniform vec3 uCellDim;\nuniform vec3 uCameraPosition;\nuniform mat4 uCartnToUnit;\n\n#if __VERSION__ != 100\n // for webgl1 this is given as a 'define'\n uniform int uMaxSteps;\n#endif\n\n#if defined(dGridTexType_2d)\n precision highp sampler2D;\n uniform sampler2D tGridTex;\n uniform vec3 uGridTexDim;\n#elif defined(dGridTexType_3d)\n precision highp sampler3D;\n uniform sampler3D tGridTex;\n#endif\n\n#if defined(dRenderVariant_color)\n #if defined(dColorType_uniform)\n uniform vec3 uColor;\n #elif defined(dColorType_texture)\n uniform vec2 uColorTexDim;\n uniform sampler2D tColor;\n #endif\n\n #ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance) || defined(dOverpaintType_vertexInstance)\n uniform vec2 uOverpaintTexDim;\n uniform sampler2D tOverpaint;\n #endif\n #endif\n#endif\n\n#if defined(dGridTexType_2d)\n vec4 textureVal(vec3 pos) {\n return texture3dFrom2dLinear(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n vec4 textureGroup(vec3 pos) {\n return texture3dFrom2dNearest(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n#elif defined(dGridTexType_3d)\n vec4 textureVal(vec3 pos) {\n return texture(tGridTex, pos + (vec3(0.5) / uGridDim));\n }\n vec4 textureGroup(vec3 pos) {\n return texelFetch(tGridTex, ivec3(pos * uGridDim), 0);\n }\n#endif\n\nfloat calcDepth(const in vec3 pos) {\n vec2 clipZW = pos.z * uProjection[2].zw + uProjection[3].zw;\n return 0.5 + 0.5 * clipZW.x / clipZW.y;\n}\n\nvec4 transferFunction(float value) {\n return texture2D(tTransferTex, vec2(value, 0.0));\n}\n\nfloat getDepth(const in vec2 coords) {\n #ifdef depthTextureSupport\n if (!uRenderWboit) {\n // in case of opaque volumes (and depth texture support)\n return texture2D(tDepth, coords).r;\n } else {\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n }\n #else\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n #endif\n}\n\nconst float gradOffset = 0.5;\n\nvec3 v3m4(vec3 p, mat4 m) {\n return (m * vec4(p, 1.0)).xyz;\n}\n\nfloat preFogAlphaBlended = 0.0;\n\nvec4 raymarch(vec3 startLoc, vec3 step, vec3 rayDir) {\n #if defined(dRenderVariant_color) && !defined(dIgnoreLight)\n mat3 normalMatrix = transpose3(inverse3(mat3(uModelView * vTransform)));\n #endif\n mat4 cartnToUnit = uCartnToUnit * inverse4(vTransform);\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n mat4 modelTransform = uModel * vTransform * uTransform;\n #endif\n mat4 modelViewTransform = uModelView * vTransform * uTransform;\n\n vec3 scaleVol = vec3(1.0) / uGridDim;\n vec3 pos = startLoc;\n vec4 cell;\n float prevValue = -1.0;\n float value = 0.0;\n vec4 src = vec4(0.0);\n vec4 dst = vec4(0.0);\n bool hit = false;\n float fragmentDepth;\n\n vec3 posMin = vec3(0.0);\n vec3 posMax = vec3(1.0) - vec3(1.0) / uGridDim;\n\n vec3 unitPos;\n vec3 isoPos;\n\n vec3 nextPos;\n float nextValue;\n\n vec3 color = vec3(0.45, 0.55, 0.8);\n vec4 overpaint = vec4(0.0);\n\n vec3 gradient = vec3(1.0);\n vec3 dx = vec3(gradOffset * scaleVol.x, 0.0, 0.0);\n vec3 dy = vec3(0.0, gradOffset * scaleVol.y, 0.0);\n vec3 dz = vec3(0.0, 0.0, gradOffset * scaleVol.z);\n\n float maxDist = min(vBoundingSphere.w * 2.0, uFar - uNear);\n float maxDistSq = maxDist * maxDist;\n\n for (int i = 0; i < uMaxSteps; ++i) {\n // break when beyond bounding-sphere or far-plane\n vec3 distVec = startLoc - pos;\n if (dot(distVec, distVec) > maxDistSq) break;\n\n unitPos = v3m4(pos, cartnToUnit);\n\n // continue when outside of grid\n if (unitPos.x > posMax.x || unitPos.y > posMax.y || unitPos.z > posMax.z ||\n unitPos.x < posMin.x || unitPos.y < posMin.y || unitPos.z < posMin.z\n ) {\n if (hit) break;\n prevValue = value;\n pos += step;\n continue;\n }\n\n cell = textureVal(unitPos);\n value = cell.a; // current voxel value\n\n if (uJumpLength > 0.0 && value < 0.01) {\n nextPos = pos + rayDir * uJumpLength;\n nextValue = textureVal(v3m4(nextPos, cartnToUnit)).a;\n if (nextValue < 0.01) {\n prevValue = nextValue;\n pos = nextPos;\n continue;\n }\n }\n\n #if defined(dRenderMode_isosurface)\n if (prevValue > 0.0 && ( // there was a prev Value\n (prevValue < uIsoValue.x && value > uIsoValue.x) || // entering isosurface\n (prevValue > uIsoValue.x && value < uIsoValue.x) // leaving isosurface\n )) {\n isoPos = v3m4(mix(pos - step, pos, ((prevValue - uIsoValue.x) / ((prevValue - uIsoValue.x) - (value - uIsoValue.x)))), cartnToUnit);\n\n vec4 mvPosition = modelViewTransform * vec4(isoPos * uGridDim, 1.0);\n\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n vec3 vModelPosition = v3m4(isoPos * uGridDim, modelTransform);\n if (clipTest(vec4(vModelPosition, 0.0), 0)) {\n prevValue = value;\n pos += step;\n continue;\n }\n #endif\n\n float depth = calcDepth(mvPosition.xyz);\n if (depth > getDepth(gl_FragCoord.xy / uDrawingBufferSize))\n break;\n\n #ifdef enabledFragDepth\n if (!hit) {\n gl_FragDepthEXT = depth;\n }\n #endif\n\n #if defined(dRenderVariant_pickObject)\n return vec4(encodeFloatRGB(float(uObjectId)), 1.0);\n #elif defined(dRenderVariant_pickInstance)\n return vec4(encodeFloatRGB(vInstance), 1.0);\n #elif defined(dRenderVariant_pickGroup)\n #ifdef dPackedGroup\n return vec4(textureGroup(floor(isoPos * uGridDim + 0.5) / uGridDim).rgb, 1.0);\n #else\n vec3 g = floor(isoPos * uGridDim + 0.5);\n return vec4(encodeFloatRGB(g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y), 1.0);\n #endif\n #elif defined(dRenderVariant_depth)\n #ifdef enabledFragDepth\n return packDepthToRGBA(gl_FragDepthEXT);\n #else\n return packDepthToRGBA(depth);\n #endif\n #elif defined(dRenderVariant_color)\n #ifdef dPackedGroup\n float group = decodeFloatRGB(textureGroup(floor(isoPos * uGridDim + 0.5) / uGridDim).rgb);\n #else\n vec3 g = floor(isoPos * uGridDim + 0.5);\n float group = g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y;\n #endif\n\n #if defined(dColorType_uniform)\n color = uColor;\n #elif defined(dColorType_instance)\n color = readFromTexture(tColor, vInstance, uColorTexDim).rgb;\n #elif defined(dColorType_group)\n color = readFromTexture(tColor, group, uColorTexDim).rgb;\n #elif defined(dColorType_groupInstance)\n color = readFromTexture(tColor, vInstance * float(uGroupCount) + group, uColorTexDim).rgb;\n #elif defined(dColorType_vertex)\n color = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, 0.0).rgb;\n #elif defined(dColorType_vertexInstance)\n color = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, vInstance * float(uVertexCount)).rgb;\n #endif\n\n #ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance)\n overpaint = readFromTexture(tOverpaint, vInstance * float(uGroupCount) + group, uOverpaintTexDim);\n #elif defined(dOverpaintType_vertexInstance)\n overpaint = texture3dFrom1dTrilinear(tOverpaint, isoPos, uGridDim, uOverpaintTexDim, vInstance * float(uVertexCount)).rgb;\n #endif\n\n color = mix(color, overpaint.rgb, overpaint.a);\n #endif\n\n // handle flipping and negative isosurfaces\n #ifdef dFlipSided\n bool flipped = value < uIsoValue.y; // flipped\n #else\n bool flipped = value > uIsoValue.y;\n #endif\n interior = value < uIsoValue.x && flipped;\n #ifndef dDoubleSided\n if (interior) {\n prevValue = value;\n pos += step;\n continue;\n }\n #endif\n vec3 vViewPosition = mvPosition.xyz;\n vec4 material = vec4(color, uAlpha);\n\n #ifdef dIgnoreLight\n gl_FragColor = material;\n #else\n #if defined(dFlatShaded)\n // nearest grid point\n isoPos = floor(isoPos * uGridDim + 0.5) / uGridDim;\n #endif\n #ifdef dPackedGroup\n // compute gradient by central differences\n gradient.x = textureVal(isoPos - dx).a - textureVal(isoPos + dx).a;\n gradient.y = textureVal(isoPos - dy).a - textureVal(isoPos + dy).a;\n gradient.z = textureVal(isoPos - dz).a - textureVal(isoPos + dz).a;\n #else\n gradient = textureVal(isoPos).xyz * 2.0 - 1.0;\n #endif\n vec3 normal = -normalize(normalMatrix * normalize(gradient));\n normal = normal * (float(flipped) * 2.0 - 1.0);\n normal = normal * -(float(interior) * 2.0 - 1.0);\n #include apply_light_color\n #endif\n\n #if defined(dMarkerType_uniform)\n float marker = uMarker;\n #elif defined(dMarkerType_groupInstance)\n float marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n #endif\n #include apply_interior_color\n #include apply_marker_color\n\n preFogAlphaBlended = (1.0 - preFogAlphaBlended) * gl_FragColor.a + preFogAlphaBlended;\n fragmentDepth = depth;\n #include apply_fog\n\n src = gl_FragColor;\n\n if (!uTransparentBackground) {\n // done in 'apply_fog' otherwise\n src.rgb *= src.a;\n }\n dst = (1.0 - dst.a) * src + dst; // standard blending\n #endif\n\n #ifdef dSingleLayer\n break;\n #endif\n\n hit = true;\n }\n prevValue = value;\n #elif defined(dRenderMode_volume)\n vec4 mvPosition = modelViewTransform * vec4(unitPos * uGridDim, 1.0);\n if (calcDepth(mvPosition.xyz) > getDepth(gl_FragCoord.xy / uDrawingBufferSize))\n break;\n\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n vec3 vModelPosition = v3m4(unitPos * uGridDim, modelTransform);\n if (clipTest(vec4(vModelPosition, 0.0), 0)) {\n prevValue = value;\n pos += step;\n continue;\n }\n #endif\n\n #if defined(dRenderVariant_color)\n vec3 vViewPosition = mvPosition.xyz;\n vec4 material = transferFunction(value);\n\n #ifdef dIgnoreLight\n gl_FragColor.rgb = material.rgb;\n #else\n if (material.a >= 0.01) {\n #ifdef dPackedGroup\n // compute gradient by central differences\n gradient.x = textureVal(unitPos - dx).a - textureVal(unitPos + dx).a;\n gradient.y = textureVal(unitPos - dy).a - textureVal(unitPos + dy).a;\n gradient.z = textureVal(unitPos - dz).a - textureVal(unitPos + dz).a;\n #else\n gradient = cell.xyz * 2.0 - 1.0;\n #endif\n vec3 normal = -normalize(normalMatrix * normalize(gradient));\n #include apply_light_color\n } else {\n gl_FragColor.rgb = material.rgb;\n }\n #endif\n\n gl_FragColor.a = material.a * uAlpha * uTransferScale;\n\n #if defined(dMarkerType_uniform)\n float marker = uMarker;\n #elif defined(dMarkerType_groupInstance)\n #ifdef dPackedGroup\n float group = decodeFloatRGB(textureGroup(floor(unitPos * uGridDim + 0.5) / uGridDim).rgb);\n #else\n vec3 g = floor(unitPos * uGridDim + 0.5);\n float group = g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y;\n #endif\n float marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n #endif\n #include apply_marker_color\n\n preFogAlphaBlended = (1.0 - preFogAlphaBlended) * gl_FragColor.a + preFogAlphaBlended;\n fragmentDepth = calcDepth(mvPosition.xyz);\n #include apply_fog\n\n src = gl_FragColor;\n\n if (!uTransparentBackground) {\n // done in 'apply_fog' otherwise\n src.rgb *= src.a;\n }\n dst = (1.0 - dst.a) * src + dst; // standard blending\n #endif\n #endif\n\n // break if the color is opaque enough\n if (dst.a > 0.95)\n break;\n\n pos += step;\n }\n\n #if defined(dRenderMode_isosurface) && defined(enabledFragDepth)\n // ensure depth is written everywhere\n if (!hit)\n gl_FragDepthEXT = 1.0;\n #endif\n\n return dst;\n}\n\n// TODO: support float texture for higher precision values???\n// TODO: support clipping exclusion texture support\n\nvoid main() {\n if (gl_FrontFacing)\n discard;\n\n #ifdef dRenderVariant_marking\n // not supported\n discard;\n #endif\n\n #if defined(dRenderVariant_pick) || defined(dRenderVariant_depth)\n #if defined(dRenderMode_volume)\n // always ignore pick & depth for volume\n discard;\n #elif defined(dRenderMode_isosurface)\n if (uAlpha < uPickingAlphaThreshold)\n discard; // ignore so the element below can be picked\n #endif\n #endif\n\n vec3 rayDir = mix(normalize(vOrigPos - uCameraPosition), uCameraDir, uIsOrtho);\n vec3 step = rayDir * uStepScale;\n\n float boundingSphereNear = distance(vBoundingSphere.xyz, uCameraPosition) - vBoundingSphere.w;\n float d = max(uNear, boundingSphereNear) - mix(0.0, distance(vOrigPos, uCameraPosition), uIsOrtho);\n vec3 start = mix(uCameraPosition, vOrigPos, uIsOrtho) + (d * rayDir);\n gl_FragColor = raymarch(start, step, rayDir);\n\n #if defined(dRenderVariant_pick) || defined(dRenderVariant_depth)\n // discard when nothing was hit\n if (gl_FragColor == vec4(0.0))\n discard;\n #endif\n\n #if defined(dRenderVariant_color)\n #if defined(dRenderMode_isosurface) && defined(enabledFragDepth)\n float fragmentDepth = gl_FragDepthEXT;\n #else\n float fragmentDepth = calcDepth((uModelView * vec4(start, 1.0)).xyz);\n #endif\n float preFogAlpha = clamp(preFogAlphaBlended, 0.0, 1.0);\n interior = false;\n #include wboit_write\n #endif\n}\n";
11
11
  //# sourceMappingURL=direct-volume.frag.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"direct-volume.frag.js","sourceRoot":"","sources":["../../../../src/mol-gl/shader/direct-volume.frag.ts"],"names":[],"mappings":";AAAA;;;;;GAKG;;;AAEU,QAAA,iBAAiB,GAAG,s5jBAyehC,CAAC"}
1
+ {"version":3,"file":"direct-volume.frag.js","sourceRoot":"","sources":["../../../../src/mol-gl/shader/direct-volume.frag.ts"],"names":[],"mappings":";AAAA;;;;;GAKG;;;AAEU,QAAA,iBAAiB,GAAG,6llBAsfhC,CAAC"}
@@ -3,4 +3,4 @@
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
6
- export declare const mesh_vert = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\n#include common\n#include read_from_texture\n#include common_vert_params\n#include color_vert_params\n#include common_clip\n\n#if defined(dColorType_grid)\n #include texture3d_from_2d_linear\n#endif\n\n#ifdef dGeoTexture\n uniform vec2 uGeoTexDim;\n uniform sampler2D tPosition;\n uniform sampler2D tGroup;\n uniform sampler2D tNormal;\n#else\n attribute vec3 aPosition;\n attribute float aGroup;\n attribute vec3 aNormal;\n#endif\nattribute mat4 aTransform;\nattribute float aInstance;\n\nvarying vec3 vNormal;\n\nvoid main(){\n #include assign_group\n #include assign_marker_varying\n #include assign_clipping_varying\n #include assign_position\n #include assign_color_varying\n #include clip_instance\n\n #ifdef dGeoTexture\n vec3 normal = readFromTexture(tNormal, VertexID, uGeoTexDim).xyz;\n #else\n vec3 normal = aNormal;\n #endif\n mat3 normalMatrix = transpose3(inverse3(mat3(modelView)));\n vec3 transformedNormal = normalize(normalMatrix * normalize(normal));\n #if defined(dFlipSided) && !defined(dDoubleSided) // TODO checking dDoubleSided should not be required, ASR\n transformedNormal = -transformedNormal;\n #endif\n vNormal = transformedNormal;\n}\n";
6
+ export declare const mesh_vert = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\n#include common\n#include read_from_texture\n#include common_vert_params\n#include color_vert_params\n#include common_clip\n#include texture3d_from_2d_linear\n\n#ifdef dGeoTexture\n uniform vec2 uGeoTexDim;\n uniform sampler2D tPosition;\n uniform sampler2D tGroup;\n uniform sampler2D tNormal;\n#else\n attribute vec3 aPosition;\n attribute float aGroup;\n attribute vec3 aNormal;\n#endif\nattribute mat4 aTransform;\nattribute float aInstance;\n\nvarying vec3 vNormal;\n\nvoid main(){\n #include assign_group\n #include assign_marker_varying\n #include assign_clipping_varying\n #include assign_position\n #include assign_color_varying\n #include clip_instance\n\n #ifdef dGeoTexture\n vec3 normal = readFromTexture(tNormal, VertexID, uGeoTexDim).xyz;\n #else\n vec3 normal = aNormal;\n #endif\n mat3 normalMatrix = transpose3(inverse3(mat3(modelView)));\n vec3 transformedNormal = normalize(normalMatrix * normalize(normal));\n #if defined(dFlipSided) && !defined(dDoubleSided) // TODO checking dDoubleSided should not be required, ASR\n transformedNormal = -transformedNormal;\n #endif\n vNormal = transformedNormal;\n}\n";
@@ -6,5 +6,5 @@
6
6
  */
7
7
  Object.defineProperty(exports, "__esModule", { value: true });
8
8
  exports.mesh_vert = void 0;
9
- exports.mesh_vert = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\n#include common\n#include read_from_texture\n#include common_vert_params\n#include color_vert_params\n#include common_clip\n\n#if defined(dColorType_grid)\n #include texture3d_from_2d_linear\n#endif\n\n#ifdef dGeoTexture\n uniform vec2 uGeoTexDim;\n uniform sampler2D tPosition;\n uniform sampler2D tGroup;\n uniform sampler2D tNormal;\n#else\n attribute vec3 aPosition;\n attribute float aGroup;\n attribute vec3 aNormal;\n#endif\nattribute mat4 aTransform;\nattribute float aInstance;\n\nvarying vec3 vNormal;\n\nvoid main(){\n #include assign_group\n #include assign_marker_varying\n #include assign_clipping_varying\n #include assign_position\n #include assign_color_varying\n #include clip_instance\n\n #ifdef dGeoTexture\n vec3 normal = readFromTexture(tNormal, VertexID, uGeoTexDim).xyz;\n #else\n vec3 normal = aNormal;\n #endif\n mat3 normalMatrix = transpose3(inverse3(mat3(modelView)));\n vec3 transformedNormal = normalize(normalMatrix * normalize(normal));\n #if defined(dFlipSided) && !defined(dDoubleSided) // TODO checking dDoubleSided should not be required, ASR\n transformedNormal = -transformedNormal;\n #endif\n vNormal = transformedNormal;\n}\n";
9
+ exports.mesh_vert = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\n#include common\n#include read_from_texture\n#include common_vert_params\n#include color_vert_params\n#include common_clip\n#include texture3d_from_2d_linear\n\n#ifdef dGeoTexture\n uniform vec2 uGeoTexDim;\n uniform sampler2D tPosition;\n uniform sampler2D tGroup;\n uniform sampler2D tNormal;\n#else\n attribute vec3 aPosition;\n attribute float aGroup;\n attribute vec3 aNormal;\n#endif\nattribute mat4 aTransform;\nattribute float aInstance;\n\nvarying vec3 vNormal;\n\nvoid main(){\n #include assign_group\n #include assign_marker_varying\n #include assign_clipping_varying\n #include assign_position\n #include assign_color_varying\n #include clip_instance\n\n #ifdef dGeoTexture\n vec3 normal = readFromTexture(tNormal, VertexID, uGeoTexDim).xyz;\n #else\n vec3 normal = aNormal;\n #endif\n mat3 normalMatrix = transpose3(inverse3(mat3(modelView)));\n vec3 transformedNormal = normalize(normalMatrix * normalize(normal));\n #if defined(dFlipSided) && !defined(dDoubleSided) // TODO checking dDoubleSided should not be required, ASR\n transformedNormal = -transformedNormal;\n #endif\n vNormal = transformedNormal;\n}\n";
10
10
  //# sourceMappingURL=mesh.vert.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"mesh.vert.js","sourceRoot":"","sources":["../../../../src/mol-gl/shader/mesh.vert.ts"],"names":[],"mappings":";AAAA;;;;GAIG;;;AAEU,QAAA,SAAS,GAAG,qzCAkDxB,CAAC"}
1
+ {"version":3,"file":"mesh.vert.js","sourceRoot":"","sources":["../../../../src/mol-gl/shader/mesh.vert.ts"],"names":[],"mappings":";AAAA;;;;GAIG;;;AAEU,QAAA,SAAS,GAAG,ywCA+CxB,CAAC"}
@@ -82,7 +82,7 @@ function addIncludes(text) {
82
82
  .replace(reInclude, function (_, p1) {
83
83
  var chunk = ShaderChunks[p1];
84
84
  if (!chunk)
85
- throw new Error("empty chunk, '" + p1 + "'");
85
+ throw new Error("empty chunk, '".concat(p1, "'"));
86
86
  return chunk;
87
87
  })
88
88
  .trim()
@@ -130,14 +130,14 @@ function getDefinesCode(defines) {
130
130
  var v = define.ref.value;
131
131
  if (v !== undefined) {
132
132
  if (typeof v === 'string') {
133
- lines.push("#define " + name_1 + "_" + v);
133
+ lines.push("#define ".concat(name_1, "_").concat(v));
134
134
  }
135
135
  else if (typeof v === 'number') {
136
- lines.push("#define " + name_1 + " " + v);
136
+ lines.push("#define ".concat(name_1, " ").concat(v));
137
137
  }
138
138
  else if (typeof v === 'boolean') {
139
139
  if (v)
140
- lines.push("#define " + name_1);
140
+ lines.push("#define ".concat(name_1));
141
141
  }
142
142
  else {
143
143
  throw new Error('unknown define type');
@@ -190,7 +190,7 @@ var glsl300FragPrefixCommon = "\n#define varying in\n#define texture2D texture\n
190
190
  function getGlsl300FragPrefix(gl, extensions, shaderExtensions, outTypes) {
191
191
  var prefix = [
192
192
  '#version 300 es',
193
- "layout(location = 0) out highp " + (outTypes[0] || 'vec4') + " out_FragData0;"
193
+ "layout(location = 0) out highp ".concat(outTypes[0] || 'vec4', " out_FragData0;")
194
194
  ];
195
195
  if (shaderExtensions.standardDerivatives) {
196
196
  prefix.push('#define enabledStandardDerivatives');
@@ -202,7 +202,7 @@ function getGlsl300FragPrefix(gl, extensions, shaderExtensions, outTypes) {
202
202
  prefix.push('#define requiredDrawBuffers');
203
203
  var maxDrawBuffers = gl.getParameter(gl.MAX_DRAW_BUFFERS);
204
204
  for (var i = 1, il = maxDrawBuffers; i < il; ++i) {
205
- prefix.push("layout(location = " + i + ") out highp " + (outTypes[i] || 'vec4') + " out_FragData" + i + ";");
205
+ prefix.push("layout(location = ".concat(i, ") out highp ").concat(outTypes[i] || 'vec4', " out_FragData").concat(i, ";"));
206
206
  }
207
207
  }
208
208
  if (shaderExtensions.shaderTextureLod) {
@@ -224,8 +224,8 @@ function addShaderDefines(gl, extensions, defines, shaders) {
224
224
  return {
225
225
  id: shaderCodeId(),
226
226
  name: shaders.name,
227
- vert: "" + vertPrefix + header + shaders.vert,
228
- frag: "" + fragPrefix + header + frag,
227
+ vert: "".concat(vertPrefix).concat(header).concat(shaders.vert),
228
+ frag: "".concat(fragPrefix).concat(header).concat(frag),
229
229
  extensions: shaders.extensions,
230
230
  outTypes: shaders.outTypes
231
231
  };
@@ -1 +1 @@
1
- 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1
+ {"version":3,"file":"shader-code.js","sourceRoot":"","sources":["../../../src/mol-gl/shader-code.ts"],"names":[],"mappings":";AAAA;;;;GAIG;;;AAGH,qDAAmD;AAEnD,yCAA8D;AAM9D,IAAM,YAAY,GAAG,IAAA,sBAAS,GAAE,CAAC;AAsBjC,iEAA2D;AAC3D,uFAAiF;AACjF,iFAA2E;AAC3E,mFAA6E;AAC7E,6FAAuF;AACvF,uFAAiF;AACjF,uEAAiE;AACjE,yFAAmF;AACnF,yFAAmF;AACnF,6EAAuE;AACvE,qEAA+D;AAC/D,qFAA+E;AAC/E,yEAAmE;AACnE,mEAA6D;AAC7D,iFAA2E;AAC3E,iFAA2E;AAC3E,qEAA+D;AAC/D,mFAA6E;AAC7E,mFAA6E;AAC7E,2DAAqD;AACrD,yEAAmE;AACnE,iFAA2E;AAC3E,uEAAiE;AACjE,mFAA6E;AAC7E,iFAA2E;AAC3E,yEAAmE;AACnE,+EAAyE;AACzE,qGAA+F;AAC/F,+FAAyF;AACzF,iGAA2F;AAC3F,qEAA+D;AAE/D,IAAM,YAAY,GAA4B;IAC1C,SAAS,4BAAA;IACT,oBAAoB,kDAAA;IACpB,iBAAiB,4CAAA;IACjB,kBAAkB,8CAAA;IAClB,uBAAuB,wDAAA;IACvB,oBAAoB,kDAAA;IACpB,YAAY,kCAAA;IACZ,qBAAqB,oDAAA;IACrB,qBAAqB,oDAAA;IACrB,eAAe,wCAAA;IACf,WAAW,gCAAA;IACX,mBAAmB,gDAAA;IACnB,aAAa,oCAAA;IACb,UAAU,8BAAA;IACV,iBAAiB,4CAAA;IACjB,iBAAiB,4CAAA;IACjB,WAAW,gCAAA;IACX,kBAAkB,8CAAA;IAClB,kBAAkB,8CAAA;IAClB,MAAM,sBAAA;IACN,aAAa,oCAAA;IACb,iBAAiB,4CAAA;IACjB,YAAY,kCAAA;IACZ,kBAAkB,8CAAA;IAClB,iBAAiB,4CAAA;IACjB,aAAa,oCAAA;IACb,gBAAgB,0CAAA;IAChB,2BAA2B,gEAAA;IAC3B,wBAAwB,0DAAA;IACxB,yBAAyB,4DAAA;IACzB,WAAW,gCAAA;CACd,CAAC;AAEF,IAAM,SAAS,GAAG,iCAAiC,CAAC;AACpD,IAAM,mBAAmB,GAAG,iBAAiB,CAAC;AAC9C,IAAM,kBAAkB,GAAG,yBAAyB,CAAC;AACrD,IAAM,oBAAoB,GAAG,SAAS,CAAC;AAEvC,SAAS,WAAW,CAAC,IAAY;IAC7B,OAAO,IAAI;SACN,OAAO,CAAC,SAAS,EAAE,UAAC,CAAC,EAAE,EAAE;QACtB,IAAM,KAAK,GAAG,YAAY,CAAC,EAAE,CAAC,CAAC;QAC/B,IAAI,CAAC,KAAK;YAAE,MAAM,IAAI,KAAK,CAAC,wBAAiB,EAAE,MAAG,CAAC,CAAC;QACpD,OAAO,KAAK,CAAC;IACjB,CAAC,CAAC;SACD,IAAI,EAAE;SACN,OAAO,CAAC,mBAAmB,EAAE,IAAI,CAAC;SAClC,OAAO,CAAC,kBAAkB,EAAE,IAAI,CAAC;SACjC,OAAO,CAAC,oBAAoB,EAAE,IAAI,CAAC,CAAC;AAC7C,CAAC;AAED,SAAgB,UAAU,CAAC,IAAY,EAAE,IAAY,EAAE,IAAY,EAAE,UAAiC,EAAE,QAA2B;IAA9D,2BAAA,EAAA,eAAiC;IAAE,yBAAA,EAAA,aAA2B;IAC/H,OAAO,EAAE,EAAE,EAAE,YAAY,EAAE,EAAE,IAAI,MAAA,EAAE,IAAI,EAAE,WAAW,CAAC,IAAI,CAAC,EAAE,IAAI,EAAE,WAAW,CAAC,IAAI,CAAC,EAAE,UAAU,YAAA,EAAE,QAAQ,UAAA,EAAE,CAAC;AAChH,CAAC;AAFD,gCAEC;AAED,sDAAsD;AAEtD,oDAAmD;AACnD,oDAAmD;AACtC,QAAA,gBAAgB,GAAG,UAAU,CAAC,QAAQ,EAAE,yBAAW,EAAE,yBAAW,EAAE,EAAE,WAAW,EAAE,UAAU,EAAE,CAAC,CAAC;AAE5G,sDAAqD;AACrD,sDAAqD;AACxC,QAAA,iBAAiB,GAAG,UAAU,CAAC,SAAS,EAAE,2BAAY,EAAE,2BAAY,EAAE,EAAE,SAAS,EAAE,UAAU,EAAE,WAAW,EAAE,UAAU,EAAE,CAAC,CAAC;AAEvI,0DAAyD;AACzD,0DAAyD;AAC5C,QAAA,mBAAmB,GAAG,UAAU,CAAC,WAAW,EAAE,+BAAc,EAAE,+BAAc,EAAE,EAAE,SAAS,EAAE,UAAU,EAAE,WAAW,EAAE,UAAU,EAAE,CAAC,CAAC;AAE/I,gDAA+C;AAC/C,gDAA+C;AAClC,QAAA,cAAc,GAAG,UAAU,CAAC,MAAM,EAAE,qBAAS,EAAE,qBAAS,EAAE,EAAE,mBAAmB,EAAE,UAAU,EAAE,WAAW,EAAE,UAAU,EAAE,CAAC,CAAC;AAErI,kDAAiD;AACjD,kDAAiD;AACpC,QAAA,eAAe,GAAG,UAAU,CAAC,OAAO,EAAE,uBAAU,EAAE,uBAAU,EAAE,EAAE,WAAW,EAAE,UAAU,EAAE,CAAC,CAAC;AAExG,gDAA+C;AAC/C,gDAA+C;AAClC,QAAA,cAAc,GAAG,UAAU,CAAC,MAAM,EAAE,qBAAS,EAAE,qBAAS,EAAE,EAAE,mBAAmB,EAAE,UAAU,EAAE,WAAW,EAAE,UAAU,EAAE,CAAC,CAAC;AAErI,kEAAgE;AAChE,kEAAgE;AACnD,QAAA,sBAAsB,GAAG,UAAU,CAAC,eAAe,EAAE,sCAAiB,EAAE,sCAAiB,EAAE,EAAE,SAAS,EAAE,UAAU,EAAE,WAAW,EAAE,UAAU,EAAE,CAAC,CAAC;AAE5J,kDAAiD;AACjD,kDAAiD;AACpC,QAAA,eAAe,GAAG,UAAU,CAAC,OAAO,EAAE,uBAAU,EAAE,uBAAU,EAAE,EAAE,WAAW,EAAE,UAAU,EAAE,CAAC,CAAC;AAQxG,SAAS,cAAc,CAAC,OAAsB;IAC1C,IAAI,OAAO,KAAK,SAAS;QAAE,OAAO,EAAE,CAAC;IACrC,IAAM,KAAK,GAAG,EAAE,CAAC;IACjB,KAAK,IAAM,MAAI,IAAI,OAAO,EAAE;QACxB,IAAM,MAAM,GAAG,OAAO,CAAC,MAAI,CAAC,CAAC;QAC7B,IAAM,CAAC,GAAG,MAAM,CAAC,GAAG,CAAC,KAAK,CAAC;QAC3B,IAAI,CAAC,KAAK,SAAS,EAAE;YACjB,IAAI,OAAO,CAAC,KAAK,QAAQ,EAAE;gBACvB,KAAK,CAAC,IAAI,CAAC,kBAAW,MAAI,cAAI,CAAC,CAAE,CAAC,CAAC;aACtC;iBAAM,IAAI,OAAO,CAAC,KAAK,QAAQ,EAAE;gBAC9B,KAAK,CAAC,IAAI,CAAC,kBAAW,MAAI,cAAI,CAAC,CAAE,CAAC,CAAC;aACtC;iBAAM,IAAI,OAAO,CAAC,KAAK,SAAS,EAAE;gBAC/B,IAAI,CAAC;oBAAE,KAAK,CAAC,IAAI,CAAC,kBAAW,MAAI,CAAE,CAAC,CAAC;aACxC;iBAAM;gBACH,MAAM,IAAI,KAAK,CAAC,qBAAqB,CAAC,CAAC;aAC1C;SACJ;KACJ;IACD,OAAO,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,IAAI,CAAC;AACnC,CAAC;AAED,SAAS,oBAAoB,CAAC,UAA2B,EAAE,gBAAkC;IACzF,IAAM,MAAM,GAAa,EAAE,CAAC;IAC5B,IAAI,gBAAgB,CAAC,mBAAmB,EAAE;QACtC,MAAM,CAAC,IAAI,CAAC,iDAAiD,CAAC,CAAC;QAC/D,MAAM,CAAC,IAAI,CAAC,oCAAoC,CAAC,CAAC;KACrD;IACD,IAAI,gBAAgB,CAAC,SAAS,EAAE;QAC5B,IAAI,UAAU,CAAC,SAAS,EAAE;YACtB,MAAM,CAAC,IAAI,CAAC,uCAAuC,CAAC,CAAC;YACrD,MAAM,CAAC,IAAI,CAAC,0BAA0B,CAAC,CAAC;SAC3C;aAAM,IAAI,gBAAgB,CAAC,SAAS,KAAK,UAAU,EAAE;YAClD,MAAM,IAAI,KAAK,CAAC,sDAAsD,CAAC,CAAC;SAC3E;KACJ;IACD,IAAI,gBAAgB,CAAC,WAAW,EAAE;QAC9B,IAAI,UAAU,CAAC,WAAW,EAAE;YACxB,MAAM,CAAC,IAAI,CAAC,0CAA0C,CAAC,CAAC;YACxD,MAAM,CAAC,IAAI,CAAC,6BAA6B,CAAC,CAAC;YAC3C,MAAM,CAAC,IAAI,CAAC,qCAAqC,CAAC,CAAC;SACtD;aAAM,IAAI,gBAAgB,CAAC,WAAW,KAAK,UAAU,EAAE;YACpD,MAAM,IAAI,KAAK,CAAC,wDAAwD,CAAC,CAAC;SAC7E;KACJ;IACD,IAAI,gBAAgB,CAAC,gBAAgB,EAAE;QACnC,IAAI,UAAU,CAAC,gBAAgB,EAAE;YAC7B,MAAM,CAAC,IAAI,CAAC,+CAA+C,CAAC,CAAC;YAC7D,MAAM,CAAC,IAAI,CAAC,iCAAiC,CAAC,CAAC;SAClD;aAAM,IAAI,gBAAgB,CAAC,gBAAgB,KAAK,UAAU,EAAE;YACzD,MAAM,IAAI,KAAK,CAAC,8DAA8D,CAAC,CAAC;SACnF;KACJ;IACD,IAAI,UAAU,CAAC,YAAY,EAAE;QACzB,MAAM,CAAC,IAAI,CAAC,6BAA6B,CAAC,CAAC;KAC9C;IACD,OAAO,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,IAAI,CAAC;AACpC,CAAC;A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@@ -1,5 +1,5 @@
1
1
  /**
2
- * Copyright (c) 2018-2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2018-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
@@ -9,6 +9,7 @@ import { RenderableSchema } from '../renderable/schema';
9
9
  import { ValueOf } from '../../mol-util/type-helpers';
10
10
  import { GLRenderingContext } from './compat';
11
11
  import { WebGLExtensions } from './extensions';
12
+ import { WebGLState } from './state';
12
13
  export declare type UsageHint = 'static' | 'dynamic' | 'stream';
13
14
  export declare type DataType = 'uint8' | 'int8' | 'uint16' | 'int16' | 'uint32' | 'int32' | 'float32';
14
15
  export declare type BufferType = 'attribute' | 'elements' | 'uniform';
@@ -56,7 +57,7 @@ export declare type AttributeBuffers = [string, AttributeBuffer][];
56
57
  export interface AttributeBuffer extends Buffer {
57
58
  bind: (location: number) => void;
58
59
  }
59
- export declare function createAttributeBuffer<T extends ArrayType, S extends AttributeItemSize>(gl: GLRenderingContext, extensions: WebGLExtensions, array: T, itemSize: S, divisor: number, usageHint?: UsageHint): AttributeBuffer;
60
+ export declare function createAttributeBuffer<T extends ArrayType, S extends AttributeItemSize>(gl: GLRenderingContext, state: WebGLState, extensions: WebGLExtensions, array: T, itemSize: S, divisor: number, usageHint?: UsageHint): AttributeBuffer;
60
61
  export declare function createAttributeBuffers(ctx: WebGLContext, schema: RenderableSchema, values: AttributeValues): AttributeBuffers;
61
62
  export declare type ElementsType = Uint16Array | Uint32Array;
62
63
  export declare type ElementsKind = 'uint16' | 'uint32';
@@ -1,6 +1,6 @@
1
1
  "use strict";
2
2
  /**
3
- * Copyright (c) 2018-2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
+ * Copyright (c) 2018-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
4
4
  *
5
5
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
6
6
  */
@@ -133,10 +133,10 @@ function getAttribType(gl, kind, itemSize) {
133
133
  }
134
134
  break;
135
135
  }
136
- throw new Error("unknown attribute type for kind '" + kind + "' and itemSize '" + itemSize + "'");
136
+ throw new Error("unknown attribute type for kind '".concat(kind, "' and itemSize '").concat(itemSize, "'"));
137
137
  }
138
138
  exports.getAttribType = getAttribType;
139
- function createAttributeBuffer(gl, extensions, array, itemSize, divisor, usageHint) {
139
+ function createAttributeBuffer(gl, state, extensions, array, itemSize, divisor, usageHint) {
140
140
  if (usageHint === void 0) { usageHint = 'dynamic'; }
141
141
  var instancedArrays = extensions.instancedArrays;
142
142
  var buffer = createBuffer(gl, array, usageHint, 'attribute');
@@ -145,13 +145,13 @@ function createAttributeBuffer(gl, extensions, array, itemSize, divisor, usageHi
145
145
  gl.bindBuffer(_bufferType, buffer.getBuffer());
146
146
  if (itemSize === 16) {
147
147
  for (var i = 0; i < 4; ++i) {
148
- gl.enableVertexAttribArray(location + i);
148
+ state.enableVertexAttrib(location + i);
149
149
  gl.vertexAttribPointer(location + i, 4, _dataType, false, 4 * 4 * _bpe, i * 4 * _bpe);
150
150
  instancedArrays.vertexAttribDivisor(location + i, divisor);
151
151
  }
152
152
  }
153
153
  else {
154
- gl.enableVertexAttribArray(location);
154
+ state.enableVertexAttrib(location);
155
155
  gl.vertexAttribPointer(location, itemSize, _dataType, false, 0, 0);
156
156
  instancedArrays.vertexAttribDivisor(location, divisor);
157
157
  }
@@ -1 +1 @@
1
- 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@@ -301,7 +301,7 @@ function testColorBuffer(gl, type) {
301
301
  var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
302
302
  if (status !== gl.FRAMEBUFFER_COMPLETE) {
303
303
  if (debug_1.isDebugMode) {
304
- console.log("error creating framebuffer for '" + type + "'");
304
+ console.log("error creating framebuffer for '".concat(type, "'"));
305
305
  }
306
306
  return false;
307
307
  }
@@ -320,7 +320,7 @@ function testColorBuffer(gl, type) {
320
320
  gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel);
321
321
  if (pixel[0] !== 0 || pixel[1] < 248 || pixel[2] < 248 || pixel[3] < 254) {
322
322
  if (debug_1.isDebugMode) {
323
- console.log("not able to actually render to '" + type + "' texture");
323
+ console.log("not able to actually render to '".concat(type, "' texture"));
324
324
  }
325
325
  return false;
326
326
  }
@@ -332,7 +332,7 @@ function testColorBuffer(gl, type) {
332
332
  var error = gl.getError();
333
333
  if (error) {
334
334
  if (debug_1.isDebugMode) {
335
- console.log("error reading float pixels: '" + (0, context_1.getErrorDescription)(gl, error) + "'");
335
+ console.log("error reading float pixels: '".concat((0, context_1.getErrorDescription)(gl, error), "'"));
336
336
  }
337
337
  return false;
338
338
  }