molstar 3.0.0-dev.5 → 3.0.0-dev.9

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 (688) hide show
  1. package/LICENSE +20 -20
  2. package/README.md +187 -187
  3. package/build/viewer/embedded.html +43 -43
  4. package/build/viewer/index.html +106 -95
  5. package/build/viewer/molstar.js +1 -1
  6. package/lib/apps/docking-viewer/index.d.ts +2 -1
  7. package/lib/apps/docking-viewer/index.html +36 -36
  8. package/lib/apps/docking-viewer/index.js +87 -74
  9. package/lib/apps/viewer/app.d.ts +230 -0
  10. package/lib/apps/viewer/app.js +515 -0
  11. package/lib/apps/viewer/embedded.html +43 -43
  12. package/lib/apps/viewer/index.d.ts +2 -403
  13. package/lib/apps/viewer/index.html +106 -95
  14. package/lib/apps/viewer/index.js +2 -420
  15. package/lib/cli/cifschema/index.d.ts +1 -1
  16. package/lib/cli/cifschema/index.js +15 -35
  17. package/lib/commonjs/apps/docking-viewer/index.d.ts +2 -1
  18. package/lib/commonjs/apps/docking-viewer/index.js +86 -73
  19. package/lib/commonjs/apps/viewer/app.d.ts +230 -0
  20. package/lib/commonjs/apps/viewer/app.js +521 -0
  21. package/lib/commonjs/apps/viewer/index.d.ts +2 -403
  22. package/lib/commonjs/apps/viewer/index.js +2 -423
  23. package/lib/commonjs/cli/cifschema/index.d.ts +1 -1
  24. package/lib/commonjs/cli/cifschema/index.js +15 -35
  25. package/lib/commonjs/examples/alpha-orbitals/index.js +3 -4
  26. package/lib/commonjs/examples/basic-wrapper/index.js +23 -11
  27. package/lib/commonjs/examples/lighting/index.d.ts +1 -1
  28. package/lib/commonjs/examples/lighting/index.js +57 -41
  29. package/lib/commonjs/examples/proteopedia-wrapper/index.js +26 -14
  30. package/lib/commonjs/extensions/alpha-orbitals/transforms.d.ts +0 -1
  31. package/lib/commonjs/extensions/alpha-orbitals/transforms.js +1 -14
  32. package/lib/commonjs/extensions/anvil/behavior.d.ts +4 -0
  33. package/lib/commonjs/extensions/anvil/representation.d.ts +50 -0
  34. package/lib/commonjs/extensions/cellpack/representation.d.ts +10 -0
  35. package/lib/commonjs/extensions/dnatco/confal-pyramids/representation.d.ts +30 -0
  36. package/lib/commonjs/extensions/geo-export/mesh-exporter.js +4 -4
  37. package/lib/commonjs/extensions/model-archive/quality-assessment/behavior.d.ts +68 -0
  38. package/lib/commonjs/extensions/model-archive/quality-assessment/behavior.js +236 -0
  39. package/lib/commonjs/extensions/model-archive/quality-assessment/color/plddt.d.ts +14 -0
  40. package/lib/commonjs/extensions/model-archive/quality-assessment/color/plddt.js +125 -0
  41. package/lib/commonjs/extensions/model-archive/quality-assessment/color/qmean.d.ts +12 -0
  42. package/lib/commonjs/extensions/model-archive/quality-assessment/color/qmean.js +111 -0
  43. package/lib/commonjs/extensions/model-archive/quality-assessment/prop.d.ts +28 -0
  44. package/lib/commonjs/extensions/model-archive/quality-assessment/prop.js +130 -0
  45. package/lib/commonjs/extensions/pdbe/structure-quality-report/prop.js +1 -1
  46. package/lib/commonjs/extensions/rcsb/assembly-symmetry/behavior.d.ts +6 -2
  47. package/lib/commonjs/extensions/rcsb/assembly-symmetry/prop.js +1 -1
  48. package/lib/commonjs/extensions/rcsb/assembly-symmetry/representation.d.ts +10 -0
  49. package/lib/commonjs/extensions/rcsb/validation-report/prop.js +1 -1
  50. package/lib/commonjs/extensions/rcsb/validation-report/representation.d.ts +50 -0
  51. package/lib/commonjs/mol-canvas3d/canvas3d.d.ts +3 -9
  52. package/lib/commonjs/mol-canvas3d/canvas3d.js +34 -23
  53. package/lib/commonjs/mol-canvas3d/helper/bounding-sphere-helper.js +3 -2
  54. package/lib/commonjs/mol-canvas3d/helper/camera-helper.d.ts +4 -0
  55. package/lib/commonjs/mol-canvas3d/helper/camera-helper.js +2 -2
  56. package/lib/commonjs/mol-canvas3d/helper/handle-helper.d.ts +4 -0
  57. package/lib/commonjs/mol-canvas3d/helper/handle-helper.js +2 -2
  58. package/lib/commonjs/mol-canvas3d/helper/helper.d.ts +2 -0
  59. package/lib/commonjs/mol-canvas3d/passes/draw.d.ts +13 -1
  60. package/lib/commonjs/mol-canvas3d/passes/draw.js +16 -15
  61. package/lib/commonjs/mol-canvas3d/passes/image.d.ts +1 -0
  62. package/lib/commonjs/mol-canvas3d/passes/image.js +3 -2
  63. package/lib/commonjs/mol-canvas3d/passes/marking.js +1 -1
  64. package/lib/commonjs/mol-canvas3d/passes/multi-sample.d.ts +10 -2
  65. package/lib/commonjs/mol-canvas3d/passes/multi-sample.js +18 -14
  66. package/lib/commonjs/mol-canvas3d/passes/pick.js +12 -12
  67. package/lib/commonjs/mol-canvas3d/passes/postprocessing.js +3 -3
  68. package/lib/commonjs/mol-canvas3d/passes/smaa.js +1 -1
  69. package/lib/commonjs/mol-geo/geometry/base.d.ts +18 -0
  70. package/lib/commonjs/mol-geo/geometry/base.js +18 -1
  71. package/lib/commonjs/mol-geo/geometry/clipping-data.d.ts +1 -3
  72. package/lib/commonjs/mol-geo/geometry/clipping-data.js +3 -8
  73. package/lib/commonjs/mol-geo/geometry/color-data.d.ts +1 -1
  74. package/lib/commonjs/mol-geo/geometry/color-data.js +22 -0
  75. package/lib/commonjs/mol-geo/geometry/cylinders/cylinders.d.ts +12 -2
  76. package/lib/commonjs/mol-geo/geometry/cylinders/cylinders.js +2 -2
  77. package/lib/commonjs/mol-geo/geometry/direct-volume/direct-volume.d.ts +15 -38
  78. package/lib/commonjs/mol-geo/geometry/direct-volume/direct-volume.js +21 -66
  79. package/lib/commonjs/mol-geo/geometry/direct-volume/transfer-function.d.ts +2 -4
  80. package/lib/commonjs/mol-geo/geometry/direct-volume/transfer-function.js +4 -7
  81. package/lib/commonjs/mol-geo/geometry/image/image.d.ts +10 -0
  82. package/lib/commonjs/mol-geo/geometry/image/image.js +1 -1
  83. package/lib/commonjs/mol-geo/geometry/lines/lines.d.ts +11 -0
  84. package/lib/commonjs/mol-geo/geometry/lines/lines.js +1 -1
  85. package/lib/commonjs/mol-geo/geometry/marker-data.d.ts +0 -1
  86. package/lib/commonjs/mol-geo/geometry/marker-data.js +13 -9
  87. package/lib/commonjs/mol-geo/geometry/mesh/mesh.d.ts +10 -0
  88. package/lib/commonjs/mol-geo/geometry/mesh/mesh.js +2 -2
  89. package/lib/commonjs/mol-geo/geometry/points/points.d.ts +11 -1
  90. package/lib/commonjs/mol-geo/geometry/points/points.js +1 -1
  91. package/lib/commonjs/mol-geo/geometry/size-data.js +5 -5
  92. package/lib/commonjs/mol-geo/geometry/spheres/spheres.d.ts +10 -0
  93. package/lib/commonjs/mol-geo/geometry/spheres/spheres.js +2 -2
  94. package/lib/commonjs/mol-geo/geometry/text/text.d.ts +10 -0
  95. package/lib/commonjs/mol-geo/geometry/text/text.js +1 -1
  96. package/lib/commonjs/mol-geo/geometry/texture-mesh/texture-mesh.d.ts +10 -0
  97. package/lib/commonjs/mol-geo/geometry/texture-mesh/texture-mesh.js +2 -2
  98. package/lib/commonjs/mol-gl/compute/histogram-pyramid/sum.js +2 -2
  99. package/lib/commonjs/mol-gl/compute/marching-cubes/isosurface.d.ts +2 -2
  100. package/lib/commonjs/mol-gl/compute/marching-cubes/isosurface.js +10 -9
  101. package/lib/commonjs/mol-gl/render-object.d.ts +2 -1
  102. package/lib/commonjs/mol-gl/render-object.js +10 -10
  103. package/lib/commonjs/mol-gl/renderable/cylinders.d.ts +11 -5
  104. package/lib/commonjs/mol-gl/renderable/cylinders.js +3 -3
  105. package/lib/commonjs/mol-gl/renderable/direct-volume.d.ts +15 -14
  106. package/lib/commonjs/mol-gl/renderable/direct-volume.js +3 -3
  107. package/lib/commonjs/mol-gl/renderable/image.d.ts +10 -4
  108. package/lib/commonjs/mol-gl/renderable/image.js +2 -2
  109. package/lib/commonjs/mol-gl/renderable/lines.d.ts +39 -33
  110. package/lib/commonjs/mol-gl/renderable/lines.js +3 -3
  111. package/lib/commonjs/mol-gl/renderable/mesh.d.ts +11 -5
  112. package/lib/commonjs/mol-gl/renderable/mesh.js +3 -3
  113. package/lib/commonjs/mol-gl/renderable/points.d.ts +10 -4
  114. package/lib/commonjs/mol-gl/renderable/points.js +2 -2
  115. package/lib/commonjs/mol-gl/renderable/schema.d.ts +10 -11
  116. package/lib/commonjs/mol-gl/renderable/schema.js +4 -10
  117. package/lib/commonjs/mol-gl/renderable/spheres.d.ts +11 -5
  118. package/lib/commonjs/mol-gl/renderable/spheres.js +3 -3
  119. package/lib/commonjs/mol-gl/renderable/text.d.ts +10 -4
  120. package/lib/commonjs/mol-gl/renderable/text.js +2 -2
  121. package/lib/commonjs/mol-gl/renderable/texture-mesh.d.ts +11 -6
  122. package/lib/commonjs/mol-gl/renderable/texture-mesh.js +3 -3
  123. package/lib/commonjs/mol-gl/renderable.d.ts +0 -1
  124. package/lib/commonjs/mol-gl/renderer.d.ts +12 -12
  125. package/lib/commonjs/mol-gl/renderer.js +23 -92
  126. package/lib/commonjs/mol-gl/scene.d.ts +2 -2
  127. package/lib/commonjs/mol-gl/scene.js +7 -5
  128. package/lib/commonjs/mol-gl/shader/chunks/apply-light-color.glsl.d.ts +1 -1
  129. package/lib/commonjs/mol-gl/shader/chunks/apply-light-color.glsl.js +1 -1
  130. package/lib/commonjs/mol-gl/shader/chunks/assign-color-varying.glsl.d.ts +1 -1
  131. package/lib/commonjs/mol-gl/shader/chunks/assign-color-varying.glsl.js +1 -1
  132. package/lib/commonjs/mol-gl/shader/chunks/assign-group.glsl.d.ts +1 -1
  133. package/lib/commonjs/mol-gl/shader/chunks/assign-group.glsl.js +1 -1
  134. package/lib/commonjs/mol-gl/shader/chunks/assign-marker-varying.glsl.d.ts +1 -1
  135. package/lib/commonjs/mol-gl/shader/chunks/assign-marker-varying.glsl.js +1 -1
  136. package/lib/commonjs/mol-gl/shader/chunks/assign-material-color.glsl.d.ts +1 -1
  137. package/lib/commonjs/mol-gl/shader/chunks/assign-material-color.glsl.js +1 -1
  138. package/lib/commonjs/mol-gl/shader/chunks/assign-position.glsl.d.ts +1 -1
  139. package/lib/commonjs/mol-gl/shader/chunks/assign-position.glsl.js +1 -1
  140. package/lib/commonjs/mol-gl/shader/chunks/assign-size.glsl.d.ts +1 -1
  141. package/lib/commonjs/mol-gl/shader/chunks/assign-size.glsl.js +1 -1
  142. package/lib/commonjs/mol-gl/shader/chunks/color-frag-params.glsl.d.ts +1 -1
  143. package/lib/commonjs/mol-gl/shader/chunks/color-frag-params.glsl.js +1 -1
  144. package/lib/commonjs/mol-gl/shader/chunks/color-vert-params.glsl.d.ts +1 -1
  145. package/lib/commonjs/mol-gl/shader/chunks/color-vert-params.glsl.js +1 -1
  146. package/lib/commonjs/mol-gl/shader/chunks/common-frag-params.glsl.d.ts +1 -1
  147. package/lib/commonjs/mol-gl/shader/chunks/common-frag-params.glsl.js +1 -1
  148. package/lib/commonjs/mol-gl/shader/chunks/common-vert-params.glsl.d.ts +1 -1
  149. package/lib/commonjs/mol-gl/shader/chunks/common-vert-params.glsl.js +1 -1
  150. package/lib/commonjs/mol-gl/shader/chunks/common.glsl.d.ts +1 -1
  151. package/lib/commonjs/mol-gl/shader/chunks/common.glsl.js +1 -1
  152. package/lib/commonjs/mol-gl/shader/chunks/wboit-write.glsl.d.ts +1 -1
  153. package/lib/commonjs/mol-gl/shader/chunks/wboit-write.glsl.js +1 -1
  154. package/lib/commonjs/mol-gl/shader/compute/color-smoothing/accumulate.vert.d.ts +1 -1
  155. package/lib/commonjs/mol-gl/shader/compute/color-smoothing/accumulate.vert.js +1 -1
  156. package/lib/commonjs/mol-gl/shader/cylinders.frag.d.ts +1 -1
  157. package/lib/commonjs/mol-gl/shader/cylinders.frag.js +1 -1
  158. package/lib/commonjs/mol-gl/shader/direct-volume.frag.d.ts +1 -1
  159. package/lib/commonjs/mol-gl/shader/direct-volume.frag.js +1 -1
  160. package/lib/commonjs/mol-gl/shader/gaussian-density.frag.d.ts +1 -1
  161. package/lib/commonjs/mol-gl/shader/gaussian-density.frag.js +1 -1
  162. package/lib/commonjs/mol-gl/shader/histogram-pyramid/reduction.frag.d.ts +1 -1
  163. package/lib/commonjs/mol-gl/shader/histogram-pyramid/reduction.frag.js +1 -1
  164. package/lib/commonjs/mol-gl/shader/image.frag.d.ts +1 -1
  165. package/lib/commonjs/mol-gl/shader/image.frag.js +1 -1
  166. package/lib/commonjs/mol-gl/shader/marching-cubes/isosurface.frag.d.ts +1 -1
  167. package/lib/commonjs/mol-gl/shader/marching-cubes/isosurface.frag.js +1 -1
  168. package/lib/commonjs/mol-gl/shader/mesh.frag.d.ts +1 -1
  169. package/lib/commonjs/mol-gl/shader/mesh.frag.js +1 -1
  170. package/lib/commonjs/mol-gl/shader/mesh.vert.d.ts +1 -1
  171. package/lib/commonjs/mol-gl/shader/mesh.vert.js +1 -1
  172. package/lib/commonjs/mol-gl/shader/spheres.frag.d.ts +1 -1
  173. package/lib/commonjs/mol-gl/shader/spheres.frag.js +1 -1
  174. package/lib/commonjs/mol-gl/shader-code.d.ts +3 -1
  175. package/lib/commonjs/mol-gl/shader-code.js +43 -14
  176. package/lib/commonjs/mol-gl/webgl/render-item.d.ts +7 -6
  177. package/lib/commonjs/mol-gl/webgl/render-item.js +10 -8
  178. package/lib/commonjs/mol-gl/webgl/resources.js +8 -1
  179. package/lib/commonjs/mol-io/reader/cif/schema/mmcif.d.ts +326 -1
  180. package/lib/commonjs/mol-io/reader/cif/schema/mmcif.js +326 -1
  181. package/lib/commonjs/mol-io/reader/mol2/parser.d.ts +1 -1
  182. package/lib/commonjs/mol-io/reader/mol2/parser.js +33 -3
  183. package/lib/commonjs/mol-io/reader/mol2/schema.d.ts +12 -1
  184. package/lib/commonjs/mol-io/reader/mol2/schema.js +1 -1
  185. package/lib/commonjs/mol-math/geometry/gaussian-density/gpu.js +2 -2
  186. package/lib/commonjs/mol-math/geometry/symmetry-operator.js +3 -2
  187. package/lib/commonjs/mol-math/linear-algebra/3d/quat.d.ts +9 -1
  188. package/lib/commonjs/mol-math/linear-algebra/3d/quat.js +20 -1
  189. package/lib/commonjs/mol-model/structure/model/model.d.ts +1 -0
  190. package/lib/commonjs/mol-model/structure/model/model.js +8 -2
  191. package/lib/commonjs/mol-model/structure/model/properties/atomic/hierarchy.d.ts +6 -1
  192. package/lib/commonjs/mol-model/structure/model/properties/atomic/hierarchy.js +1 -1
  193. package/lib/commonjs/mol-model/structure/model/properties/utils/atomic-derived.d.ts +1 -1
  194. package/lib/commonjs/mol-model/structure/model/properties/utils/atomic-derived.js +4 -1
  195. package/lib/commonjs/mol-model/structure/model/properties/utils/atomic-index.d.ts +1 -1
  196. package/lib/commonjs/mol-model/structure/model/properties/utils/atomic-index.js +12 -1
  197. package/lib/commonjs/mol-model/structure/model/types.js +9 -0
  198. package/lib/commonjs/mol-model/structure/structure/element/stats.js +8 -0
  199. package/lib/commonjs/mol-model/structure/structure/unit/bonds/common.d.ts +2 -1
  200. package/lib/commonjs/mol-model/structure/structure/unit/bonds/common.js +11 -2
  201. package/lib/commonjs/mol-model/structure/structure/unit/bonds/inter-compute.d.ts +1 -1
  202. package/lib/commonjs/mol-model/structure/structure/unit/bonds/inter-compute.js +20 -10
  203. package/lib/commonjs/mol-model/structure/structure/unit/bonds/intra-compute.d.ts +1 -1
  204. package/lib/commonjs/mol-model/structure/structure/unit/bonds/intra-compute.js +21 -11
  205. package/lib/commonjs/mol-model/structure/structure/unit/rings.js +2 -0
  206. package/lib/commonjs/mol-model-formats/shape/ply.d.ts +20 -0
  207. package/lib/commonjs/mol-model-formats/structure/mol2.d.ts +1 -1
  208. package/lib/commonjs/mol-model-formats/structure/mol2.js +37 -7
  209. package/lib/commonjs/mol-model-formats/structure/property/bonds/index-pair.d.ts +18 -1
  210. package/lib/commonjs/mol-model-formats/structure/property/bonds/index-pair.js +18 -5
  211. package/lib/commonjs/mol-model-props/computed/representations/interactions-inter-unit-cylinder.d.ts +10 -0
  212. package/lib/commonjs/mol-model-props/computed/representations/interactions-intra-unit-cylinder.d.ts +10 -0
  213. package/lib/commonjs/mol-model-props/computed/representations/interactions.d.ts +30 -0
  214. package/lib/commonjs/mol-model-props/integrative/cross-link-restraint/representation.d.ts +40 -0
  215. package/lib/commonjs/mol-plugin/behavior/dynamic/representation.js +4 -6
  216. package/lib/commonjs/mol-plugin/behavior/dynamic/selection/structure-focus-representation.d.ts +11 -0
  217. package/lib/commonjs/mol-plugin/behavior/dynamic/selection/structure-focus-representation.js +3 -1
  218. package/lib/commonjs/mol-plugin/behavior/dynamic/volume-streaming/model.d.ts +3 -2
  219. package/lib/commonjs/mol-plugin/commands.d.ts +1 -4
  220. package/lib/commonjs/mol-plugin/config.d.ts +2 -2
  221. package/lib/commonjs/mol-plugin/config.js +5 -25
  222. package/lib/commonjs/mol-plugin/features.d.ts +9 -0
  223. package/lib/commonjs/mol-plugin/features.js +38 -0
  224. package/lib/commonjs/mol-plugin/spec.js +1 -0
  225. package/lib/commonjs/mol-plugin/util/viewport-screenshot.d.ts +12 -0
  226. package/lib/commonjs/mol-plugin-state/actions/structure.d.ts +8 -1
  227. package/lib/commonjs/mol-plugin-state/actions/structure.js +183 -72
  228. package/lib/commonjs/mol-plugin-state/builder/structure/hierarchy-preset.d.ts +5 -355
  229. package/lib/commonjs/mol-plugin-state/builder/structure/hierarchy-preset.js +13 -8
  230. package/lib/commonjs/mol-plugin-state/builder/structure/hierarchy.d.ts +1 -71
  231. package/lib/commonjs/mol-plugin-state/builder/structure/representation-preset.d.ts +4 -4
  232. package/lib/commonjs/mol-plugin-state/helpers/structure-clipping.d.ts +1 -1
  233. package/lib/commonjs/mol-plugin-state/helpers/structure-clipping.js +1 -1
  234. package/lib/commonjs/mol-plugin-state/helpers/structure-selection-query.js +33 -19
  235. package/lib/commonjs/mol-plugin-state/manager/structure/component.d.ts +13 -1
  236. package/lib/commonjs/mol-plugin-state/manager/structure/component.js +13 -8
  237. package/lib/commonjs/mol-plugin-state/manager/structure/selection.js +3 -1
  238. package/lib/commonjs/mol-plugin-state/transforms/representation.d.ts +32 -0
  239. package/lib/commonjs/mol-plugin-state/transforms/representation.js +2 -2
  240. package/lib/commonjs/mol-plugin-ui/index.d.ts +4 -4
  241. package/lib/commonjs/mol-plugin-ui/index.js +13 -16
  242. package/lib/commonjs/mol-plugin-ui/plugin.js +1 -1
  243. package/lib/commonjs/mol-plugin-ui/viewport/simple-settings.js +2 -6
  244. package/lib/commonjs/mol-repr/shape/loci/angle.d.ts +10 -0
  245. package/lib/commonjs/mol-repr/shape/loci/common.d.ts +10 -0
  246. package/lib/commonjs/mol-repr/shape/loci/dihedral.d.ts +10 -0
  247. package/lib/commonjs/mol-repr/shape/loci/distance.d.ts +10 -0
  248. package/lib/commonjs/mol-repr/shape/loci/label.d.ts +10 -0
  249. package/lib/commonjs/mol-repr/shape/loci/orientation.d.ts +10 -0
  250. package/lib/commonjs/mol-repr/shape/loci/plane.d.ts +10 -0
  251. package/lib/commonjs/mol-repr/shape/model/unitcell.d.ts +10 -0
  252. package/lib/commonjs/mol-repr/structure/complex-representation.js +1 -1
  253. package/lib/commonjs/mol-repr/structure/complex-visual.d.ts +61 -19
  254. package/lib/commonjs/mol-repr/structure/params.d.ts +81 -19
  255. package/lib/commonjs/mol-repr/structure/registry.d.ts +141 -19
  256. package/lib/commonjs/mol-repr/structure/representation/backbone.d.ts +30 -0
  257. package/lib/commonjs/mol-repr/structure/representation/ball-and-stick.d.ts +30 -0
  258. package/lib/commonjs/mol-repr/structure/representation/carbohydrate.d.ts +30 -0
  259. package/lib/commonjs/mol-repr/structure/representation/cartoon.d.ts +30 -0
  260. package/lib/commonjs/mol-repr/structure/representation/ellipsoid.d.ts +30 -0
  261. package/lib/commonjs/mol-repr/structure/representation/gaussian-surface.d.ts +30 -0
  262. package/lib/commonjs/mol-repr/structure/representation/gaussian-surface.js +1 -1
  263. package/lib/commonjs/mol-repr/structure/representation/gaussian-volume.d.ts +34 -58
  264. package/lib/commonjs/mol-repr/structure/representation/gaussian-volume.js +2 -7
  265. package/lib/commonjs/mol-repr/structure/representation/label.d.ts +30 -0
  266. package/lib/commonjs/mol-repr/structure/representation/label.js +1 -1
  267. package/lib/commonjs/mol-repr/structure/representation/line.d.ts +30 -0
  268. package/lib/commonjs/mol-repr/structure/representation/molecular-surface.d.ts +30 -0
  269. package/lib/commonjs/mol-repr/structure/representation/molecular-surface.js +1 -1
  270. package/lib/commonjs/mol-repr/structure/representation/orientation.d.ts +30 -0
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  555. package/lib/mol-plugin-state/manager/structure/component.js +14 -9
  556. package/lib/mol-plugin-state/manager/structure/selection.js +3 -1
  557. package/lib/mol-plugin-state/transforms/representation.d.ts +32 -0
  558. package/lib/mol-plugin-state/transforms/representation.js +2 -2
  559. package/lib/mol-plugin-ui/index.d.ts +4 -4
  560. package/lib/mol-plugin-ui/index.js +11 -13
  561. package/lib/mol-plugin-ui/plugin.js +1 -1
  562. package/lib/mol-plugin-ui/skin/base/base.scss +32 -32
  563. package/lib/mol-plugin-ui/skin/base/components/controls-base.scss +333 -333
  564. package/lib/mol-plugin-ui/skin/base/components/controls.scss +418 -418
  565. package/lib/mol-plugin-ui/skin/base/components/help.scss +27 -27
  566. package/lib/mol-plugin-ui/skin/base/components/line-graph.scss +67 -67
  567. package/lib/mol-plugin-ui/skin/base/components/log.scss +100 -100
  568. package/lib/mol-plugin-ui/skin/base/components/misc.scss +643 -643
  569. package/lib/mol-plugin-ui/skin/base/components/sequence.scss +125 -125
  570. package/lib/mol-plugin-ui/skin/base/components/slider.scss +165 -165
  571. package/lib/mol-plugin-ui/skin/base/components/tasks.scss +99 -99
  572. package/lib/mol-plugin-ui/skin/base/components/toast.scss +83 -83
  573. package/lib/mol-plugin-ui/skin/base/components/transformer.scss +163 -163
  574. package/lib/mol-plugin-ui/skin/base/components/viewport.scss +127 -127
  575. package/lib/mol-plugin-ui/skin/base/layout/common.scss +71 -71
  576. package/lib/mol-plugin-ui/skin/base/layout/controls-landscape.scss +89 -89
  577. package/lib/mol-plugin-ui/skin/base/layout/controls-outside.scss +98 -98
  578. package/lib/mol-plugin-ui/skin/base/layout/controls-portrait.scss +108 -108
  579. package/lib/mol-plugin-ui/skin/base/layout.scss +40 -40
  580. package/lib/mol-plugin-ui/skin/base/logo.scss +12 -12
  581. package/lib/mol-plugin-ui/skin/base/normalize.scss +209 -209
  582. package/lib/mol-plugin-ui/skin/base/ui.scss +40 -40
  583. package/lib/mol-plugin-ui/skin/base/variables.scss +85 -85
  584. package/lib/mol-plugin-ui/skin/blue.scss +1 -1
  585. package/lib/mol-plugin-ui/skin/colors/blue.scss +23 -23
  586. package/lib/mol-plugin-ui/skin/colors/dark.scss +23 -23
  587. package/lib/mol-plugin-ui/skin/colors/light.scss +29 -29
  588. package/lib/mol-plugin-ui/skin/dark.scss +1 -1
  589. package/lib/mol-plugin-ui/skin/light.scss +1 -1
  590. package/lib/mol-plugin-ui/viewport/simple-settings.js +2 -6
  591. package/lib/mol-repr/shape/loci/angle.d.ts +10 -0
  592. package/lib/mol-repr/shape/loci/common.d.ts +10 -0
  593. package/lib/mol-repr/shape/loci/dihedral.d.ts +10 -0
  594. package/lib/mol-repr/shape/loci/distance.d.ts +10 -0
  595. package/lib/mol-repr/shape/loci/label.d.ts +10 -0
  596. package/lib/mol-repr/shape/loci/orientation.d.ts +10 -0
  597. package/lib/mol-repr/shape/loci/plane.d.ts +10 -0
  598. package/lib/mol-repr/shape/model/unitcell.d.ts +10 -0
  599. package/lib/mol-repr/structure/complex-representation.js +1 -1
  600. package/lib/mol-repr/structure/complex-visual.d.ts +61 -19
  601. package/lib/mol-repr/structure/params.d.ts +81 -19
  602. package/lib/mol-repr/structure/registry.d.ts +141 -19
  603. package/lib/mol-repr/structure/representation/backbone.d.ts +30 -0
  604. package/lib/mol-repr/structure/representation/ball-and-stick.d.ts +30 -0
  605. package/lib/mol-repr/structure/representation/carbohydrate.d.ts +30 -0
  606. package/lib/mol-repr/structure/representation/cartoon.d.ts +30 -0
  607. package/lib/mol-repr/structure/representation/ellipsoid.d.ts +30 -0
  608. package/lib/mol-repr/structure/representation/gaussian-surface.d.ts +30 -0
  609. package/lib/mol-repr/structure/representation/gaussian-surface.js +1 -1
  610. package/lib/mol-repr/structure/representation/gaussian-volume.d.ts +34 -58
  611. package/lib/mol-repr/structure/representation/gaussian-volume.js +2 -7
  612. package/lib/mol-repr/structure/representation/label.d.ts +30 -0
  613. package/lib/mol-repr/structure/representation/label.js +1 -1
  614. package/lib/mol-repr/structure/representation/line.d.ts +30 -0
  615. package/lib/mol-repr/structure/representation/molecular-surface.d.ts +30 -0
  616. package/lib/mol-repr/structure/representation/molecular-surface.js +1 -1
  617. package/lib/mol-repr/structure/representation/orientation.d.ts +30 -0
  618. package/lib/mol-repr/structure/representation/point.d.ts +30 -0
  619. package/lib/mol-repr/structure/representation/putty.d.ts +30 -0
  620. package/lib/mol-repr/structure/representation/spacefill.d.ts +30 -0
  621. package/lib/mol-repr/structure/units-representation.js +1 -1
  622. package/lib/mol-repr/structure/units-visual.d.ts +81 -19
  623. package/lib/mol-repr/structure/visual/bond-inter-unit-cylinder.d.ts +20 -0
  624. package/lib/mol-repr/structure/visual/bond-inter-unit-line.d.ts +10 -0
  625. package/lib/mol-repr/structure/visual/bond-intra-unit-cylinder.d.ts +20 -0
  626. package/lib/mol-repr/structure/visual/bond-intra-unit-cylinder.js +2 -2
  627. package/lib/mol-repr/structure/visual/bond-intra-unit-line.d.ts +10 -0
  628. package/lib/mol-repr/structure/visual/bond-intra-unit-line.js +2 -2
  629. package/lib/mol-repr/structure/visual/carbohydrate-link-cylinder.d.ts +10 -0
  630. package/lib/mol-repr/structure/visual/carbohydrate-symbol-mesh.d.ts +10 -0
  631. package/lib/mol-repr/structure/visual/carbohydrate-terminal-link-cylinder.d.ts +10 -0
  632. package/lib/mol-repr/structure/visual/element-cross.d.ts +10 -0
  633. package/lib/mol-repr/structure/visual/element-point.d.ts +10 -0
  634. package/lib/mol-repr/structure/visual/element-sphere.d.ts +20 -0
  635. package/lib/mol-repr/structure/visual/ellipsoid-mesh.d.ts +10 -0
  636. package/lib/mol-repr/structure/visual/gaussian-density-volume.d.ts +22 -38
  637. package/lib/mol-repr/structure/visual/gaussian-density-volume.js +8 -6
  638. package/lib/mol-repr/structure/visual/gaussian-surface-mesh.d.ts +40 -0
  639. package/lib/mol-repr/structure/visual/gaussian-surface-mesh.js +11 -8
  640. package/lib/mol-repr/structure/visual/gaussian-surface-wireframe.d.ts +10 -0
  641. package/lib/mol-repr/structure/visual/gaussian-surface-wireframe.js +1 -1
  642. package/lib/mol-repr/structure/visual/label-text.d.ts +10 -0
  643. package/lib/mol-repr/structure/visual/label-text.js +1 -2
  644. package/lib/mol-repr/structure/visual/molecular-surface-mesh.d.ts +10 -0
  645. package/lib/mol-repr/structure/visual/molecular-surface-mesh.js +1 -1
  646. package/lib/mol-repr/structure/visual/molecular-surface-wireframe.d.ts +10 -0
  647. package/lib/mol-repr/structure/visual/molecular-surface-wireframe.js +1 -1
  648. package/lib/mol-repr/structure/visual/nucleotide-block-mesh.d.ts +10 -0
  649. package/lib/mol-repr/structure/visual/nucleotide-ring-mesh.d.ts +10 -0
  650. package/lib/mol-repr/structure/visual/orientation-ellipsoid-mesh.d.ts +10 -0
  651. package/lib/mol-repr/structure/visual/polymer-backbone-cylinder.d.ts +20 -0
  652. package/lib/mol-repr/structure/visual/polymer-backbone-sphere.d.ts +20 -0
  653. package/lib/mol-repr/structure/visual/polymer-direction-wedge.d.ts +10 -0
  654. package/lib/mol-repr/structure/visual/polymer-gap-cylinder.d.ts +10 -0
  655. package/lib/mol-repr/structure/visual/polymer-trace-mesh.d.ts +10 -0
  656. package/lib/mol-repr/structure/visual/polymer-trace-mesh.js +1 -1
  657. package/lib/mol-repr/structure/visual/polymer-tube-mesh.d.ts +10 -0
  658. package/lib/mol-repr/structure/visual/util/bond.js +1 -1
  659. package/lib/mol-repr/structure/visual/util/common.d.ts +3 -2
  660. package/lib/mol-repr/structure/visual/util/common.js +2 -5
  661. package/lib/mol-repr/structure/visual/util/gaussian.d.ts +7 -6
  662. package/lib/mol-repr/structure/visual/util/gaussian.js +12 -12
  663. package/lib/mol-repr/structure/visual/util/molecular-surface.d.ts +2 -1
  664. package/lib/mol-repr/structure/visual/util/molecular-surface.js +4 -4
  665. package/lib/mol-repr/visual.js +11 -7
  666. package/lib/mol-repr/volume/direct-volume.d.ts +33 -57
  667. package/lib/mol-repr/volume/direct-volume.js +8 -12
  668. package/lib/mol-repr/volume/isosurface.d.ts +60 -0
  669. package/lib/mol-repr/volume/isosurface.js +11 -2
  670. package/lib/mol-repr/volume/registry.d.ts +31 -19
  671. package/lib/mol-repr/volume/representation.d.ts +10 -0
  672. package/lib/mol-repr/volume/slice.d.ts +30 -0
  673. package/lib/mol-repr/volume/slice.js +2 -2
  674. package/lib/mol-repr/volume/util.js +2 -2
  675. package/lib/mol-script/language/builder.d.ts +0 -1
  676. package/lib/mol-theme/clipping.d.ts +7 -15
  677. package/lib/mol-theme/clipping.js +5 -12
  678. package/lib/mol-theme/color/volume-value.d.ts +17 -0
  679. package/lib/mol-theme/color/volume-value.js +52 -0
  680. package/lib/mol-theme/color.d.ts +3 -0
  681. package/lib/mol-theme/color.js +2 -0
  682. package/lib/mol-util/clip.d.ts +49 -0
  683. package/lib/mol-util/clip.js +93 -0
  684. package/lib/mol-util/number-packing.d.ts +11 -0
  685. package/lib/mol-util/{float-packing.js → number-packing.js} +7 -14
  686. package/package.json +162 -162
  687. package/lib/commonjs/mol-util/float-packing.d.ts +0 -15
  688. package/lib/mol-util/float-packing.d.ts +0 -15
@@ -11,8 +11,6 @@ var linear_algebra_1 = require("../mol-math/linear-algebra");
11
11
  var color_1 = require("../mol-util/color");
12
12
  var mol_util_1 = require("../mol-util");
13
13
  var param_definition_1 = require("../mol-util/param-definition");
14
- var clipping_1 = require("../mol-theme/clipping");
15
- var string_1 = require("../mol-util/string");
16
14
  var misc_1 = require("../mol-math/misc");
17
15
  var texture_1 = require("./webgl/texture");
18
16
  var array_1 = require("../mol-util/array");
@@ -25,8 +23,8 @@ exports.RendererParams = {
25
23
  interiorColor: param_definition_1.ParamDefinition.Color(color_1.Color.fromNormalizedRgb(0.3, 0.3, 0.3)),
26
24
  highlightColor: param_definition_1.ParamDefinition.Color(color_1.Color.fromNormalizedRgb(1.0, 0.4, 0.6)),
27
25
  selectColor: param_definition_1.ParamDefinition.Color(color_1.Color.fromNormalizedRgb(0.2, 1.0, 0.1)),
28
- highlightStrength: param_definition_1.ParamDefinition.Numeric(0.7, { min: 0.0, max: 1.0, step: 0.1 }),
29
- selectStrength: param_definition_1.ParamDefinition.Numeric(0.7, { min: 0.0, max: 1.0, step: 0.1 }),
26
+ highlightStrength: param_definition_1.ParamDefinition.Numeric(0.3, { min: 0.0, max: 1.0, step: 0.1 }),
27
+ selectStrength: param_definition_1.ParamDefinition.Numeric(0.3, { min: 0.0, max: 1.0, step: 0.1 }),
30
28
  markerPriority: param_definition_1.ParamDefinition.Select(1, [[1, 'Highlight'], [2, 'Select']]),
31
29
  xrayEdgeFalloff: param_definition_1.ParamDefinition.Numeric(1, { min: 0.0, max: 3.0, step: 0.1 }),
32
30
  light: param_definition_1.ParamDefinition.ObjectList({
@@ -42,19 +40,6 @@ exports.RendererParams = {
42
40
  }] }),
43
41
  ambientColor: param_definition_1.ParamDefinition.Color(color_1.Color.fromNormalizedRgb(1.0, 1.0, 1.0)),
44
42
  ambientIntensity: param_definition_1.ParamDefinition.Numeric(0.4, { min: 0.0, max: 1.0, step: 0.01 }),
45
- clip: param_definition_1.ParamDefinition.Group({
46
- variant: param_definition_1.ParamDefinition.Select('instance', param_definition_1.ParamDefinition.arrayToOptions(['instance', 'pixel'])),
47
- objects: param_definition_1.ParamDefinition.ObjectList({
48
- type: param_definition_1.ParamDefinition.Select('plane', param_definition_1.ParamDefinition.objectToOptions(clipping_1.Clipping.Type, function (t) { return (0, string_1.stringToWords)(t); })),
49
- invert: param_definition_1.ParamDefinition.Boolean(false),
50
- position: param_definition_1.ParamDefinition.Vec3((0, linear_algebra_1.Vec3)()),
51
- rotation: param_definition_1.ParamDefinition.Group({
52
- axis: param_definition_1.ParamDefinition.Vec3(linear_algebra_1.Vec3.create(1, 0, 0)),
53
- angle: param_definition_1.ParamDefinition.Numeric(0, { min: -180, max: 180, step: 1 }, { description: 'Angle in Degrees' }),
54
- }, { isExpanded: true }),
55
- scale: param_definition_1.ParamDefinition.Vec3(linear_algebra_1.Vec3.create(1, 1, 1)),
56
- }, function (o) { return (0, string_1.stringToWords)(o.type); })
57
- })
58
43
  };
59
44
  var tmpDir = (0, linear_algebra_1.Vec3)();
60
45
  var tmpColor = (0, linear_algebra_1.Vec3)();
@@ -72,36 +57,13 @@ function getLight(props, light) {
72
57
  }
73
58
  return { count: props.length, direction: direction, color: color };
74
59
  }
75
- var tmpQuat = (0, linear_algebra_1.Quat)();
76
- function getClip(props, clip) {
77
- var _a = (clip === null || clip === void 0 ? void 0 : clip.objects) || {
78
- type: (new Array(5)).fill(1),
79
- invert: (new Array(5)).fill(false),
80
- position: (new Array(5 * 3)).fill(0),
81
- rotation: (new Array(5 * 4)).fill(0),
82
- scale: (new Array(5 * 3)).fill(1),
83
- }, type = _a.type, invert = _a.invert, position = _a.position, rotation = _a.rotation, scale = _a.scale;
84
- for (var i = 0, il = props.objects.length; i < il; ++i) {
85
- var p = props.objects[i];
86
- type[i] = clipping_1.Clipping.Type[p.type];
87
- invert[i] = p.invert;
88
- linear_algebra_1.Vec3.toArray(p.position, position, i * 3);
89
- linear_algebra_1.Quat.toArray(linear_algebra_1.Quat.setAxisAngle(tmpQuat, p.rotation.axis, (0, misc_1.degToRad)(p.rotation.angle)), rotation, i * 4);
90
- linear_algebra_1.Vec3.toArray(p.scale, scale, i * 3);
91
- }
92
- return {
93
- variant: props.variant,
94
- objects: { count: props.objects.length, type: type, invert: invert, position: position, rotation: rotation, scale: scale }
95
- };
96
- }
97
60
  var Renderer;
98
61
  (function (Renderer) {
99
62
  function create(ctx, props) {
100
63
  if (props === void 0) { props = {}; }
101
- var gl = ctx.gl, state = ctx.state, stats = ctx.stats, fragDepth = ctx.extensions.fragDepth;
64
+ var gl = ctx.gl, state = ctx.state, stats = ctx.stats;
102
65
  var p = param_definition_1.ParamDefinition.merge(exports.RendererParams, param_definition_1.ParamDefinition.getDefaultValues(exports.RendererParams), props);
103
66
  var light = getLight(p.light);
104
- var clip = getClip(p.clip);
105
67
  var viewport = (0, util_1.Viewport)();
106
68
  var drawingBufferSize = linear_algebra_1.Vec2.create(gl.drawingBufferWidth, gl.drawingBufferHeight);
107
69
  var bgColor = color_1.Color.toVec3Normalized((0, linear_algebra_1.Vec3)(), p.backgroundColor);
@@ -145,12 +107,9 @@ var Renderer;
145
107
  uFogColor: mol_util_1.ValueCell.create(bgColor),
146
108
  uRenderWboit: mol_util_1.ValueCell.create(false),
147
109
  uMarkingDepthTest: mol_util_1.ValueCell.create(false),
110
+ uPickType: mol_util_1.ValueCell.create(0 /* None */),
111
+ uMarkingType: mol_util_1.ValueCell.create(0 /* None */),
148
112
  uTransparentBackground: mol_util_1.ValueCell.create(false),
149
- uClipObjectType: mol_util_1.ValueCell.create(clip.objects.type),
150
- uClipObjectInvert: mol_util_1.ValueCell.create(clip.objects.invert),
151
- uClipObjectPosition: mol_util_1.ValueCell.create(clip.objects.position),
152
- uClipObjectRotation: mol_util_1.ValueCell.create(clip.objects.rotation),
153
- uClipObjectScale: mol_util_1.ValueCell.create(clip.objects.scale),
154
113
  uLightDirection: mol_util_1.ValueCell.create(light.direction),
155
114
  uLightColor: mol_util_1.ValueCell.create(light.color),
156
115
  uAmbientColor: mol_util_1.ValueCell.create(ambientColor),
@@ -168,26 +127,10 @@ var Renderer;
168
127
  var globalUniformList = Object.entries(globalUniforms);
169
128
  var globalUniformsNeedUpdate = true;
170
129
  var renderObject = function (r, variant) {
171
- if (r.state.disposed || !r.state.visible || (!r.state.pickable && variant[0] === 'p')) {
130
+ if (r.state.disposed || !r.state.visible || (!r.state.pickable && variant === 'pick')) {
172
131
  return;
173
132
  }
174
133
  var definesNeedUpdate = false;
175
- if (r.state.noClip) {
176
- if (r.values.dClipObjectCount.ref.value !== 0) {
177
- mol_util_1.ValueCell.update(r.values.dClipObjectCount, 0);
178
- definesNeedUpdate = true;
179
- }
180
- }
181
- else {
182
- if (r.values.dClipObjectCount.ref.value !== clip.objects.count) {
183
- mol_util_1.ValueCell.update(r.values.dClipObjectCount, clip.objects.count);
184
- definesNeedUpdate = true;
185
- }
186
- if (r.values.dClipVariant.ref.value !== clip.variant) {
187
- mol_util_1.ValueCell.update(r.values.dClipVariant, clip.variant);
188
- definesNeedUpdate = true;
189
- }
190
- }
191
134
  if (r.values.dLightCount.ref.value !== light.count) {
192
135
  mol_util_1.ValueCell.update(r.values.dLightCount, light.count);
193
136
  definesNeedUpdate = true;
@@ -205,29 +148,22 @@ var Renderer;
205
148
  program.setUniforms(globalUniformList);
206
149
  globalUniformsNeedUpdate = false;
207
150
  }
208
- if (r.values.dRenderMode) { // indicates direct-volume
209
- if ((variant[0] === 'p' || variant === 'depth') && r.values.dRenderMode.ref.value === 'volume') {
210
- return; // no picking/depth in volume mode
151
+ if (r.values.dGeometryType.ref.value === 'directVolume') {
152
+ if (variant !== 'colorWboit' && variant !== 'colorBlended') {
153
+ return; // only color supported
211
154
  }
212
155
  // culling done in fragment shader
213
156
  state.disable(gl.CULL_FACE);
214
157
  state.frontFace(gl.CCW);
215
158
  if (variant === 'colorBlended') {
216
159
  // depth test done manually in shader against `depthTexture`
217
- // still need to enable when fragDepth can be used to write depth
218
- if (r.values.dRenderMode.ref.value === 'volume' || !fragDepth) {
219
- state.disable(gl.DEPTH_TEST);
220
- state.depthMask(false);
221
- }
222
- else {
223
- state.enable(gl.DEPTH_TEST);
224
- state.depthMask(r.values.uAlpha.ref.value === 1.0);
225
- }
160
+ state.disable(gl.DEPTH_TEST);
161
+ state.depthMask(false);
226
162
  }
227
163
  }
228
164
  else {
229
- if (r.values.dDoubleSided) {
230
- if (r.values.dDoubleSided.ref.value || r.values.hasReflection.ref.value) {
165
+ if (r.values.uDoubleSided) {
166
+ if (r.values.uDoubleSided.ref.value || r.values.hasReflection.ref.value) {
231
167
  state.disable(gl.CULL_FACE);
232
168
  }
233
169
  else {
@@ -288,11 +224,12 @@ var Renderer;
288
224
  globalUniformsNeedUpdate = true;
289
225
  state.currentRenderItemId = -1;
290
226
  };
291
- var renderPick = function (group, camera, variant, depthTexture) {
227
+ var renderPick = function (group, camera, variant, depthTexture, pickType) {
292
228
  state.disable(gl.BLEND);
293
229
  state.enable(gl.DEPTH_TEST);
294
230
  state.depthMask(true);
295
231
  updateInternal(group, camera, depthTexture, false, false);
232
+ mol_util_1.ValueCell.updateIfChanged(globalUniforms.uPickType, pickType);
296
233
  var renderables = group.renderables;
297
234
  for (var i = 0, il = renderables.length; i < il; ++i) {
298
235
  if (!renderables[i].state.colorOnly) {
@@ -315,11 +252,12 @@ var Renderer;
315
252
  state.enable(gl.DEPTH_TEST);
316
253
  state.depthMask(true);
317
254
  updateInternal(group, camera, depthTexture, false, false);
255
+ mol_util_1.ValueCell.updateIfChanged(globalUniforms.uMarkingType, 1 /* Depth */);
318
256
  var renderables = group.renderables;
319
257
  for (var i = 0, il = renderables.length; i < il; ++i) {
320
258
  var r = renderables[i];
321
259
  if (r.values.markerAverage.ref.value !== 1) {
322
- renderObject(renderables[i], 'markingDepth');
260
+ renderObject(renderables[i], 'marking');
323
261
  }
324
262
  }
325
263
  };
@@ -328,11 +266,12 @@ var Renderer;
328
266
  state.enable(gl.DEPTH_TEST);
329
267
  state.depthMask(true);
330
268
  updateInternal(group, camera, depthTexture, false, !!depthTexture);
269
+ mol_util_1.ValueCell.updateIfChanged(globalUniforms.uMarkingType, 2 /* Mask */);
331
270
  var renderables = group.renderables;
332
271
  for (var i = 0, il = renderables.length; i < il; ++i) {
333
272
  var r = renderables[i];
334
273
  if (r.values.markerAverage.ref.value > 0) {
335
- renderObject(renderables[i], 'markingMask');
274
+ renderObject(renderables[i], 'marking');
336
275
  }
337
276
  }
338
277
  };
@@ -412,7 +351,7 @@ var Renderer;
412
351
  }
413
352
  };
414
353
  var renderWboitOpaque = function (group, camera, depthTexture) {
415
- var _a, _b, _c;
354
+ var _a, _b;
416
355
  state.disable(gl.BLEND);
417
356
  state.enable(gl.DEPTH_TEST);
418
357
  state.depthMask(true);
@@ -423,13 +362,13 @@ var Renderer;
423
362
  // TODO: simplify, handle in renderable.state???
424
363
  // uAlpha is updated in "render" so we need to recompute it here
425
364
  var alpha = (0, interpolate_1.clamp)(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1);
426
- if (alpha === 1 && r.values.transparencyAverage.ref.value !== 1 && ((_a = r.values.dRenderMode) === null || _a === void 0 ? void 0 : _a.ref.value) !== 'volume' && ((_b = r.values.dPointStyle) === null || _b === void 0 ? void 0 : _b.ref.value) !== 'fuzzy' && !((_c = r.values.dXrayShaded) === null || _c === void 0 ? void 0 : _c.ref.value)) {
365
+ if (alpha === 1 && r.values.transparencyAverage.ref.value !== 1 && r.values.dGeometryType.ref.value !== 'directVolume' && ((_a = r.values.dPointStyle) === null || _a === void 0 ? void 0 : _a.ref.value) !== 'fuzzy' && !((_b = r.values.dXrayShaded) === null || _b === void 0 ? void 0 : _b.ref.value)) {
427
366
  renderObject(r, 'colorWboit');
428
367
  }
429
368
  }
430
369
  };
431
370
  var renderWboitTransparent = function (group, camera, depthTexture) {
432
- var _a, _b, _c;
371
+ var _a, _b;
433
372
  updateInternal(group, camera, depthTexture, true, false);
434
373
  var renderables = group.renderables;
435
374
  for (var i = 0, il = renderables.length; i < il; ++i) {
@@ -437,7 +376,7 @@ var Renderer;
437
376
  // TODO: simplify, handle in renderable.state???
438
377
  // uAlpha is updated in "render" so we need to recompute it here
439
378
  var alpha = (0, interpolate_1.clamp)(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1);
440
- if (alpha < 1 || r.values.transparencyAverage.ref.value > 0 || ((_a = r.values.dRenderMode) === null || _a === void 0 ? void 0 : _a.ref.value) === 'volume' || ((_b = r.values.dPointStyle) === null || _b === void 0 ? void 0 : _b.ref.value) === 'fuzzy' || !!r.values.uBackgroundColor || ((_c = r.values.dXrayShaded) === null || _c === void 0 ? void 0 : _c.ref.value)) {
379
+ if (alpha < 1 || r.values.transparencyAverage.ref.value > 0 || r.values.dGeometryType.ref.value === 'directVolume' || ((_a = r.values.dPointStyle) === null || _a === void 0 ? void 0 : _a.ref.value) === 'fuzzy' || !!r.values.uBackgroundColor || ((_b = r.values.dXrayShaded) === null || _b === void 0 ? void 0 : _b.ref.value)) {
441
380
  renderObject(r, 'colorWboit');
442
381
  }
443
382
  }
@@ -539,14 +478,6 @@ var Renderer;
539
478
  linear_algebra_1.Vec3.scale(ambientColor, color_1.Color.toArrayNormalized(p.ambientColor, ambientColor, 0), p.ambientIntensity);
540
479
  mol_util_1.ValueCell.update(globalUniforms.uAmbientColor, ambientColor);
541
480
  }
542
- if (props.clip !== undefined && !(0, mol_util_1.deepEqual)(props.clip, p.clip)) {
543
- p.clip = props.clip;
544
- Object.assign(clip, getClip(props.clip, clip));
545
- mol_util_1.ValueCell.update(globalUniforms.uClipObjectPosition, clip.objects.position);
546
- mol_util_1.ValueCell.update(globalUniforms.uClipObjectRotation, clip.objects.rotation);
547
- mol_util_1.ValueCell.update(globalUniforms.uClipObjectScale, clip.objects.scale);
548
- mol_util_1.ValueCell.update(globalUniforms.uClipObjectType, clip.objects.type);
549
- }
550
481
  },
551
482
  setViewport: function (x, y, width, height) {
552
483
  gl.viewport(x, y, width, height);
@@ -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
  * @author David Sehnal <david.sehnal@gmail.com>
@@ -31,6 +31,6 @@ declare namespace Scene {
31
31
  interface Group extends Object3D {
32
32
  readonly renderables: ReadonlyArray<GraphicsRenderable>;
33
33
  }
34
- function create(ctx: WebGLContext): Scene;
34
+ function create(ctx: WebGLContext, variants?: ("depth" | "colorBlended" | "colorWboit" | "pick" | "marking")[]): Scene;
35
35
  }
36
36
  export { Scene };
@@ -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
  * @author David Sehnal <david.sehnal@gmail.com>
@@ -15,6 +15,7 @@ var now_1 = require("../mol-util/now");
15
15
  var array_1 = require("../mol-util/array");
16
16
  var boundary_helper_1 = require("../mol-math/geometry/boundary-helper");
17
17
  var util_1 = require("../mol-data/util");
18
+ var render_item_1 = require("./webgl/render-item");
18
19
  var boundaryHelper = new boundary_helper_1.BoundaryHelper('98');
19
20
  function calculateBoundingSphere(renderables, boundingSphere, onlyVisible) {
20
21
  boundaryHelper.reset();
@@ -38,8 +39,8 @@ function calculateBoundingSphere(renderables, boundingSphere, onlyVisible) {
38
39
  return boundaryHelper.getSphere(boundingSphere);
39
40
  }
40
41
  function renderableSort(a, b) {
41
- var drawProgramIdA = a.getProgram('colorBlended').id;
42
- var drawProgramIdB = b.getProgram('colorBlended').id;
42
+ var drawProgramIdA = (a.getProgram('colorBlended') || a.getProgram('colorWboit')).id;
43
+ var drawProgramIdB = (b.getProgram('colorBlended') || a.getProgram('colorWboit')).id;
43
44
  var materialIdA = a.materialId;
44
45
  var materialIdB = b.materialId;
45
46
  if (drawProgramIdA !== drawProgramIdB) {
@@ -56,7 +57,8 @@ function renderableSort(a, b) {
56
57
  }
57
58
  var Scene;
58
59
  (function (Scene) {
59
- function create(ctx) {
60
+ function create(ctx, variants) {
61
+ if (variants === void 0) { variants = render_item_1.GraphicsRenderVariants; }
60
62
  var renderableMap = new Map();
61
63
  var renderables = [];
62
64
  var boundingSphere = (0, geometry_1.Sphere3D)();
@@ -69,7 +71,7 @@ var Scene;
69
71
  var view = object3d.view, position = object3d.position, direction = object3d.direction, up = object3d.up;
70
72
  function add(o) {
71
73
  if (!renderableMap.has(o)) {
72
- var renderable = (0, render_object_1.createRenderable)(ctx, o);
74
+ var renderable = (0, render_object_1.createRenderable)(ctx, o, variants);
73
75
  renderables.push(renderable);
74
76
  if (o.type === 'direct-volume') {
75
77
  volumes.push(renderable);
@@ -6,4 +6,4 @@
6
6
  * adapted from three.js (https://github.com/mrdoob/three.js/)
7
7
  * which under the MIT License, Copyright © 2010-2021 three.js authors
8
8
  */
9
- export declare const apply_light_color = "\n#ifdef bumpEnabled\n if (uBumpFrequency > 0.0 && uBumpAmplitude > 0.0) {\n vec3 bumpNormal = perturbNormal(-vViewPosition, normal, fbm(vModelPosition * uBumpFrequency), (uBumpAmplitude * bumpiness) / uBumpFrequency);\n #ifdef enabledFragDepth\n if (!any(isNaN(bumpNormal))) normal = bumpNormal;\n #else\n normal = bumpNormal;\n #endif\n }\n#endif\n\nvec4 color = material;\n\nReflectedLight reflectedLight = ReflectedLight(vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));\n\nPhysicalMaterial physicalMaterial;\nphysicalMaterial.diffuseColor = color.rgb * (1.0 - metalness);\n#ifdef enabledFragDepth\n physicalMaterial.roughness = min(max(roughness, 0.0525), 1.0);\n#else\n vec3 dxy = max(abs(dFdx(normal)), abs(dFdy(normal)));\n float geometryRoughness = max(max(dxy.x, dxy.y), dxy.z);\n physicalMaterial.roughness = min(max(roughness, 0.0525) + geometryRoughness, 1.0);\n#endif\nphysicalMaterial.specularColor = mix(vec3(0.04), color.rgb, metalness);\nphysicalMaterial.specularF90 = 1.0;\n\nGeometricContext geometry;\ngeometry.position = -vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize(vViewPosition);\n\nIncidentLight directLight;\n#pragma unroll_loop_start\nfor (int i = 0; i < dLightCount; ++i) {\n directLight.direction = uLightDirection[i];\n directLight.color = uLightColor[i] * PI; // * PI for punctual light\n RE_Direct_Physical(directLight, geometry, physicalMaterial, reflectedLight);\n}\n#pragma unroll_loop_end\n\nvec3 irradiance = uAmbientColor * PI; // * PI for punctual light\nRE_IndirectDiffuse_Physical(irradiance, geometry, physicalMaterial, reflectedLight);\n\n// indirect specular only metals\nvec3 radiance = uAmbientColor * metalness;\nvec3 iblIrradiance = uAmbientColor * metalness;\nvec3 clearcoatRadiance = vec3(0.0);\nRE_IndirectSpecular_Physical(radiance, iblIrradiance, clearcoatRadiance, geometry, physicalMaterial, reflectedLight);\n\nvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\ngl_FragColor = vec4(outgoingLight, color.a);\n\n#ifdef dXrayShaded\n gl_FragColor.a *= 1.0 - pow(abs(dot(normal, vec3(0.0, 0.0, 1.0))), uXrayEdgeFalloff);\n#endif\n";
9
+ export declare const apply_light_color = "\n#ifdef bumpEnabled\n if (uBumpFrequency > 0.0 && uBumpAmplitude > 0.0) {\n vec3 bumpNormal = perturbNormal(-vViewPosition, normal, fbm(vModelPosition * uBumpFrequency), (uBumpAmplitude * bumpiness) / uBumpFrequency);\n #ifdef enabledFragDepth\n if (!isNaN(bumpNormal.x) && !isNaN(bumpNormal.y) && !isNaN(bumpNormal.z)) {\n normal = bumpNormal;\n }\n #else\n normal = bumpNormal;\n #endif\n }\n#endif\n\nvec4 color = material;\n\nReflectedLight reflectedLight = ReflectedLight(vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));\n\nPhysicalMaterial physicalMaterial;\nphysicalMaterial.diffuseColor = color.rgb * (1.0 - metalness);\n#ifdef enabledFragDepth\n physicalMaterial.roughness = min(max(roughness, 0.0525), 1.0);\n#else\n vec3 dxy = max(abs(dFdx(normal)), abs(dFdy(normal)));\n float geometryRoughness = max(max(dxy.x, dxy.y), dxy.z);\n physicalMaterial.roughness = min(max(roughness, 0.0525) + geometryRoughness, 1.0);\n#endif\nphysicalMaterial.specularColor = mix(vec3(0.04), color.rgb, metalness);\nphysicalMaterial.specularF90 = 1.0;\n\nGeometricContext geometry;\ngeometry.position = -vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize(vViewPosition);\n\nIncidentLight directLight;\n#pragma unroll_loop_start\nfor (int i = 0; i < dLightCount; ++i) {\n directLight.direction = uLightDirection[i];\n directLight.color = uLightColor[i] * PI; // * PI for punctual light\n RE_Direct_Physical(directLight, geometry, physicalMaterial, reflectedLight);\n}\n#pragma unroll_loop_end\n\nvec3 irradiance = uAmbientColor * PI; // * PI for punctual light\nRE_IndirectDiffuse_Physical(irradiance, geometry, physicalMaterial, reflectedLight);\n\n// indirect specular only metals\nvec3 radiance = uAmbientColor * metalness;\nvec3 iblIrradiance = uAmbientColor * metalness;\nvec3 clearcoatRadiance = vec3(0.0);\nRE_IndirectSpecular_Physical(radiance, iblIrradiance, clearcoatRadiance, geometry, physicalMaterial, reflectedLight);\n\nvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\ngl_FragColor = vec4(outgoingLight, color.a);\n\n#ifdef dXrayShaded\n gl_FragColor.a *= 1.0 - pow(abs(dot(normal, vec3(0.0, 0.0, 1.0))), uXrayEdgeFalloff);\n#endif\n";
@@ -9,5 +9,5 @@
9
9
  */
10
10
  Object.defineProperty(exports, "__esModule", { value: true });
11
11
  exports.apply_light_color = void 0;
12
- exports.apply_light_color = "\n#ifdef bumpEnabled\n if (uBumpFrequency > 0.0 && uBumpAmplitude > 0.0) {\n vec3 bumpNormal = perturbNormal(-vViewPosition, normal, fbm(vModelPosition * uBumpFrequency), (uBumpAmplitude * bumpiness) / uBumpFrequency);\n #ifdef enabledFragDepth\n if (!any(isNaN(bumpNormal))) normal = bumpNormal;\n #else\n normal = bumpNormal;\n #endif\n }\n#endif\n\nvec4 color = material;\n\nReflectedLight reflectedLight = ReflectedLight(vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));\n\nPhysicalMaterial physicalMaterial;\nphysicalMaterial.diffuseColor = color.rgb * (1.0 - metalness);\n#ifdef enabledFragDepth\n physicalMaterial.roughness = min(max(roughness, 0.0525), 1.0);\n#else\n vec3 dxy = max(abs(dFdx(normal)), abs(dFdy(normal)));\n float geometryRoughness = max(max(dxy.x, dxy.y), dxy.z);\n physicalMaterial.roughness = min(max(roughness, 0.0525) + geometryRoughness, 1.0);\n#endif\nphysicalMaterial.specularColor = mix(vec3(0.04), color.rgb, metalness);\nphysicalMaterial.specularF90 = 1.0;\n\nGeometricContext geometry;\ngeometry.position = -vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize(vViewPosition);\n\nIncidentLight directLight;\n#pragma unroll_loop_start\nfor (int i = 0; i < dLightCount; ++i) {\n directLight.direction = uLightDirection[i];\n directLight.color = uLightColor[i] * PI; // * PI for punctual light\n RE_Direct_Physical(directLight, geometry, physicalMaterial, reflectedLight);\n}\n#pragma unroll_loop_end\n\nvec3 irradiance = uAmbientColor * PI; // * PI for punctual light\nRE_IndirectDiffuse_Physical(irradiance, geometry, physicalMaterial, reflectedLight);\n\n// indirect specular only metals\nvec3 radiance = uAmbientColor * metalness;\nvec3 iblIrradiance = uAmbientColor * metalness;\nvec3 clearcoatRadiance = vec3(0.0);\nRE_IndirectSpecular_Physical(radiance, iblIrradiance, clearcoatRadiance, geometry, physicalMaterial, reflectedLight);\n\nvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\ngl_FragColor = vec4(outgoingLight, color.a);\n\n#ifdef dXrayShaded\n gl_FragColor.a *= 1.0 - pow(abs(dot(normal, vec3(0.0, 0.0, 1.0))), uXrayEdgeFalloff);\n#endif\n";
12
+ exports.apply_light_color = "\n#ifdef bumpEnabled\n if (uBumpFrequency > 0.0 && uBumpAmplitude > 0.0) {\n vec3 bumpNormal = perturbNormal(-vViewPosition, normal, fbm(vModelPosition * uBumpFrequency), (uBumpAmplitude * bumpiness) / uBumpFrequency);\n #ifdef enabledFragDepth\n if (!isNaN(bumpNormal.x) && !isNaN(bumpNormal.y) && !isNaN(bumpNormal.z)) {\n normal = bumpNormal;\n }\n #else\n normal = bumpNormal;\n #endif\n }\n#endif\n\nvec4 color = material;\n\nReflectedLight reflectedLight = ReflectedLight(vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));\n\nPhysicalMaterial physicalMaterial;\nphysicalMaterial.diffuseColor = color.rgb * (1.0 - metalness);\n#ifdef enabledFragDepth\n physicalMaterial.roughness = min(max(roughness, 0.0525), 1.0);\n#else\n vec3 dxy = max(abs(dFdx(normal)), abs(dFdy(normal)));\n float geometryRoughness = max(max(dxy.x, dxy.y), dxy.z);\n physicalMaterial.roughness = min(max(roughness, 0.0525) + geometryRoughness, 1.0);\n#endif\nphysicalMaterial.specularColor = mix(vec3(0.04), color.rgb, metalness);\nphysicalMaterial.specularF90 = 1.0;\n\nGeometricContext geometry;\ngeometry.position = -vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize(vViewPosition);\n\nIncidentLight directLight;\n#pragma unroll_loop_start\nfor (int i = 0; i < dLightCount; ++i) {\n directLight.direction = uLightDirection[i];\n directLight.color = uLightColor[i] * PI; // * PI for punctual light\n RE_Direct_Physical(directLight, geometry, physicalMaterial, reflectedLight);\n}\n#pragma unroll_loop_end\n\nvec3 irradiance = uAmbientColor * PI; // * PI for punctual light\nRE_IndirectDiffuse_Physical(irradiance, geometry, physicalMaterial, reflectedLight);\n\n// indirect specular only metals\nvec3 radiance = uAmbientColor * metalness;\nvec3 iblIrradiance = uAmbientColor * metalness;\nvec3 clearcoatRadiance = vec3(0.0);\nRE_IndirectSpecular_Physical(radiance, iblIrradiance, clearcoatRadiance, geometry, physicalMaterial, reflectedLight);\n\nvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\ngl_FragColor = vec4(outgoingLight, color.a);\n\n#ifdef dXrayShaded\n gl_FragColor.a *= 1.0 - pow(abs(dot(normal, vec3(0.0, 0.0, 1.0))), uXrayEdgeFalloff);\n#endif\n";
13
13
  //# sourceMappingURL=apply-light-color.glsl.js.map
@@ -1 +1 @@
1
- export declare const assign_color_varying = "\n#if defined(dRenderVariant_color)\n #if defined(dColorType_attribute)\n vColor.rgb = aColor;\n #elif defined(dColorType_instance)\n vColor.rgb = readFromTexture(tColor, aInstance, uColorTexDim).rgb;\n #elif defined(dColorType_group)\n vColor.rgb = readFromTexture(tColor, group, uColorTexDim).rgb;\n #elif defined(dColorType_groupInstance)\n vColor.rgb = readFromTexture(tColor, aInstance * float(uGroupCount) + group, uColorTexDim).rgb;\n #elif defined(dColorType_vertex)\n vColor.rgb = readFromTexture(tColor, VertexID, uColorTexDim).rgb;\n #elif defined(dColorType_vertexInstance)\n vColor.rgb = readFromTexture(tColor, int(aInstance) * uVertexCount + VertexID, uColorTexDim).rgb;\n #elif defined(dColorType_volume)\n vec3 cgridPos = (uColorGridTransform.w * (position - uColorGridTransform.xyz)) / uColorGridDim;\n vColor.rgb = texture3dFrom2dLinear(tColorGrid, cgridPos, uColorGridDim, uColorTexDim).rgb;\n #elif defined(dColorType_volumeInstance)\n vec3 cgridPos = (uColorGridTransform.w * (vModelPosition - uColorGridTransform.xyz)) / uColorGridDim;\n vColor.rgb = texture3dFrom2dLinear(tColorGrid, cgridPos, uColorGridDim, uColorTexDim).rgb;\n #endif\n\n #ifdef dUsePalette\n vPaletteV = ((vColor.r * 256.0 * 256.0 * 255.0 + vColor.g * 256.0 * 255.0 + vColor.b * 255.0) - 1.0) / 16777215.0;\n #endif\n\n #ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance)\n vOverpaint = readFromTexture(tOverpaint, aInstance * float(uGroupCount) + group, uOverpaintTexDim);\n #elif defined(dOverpaintType_vertexInstance)\n vOverpaint = readFromTexture(tOverpaint, int(aInstance) * uVertexCount + VertexID, uOverpaintTexDim);\n #elif defined(dOverpaintType_volumeInstance)\n vec3 ogridPos = (uOverpaintGridTransform.w * (vModelPosition - uOverpaintGridTransform.xyz)) / uOverpaintGridDim;\n vOverpaint = texture3dFrom2dLinear(tOverpaintGrid, ogridPos, uOverpaintGridDim, uOverpaintTexDim);\n #endif\n\n // pre-mix to avoid darkening due to empty overpaint\n #ifdef dColorType_uniform\n vOverpaint.rgb = mix(uColor.rgb, vOverpaint.rgb, vOverpaint.a);\n #else\n vOverpaint.rgb = mix(vColor.rgb, vOverpaint.rgb, vOverpaint.a);\n #endif\n #endif\n\n #ifdef dSubstance\n #if defined(dSubstanceType_groupInstance)\n vSubstance = readFromTexture(tSubstance, aInstance * float(uGroupCount) + group, uSubstanceTexDim);\n #elif defined(dSubstanceType_vertexInstance)\n vSubstance = readFromTexture(tSubstance, int(aInstance) * uVertexCount + VertexID, uSubstanceTexDim);\n #elif defined(dSubstanceType_volumeInstance)\n vec3 sgridPos = (uSubstanceGridTransform.w * (vModelPosition - uSubstanceGridTransform.xyz)) / uSubstanceGridDim;\n vSubstance = texture3dFrom2dLinear(tSubstanceGrid, sgridPos, uSubstanceGridDim, uSubstanceTexDim);\n #endif\n\n // pre-mix to avoid artifacts due to empty substance\n vSubstance.rgb = mix(vec3(uMetalness, uRoughness, uBumpiness), vSubstance.rgb, vSubstance.a);\n #endif\n#elif defined(dRenderVariant_pick)\n #if defined(dRenderVariant_pickObject)\n vColor = vec4(encodeFloatRGB(float(uObjectId)), 1.0);\n #elif defined(dRenderVariant_pickInstance)\n vColor = vec4(encodeFloatRGB(aInstance), 1.0);\n #elif defined(dRenderVariant_pickGroup)\n vColor = vec4(encodeFloatRGB(group), 1.0);\n #endif\n#endif\n\n#ifdef dTransparency\n vGroup = group;\n\n #if defined(dTransparencyType_groupInstance)\n vTransparency = readFromTexture(tTransparency, aInstance * float(uGroupCount) + group, uTransparencyTexDim).a;\n #elif defined(dTransparencyType_vertexInstance)\n vTransparency = readFromTexture(tTransparency, int(aInstance) * uVertexCount + VertexID, uTransparencyTexDim).a;\n #elif defined(dTransparencyType_volumeInstance)\n vec3 tgridPos = (uTransparencyGridTransform.w * (vModelPosition - uTransparencyGridTransform.xyz)) / uTransparencyGridDim;\n vTransparency = texture3dFrom2dLinear(tTransparencyGrid, tgridPos, uTransparencyGridDim, uTransparencyTexDim).a;\n #endif\n#endif\n";
1
+ export declare const assign_color_varying = "\n#if defined(dRenderVariant_color)\n #if defined(dColorType_attribute)\n vColor.rgb = aColor;\n #elif defined(dColorType_instance)\n vColor.rgb = readFromTexture(tColor, aInstance, uColorTexDim).rgb;\n #elif defined(dColorType_group)\n vColor.rgb = readFromTexture(tColor, group, uColorTexDim).rgb;\n #elif defined(dColorType_groupInstance)\n vColor.rgb = readFromTexture(tColor, aInstance * float(uGroupCount) + group, uColorTexDim).rgb;\n #elif defined(dColorType_vertex)\n vColor.rgb = readFromTexture(tColor, VertexID, uColorTexDim).rgb;\n #elif defined(dColorType_vertexInstance)\n vColor.rgb = readFromTexture(tColor, int(aInstance) * uVertexCount + VertexID, uColorTexDim).rgb;\n #elif defined(dColorType_volume)\n vec3 cgridPos = (uColorGridTransform.w * (position - uColorGridTransform.xyz)) / uColorGridDim;\n vColor.rgb = texture3dFrom2dLinear(tColorGrid, cgridPos, uColorGridDim, uColorTexDim).rgb;\n #elif defined(dColorType_volumeInstance)\n vec3 cgridPos = (uColorGridTransform.w * (vModelPosition - uColorGridTransform.xyz)) / uColorGridDim;\n vColor.rgb = texture3dFrom2dLinear(tColorGrid, cgridPos, uColorGridDim, uColorTexDim).rgb;\n #endif\n\n #ifdef dUsePalette\n vPaletteV = ((vColor.r * 256.0 * 256.0 * 255.0 + vColor.g * 256.0 * 255.0 + vColor.b * 255.0) - 1.0) / 16777215.0;\n #endif\n\n #ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance)\n vOverpaint = readFromTexture(tOverpaint, aInstance * float(uGroupCount) + group, uOverpaintTexDim);\n #elif defined(dOverpaintType_vertexInstance)\n vOverpaint = readFromTexture(tOverpaint, int(aInstance) * uVertexCount + VertexID, uOverpaintTexDim);\n #elif defined(dOverpaintType_volumeInstance)\n vec3 ogridPos = (uOverpaintGridTransform.w * (vModelPosition - uOverpaintGridTransform.xyz)) / uOverpaintGridDim;\n vOverpaint = texture3dFrom2dLinear(tOverpaintGrid, ogridPos, uOverpaintGridDim, uOverpaintTexDim);\n #endif\n\n // pre-mix to avoid darkening due to empty overpaint\n #ifdef dColorType_uniform\n vOverpaint.rgb = mix(uColor.rgb, vOverpaint.rgb, vOverpaint.a);\n #else\n vOverpaint.rgb = mix(vColor.rgb, vOverpaint.rgb, vOverpaint.a);\n #endif\n #endif\n\n #ifdef dSubstance\n #if defined(dSubstanceType_groupInstance)\n vSubstance = readFromTexture(tSubstance, aInstance * float(uGroupCount) + group, uSubstanceTexDim);\n #elif defined(dSubstanceType_vertexInstance)\n vSubstance = readFromTexture(tSubstance, int(aInstance) * uVertexCount + VertexID, uSubstanceTexDim);\n #elif defined(dSubstanceType_volumeInstance)\n vec3 sgridPos = (uSubstanceGridTransform.w * (vModelPosition - uSubstanceGridTransform.xyz)) / uSubstanceGridDim;\n vSubstance = texture3dFrom2dLinear(tSubstanceGrid, sgridPos, uSubstanceGridDim, uSubstanceTexDim);\n #endif\n\n // pre-mix to avoid artifacts due to empty substance\n vSubstance.rgb = mix(vec3(uMetalness, uRoughness, uBumpiness), vSubstance.rgb, vSubstance.a);\n #endif\n#elif defined(dRenderVariant_pick)\n if (uPickType == 1) {\n vColor = vec4(packIntToRGB(float(uObjectId)), 1.0);\n } else if (uPickType == 2) {\n vColor = vec4(packIntToRGB(aInstance), 1.0);\n } else {\n vColor = vec4(packIntToRGB(group), 1.0);\n }\n#endif\n\n#ifdef dTransparency\n vGroup = group;\n\n #if defined(dTransparencyType_groupInstance)\n vTransparency = readFromTexture(tTransparency, aInstance * float(uGroupCount) + group, uTransparencyTexDim).a;\n #elif defined(dTransparencyType_vertexInstance)\n vTransparency = readFromTexture(tTransparency, int(aInstance) * uVertexCount + VertexID, uTransparencyTexDim).a;\n #elif defined(dTransparencyType_volumeInstance)\n vec3 tgridPos = (uTransparencyGridTransform.w * (vModelPosition - uTransparencyGridTransform.xyz)) / uTransparencyGridDim;\n vTransparency = texture3dFrom2dLinear(tTransparencyGrid, tgridPos, uTransparencyGridDim, uTransparencyTexDim).a;\n #endif\n#endif\n";
@@ -1,5 +1,5 @@
1
1
  "use strict";
2
2
  Object.defineProperty(exports, "__esModule", { value: true });
3
3
  exports.assign_color_varying = void 0;
4
- exports.assign_color_varying = "\n#if defined(dRenderVariant_color)\n #if defined(dColorType_attribute)\n vColor.rgb = aColor;\n #elif defined(dColorType_instance)\n vColor.rgb = readFromTexture(tColor, aInstance, uColorTexDim).rgb;\n #elif defined(dColorType_group)\n vColor.rgb = readFromTexture(tColor, group, uColorTexDim).rgb;\n #elif defined(dColorType_groupInstance)\n vColor.rgb = readFromTexture(tColor, aInstance * float(uGroupCount) + group, uColorTexDim).rgb;\n #elif defined(dColorType_vertex)\n vColor.rgb = readFromTexture(tColor, VertexID, uColorTexDim).rgb;\n #elif defined(dColorType_vertexInstance)\n vColor.rgb = readFromTexture(tColor, int(aInstance) * uVertexCount + VertexID, uColorTexDim).rgb;\n #elif defined(dColorType_volume)\n vec3 cgridPos = (uColorGridTransform.w * (position - uColorGridTransform.xyz)) / uColorGridDim;\n vColor.rgb = texture3dFrom2dLinear(tColorGrid, cgridPos, uColorGridDim, uColorTexDim).rgb;\n #elif defined(dColorType_volumeInstance)\n vec3 cgridPos = (uColorGridTransform.w * (vModelPosition - uColorGridTransform.xyz)) / uColorGridDim;\n vColor.rgb = texture3dFrom2dLinear(tColorGrid, cgridPos, uColorGridDim, uColorTexDim).rgb;\n #endif\n\n #ifdef dUsePalette\n vPaletteV = ((vColor.r * 256.0 * 256.0 * 255.0 + vColor.g * 256.0 * 255.0 + vColor.b * 255.0) - 1.0) / 16777215.0;\n #endif\n\n #ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance)\n vOverpaint = readFromTexture(tOverpaint, aInstance * float(uGroupCount) + group, uOverpaintTexDim);\n #elif defined(dOverpaintType_vertexInstance)\n vOverpaint = readFromTexture(tOverpaint, int(aInstance) * uVertexCount + VertexID, uOverpaintTexDim);\n #elif defined(dOverpaintType_volumeInstance)\n vec3 ogridPos = (uOverpaintGridTransform.w * (vModelPosition - uOverpaintGridTransform.xyz)) / uOverpaintGridDim;\n vOverpaint = texture3dFrom2dLinear(tOverpaintGrid, ogridPos, uOverpaintGridDim, uOverpaintTexDim);\n #endif\n\n // pre-mix to avoid darkening due to empty overpaint\n #ifdef dColorType_uniform\n vOverpaint.rgb = mix(uColor.rgb, vOverpaint.rgb, vOverpaint.a);\n #else\n vOverpaint.rgb = mix(vColor.rgb, vOverpaint.rgb, vOverpaint.a);\n #endif\n #endif\n\n #ifdef dSubstance\n #if defined(dSubstanceType_groupInstance)\n vSubstance = readFromTexture(tSubstance, aInstance * float(uGroupCount) + group, uSubstanceTexDim);\n #elif defined(dSubstanceType_vertexInstance)\n vSubstance = readFromTexture(tSubstance, int(aInstance) * uVertexCount + VertexID, uSubstanceTexDim);\n #elif defined(dSubstanceType_volumeInstance)\n vec3 sgridPos = (uSubstanceGridTransform.w * (vModelPosition - uSubstanceGridTransform.xyz)) / uSubstanceGridDim;\n vSubstance = texture3dFrom2dLinear(tSubstanceGrid, sgridPos, uSubstanceGridDim, uSubstanceTexDim);\n #endif\n\n // pre-mix to avoid artifacts due to empty substance\n vSubstance.rgb = mix(vec3(uMetalness, uRoughness, uBumpiness), vSubstance.rgb, vSubstance.a);\n #endif\n#elif defined(dRenderVariant_pick)\n #if defined(dRenderVariant_pickObject)\n vColor = vec4(encodeFloatRGB(float(uObjectId)), 1.0);\n #elif defined(dRenderVariant_pickInstance)\n vColor = vec4(encodeFloatRGB(aInstance), 1.0);\n #elif defined(dRenderVariant_pickGroup)\n vColor = vec4(encodeFloatRGB(group), 1.0);\n #endif\n#endif\n\n#ifdef dTransparency\n vGroup = group;\n\n #if defined(dTransparencyType_groupInstance)\n vTransparency = readFromTexture(tTransparency, aInstance * float(uGroupCount) + group, uTransparencyTexDim).a;\n #elif defined(dTransparencyType_vertexInstance)\n vTransparency = readFromTexture(tTransparency, int(aInstance) * uVertexCount + VertexID, uTransparencyTexDim).a;\n #elif defined(dTransparencyType_volumeInstance)\n vec3 tgridPos = (uTransparencyGridTransform.w * (vModelPosition - uTransparencyGridTransform.xyz)) / uTransparencyGridDim;\n vTransparency = texture3dFrom2dLinear(tTransparencyGrid, tgridPos, uTransparencyGridDim, uTransparencyTexDim).a;\n #endif\n#endif\n";
4
+ exports.assign_color_varying = "\n#if defined(dRenderVariant_color)\n #if defined(dColorType_attribute)\n vColor.rgb = aColor;\n #elif defined(dColorType_instance)\n vColor.rgb = readFromTexture(tColor, aInstance, uColorTexDim).rgb;\n #elif defined(dColorType_group)\n vColor.rgb = readFromTexture(tColor, group, uColorTexDim).rgb;\n #elif defined(dColorType_groupInstance)\n vColor.rgb = readFromTexture(tColor, aInstance * float(uGroupCount) + group, uColorTexDim).rgb;\n #elif defined(dColorType_vertex)\n vColor.rgb = readFromTexture(tColor, VertexID, uColorTexDim).rgb;\n #elif defined(dColorType_vertexInstance)\n vColor.rgb = readFromTexture(tColor, int(aInstance) * uVertexCount + VertexID, uColorTexDim).rgb;\n #elif defined(dColorType_volume)\n vec3 cgridPos = (uColorGridTransform.w * (position - uColorGridTransform.xyz)) / uColorGridDim;\n vColor.rgb = texture3dFrom2dLinear(tColorGrid, cgridPos, uColorGridDim, uColorTexDim).rgb;\n #elif defined(dColorType_volumeInstance)\n vec3 cgridPos = (uColorGridTransform.w * (vModelPosition - uColorGridTransform.xyz)) / uColorGridDim;\n vColor.rgb = texture3dFrom2dLinear(tColorGrid, cgridPos, uColorGridDim, uColorTexDim).rgb;\n #endif\n\n #ifdef dUsePalette\n vPaletteV = ((vColor.r * 256.0 * 256.0 * 255.0 + vColor.g * 256.0 * 255.0 + vColor.b * 255.0) - 1.0) / 16777215.0;\n #endif\n\n #ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance)\n vOverpaint = readFromTexture(tOverpaint, aInstance * float(uGroupCount) + group, uOverpaintTexDim);\n #elif defined(dOverpaintType_vertexInstance)\n vOverpaint = readFromTexture(tOverpaint, int(aInstance) * uVertexCount + VertexID, uOverpaintTexDim);\n #elif defined(dOverpaintType_volumeInstance)\n vec3 ogridPos = (uOverpaintGridTransform.w * (vModelPosition - uOverpaintGridTransform.xyz)) / uOverpaintGridDim;\n vOverpaint = texture3dFrom2dLinear(tOverpaintGrid, ogridPos, uOverpaintGridDim, uOverpaintTexDim);\n #endif\n\n // pre-mix to avoid darkening due to empty overpaint\n #ifdef dColorType_uniform\n vOverpaint.rgb = mix(uColor.rgb, vOverpaint.rgb, vOverpaint.a);\n #else\n vOverpaint.rgb = mix(vColor.rgb, vOverpaint.rgb, vOverpaint.a);\n #endif\n #endif\n\n #ifdef dSubstance\n #if defined(dSubstanceType_groupInstance)\n vSubstance = readFromTexture(tSubstance, aInstance * float(uGroupCount) + group, uSubstanceTexDim);\n #elif defined(dSubstanceType_vertexInstance)\n vSubstance = readFromTexture(tSubstance, int(aInstance) * uVertexCount + VertexID, uSubstanceTexDim);\n #elif defined(dSubstanceType_volumeInstance)\n vec3 sgridPos = (uSubstanceGridTransform.w * (vModelPosition - uSubstanceGridTransform.xyz)) / uSubstanceGridDim;\n vSubstance = texture3dFrom2dLinear(tSubstanceGrid, sgridPos, uSubstanceGridDim, uSubstanceTexDim);\n #endif\n\n // pre-mix to avoid artifacts due to empty substance\n vSubstance.rgb = mix(vec3(uMetalness, uRoughness, uBumpiness), vSubstance.rgb, vSubstance.a);\n #endif\n#elif defined(dRenderVariant_pick)\n if (uPickType == 1) {\n vColor = vec4(packIntToRGB(float(uObjectId)), 1.0);\n } else if (uPickType == 2) {\n vColor = vec4(packIntToRGB(aInstance), 1.0);\n } else {\n vColor = vec4(packIntToRGB(group), 1.0);\n }\n#endif\n\n#ifdef dTransparency\n vGroup = group;\n\n #if defined(dTransparencyType_groupInstance)\n vTransparency = readFromTexture(tTransparency, aInstance * float(uGroupCount) + group, uTransparencyTexDim).a;\n #elif defined(dTransparencyType_vertexInstance)\n vTransparency = readFromTexture(tTransparency, int(aInstance) * uVertexCount + VertexID, uTransparencyTexDim).a;\n #elif defined(dTransparencyType_volumeInstance)\n vec3 tgridPos = (uTransparencyGridTransform.w * (vModelPosition - uTransparencyGridTransform.xyz)) / uTransparencyGridDim;\n vTransparency = texture3dFrom2dLinear(tTransparencyGrid, tgridPos, uTransparencyGridDim, uTransparencyTexDim).a;\n #endif\n#endif\n";
5
5
  //# sourceMappingURL=assign-color-varying.glsl.js.map
@@ -1 +1 @@
1
- export declare const assign_group = "\n#ifdef dGeoTexture\n float group = decodeFloatRGB(readFromTexture(tGroup, VertexID, uGeoTexDim).rgb);\n#else\n float group = aGroup;\n#endif\n";
1
+ export declare const assign_group = "\n#ifdef dGeometryType_textureMesh\n float group = unpackRGBToInt(readFromTexture(tGroup, VertexID, uGeoTexDim).rgb);\n#else\n float group = aGroup;\n#endif\n";
@@ -1,5 +1,5 @@
1
1
  "use strict";
2
2
  Object.defineProperty(exports, "__esModule", { value: true });
3
3
  exports.assign_group = void 0;
4
- exports.assign_group = "\n#ifdef dGeoTexture\n float group = decodeFloatRGB(readFromTexture(tGroup, VertexID, uGeoTexDim).rgb);\n#else\n float group = aGroup;\n#endif\n";
4
+ exports.assign_group = "\n#ifdef dGeometryType_textureMesh\n float group = unpackRGBToInt(readFromTexture(tGroup, VertexID, uGeoTexDim).rgb);\n#else\n float group = aGroup;\n#endif\n";
5
5
  //# sourceMappingURL=assign-group.glsl.js.map
@@ -1 +1 @@
1
- export declare const assign_marker_varying = "\n#if defined(dMarkerType_groupInstance)\n vMarker = readFromTexture(tMarker, aInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n#endif\n";
1
+ export declare const assign_marker_varying = "\n#if defined(dRenderVariant_color) || defined(dRenderVariant_marking)\n vMarker = readFromTexture(tMarker, aInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n#endif\n";
@@ -1,5 +1,5 @@
1
1
  "use strict";
2
2
  Object.defineProperty(exports, "__esModule", { value: true });
3
3
  exports.assign_marker_varying = void 0;
4
- exports.assign_marker_varying = "\n#if defined(dMarkerType_groupInstance)\n vMarker = readFromTexture(tMarker, aInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n#endif\n";
4
+ exports.assign_marker_varying = "\n#if defined(dRenderVariant_color) || defined(dRenderVariant_marking)\n vMarker = readFromTexture(tMarker, aInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n#endif\n";
5
5
  //# sourceMappingURL=assign-marker-varying.glsl.js.map
@@ -1 +1 @@
1
- export declare const 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\n float metalness = uMetalness;\n float roughness = uRoughness;\n float bumpiness = uBumpiness;\n #ifdef dSubstance\n metalness = mix(metalness, vSubstance.r, vSubstance.a);\n roughness = mix(roughness, vSubstance.g, vSubstance.a);\n bumpiness = mix(bumpiness, vSubstance.b, vSubstance.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";
1
+ export declare const assign_material_color = "\n#if defined(dRenderVariant_color) || defined(dRenderVariant_marking)\n float marker = uMarker;\n if (uMarker == -1.0) {\n marker = floor(vMarker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\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\n float metalness = uMetalness;\n float roughness = uRoughness;\n float bumpiness = uBumpiness;\n #ifdef dSubstance\n metalness = mix(metalness, vSubstance.r, vSubstance.a);\n roughness = mix(roughness, vSubstance.g, vSubstance.a);\n bumpiness = mix(bumpiness, vSubstance.b, vSubstance.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_marking)\n vec4 material;\n if(uMarkingType == 1) {\n if (marker > 0.0)\n discard;\n #ifdef enabledFragDepth\n material = packDepthToRGBA(gl_FragDepthEXT);\n #else\n material = packDepthToRGBA(gl_FragCoord.z);\n #endif\n } else {\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 material = vec4(0.0, depthTest, isHighlight ? 1.0 : 0.0, 1.0 - fogFactor);\n }\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";
@@ -1,5 +1,5 @@
1
1
  "use strict";
2
2
  Object.defineProperty(exports, "__esModule", { value: true });
3
3
  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\n float metalness = uMetalness;\n float roughness = uRoughness;\n float bumpiness = uBumpiness;\n #ifdef dSubstance\n metalness = mix(metalness, vSubstance.r, vSubstance.a);\n roughness = mix(roughness, vSubstance.g, vSubstance.a);\n bumpiness = mix(bumpiness, vSubstance.b, vSubstance.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";
4
+ exports.assign_material_color = "\n#if defined(dRenderVariant_color) || defined(dRenderVariant_marking)\n float marker = uMarker;\n if (uMarker == -1.0) {\n marker = floor(vMarker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\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\n float metalness = uMetalness;\n float roughness = uRoughness;\n float bumpiness = uBumpiness;\n #ifdef dSubstance\n metalness = mix(metalness, vSubstance.r, vSubstance.a);\n roughness = mix(roughness, vSubstance.g, vSubstance.a);\n bumpiness = mix(bumpiness, vSubstance.b, vSubstance.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_marking)\n vec4 material;\n if(uMarkingType == 1) {\n if (marker > 0.0)\n discard;\n #ifdef enabledFragDepth\n material = packDepthToRGBA(gl_FragDepthEXT);\n #else\n material = packDepthToRGBA(gl_FragCoord.z);\n #endif\n } else {\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 material = vec4(0.0, depthTest, isHighlight ? 1.0 : 0.0, 1.0 - fogFactor);\n }\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
- export declare const assign_position = "\nmat4 model = uModel * aTransform;\nmat4 modelView = uView * model;\n#ifdef dGeoTexture\n vec3 position = readFromTexture(tPosition, VertexID, uGeoTexDim).xyz;\n#else\n vec3 position = aPosition;\n#endif\nvec4 position4 = vec4(position, 1.0);\n// for accessing tColorGrid in vert shader and for clipping in frag shader\nvModelPosition = (model * position4).xyz;\nvec4 mvPosition = modelView * position4;\nvViewPosition = mvPosition.xyz;\ngl_Position = uProjection * mvPosition;\n";
1
+ export declare const assign_position = "\nmat4 model = uModel * aTransform;\nmat4 modelView = uView * model;\n#ifdef dGeometryType_textureMesh\n vec3 position = readFromTexture(tPosition, VertexID, uGeoTexDim).xyz;\n#else\n vec3 position = aPosition;\n#endif\nvec4 position4 = vec4(position, 1.0);\n// for accessing tColorGrid in vert shader and for clipping in frag shader\nvModelPosition = (model * position4).xyz;\nvec4 mvPosition = modelView * position4;\nvViewPosition = mvPosition.xyz;\ngl_Position = uProjection * mvPosition;\n";
@@ -1,5 +1,5 @@
1
1
  "use strict";
2
2
  Object.defineProperty(exports, "__esModule", { value: true });
3
3
  exports.assign_position = void 0;
4
- exports.assign_position = "\nmat4 model = uModel * aTransform;\nmat4 modelView = uView * model;\n#ifdef dGeoTexture\n vec3 position = readFromTexture(tPosition, VertexID, uGeoTexDim).xyz;\n#else\n vec3 position = aPosition;\n#endif\nvec4 position4 = vec4(position, 1.0);\n// for accessing tColorGrid in vert shader and for clipping in frag shader\nvModelPosition = (model * position4).xyz;\nvec4 mvPosition = modelView * position4;\nvViewPosition = mvPosition.xyz;\ngl_Position = uProjection * mvPosition;\n";
4
+ exports.assign_position = "\nmat4 model = uModel * aTransform;\nmat4 modelView = uView * model;\n#ifdef dGeometryType_textureMesh\n vec3 position = readFromTexture(tPosition, VertexID, uGeoTexDim).xyz;\n#else\n vec3 position = aPosition;\n#endif\nvec4 position4 = vec4(position, 1.0);\n// for accessing tColorGrid in vert shader and for clipping in frag shader\nvModelPosition = (model * position4).xyz;\nvec4 mvPosition = modelView * position4;\nvViewPosition = mvPosition.xyz;\ngl_Position = uProjection * mvPosition;\n";
5
5
  //# sourceMappingURL=assign-position.glsl.js.map
@@ -1 +1 @@
1
- export declare const assign_size = "\n#if defined(dSizeType_uniform)\n float size = uSize;\n#elif defined(dSizeType_attribute)\n float size = aSize;\n#elif defined(dSizeType_instance)\n float size = decodeFloatRGB(readFromTexture(tSize, aInstance, uSizeTexDim).rgb);\n#elif defined(dSizeType_group)\n float size = decodeFloatRGB(readFromTexture(tSize, group, uSizeTexDim).rgb);\n#elif defined(dSizeType_groupInstance)\n float size = decodeFloatRGB(readFromTexture(tSize, aInstance * float(uGroupCount) + group, uSizeTexDim).rgb);\n#endif\n\n#if defined(dSizeType_instance) || defined(dSizeType_group) || defined(dSizeType_groupInstance)\n size /= 100.0; // NOTE factor also set in TypeScript\n#endif\n\nsize *= uSizeFactor;\n";
1
+ export declare const assign_size = "\n#if defined(dSizeType_uniform)\n float size = uSize;\n#elif defined(dSizeType_attribute)\n float size = aSize;\n#elif defined(dSizeType_instance)\n float size = unpackRGBToInt(readFromTexture(tSize, aInstance, uSizeTexDim).rgb);\n#elif defined(dSizeType_group)\n float size = unpackRGBToInt(readFromTexture(tSize, group, uSizeTexDim).rgb);\n#elif defined(dSizeType_groupInstance)\n float size = unpackRGBToInt(readFromTexture(tSize, aInstance * float(uGroupCount) + group, uSizeTexDim).rgb);\n#endif\n\n#if defined(dSizeType_instance) || defined(dSizeType_group) || defined(dSizeType_groupInstance)\n size /= 100.0; // NOTE factor also set in TypeScript\n#endif\n\nsize *= uSizeFactor;\n";
@@ -1,5 +1,5 @@
1
1
  "use strict";
2
2
  Object.defineProperty(exports, "__esModule", { value: true });
3
3
  exports.assign_size = void 0;
4
- exports.assign_size = "\n#if defined(dSizeType_uniform)\n float size = uSize;\n#elif defined(dSizeType_attribute)\n float size = aSize;\n#elif defined(dSizeType_instance)\n float size = decodeFloatRGB(readFromTexture(tSize, aInstance, uSizeTexDim).rgb);\n#elif defined(dSizeType_group)\n float size = decodeFloatRGB(readFromTexture(tSize, group, uSizeTexDim).rgb);\n#elif defined(dSizeType_groupInstance)\n float size = decodeFloatRGB(readFromTexture(tSize, aInstance * float(uGroupCount) + group, uSizeTexDim).rgb);\n#endif\n\n#if defined(dSizeType_instance) || defined(dSizeType_group) || defined(dSizeType_groupInstance)\n size /= 100.0; // NOTE factor also set in TypeScript\n#endif\n\nsize *= uSizeFactor;\n";
4
+ exports.assign_size = "\n#if defined(dSizeType_uniform)\n float size = uSize;\n#elif defined(dSizeType_attribute)\n float size = aSize;\n#elif defined(dSizeType_instance)\n float size = unpackRGBToInt(readFromTexture(tSize, aInstance, uSizeTexDim).rgb);\n#elif defined(dSizeType_group)\n float size = unpackRGBToInt(readFromTexture(tSize, group, uSizeTexDim).rgb);\n#elif defined(dSizeType_groupInstance)\n float size = unpackRGBToInt(readFromTexture(tSize, aInstance * float(uGroupCount) + group, uSizeTexDim).rgb);\n#endif\n\n#if defined(dSizeType_instance) || defined(dSizeType_group) || defined(dSizeType_groupInstance)\n size /= 100.0; // NOTE factor also set in TypeScript\n#endif\n\nsize *= uSizeFactor;\n";
5
5
  //# sourceMappingURL=assign-size.glsl.js.map
@@ -1 +1 @@
1
- export declare const color_frag_params = "\nuniform float uMetalness;\nuniform float uRoughness;\nuniform float uBumpiness;\n#ifdef bumpEnabled\n uniform float uBumpFrequency;\n uniform float uBumpAmplitude;\n#endif\n\n#if defined(dRenderVariant_color)\n #if defined(dColorType_uniform)\n uniform vec3 uColor;\n #elif defined(dColorType_varying)\n varying vec4 vColor;\n #endif\n\n #ifdef dOverpaint\n varying vec4 vOverpaint;\n #endif\n\n #ifdef dSubstance\n varying vec4 vSubstance;\n #endif\n#elif defined(dRenderVariant_pick)\n #if __VERSION__ == 100\n varying vec4 vColor;\n #else\n flat in vec4 vColor;\n #endif\n#endif\n\n#ifdef dTransparency\n varying float vGroup;\n varying float vTransparency;\n#endif\n\n#ifdef dUsePalette\n uniform sampler2D tPalette;\n varying float vPaletteV;\n#endif\n";
1
+ export declare const color_frag_params = "\nuniform float uMetalness;\nuniform float uRoughness;\nuniform float uBumpiness;\n#ifdef bumpEnabled\n uniform float uBumpFrequency;\n uniform float uBumpAmplitude;\n#endif\n\n#if defined(dRenderVariant_color)\n #if defined(dColorType_uniform)\n uniform vec3 uColor;\n #elif defined(dColorType_varying)\n varying vec4 vColor;\n #endif\n\n #ifdef dUsePalette\n uniform sampler2D tPalette;\n varying float vPaletteV;\n #endif\n\n #ifdef dOverpaint\n varying vec4 vOverpaint;\n #endif\n\n #ifdef dSubstance\n varying vec4 vSubstance;\n #endif\n#elif defined(dRenderVariant_pick)\n #if __VERSION__ == 100\n varying vec4 vColor;\n #else\n flat in vec4 vColor;\n #endif\n#endif\n\n#ifdef dTransparency\n varying float vGroup;\n varying float vTransparency;\n#endif\n";
@@ -1,5 +1,5 @@
1
1
  "use strict";
2
2
  Object.defineProperty(exports, "__esModule", { value: true });
3
3
  exports.color_frag_params = void 0;
4
- exports.color_frag_params = "\nuniform float uMetalness;\nuniform float uRoughness;\nuniform float uBumpiness;\n#ifdef bumpEnabled\n uniform float uBumpFrequency;\n uniform float uBumpAmplitude;\n#endif\n\n#if defined(dRenderVariant_color)\n #if defined(dColorType_uniform)\n uniform vec3 uColor;\n #elif defined(dColorType_varying)\n varying vec4 vColor;\n #endif\n\n #ifdef dOverpaint\n varying vec4 vOverpaint;\n #endif\n\n #ifdef dSubstance\n varying vec4 vSubstance;\n #endif\n#elif defined(dRenderVariant_pick)\n #if __VERSION__ == 100\n varying vec4 vColor;\n #else\n flat in vec4 vColor;\n #endif\n#endif\n\n#ifdef dTransparency\n varying float vGroup;\n varying float vTransparency;\n#endif\n\n#ifdef dUsePalette\n uniform sampler2D tPalette;\n varying float vPaletteV;\n#endif\n";
4
+ exports.color_frag_params = "\nuniform float uMetalness;\nuniform float uRoughness;\nuniform float uBumpiness;\n#ifdef bumpEnabled\n uniform float uBumpFrequency;\n uniform float uBumpAmplitude;\n#endif\n\n#if defined(dRenderVariant_color)\n #if defined(dColorType_uniform)\n uniform vec3 uColor;\n #elif defined(dColorType_varying)\n varying vec4 vColor;\n #endif\n\n #ifdef dUsePalette\n uniform sampler2D tPalette;\n varying float vPaletteV;\n #endif\n\n #ifdef dOverpaint\n varying vec4 vOverpaint;\n #endif\n\n #ifdef dSubstance\n varying vec4 vSubstance;\n #endif\n#elif defined(dRenderVariant_pick)\n #if __VERSION__ == 100\n varying vec4 vColor;\n #else\n flat in vec4 vColor;\n #endif\n#endif\n\n#ifdef dTransparency\n varying float vGroup;\n varying float vTransparency;\n#endif\n";
5
5
  //# sourceMappingURL=color-frag-params.glsl.js.map
@@ -1 +1 @@
1
- export declare const color_vert_params = "\nuniform float uMetalness;\nuniform float uRoughness;\nuniform float uBumpiness;\n\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\n #ifdef dSubstance\n #if defined(dSubstanceType_groupInstance) || defined(dSubstanceType_vertexInstance)\n varying vec4 vSubstance;\n uniform vec2 uSubstanceTexDim;\n uniform sampler2D tSubstance;\n #elif defined(dSubstanceType_volumeInstance)\n varying vec4 vSubstance;\n uniform vec2 uSubstanceTexDim;\n uniform vec3 uSubstanceGridDim;\n uniform vec4 uSubstanceGridTransform;\n uniform sampler2D tSubstanceGrid;\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
+ export declare const color_vert_params = "\nuniform float uMetalness;\nuniform float uRoughness;\nuniform float uBumpiness;\n\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 dUsePalette\n varying float vPaletteV;\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\n #ifdef dSubstance\n #if defined(dSubstanceType_groupInstance) || defined(dSubstanceType_vertexInstance)\n varying vec4 vSubstance;\n uniform vec2 uSubstanceTexDim;\n uniform sampler2D tSubstance;\n #elif defined(dSubstanceType_volumeInstance)\n varying vec4 vSubstance;\n uniform vec2 uSubstanceTexDim;\n uniform vec3 uSubstanceGridDim;\n uniform vec4 uSubstanceGridTransform;\n uniform sampler2D tSubstanceGrid;\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";
@@ -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 = "\nuniform float uMetalness;\nuniform float uRoughness;\nuniform float uBumpiness;\n\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\n #ifdef dSubstance\n #if defined(dSubstanceType_groupInstance) || defined(dSubstanceType_vertexInstance)\n varying vec4 vSubstance;\n uniform vec2 uSubstanceTexDim;\n uniform sampler2D tSubstance;\n #elif defined(dSubstanceType_volumeInstance)\n varying vec4 vSubstance;\n uniform vec2 uSubstanceTexDim;\n uniform vec3 uSubstanceGridDim;\n uniform vec4 uSubstanceGridTransform;\n uniform sampler2D tSubstanceGrid;\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";
4
+ exports.color_vert_params = "\nuniform float uMetalness;\nuniform float uRoughness;\nuniform float uBumpiness;\n\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 dUsePalette\n varying float vPaletteV;\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\n #ifdef dSubstance\n #if defined(dSubstanceType_groupInstance) || defined(dSubstanceType_vertexInstance)\n varying vec4 vSubstance;\n uniform vec2 uSubstanceTexDim;\n uniform sampler2D tSubstance;\n #elif defined(dSubstanceType_volumeInstance)\n varying vec4 vSubstance;\n uniform vec2 uSubstanceTexDim;\n uniform vec3 uSubstanceGridDim;\n uniform vec4 uSubstanceGridTransform;\n uniform sampler2D tSubstanceGrid;\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";
5
5
  //# sourceMappingURL=color-vert-params.glsl.js.map
@@ -1 +1 @@
1
- export declare const common_frag_params = "\nuniform int uObjectId;\nuniform int uInstanceCount;\nuniform int uGroupCount;\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\n #if defined(dClipping)\n #if __VERSION__ == 100\n varying float vClipping;\n #else\n flat in float vClipping;\n #endif\n #endif\n#endif\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 #if __VERSION__ == 100\n varying float vMarker;\n #else\n flat in float vMarker;\n #endif\n#endif\n\nvarying vec3 vModelPosition;\nvarying vec3 vViewPosition;\n\nuniform vec2 uViewOffset;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uIsOrtho;\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 float uXrayEdgeFalloff;\n\nuniform mat4 uProjection;\n\nuniform bool uRenderWboit;\nuniform bool uMarkingDepthTest;\n\nuniform sampler2D tDepth;\nuniform vec2 uDrawingBufferSize;\n\nfloat getDepth(const in vec2 coords) {\n // always packed due to merged depth from primitives and volumes\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n}\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\n// \"Bump Mapping Unparametrized Surfaces on the GPU\" Morten S. Mikkelsen\n// https://mmikk.github.io/papers3d/mm_sfgrad_bump.pdf\nvec3 perturbNormal(in vec3 position, in vec3 normal, in float height, in float scale) {\n vec3 sigmaS = dFdx(position);\n vec3 sigmaT = dFdy(position);\n\n vec3 r1 = cross(sigmaT, normal);\n vec3 r2 = cross(normal, sigmaS);\n float det = dot(sigmaS, r1);\n\n float bs = dFdx(height);\n float bt = dFdy(height);\n\n vec3 surfGrad = sign(det) * (bs * r1 + bt * r2);\n return normalize(abs(det) * normal - scale * surfGrad);\n}\n\nfloat hash(in float h) {\n return fract(sin(h) * 43758.5453123);\n}\n\nfloat noise(in vec3 x) {\n vec3 p = floor(x);\n vec3 f = fract(x);\n f = f * f * (3.0 - 2.0 * f);\n\n float n = p.x + p.y * 157.0 + 113.0 * p.z;\n return mix(\n mix(mix(hash(n + 0.0), hash(n + 1.0), f.x),\n mix(hash(n + 157.0), hash(n + 158.0), f.x), f.y),\n mix(mix(hash(n + 113.0), hash(n + 114.0), f.x),\n mix(hash(n + 270.0), hash(n + 271.0), f.x), f.y), f.z);\n}\n\nfloat fbm(in vec3 p) {\n float f = 0.0;\n f += 0.5 * noise(p);\n p *= 2.01;\n f += 0.25 * noise(p);\n p *= 2.02;\n f += 0.125 * noise(p);\n\n return f;\n}\n";
1
+ export declare const common_frag_params = "\nuniform int uObjectId;\nuniform int uInstanceCount;\nuniform int uGroupCount;\n\nuniform int uPickType;\nuniform int uMarkingType;\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\n #if defined(dClipping)\n #if __VERSION__ == 100\n varying float vClipping;\n #else\n flat in float vClipping;\n #endif\n #endif\n#endif\n\nuniform vec3 uHighlightColor;\nuniform vec3 uSelectColor;\nuniform float uHighlightStrength;\nuniform float uSelectStrength;\nuniform int uMarkerPriority;\n\n#if defined(dRenderVariant_color) || defined(dRenderVariant_marking)\n uniform float uMarker;\n #if __VERSION__ == 100\n varying float vMarker;\n #else\n flat in float vMarker;\n #endif\n#endif\n\nvarying vec3 vModelPosition;\nvarying vec3 vViewPosition;\n\nuniform vec2 uViewOffset;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uIsOrtho;\n\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\n\nuniform float uAlpha;\nuniform float uPickingAlphaThreshold;\nuniform bool uTransparentBackground;\n\nuniform bool uDoubleSided;\nuniform float uInteriorDarkening;\nuniform bool uInteriorColorFlag;\nuniform vec3 uInteriorColor;\nbool interior;\n\nuniform float uXrayEdgeFalloff;\n\nuniform mat4 uProjection;\n\nuniform bool uRenderWboit;\nuniform bool uMarkingDepthTest;\n\nuniform sampler2D tDepth;\nuniform vec2 uDrawingBufferSize;\n\nfloat getDepth(const in vec2 coords) {\n // always packed due to merged depth from primitives and volumes\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n}\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\n// \"Bump Mapping Unparametrized Surfaces on the GPU\" Morten S. Mikkelsen\n// https://mmikk.github.io/papers3d/mm_sfgrad_bump.pdf\nvec3 perturbNormal(in vec3 position, in vec3 normal, in float height, in float scale) {\n vec3 sigmaS = dFdx(position);\n vec3 sigmaT = dFdy(position);\n\n vec3 r1 = cross(sigmaT, normal);\n vec3 r2 = cross(normal, sigmaS);\n float det = dot(sigmaS, r1);\n\n float bs = dFdx(height);\n float bt = dFdy(height);\n\n vec3 surfGrad = sign(det) * (bs * r1 + bt * r2);\n return normalize(abs(det) * normal - scale * surfGrad);\n}\n\nfloat hash(in float h) {\n return fract(sin(h) * 43758.5453123);\n}\n\nfloat noise(in vec3 x) {\n vec3 p = floor(x);\n vec3 f = fract(x);\n f = f * f * (3.0 - 2.0 * f);\n\n float n = p.x + p.y * 157.0 + 113.0 * p.z;\n return mix(\n mix(mix(hash(n + 0.0), hash(n + 1.0), f.x),\n mix(hash(n + 157.0), hash(n + 158.0), f.x), f.y),\n mix(mix(hash(n + 113.0), hash(n + 114.0), f.x),\n mix(hash(n + 270.0), hash(n + 271.0), f.x), f.y), f.z);\n}\n\nfloat fbm(in vec3 p) {\n float f = 0.0;\n f += 0.5 * noise(p);\n p *= 2.01;\n f += 0.25 * noise(p);\n p *= 2.02;\n f += 0.125 * noise(p);\n\n return f;\n}\n";
@@ -1,5 +1,5 @@
1
1
  "use strict";
2
2
  Object.defineProperty(exports, "__esModule", { value: true });
3
3
  exports.common_frag_params = void 0;
4
- exports.common_frag_params = "\nuniform int uObjectId;\nuniform int uInstanceCount;\nuniform int uGroupCount;\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\n #if defined(dClipping)\n #if __VERSION__ == 100\n varying float vClipping;\n #else\n flat in float vClipping;\n #endif\n #endif\n#endif\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 #if __VERSION__ == 100\n varying float vMarker;\n #else\n flat in float vMarker;\n #endif\n#endif\n\nvarying vec3 vModelPosition;\nvarying vec3 vViewPosition;\n\nuniform vec2 uViewOffset;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uIsOrtho;\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 float uXrayEdgeFalloff;\n\nuniform mat4 uProjection;\n\nuniform bool uRenderWboit;\nuniform bool uMarkingDepthTest;\n\nuniform sampler2D tDepth;\nuniform vec2 uDrawingBufferSize;\n\nfloat getDepth(const in vec2 coords) {\n // always packed due to merged depth from primitives and volumes\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n}\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\n// \"Bump Mapping Unparametrized Surfaces on the GPU\" Morten S. Mikkelsen\n// https://mmikk.github.io/papers3d/mm_sfgrad_bump.pdf\nvec3 perturbNormal(in vec3 position, in vec3 normal, in float height, in float scale) {\n vec3 sigmaS = dFdx(position);\n vec3 sigmaT = dFdy(position);\n\n vec3 r1 = cross(sigmaT, normal);\n vec3 r2 = cross(normal, sigmaS);\n float det = dot(sigmaS, r1);\n\n float bs = dFdx(height);\n float bt = dFdy(height);\n\n vec3 surfGrad = sign(det) * (bs * r1 + bt * r2);\n return normalize(abs(det) * normal - scale * surfGrad);\n}\n\nfloat hash(in float h) {\n return fract(sin(h) * 43758.5453123);\n}\n\nfloat noise(in vec3 x) {\n vec3 p = floor(x);\n vec3 f = fract(x);\n f = f * f * (3.0 - 2.0 * f);\n\n float n = p.x + p.y * 157.0 + 113.0 * p.z;\n return mix(\n mix(mix(hash(n + 0.0), hash(n + 1.0), f.x),\n mix(hash(n + 157.0), hash(n + 158.0), f.x), f.y),\n mix(mix(hash(n + 113.0), hash(n + 114.0), f.x),\n mix(hash(n + 270.0), hash(n + 271.0), f.x), f.y), f.z);\n}\n\nfloat fbm(in vec3 p) {\n float f = 0.0;\n f += 0.5 * noise(p);\n p *= 2.01;\n f += 0.25 * noise(p);\n p *= 2.02;\n f += 0.125 * noise(p);\n\n return f;\n}\n";
4
+ exports.common_frag_params = "\nuniform int uObjectId;\nuniform int uInstanceCount;\nuniform int uGroupCount;\n\nuniform int uPickType;\nuniform int uMarkingType;\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\n #if defined(dClipping)\n #if __VERSION__ == 100\n varying float vClipping;\n #else\n flat in float vClipping;\n #endif\n #endif\n#endif\n\nuniform vec3 uHighlightColor;\nuniform vec3 uSelectColor;\nuniform float uHighlightStrength;\nuniform float uSelectStrength;\nuniform int uMarkerPriority;\n\n#if defined(dRenderVariant_color) || defined(dRenderVariant_marking)\n uniform float uMarker;\n #if __VERSION__ == 100\n varying float vMarker;\n #else\n flat in float vMarker;\n #endif\n#endif\n\nvarying vec3 vModelPosition;\nvarying vec3 vViewPosition;\n\nuniform vec2 uViewOffset;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uIsOrtho;\n\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\n\nuniform float uAlpha;\nuniform float uPickingAlphaThreshold;\nuniform bool uTransparentBackground;\n\nuniform bool uDoubleSided;\nuniform float uInteriorDarkening;\nuniform bool uInteriorColorFlag;\nuniform vec3 uInteriorColor;\nbool interior;\n\nuniform float uXrayEdgeFalloff;\n\nuniform mat4 uProjection;\n\nuniform bool uRenderWboit;\nuniform bool uMarkingDepthTest;\n\nuniform sampler2D tDepth;\nuniform vec2 uDrawingBufferSize;\n\nfloat getDepth(const in vec2 coords) {\n // always packed due to merged depth from primitives and volumes\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n}\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\n// \"Bump Mapping Unparametrized Surfaces on the GPU\" Morten S. Mikkelsen\n// https://mmikk.github.io/papers3d/mm_sfgrad_bump.pdf\nvec3 perturbNormal(in vec3 position, in vec3 normal, in float height, in float scale) {\n vec3 sigmaS = dFdx(position);\n vec3 sigmaT = dFdy(position);\n\n vec3 r1 = cross(sigmaT, normal);\n vec3 r2 = cross(normal, sigmaS);\n float det = dot(sigmaS, r1);\n\n float bs = dFdx(height);\n float bt = dFdy(height);\n\n vec3 surfGrad = sign(det) * (bs * r1 + bt * r2);\n return normalize(abs(det) * normal - scale * surfGrad);\n}\n\nfloat hash(in float h) {\n return fract(sin(h) * 43758.5453123);\n}\n\nfloat noise(in vec3 x) {\n vec3 p = floor(x);\n vec3 f = fract(x);\n f = f * f * (3.0 - 2.0 * f);\n\n float n = p.x + p.y * 157.0 + 113.0 * p.z;\n return mix(\n mix(mix(hash(n + 0.0), hash(n + 1.0), f.x),\n mix(hash(n + 157.0), hash(n + 158.0), f.x), f.y),\n mix(mix(hash(n + 113.0), hash(n + 114.0), f.x),\n mix(hash(n + 270.0), hash(n + 271.0), f.x), f.y), f.z);\n}\n\nfloat fbm(in vec3 p) {\n float f = 0.0;\n f += 0.5 * noise(p);\n p *= 2.01;\n f += 0.25 * noise(p);\n p *= 2.02;\n f += 0.125 * noise(p);\n\n return f;\n}\n";
5
5
  //# sourceMappingURL=common-frag-params.glsl.js.map