molstar 3.0.0-dev.6 → 3.0.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (734) hide show
  1. package/README.md +7 -0
  2. package/build/viewer/index.html +4 -0
  3. package/build/viewer/molstar.js +1 -1
  4. package/lib/apps/viewer/app.d.ts +230 -0
  5. package/lib/apps/viewer/app.js +525 -0
  6. package/lib/apps/viewer/index.d.ts +2 -224
  7. package/lib/apps/viewer/index.html +4 -0
  8. package/lib/apps/viewer/index.js +2 -507
  9. package/lib/commonjs/apps/viewer/app.d.ts +230 -0
  10. package/lib/commonjs/apps/viewer/app.js +531 -0
  11. package/lib/commonjs/apps/viewer/index.d.ts +2 -224
  12. package/lib/commonjs/apps/viewer/index.js +2 -510
  13. package/lib/commonjs/examples/alpha-orbitals/index.js +1 -1
  14. package/lib/commonjs/examples/basic-wrapper/index.js +7 -3
  15. package/lib/commonjs/examples/proteopedia-wrapper/index.js +7 -1
  16. package/lib/commonjs/extensions/anvil/behavior.d.ts +4 -0
  17. package/lib/commonjs/extensions/anvil/representation.d.ts +50 -0
  18. package/lib/commonjs/extensions/anvil/representation.js +1 -1
  19. package/lib/commonjs/extensions/cellpack/representation.d.ts +10 -0
  20. package/lib/commonjs/extensions/dnatco/confal-pyramids/representation.d.ts +30 -0
  21. package/lib/commonjs/extensions/geo-export/mesh-exporter.js +4 -4
  22. package/lib/commonjs/extensions/model-export/export.d.ts +9 -0
  23. package/lib/commonjs/extensions/model-export/export.js +129 -0
  24. package/lib/commonjs/extensions/model-export/index.d.ts +7 -0
  25. package/lib/commonjs/extensions/model-export/index.js +36 -0
  26. package/lib/commonjs/extensions/model-export/ui.d.ts +11 -0
  27. package/lib/commonjs/extensions/model-export/ui.js +77 -0
  28. package/lib/commonjs/extensions/mp4-export/encoder.js +1 -1
  29. package/lib/commonjs/extensions/rcsb/assembly-symmetry/behavior.d.ts +6 -2
  30. package/lib/commonjs/extensions/rcsb/assembly-symmetry/representation.d.ts +10 -0
  31. package/lib/commonjs/extensions/rcsb/graphql/types.d.ts +2 -2
  32. package/lib/commonjs/extensions/rcsb/validation-report/representation.d.ts +50 -0
  33. package/lib/commonjs/mol-canvas3d/canvas3d.d.ts +15 -13
  34. package/lib/commonjs/mol-canvas3d/canvas3d.js +34 -29
  35. package/lib/commonjs/mol-canvas3d/controls/trackball.d.ts +9 -4
  36. package/lib/commonjs/mol-canvas3d/controls/trackball.js +50 -11
  37. package/lib/commonjs/mol-canvas3d/helper/bounding-sphere-helper.js +3 -2
  38. package/lib/commonjs/mol-canvas3d/helper/camera-helper.d.ts +4 -0
  39. package/lib/commonjs/mol-canvas3d/helper/camera-helper.js +2 -2
  40. package/lib/commonjs/mol-canvas3d/helper/handle-helper.d.ts +4 -0
  41. package/lib/commonjs/mol-canvas3d/helper/handle-helper.js +2 -2
  42. package/lib/commonjs/mol-canvas3d/helper/helper.d.ts +2 -0
  43. package/lib/commonjs/mol-canvas3d/passes/draw.d.ts +13 -1
  44. package/lib/commonjs/mol-canvas3d/passes/draw.js +16 -15
  45. package/lib/commonjs/mol-canvas3d/passes/image.d.ts +1 -0
  46. package/lib/commonjs/mol-canvas3d/passes/image.js +3 -2
  47. package/lib/commonjs/mol-canvas3d/passes/marking.js +1 -1
  48. package/lib/commonjs/mol-canvas3d/passes/multi-sample.d.ts +9 -2
  49. package/lib/commonjs/mol-canvas3d/passes/multi-sample.js +14 -12
  50. package/lib/commonjs/mol-canvas3d/passes/pick.js +12 -12
  51. package/lib/commonjs/mol-canvas3d/passes/postprocessing.js +3 -3
  52. package/lib/commonjs/mol-canvas3d/passes/smaa.js +1 -1
  53. package/lib/commonjs/mol-geo/geometry/base.d.ts +18 -0
  54. package/lib/commonjs/mol-geo/geometry/base.js +18 -1
  55. package/lib/commonjs/mol-geo/geometry/clipping-data.d.ts +1 -3
  56. package/lib/commonjs/mol-geo/geometry/clipping-data.js +3 -8
  57. package/lib/commonjs/mol-geo/geometry/color-data.d.ts +1 -1
  58. package/lib/commonjs/mol-geo/geometry/color-data.js +22 -0
  59. package/lib/commonjs/mol-geo/geometry/cylinders/cylinders.d.ts +10 -0
  60. package/lib/commonjs/mol-geo/geometry/cylinders/cylinders.js +2 -2
  61. package/lib/commonjs/mol-geo/geometry/direct-volume/direct-volume.d.ts +15 -38
  62. package/lib/commonjs/mol-geo/geometry/direct-volume/direct-volume.js +21 -66
  63. package/lib/commonjs/mol-geo/geometry/direct-volume/transfer-function.d.ts +2 -4
  64. package/lib/commonjs/mol-geo/geometry/direct-volume/transfer-function.js +4 -7
  65. package/lib/commonjs/mol-geo/geometry/image/image.d.ts +10 -0
  66. package/lib/commonjs/mol-geo/geometry/image/image.js +1 -1
  67. package/lib/commonjs/mol-geo/geometry/lines/lines.d.ts +10 -0
  68. package/lib/commonjs/mol-geo/geometry/lines/lines.js +1 -1
  69. package/lib/commonjs/mol-geo/geometry/marker-data.d.ts +0 -1
  70. package/lib/commonjs/mol-geo/geometry/marker-data.js +13 -9
  71. package/lib/commonjs/mol-geo/geometry/mesh/mesh.d.ts +10 -0
  72. package/lib/commonjs/mol-geo/geometry/mesh/mesh.js +2 -2
  73. package/lib/commonjs/mol-geo/geometry/points/points.d.ts +10 -0
  74. package/lib/commonjs/mol-geo/geometry/points/points.js +1 -1
  75. package/lib/commonjs/mol-geo/geometry/size-data.js +5 -5
  76. package/lib/commonjs/mol-geo/geometry/spheres/spheres.d.ts +10 -0
  77. package/lib/commonjs/mol-geo/geometry/spheres/spheres.js +2 -2
  78. package/lib/commonjs/mol-geo/geometry/text/text.d.ts +10 -0
  79. package/lib/commonjs/mol-geo/geometry/text/text.js +1 -1
  80. package/lib/commonjs/mol-geo/geometry/texture-mesh/texture-mesh.d.ts +10 -0
  81. package/lib/commonjs/mol-geo/geometry/texture-mesh/texture-mesh.js +2 -2
  82. package/lib/commonjs/mol-gl/compute/histogram-pyramid/sum.js +2 -2
  83. package/lib/commonjs/mol-gl/compute/marching-cubes/isosurface.d.ts +2 -2
  84. package/lib/commonjs/mol-gl/compute/marching-cubes/isosurface.js +10 -9
  85. package/lib/commonjs/mol-gl/render-object.d.ts +2 -1
  86. package/lib/commonjs/mol-gl/render-object.js +10 -10
  87. package/lib/commonjs/mol-gl/renderable/cylinders.d.ts +11 -5
  88. package/lib/commonjs/mol-gl/renderable/cylinders.js +3 -3
  89. package/lib/commonjs/mol-gl/renderable/direct-volume.d.ts +15 -14
  90. package/lib/commonjs/mol-gl/renderable/direct-volume.js +3 -3
  91. package/lib/commonjs/mol-gl/renderable/image.d.ts +10 -4
  92. package/lib/commonjs/mol-gl/renderable/image.js +2 -2
  93. package/lib/commonjs/mol-gl/renderable/lines.d.ts +39 -33
  94. package/lib/commonjs/mol-gl/renderable/lines.js +3 -3
  95. package/lib/commonjs/mol-gl/renderable/mesh.d.ts +11 -5
  96. package/lib/commonjs/mol-gl/renderable/mesh.js +3 -3
  97. package/lib/commonjs/mol-gl/renderable/points.d.ts +10 -4
  98. package/lib/commonjs/mol-gl/renderable/points.js +2 -2
  99. package/lib/commonjs/mol-gl/renderable/schema.d.ts +10 -11
  100. package/lib/commonjs/mol-gl/renderable/schema.js +4 -10
  101. package/lib/commonjs/mol-gl/renderable/spheres.d.ts +11 -5
  102. package/lib/commonjs/mol-gl/renderable/spheres.js +3 -3
  103. package/lib/commonjs/mol-gl/renderable/text.d.ts +10 -4
  104. package/lib/commonjs/mol-gl/renderable/text.js +2 -2
  105. package/lib/commonjs/mol-gl/renderable/texture-mesh.d.ts +11 -6
  106. package/lib/commonjs/mol-gl/renderable/texture-mesh.js +3 -3
  107. package/lib/commonjs/mol-gl/renderable.d.ts +0 -1
  108. package/lib/commonjs/mol-gl/renderer.d.ts +12 -12
  109. package/lib/commonjs/mol-gl/renderer.js +23 -92
  110. package/lib/commonjs/mol-gl/scene.d.ts +2 -2
  111. package/lib/commonjs/mol-gl/scene.js +7 -5
  112. package/lib/commonjs/mol-gl/shader/chunks/apply-light-color.glsl.d.ts +1 -1
  113. package/lib/commonjs/mol-gl/shader/chunks/apply-light-color.glsl.js +1 -1
  114. package/lib/commonjs/mol-gl/shader/chunks/assign-color-varying.glsl.d.ts +1 -1
  115. package/lib/commonjs/mol-gl/shader/chunks/assign-color-varying.glsl.js +1 -1
  116. package/lib/commonjs/mol-gl/shader/chunks/assign-group.glsl.d.ts +1 -1
  117. package/lib/commonjs/mol-gl/shader/chunks/assign-group.glsl.js +1 -1
  118. package/lib/commonjs/mol-gl/shader/chunks/assign-marker-varying.glsl.d.ts +1 -1
  119. package/lib/commonjs/mol-gl/shader/chunks/assign-marker-varying.glsl.js +1 -1
  120. package/lib/commonjs/mol-gl/shader/chunks/assign-material-color.glsl.d.ts +1 -1
  121. package/lib/commonjs/mol-gl/shader/chunks/assign-material-color.glsl.js +1 -1
  122. package/lib/commonjs/mol-gl/shader/chunks/assign-position.glsl.d.ts +1 -1
  123. package/lib/commonjs/mol-gl/shader/chunks/assign-position.glsl.js +1 -1
  124. package/lib/commonjs/mol-gl/shader/chunks/assign-size.glsl.d.ts +1 -1
  125. package/lib/commonjs/mol-gl/shader/chunks/assign-size.glsl.js +1 -1
  126. package/lib/commonjs/mol-gl/shader/chunks/color-frag-params.glsl.d.ts +1 -1
  127. package/lib/commonjs/mol-gl/shader/chunks/color-frag-params.glsl.js +1 -1
  128. package/lib/commonjs/mol-gl/shader/chunks/color-vert-params.glsl.d.ts +1 -1
  129. package/lib/commonjs/mol-gl/shader/chunks/color-vert-params.glsl.js +1 -1
  130. package/lib/commonjs/mol-gl/shader/chunks/common-frag-params.glsl.d.ts +1 -1
  131. package/lib/commonjs/mol-gl/shader/chunks/common-frag-params.glsl.js +1 -1
  132. package/lib/commonjs/mol-gl/shader/chunks/common-vert-params.glsl.d.ts +1 -1
  133. package/lib/commonjs/mol-gl/shader/chunks/common-vert-params.glsl.js +1 -1
  134. package/lib/commonjs/mol-gl/shader/chunks/common.glsl.d.ts +1 -1
  135. package/lib/commonjs/mol-gl/shader/chunks/common.glsl.js +1 -1
  136. package/lib/commonjs/mol-gl/shader/chunks/wboit-write.glsl.d.ts +1 -1
  137. package/lib/commonjs/mol-gl/shader/chunks/wboit-write.glsl.js +1 -1
  138. package/lib/commonjs/mol-gl/shader/compute/color-smoothing/accumulate.vert.d.ts +1 -1
  139. package/lib/commonjs/mol-gl/shader/compute/color-smoothing/accumulate.vert.js +1 -1
  140. package/lib/commonjs/mol-gl/shader/cylinders.frag.d.ts +1 -1
  141. package/lib/commonjs/mol-gl/shader/cylinders.frag.js +1 -1
  142. package/lib/commonjs/mol-gl/shader/direct-volume.frag.d.ts +1 -1
  143. package/lib/commonjs/mol-gl/shader/direct-volume.frag.js +1 -1
  144. package/lib/commonjs/mol-gl/shader/gaussian-density.frag.d.ts +1 -1
  145. package/lib/commonjs/mol-gl/shader/gaussian-density.frag.js +1 -1
  146. package/lib/commonjs/mol-gl/shader/histogram-pyramid/reduction.frag.d.ts +1 -1
  147. package/lib/commonjs/mol-gl/shader/histogram-pyramid/reduction.frag.js +1 -1
  148. package/lib/commonjs/mol-gl/shader/image.frag.d.ts +1 -1
  149. package/lib/commonjs/mol-gl/shader/image.frag.js +1 -1
  150. package/lib/commonjs/mol-gl/shader/marching-cubes/isosurface.frag.d.ts +1 -1
  151. package/lib/commonjs/mol-gl/shader/marching-cubes/isosurface.frag.js +1 -1
  152. package/lib/commonjs/mol-gl/shader/mesh.frag.d.ts +1 -1
  153. package/lib/commonjs/mol-gl/shader/mesh.frag.js +1 -1
  154. package/lib/commonjs/mol-gl/shader/mesh.vert.d.ts +1 -1
  155. package/lib/commonjs/mol-gl/shader/mesh.vert.js +1 -1
  156. package/lib/commonjs/mol-gl/shader/spheres.frag.d.ts +1 -1
  157. package/lib/commonjs/mol-gl/shader/spheres.frag.js +1 -1
  158. package/lib/commonjs/mol-gl/shader-code.d.ts +3 -1
  159. package/lib/commonjs/mol-gl/shader-code.js +43 -14
  160. package/lib/commonjs/mol-gl/webgl/render-item.d.ts +7 -6
  161. package/lib/commonjs/mol-gl/webgl/render-item.js +10 -8
  162. package/lib/commonjs/mol-gl/webgl/resources.js +8 -1
  163. package/lib/commonjs/mol-io/reader/cif/schema/bird.d.ts +1 -1
  164. package/lib/commonjs/mol-io/reader/cif/schema/bird.js +1 -1
  165. package/lib/commonjs/mol-io/reader/cif/schema/ccd.d.ts +1 -1
  166. package/lib/commonjs/mol-io/reader/cif/schema/ccd.js +1 -1
  167. package/lib/commonjs/mol-io/reader/cif/schema/mmcif.d.ts +2 -2
  168. package/lib/commonjs/mol-io/reader/cif/schema/mmcif.js +1 -1
  169. package/lib/commonjs/mol-io/reader/mol/parser.d.ts +23 -1
  170. package/lib/commonjs/mol-io/reader/mol/parser.js +116 -4
  171. package/lib/commonjs/mol-io/reader/mol2/parser.d.ts +1 -1
  172. package/lib/commonjs/mol-io/reader/mol2/parser.js +33 -3
  173. package/lib/commonjs/mol-io/reader/mol2/schema.d.ts +12 -1
  174. package/lib/commonjs/mol-io/reader/mol2/schema.js +1 -1
  175. package/lib/commonjs/mol-io/reader/sdf/parser-v3-util.d.ts +6 -0
  176. package/lib/commonjs/mol-io/reader/sdf/parser-v3-util.js +9 -0
  177. package/lib/commonjs/mol-io/reader/sdf/parser.d.ts +3 -1
  178. package/lib/commonjs/mol-io/reader/sdf/parser.js +11 -2
  179. package/lib/commonjs/mol-io/writer/cif/encoder/binary.js +9 -2
  180. package/lib/commonjs/mol-math/geometry/gaussian-density/gpu.js +2 -2
  181. package/lib/commonjs/mol-math/geometry/symmetry-operator.d.ts +1 -1
  182. package/lib/commonjs/mol-math/geometry/symmetry-operator.js +10 -4
  183. package/lib/commonjs/mol-math/linear-algebra/3d/quat.d.ts +9 -1
  184. package/lib/commonjs/mol-math/linear-algebra/3d/quat.js +20 -1
  185. package/lib/commonjs/mol-model/structure/export/mmcif.d.ts +1 -1
  186. package/lib/commonjs/mol-model/structure/export/mmcif.js +8 -5
  187. package/lib/commonjs/mol-model/structure/model/properties/common.d.ts +1 -1
  188. package/lib/commonjs/mol-model/structure/structure/element/stats.js +8 -0
  189. package/lib/commonjs/mol-model/structure/structure/properties.d.ts +1 -0
  190. package/lib/commonjs/mol-model/structure/structure/properties.js +2 -1
  191. package/lib/commonjs/mol-model/structure/structure/symmetry.js +1 -3
  192. package/lib/commonjs/mol-model/structure/structure/unit/bonds/common.d.ts +2 -1
  193. package/lib/commonjs/mol-model/structure/structure/unit/bonds/common.js +11 -2
  194. package/lib/commonjs/mol-model/structure/structure/unit/bonds/inter-compute.d.ts +1 -1
  195. package/lib/commonjs/mol-model/structure/structure/unit/bonds/inter-compute.js +20 -10
  196. package/lib/commonjs/mol-model/structure/structure/unit/bonds/intra-compute.d.ts +1 -1
  197. package/lib/commonjs/mol-model/structure/structure/unit/bonds/intra-compute.js +21 -11
  198. package/lib/commonjs/mol-model/structure/structure/util/superposition-db-mapping.js +10 -5
  199. package/lib/commonjs/mol-model-formats/shape/ply.d.ts +20 -0
  200. package/lib/commonjs/mol-model-formats/structure/basic/atomic.d.ts +2 -2
  201. package/lib/commonjs/mol-model-formats/structure/basic/atomic.js +6 -6
  202. package/lib/commonjs/mol-model-formats/structure/basic/coarse.d.ts +1 -1
  203. package/lib/commonjs/mol-model-formats/structure/basic/coarse.js +3 -3
  204. package/lib/commonjs/mol-model-formats/structure/basic/entities.d.ts +2 -1
  205. package/lib/commonjs/mol-model-formats/structure/basic/entities.js +28 -24
  206. package/lib/commonjs/mol-model-formats/structure/basic/parser.js +17 -8
  207. package/lib/commonjs/mol-model-formats/structure/basic/properties.d.ts +6 -1
  208. package/lib/commonjs/mol-model-formats/structure/basic/properties.js +12 -22
  209. package/lib/commonjs/mol-model-formats/structure/mol.d.ts +2 -1
  210. package/lib/commonjs/mol-model-formats/structure/mol.js +19 -5
  211. package/lib/commonjs/mol-model-formats/structure/mol2.d.ts +1 -1
  212. package/lib/commonjs/mol-model-formats/structure/mol2.js +37 -7
  213. package/lib/commonjs/mol-model-formats/structure/property/bonds/index-pair.d.ts +18 -1
  214. package/lib/commonjs/mol-model-formats/structure/property/bonds/index-pair.js +18 -5
  215. package/lib/commonjs/mol-model-props/common/custom-property.d.ts +1 -1
  216. package/lib/commonjs/mol-model-props/computed/representations/interactions-inter-unit-cylinder.d.ts +10 -0
  217. package/lib/commonjs/mol-model-props/computed/representations/interactions-intra-unit-cylinder.d.ts +11 -1
  218. package/lib/commonjs/mol-model-props/computed/representations/interactions-intra-unit-cylinder.js +25 -10
  219. package/lib/commonjs/mol-model-props/computed/representations/interactions.d.ts +30 -0
  220. package/lib/commonjs/mol-model-props/integrative/cross-link-restraint/representation.d.ts +40 -0
  221. package/lib/commonjs/mol-model-props/sequence/best-database-mapping.js +15 -15
  222. package/lib/commonjs/mol-plugin/animation-loop.d.ts +2 -0
  223. package/lib/commonjs/mol-plugin/animation-loop.js +1 -1
  224. package/lib/commonjs/mol-plugin/behavior/dynamic/representation.js +4 -6
  225. package/lib/commonjs/mol-plugin/behavior/dynamic/selection/structure-focus-representation.d.ts +11 -0
  226. package/lib/commonjs/mol-plugin/behavior/dynamic/selection/structure-focus-representation.js +3 -1
  227. package/lib/commonjs/mol-plugin/commands.d.ts +7 -6
  228. package/lib/commonjs/mol-plugin/config.d.ts +1 -2
  229. package/lib/commonjs/mol-plugin/config.js +4 -25
  230. package/lib/commonjs/mol-plugin/features.d.ts +9 -0
  231. package/lib/commonjs/mol-plugin/features.js +38 -0
  232. package/lib/commonjs/mol-plugin/spec.d.ts +1 -1
  233. package/lib/commonjs/mol-plugin/spec.js +4 -1
  234. package/lib/commonjs/mol-plugin/util/viewport-screenshot.d.ts +12 -0
  235. package/lib/commonjs/mol-plugin-state/actions/file.d.ts +3 -2
  236. package/lib/commonjs/mol-plugin-state/actions/file.js +67 -31
  237. package/lib/commonjs/mol-plugin-state/actions/structure.d.ts +1 -0
  238. package/lib/commonjs/mol-plugin-state/actions/structure.js +41 -8
  239. package/lib/commonjs/mol-plugin-state/animation/built-in/camera-rock.d.ts +16 -0
  240. package/lib/commonjs/mol-plugin-state/animation/built-in/camera-rock.js +62 -0
  241. package/lib/commonjs/mol-plugin-state/animation/built-in/camera-spin.d.ts +1 -1
  242. package/lib/commonjs/mol-plugin-state/animation/built-in/camera-spin.js +9 -8
  243. package/lib/commonjs/mol-plugin-state/animation/model.d.ts +4 -0
  244. package/lib/commonjs/mol-plugin-state/builder/structure/hierarchy-preset.d.ts +6 -6
  245. package/lib/commonjs/mol-plugin-state/builder/structure/hierarchy.d.ts +1 -1
  246. package/lib/commonjs/mol-plugin-state/builder/structure/representation-preset.d.ts +149 -5
  247. package/lib/commonjs/mol-plugin-state/builder/structure/representation-preset.js +74 -2
  248. package/lib/commonjs/mol-plugin-state/helpers/structure-clipping.d.ts +1 -1
  249. package/lib/commonjs/mol-plugin-state/helpers/structure-clipping.js +1 -1
  250. package/lib/commonjs/mol-plugin-state/manager/animation.d.ts +5 -1
  251. package/lib/commonjs/mol-plugin-state/manager/animation.js +5 -5
  252. package/lib/commonjs/mol-plugin-state/manager/structure/component.d.ts +13 -1
  253. package/lib/commonjs/mol-plugin-state/manager/structure/component.js +13 -8
  254. package/lib/commonjs/mol-plugin-state/manager/structure/selection.js +3 -1
  255. package/lib/commonjs/mol-plugin-state/transforms/representation.d.ts +32 -0
  256. package/lib/commonjs/mol-plugin-state/transforms/representation.js +2 -2
  257. package/lib/commonjs/mol-plugin-ui/structure/superposition.js +2 -2
  258. package/lib/commonjs/mol-plugin-ui/viewport/simple-settings.d.ts +1 -1
  259. package/lib/commonjs/mol-plugin-ui/viewport/simple-settings.js +6 -14
  260. package/lib/commonjs/mol-repr/shape/loci/angle.d.ts +10 -0
  261. package/lib/commonjs/mol-repr/shape/loci/common.d.ts +10 -0
  262. package/lib/commonjs/mol-repr/shape/loci/dihedral.d.ts +10 -0
  263. package/lib/commonjs/mol-repr/shape/loci/distance.d.ts +10 -0
  264. package/lib/commonjs/mol-repr/shape/loci/label.d.ts +10 -0
  265. package/lib/commonjs/mol-repr/shape/loci/orientation.d.ts +10 -0
  266. package/lib/commonjs/mol-repr/shape/loci/plane.d.ts +10 -0
  267. package/lib/commonjs/mol-repr/shape/model/unitcell.d.ts +10 -0
  268. package/lib/commonjs/mol-repr/structure/complex-representation.js +1 -1
  269. package/lib/commonjs/mol-repr/structure/complex-visual.d.ts +61 -19
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  554. package/lib/mol-model/structure/structure/unit/bonds/inter-compute.js +21 -11
  555. package/lib/mol-model/structure/structure/unit/bonds/intra-compute.d.ts +1 -1
  556. package/lib/mol-model/structure/structure/unit/bonds/intra-compute.js +22 -12
  557. package/lib/mol-model/structure/structure/util/superposition-db-mapping.js +10 -5
  558. package/lib/mol-model-formats/shape/ply.d.ts +20 -0
  559. package/lib/mol-model-formats/structure/basic/atomic.d.ts +2 -2
  560. package/lib/mol-model-formats/structure/basic/atomic.js +6 -6
  561. package/lib/mol-model-formats/structure/basic/coarse.d.ts +1 -1
  562. package/lib/mol-model-formats/structure/basic/coarse.js +3 -3
  563. package/lib/mol-model-formats/structure/basic/entities.d.ts +2 -1
  564. package/lib/mol-model-formats/structure/basic/entities.js +25 -22
  565. package/lib/mol-model-formats/structure/basic/parser.js +19 -10
  566. package/lib/mol-model-formats/structure/basic/properties.d.ts +6 -1
  567. package/lib/mol-model-formats/structure/basic/properties.js +12 -25
  568. package/lib/mol-model-formats/structure/mol.d.ts +2 -1
  569. package/lib/mol-model-formats/structure/mol.js +17 -3
  570. package/lib/mol-model-formats/structure/mol2.d.ts +1 -1
  571. package/lib/mol-model-formats/structure/mol2.js +37 -7
  572. package/lib/mol-model-formats/structure/property/bonds/index-pair.d.ts +18 -1
  573. package/lib/mol-model-formats/structure/property/bonds/index-pair.js +18 -5
  574. package/lib/mol-model-props/common/custom-property.d.ts +1 -1
  575. package/lib/mol-model-props/computed/representations/interactions-inter-unit-cylinder.d.ts +10 -0
  576. package/lib/mol-model-props/computed/representations/interactions-intra-unit-cylinder.d.ts +11 -1
  577. package/lib/mol-model-props/computed/representations/interactions-intra-unit-cylinder.js +25 -10
  578. package/lib/mol-model-props/computed/representations/interactions.d.ts +30 -0
  579. package/lib/mol-model-props/integrative/cross-link-restraint/representation.d.ts +40 -0
  580. package/lib/mol-model-props/sequence/best-database-mapping.js +15 -15
  581. package/lib/mol-plugin/animation-loop.d.ts +2 -0
  582. package/lib/mol-plugin/animation-loop.js +1 -1
  583. package/lib/mol-plugin/behavior/dynamic/representation.js +4 -6
  584. package/lib/mol-plugin/behavior/dynamic/selection/structure-focus-representation.d.ts +11 -0
  585. package/lib/mol-plugin/behavior/dynamic/selection/structure-focus-representation.js +3 -1
  586. package/lib/mol-plugin/commands.d.ts +7 -6
  587. package/lib/mol-plugin/config.d.ts +1 -2
  588. package/lib/mol-plugin/config.js +3 -23
  589. package/lib/mol-plugin/features.d.ts +9 -0
  590. package/lib/mol-plugin/features.js +35 -0
  591. package/lib/mol-plugin/spec.d.ts +1 -1
  592. package/lib/mol-plugin/spec.js +4 -1
  593. package/lib/mol-plugin/util/viewport-screenshot.d.ts +12 -0
  594. package/lib/mol-plugin/version.js +2 -2
  595. package/lib/mol-plugin-state/actions/file.d.ts +3 -2
  596. package/lib/mol-plugin-state/actions/file.js +67 -31
  597. package/lib/mol-plugin-state/actions/structure.d.ts +1 -0
  598. package/lib/mol-plugin-state/actions/structure.js +41 -8
  599. package/lib/mol-plugin-state/animation/built-in/camera-rock.d.ts +16 -0
  600. package/lib/mol-plugin-state/animation/built-in/camera-rock.js +59 -0
  601. package/lib/mol-plugin-state/animation/built-in/camera-spin.d.ts +1 -1
  602. package/lib/mol-plugin-state/animation/built-in/camera-spin.js +9 -8
  603. package/lib/mol-plugin-state/animation/model.d.ts +4 -0
  604. package/lib/mol-plugin-state/builder/structure/hierarchy-preset.d.ts +6 -6
  605. package/lib/mol-plugin-state/builder/structure/hierarchy.d.ts +1 -1
  606. package/lib/mol-plugin-state/builder/structure/representation-preset.d.ts +149 -5
  607. package/lib/mol-plugin-state/builder/structure/representation-preset.js +74 -2
  608. package/lib/mol-plugin-state/helpers/structure-clipping.d.ts +1 -1
  609. package/lib/mol-plugin-state/helpers/structure-clipping.js +1 -1
  610. package/lib/mol-plugin-state/manager/animation.d.ts +5 -1
  611. package/lib/mol-plugin-state/manager/animation.js +5 -5
  612. package/lib/mol-plugin-state/manager/structure/component.d.ts +13 -1
  613. package/lib/mol-plugin-state/manager/structure/component.js +13 -8
  614. package/lib/mol-plugin-state/manager/structure/selection.js +3 -1
  615. package/lib/mol-plugin-state/transforms/representation.d.ts +32 -0
  616. package/lib/mol-plugin-state/transforms/representation.js +2 -2
  617. package/lib/mol-plugin-ui/structure/superposition.js +2 -2
  618. package/lib/mol-plugin-ui/viewport/simple-settings.d.ts +1 -1
  619. package/lib/mol-plugin-ui/viewport/simple-settings.js +6 -14
  620. package/lib/mol-repr/shape/loci/angle.d.ts +10 -0
  621. package/lib/mol-repr/shape/loci/common.d.ts +10 -0
  622. package/lib/mol-repr/shape/loci/dihedral.d.ts +10 -0
  623. package/lib/mol-repr/shape/loci/distance.d.ts +10 -0
  624. package/lib/mol-repr/shape/loci/label.d.ts +10 -0
  625. package/lib/mol-repr/shape/loci/orientation.d.ts +10 -0
  626. package/lib/mol-repr/shape/loci/plane.d.ts +10 -0
  627. package/lib/mol-repr/shape/model/unitcell.d.ts +10 -0
  628. package/lib/mol-repr/structure/complex-representation.js +1 -1
  629. package/lib/mol-repr/structure/complex-visual.d.ts +61 -19
  630. package/lib/mol-repr/structure/params.d.ts +81 -19
  631. package/lib/mol-repr/structure/registry.d.ts +141 -19
  632. package/lib/mol-repr/structure/representation/backbone.d.ts +30 -0
  633. package/lib/mol-repr/structure/representation/ball-and-stick.d.ts +30 -0
  634. package/lib/mol-repr/structure/representation/carbohydrate.d.ts +30 -0
  635. package/lib/mol-repr/structure/representation/cartoon.d.ts +30 -0
  636. package/lib/mol-repr/structure/representation/ellipsoid.d.ts +30 -0
  637. package/lib/mol-repr/structure/representation/gaussian-surface.d.ts +30 -0
  638. package/lib/mol-repr/structure/representation/gaussian-surface.js +1 -1
  639. package/lib/mol-repr/structure/representation/gaussian-volume.d.ts +34 -58
  640. package/lib/mol-repr/structure/representation/gaussian-volume.js +2 -7
  641. package/lib/mol-repr/structure/representation/label.d.ts +30 -0
  642. package/lib/mol-repr/structure/representation/label.js +1 -1
  643. package/lib/mol-repr/structure/representation/line.d.ts +30 -0
  644. package/lib/mol-repr/structure/representation/molecular-surface.d.ts +30 -0
  645. package/lib/mol-repr/structure/representation/molecular-surface.js +1 -1
  646. package/lib/mol-repr/structure/representation/orientation.d.ts +30 -0
  647. package/lib/mol-repr/structure/representation/point.d.ts +30 -0
  648. package/lib/mol-repr/structure/representation/putty.d.ts +30 -0
  649. package/lib/mol-repr/structure/representation/spacefill.d.ts +30 -0
  650. package/lib/mol-repr/structure/units-representation.js +1 -1
  651. package/lib/mol-repr/structure/units-visual.d.ts +81 -19
  652. package/lib/mol-repr/structure/visual/bond-inter-unit-cylinder.d.ts +20 -0
  653. package/lib/mol-repr/structure/visual/bond-inter-unit-line.d.ts +10 -0
  654. package/lib/mol-repr/structure/visual/bond-intra-unit-cylinder.d.ts +20 -0
  655. package/lib/mol-repr/structure/visual/bond-intra-unit-line.d.ts +10 -0
  656. package/lib/mol-repr/structure/visual/carbohydrate-link-cylinder.d.ts +11 -1
  657. package/lib/mol-repr/structure/visual/carbohydrate-link-cylinder.js +8 -4
  658. package/lib/mol-repr/structure/visual/carbohydrate-symbol-mesh.d.ts +11 -1
  659. package/lib/mol-repr/structure/visual/carbohydrate-symbol-mesh.js +10 -6
  660. package/lib/mol-repr/structure/visual/carbohydrate-terminal-link-cylinder.d.ts +11 -1
  661. package/lib/mol-repr/structure/visual/carbohydrate-terminal-link-cylinder.js +8 -4
  662. package/lib/mol-repr/structure/visual/element-cross.d.ts +10 -0
  663. package/lib/mol-repr/structure/visual/element-point.d.ts +10 -0
  664. package/lib/mol-repr/structure/visual/element-sphere.d.ts +20 -0
  665. package/lib/mol-repr/structure/visual/ellipsoid-mesh.d.ts +10 -0
  666. package/lib/mol-repr/structure/visual/gaussian-density-volume.d.ts +22 -38
  667. package/lib/mol-repr/structure/visual/gaussian-density-volume.js +8 -6
  668. package/lib/mol-repr/structure/visual/gaussian-surface-mesh.d.ts +40 -0
  669. package/lib/mol-repr/structure/visual/gaussian-surface-mesh.js +11 -8
  670. package/lib/mol-repr/structure/visual/gaussian-surface-wireframe.d.ts +10 -0
  671. package/lib/mol-repr/structure/visual/gaussian-surface-wireframe.js +1 -1
  672. package/lib/mol-repr/structure/visual/label-text.d.ts +10 -0
  673. package/lib/mol-repr/structure/visual/label-text.js +1 -2
  674. package/lib/mol-repr/structure/visual/molecular-surface-mesh.d.ts +10 -0
  675. package/lib/mol-repr/structure/visual/molecular-surface-mesh.js +1 -1
  676. package/lib/mol-repr/structure/visual/molecular-surface-wireframe.d.ts +10 -0
  677. package/lib/mol-repr/structure/visual/molecular-surface-wireframe.js +1 -1
  678. package/lib/mol-repr/structure/visual/nucleotide-block-mesh.d.ts +10 -0
  679. package/lib/mol-repr/structure/visual/nucleotide-ring-mesh.d.ts +10 -0
  680. package/lib/mol-repr/structure/visual/orientation-ellipsoid-mesh.d.ts +10 -0
  681. package/lib/mol-repr/structure/visual/polymer-backbone-cylinder.d.ts +20 -0
  682. package/lib/mol-repr/structure/visual/polymer-backbone-sphere.d.ts +20 -0
  683. package/lib/mol-repr/structure/visual/polymer-direction-wedge.d.ts +10 -0
  684. package/lib/mol-repr/structure/visual/polymer-gap-cylinder.d.ts +10 -0
  685. package/lib/mol-repr/structure/visual/polymer-trace-mesh.d.ts +10 -0
  686. package/lib/mol-repr/structure/visual/polymer-tube-mesh.d.ts +10 -0
  687. package/lib/mol-repr/structure/visual/util/common.d.ts +3 -2
  688. package/lib/mol-repr/structure/visual/util/common.js +2 -5
  689. package/lib/mol-repr/structure/visual/util/gaussian.d.ts +7 -6
  690. package/lib/mol-repr/structure/visual/util/gaussian.js +12 -12
  691. package/lib/mol-repr/structure/visual/util/molecular-surface.d.ts +2 -1
  692. package/lib/mol-repr/structure/visual/util/molecular-surface.js +4 -4
  693. package/lib/mol-repr/visual.d.ts +1 -1
  694. package/lib/mol-repr/visual.js +13 -8
  695. package/lib/mol-repr/volume/direct-volume.d.ts +33 -57
  696. package/lib/mol-repr/volume/direct-volume.js +8 -12
  697. package/lib/mol-repr/volume/isosurface.d.ts +60 -0
  698. package/lib/mol-repr/volume/isosurface.js +11 -2
  699. package/lib/mol-repr/volume/registry.d.ts +31 -19
  700. package/lib/mol-repr/volume/representation.d.ts +10 -0
  701. package/lib/mol-repr/volume/slice.d.ts +30 -0
  702. package/lib/mol-repr/volume/slice.js +2 -2
  703. package/lib/mol-repr/volume/util.js +2 -2
  704. package/lib/mol-state/tree/immutable.d.ts +18 -0
  705. package/lib/mol-state/tree/transient.d.ts +3 -4
  706. package/lib/mol-theme/clipping.d.ts +7 -15
  707. package/lib/mol-theme/clipping.js +5 -12
  708. package/lib/mol-theme/color/element-symbol.d.ts +243 -1
  709. package/lib/mol-theme/color/element-symbol.js +10 -5
  710. package/lib/mol-theme/color/entity-id.d.ts +1 -1
  711. package/lib/mol-theme/color/entity-id.js +26 -5
  712. package/lib/mol-theme/color/illustrative.d.ts +100 -29
  713. package/lib/mol-theme/color/illustrative.js +26 -7
  714. package/lib/mol-theme/color/molecule-type.d.ts +19 -1
  715. package/lib/mol-theme/color/molecule-type.js +10 -5
  716. package/lib/mol-theme/color/residue-name.d.ts +77 -1
  717. package/lib/mol-theme/color/residue-name.js +10 -5
  718. package/lib/mol-theme/color/secondary-structure.d.ts +27 -1
  719. package/lib/mol-theme/color/secondary-structure.js +10 -5
  720. package/lib/mol-theme/color/volume-value.d.ts +17 -0
  721. package/lib/mol-theme/color/volume-value.js +52 -0
  722. package/lib/mol-theme/color.d.ts +233 -14
  723. package/lib/mol-theme/color.js +2 -0
  724. package/lib/mol-util/clip.d.ts +49 -0
  725. package/lib/mol-util/clip.js +93 -0
  726. package/lib/mol-util/color/color.d.ts +1 -1
  727. package/lib/mol-util/color/color.js +1 -1
  728. package/lib/mol-util/color/params.d.ts +10 -0
  729. package/lib/mol-util/color/params.js +15 -0
  730. package/lib/mol-util/number-packing.d.ts +11 -0
  731. package/lib/mol-util/{float-packing.js → number-packing.js} +7 -14
  732. package/package.json +36 -35
  733. package/lib/commonjs/mol-util/float-packing.d.ts +0 -15
  734. package/lib/mol-util/float-packing.d.ts +0 -15
@@ -4,12 +4,10 @@
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
6
6
  import { Viewport } from '../mol-canvas3d/camera/util';
7
- import { Mat4, Vec3, Vec4, Vec2, Quat } from '../mol-math/linear-algebra';
7
+ import { Mat4, Vec3, Vec4, Vec2 } from '../mol-math/linear-algebra';
8
8
  import { Color } from '../mol-util/color';
9
9
  import { ValueCell, deepEqual } from '../mol-util';
10
10
  import { ParamDefinition as PD } from '../mol-util/param-definition';
11
- import { Clipping } from '../mol-theme/clipping';
12
- import { stringToWords } from '../mol-util/string';
13
11
  import { degToRad } from '../mol-math/misc';
14
12
  import { createNullTexture } from './webgl/texture';
15
13
  import { arrayMapUpsert } from '../mol-util/array';
@@ -22,8 +20,8 @@ export var RendererParams = {
22
20
  interiorColor: PD.Color(Color.fromNormalizedRgb(0.3, 0.3, 0.3)),
23
21
  highlightColor: PD.Color(Color.fromNormalizedRgb(1.0, 0.4, 0.6)),
24
22
  selectColor: PD.Color(Color.fromNormalizedRgb(0.2, 1.0, 0.1)),
25
- highlightStrength: PD.Numeric(0.7, { min: 0.0, max: 1.0, step: 0.1 }),
26
- selectStrength: PD.Numeric(0.7, { min: 0.0, max: 1.0, step: 0.1 }),
23
+ highlightStrength: PD.Numeric(0.3, { min: 0.0, max: 1.0, step: 0.1 }),
24
+ selectStrength: PD.Numeric(0.3, { min: 0.0, max: 1.0, step: 0.1 }),
27
25
  markerPriority: PD.Select(1, [[1, 'Highlight'], [2, 'Select']]),
28
26
  xrayEdgeFalloff: PD.Numeric(1, { min: 0.0, max: 3.0, step: 0.1 }),
29
27
  light: PD.ObjectList({
@@ -39,19 +37,6 @@ export var RendererParams = {
39
37
  }] }),
40
38
  ambientColor: PD.Color(Color.fromNormalizedRgb(1.0, 1.0, 1.0)),
41
39
  ambientIntensity: PD.Numeric(0.4, { min: 0.0, max: 1.0, step: 0.01 }),
42
- clip: PD.Group({
43
- variant: PD.Select('instance', PD.arrayToOptions(['instance', 'pixel'])),
44
- objects: PD.ObjectList({
45
- type: PD.Select('plane', PD.objectToOptions(Clipping.Type, function (t) { return stringToWords(t); })),
46
- invert: PD.Boolean(false),
47
- position: PD.Vec3(Vec3()),
48
- rotation: PD.Group({
49
- axis: PD.Vec3(Vec3.create(1, 0, 0)),
50
- angle: PD.Numeric(0, { min: -180, max: 180, step: 1 }, { description: 'Angle in Degrees' }),
51
- }, { isExpanded: true }),
52
- scale: PD.Vec3(Vec3.create(1, 1, 1)),
53
- }, function (o) { return stringToWords(o.type); })
54
- })
55
40
  };
56
41
  var tmpDir = Vec3();
57
42
  var tmpColor = Vec3();
@@ -69,36 +54,13 @@ function getLight(props, light) {
69
54
  }
70
55
  return { count: props.length, direction: direction, color: color };
71
56
  }
72
- var tmpQuat = Quat();
73
- function getClip(props, clip) {
74
- var _a = (clip === null || clip === void 0 ? void 0 : clip.objects) || {
75
- type: (new Array(5)).fill(1),
76
- invert: (new Array(5)).fill(false),
77
- position: (new Array(5 * 3)).fill(0),
78
- rotation: (new Array(5 * 4)).fill(0),
79
- scale: (new Array(5 * 3)).fill(1),
80
- }, type = _a.type, invert = _a.invert, position = _a.position, rotation = _a.rotation, scale = _a.scale;
81
- for (var i = 0, il = props.objects.length; i < il; ++i) {
82
- var p = props.objects[i];
83
- type[i] = Clipping.Type[p.type];
84
- invert[i] = p.invert;
85
- Vec3.toArray(p.position, position, i * 3);
86
- Quat.toArray(Quat.setAxisAngle(tmpQuat, p.rotation.axis, degToRad(p.rotation.angle)), rotation, i * 4);
87
- Vec3.toArray(p.scale, scale, i * 3);
88
- }
89
- return {
90
- variant: props.variant,
91
- objects: { count: props.objects.length, type: type, invert: invert, position: position, rotation: rotation, scale: scale }
92
- };
93
- }
94
57
  var Renderer;
95
58
  (function (Renderer) {
96
59
  function create(ctx, props) {
97
60
  if (props === void 0) { props = {}; }
98
- var gl = ctx.gl, state = ctx.state, stats = ctx.stats, fragDepth = ctx.extensions.fragDepth;
61
+ var gl = ctx.gl, state = ctx.state, stats = ctx.stats;
99
62
  var p = PD.merge(RendererParams, PD.getDefaultValues(RendererParams), props);
100
63
  var light = getLight(p.light);
101
- var clip = getClip(p.clip);
102
64
  var viewport = Viewport();
103
65
  var drawingBufferSize = Vec2.create(gl.drawingBufferWidth, gl.drawingBufferHeight);
104
66
  var bgColor = Color.toVec3Normalized(Vec3(), p.backgroundColor);
@@ -142,12 +104,9 @@ var Renderer;
142
104
  uFogColor: ValueCell.create(bgColor),
143
105
  uRenderWboit: ValueCell.create(false),
144
106
  uMarkingDepthTest: ValueCell.create(false),
107
+ uPickType: ValueCell.create(0 /* None */),
108
+ uMarkingType: ValueCell.create(0 /* None */),
145
109
  uTransparentBackground: ValueCell.create(false),
146
- uClipObjectType: ValueCell.create(clip.objects.type),
147
- uClipObjectInvert: ValueCell.create(clip.objects.invert),
148
- uClipObjectPosition: ValueCell.create(clip.objects.position),
149
- uClipObjectRotation: ValueCell.create(clip.objects.rotation),
150
- uClipObjectScale: ValueCell.create(clip.objects.scale),
151
110
  uLightDirection: ValueCell.create(light.direction),
152
111
  uLightColor: ValueCell.create(light.color),
153
112
  uAmbientColor: ValueCell.create(ambientColor),
@@ -165,26 +124,10 @@ var Renderer;
165
124
  var globalUniformList = Object.entries(globalUniforms);
166
125
  var globalUniformsNeedUpdate = true;
167
126
  var renderObject = function (r, variant) {
168
- if (r.state.disposed || !r.state.visible || (!r.state.pickable && variant[0] === 'p')) {
127
+ if (r.state.disposed || !r.state.visible || (!r.state.pickable && variant === 'pick')) {
169
128
  return;
170
129
  }
171
130
  var definesNeedUpdate = false;
172
- if (r.state.noClip) {
173
- if (r.values.dClipObjectCount.ref.value !== 0) {
174
- ValueCell.update(r.values.dClipObjectCount, 0);
175
- definesNeedUpdate = true;
176
- }
177
- }
178
- else {
179
- if (r.values.dClipObjectCount.ref.value !== clip.objects.count) {
180
- ValueCell.update(r.values.dClipObjectCount, clip.objects.count);
181
- definesNeedUpdate = true;
182
- }
183
- if (r.values.dClipVariant.ref.value !== clip.variant) {
184
- ValueCell.update(r.values.dClipVariant, clip.variant);
185
- definesNeedUpdate = true;
186
- }
187
- }
188
131
  if (r.values.dLightCount.ref.value !== light.count) {
189
132
  ValueCell.update(r.values.dLightCount, light.count);
190
133
  definesNeedUpdate = true;
@@ -202,29 +145,22 @@ var Renderer;
202
145
  program.setUniforms(globalUniformList);
203
146
  globalUniformsNeedUpdate = false;
204
147
  }
205
- if (r.values.dRenderMode) { // indicates direct-volume
206
- if ((variant[0] === 'p' || variant === 'depth') && r.values.dRenderMode.ref.value === 'volume') {
207
- return; // no picking/depth in volume mode
148
+ if (r.values.dGeometryType.ref.value === 'directVolume') {
149
+ if (variant !== 'colorWboit' && variant !== 'colorBlended') {
150
+ return; // only color supported
208
151
  }
209
152
  // culling done in fragment shader
210
153
  state.disable(gl.CULL_FACE);
211
154
  state.frontFace(gl.CCW);
212
155
  if (variant === 'colorBlended') {
213
156
  // depth test done manually in shader against `depthTexture`
214
- // still need to enable when fragDepth can be used to write depth
215
- if (r.values.dRenderMode.ref.value === 'volume' || !fragDepth) {
216
- state.disable(gl.DEPTH_TEST);
217
- state.depthMask(false);
218
- }
219
- else {
220
- state.enable(gl.DEPTH_TEST);
221
- state.depthMask(r.values.uAlpha.ref.value === 1.0);
222
- }
157
+ state.disable(gl.DEPTH_TEST);
158
+ state.depthMask(false);
223
159
  }
224
160
  }
225
161
  else {
226
- if (r.values.dDoubleSided) {
227
- if (r.values.dDoubleSided.ref.value || r.values.hasReflection.ref.value) {
162
+ if (r.values.uDoubleSided) {
163
+ if (r.values.uDoubleSided.ref.value || r.values.hasReflection.ref.value) {
228
164
  state.disable(gl.CULL_FACE);
229
165
  }
230
166
  else {
@@ -285,11 +221,12 @@ var Renderer;
285
221
  globalUniformsNeedUpdate = true;
286
222
  state.currentRenderItemId = -1;
287
223
  };
288
- var renderPick = function (group, camera, variant, depthTexture) {
224
+ var renderPick = function (group, camera, variant, depthTexture, pickType) {
289
225
  state.disable(gl.BLEND);
290
226
  state.enable(gl.DEPTH_TEST);
291
227
  state.depthMask(true);
292
228
  updateInternal(group, camera, depthTexture, false, false);
229
+ ValueCell.updateIfChanged(globalUniforms.uPickType, pickType);
293
230
  var renderables = group.renderables;
294
231
  for (var i = 0, il = renderables.length; i < il; ++i) {
295
232
  if (!renderables[i].state.colorOnly) {
@@ -312,11 +249,12 @@ var Renderer;
312
249
  state.enable(gl.DEPTH_TEST);
313
250
  state.depthMask(true);
314
251
  updateInternal(group, camera, depthTexture, false, false);
252
+ ValueCell.updateIfChanged(globalUniforms.uMarkingType, 1 /* Depth */);
315
253
  var renderables = group.renderables;
316
254
  for (var i = 0, il = renderables.length; i < il; ++i) {
317
255
  var r = renderables[i];
318
256
  if (r.values.markerAverage.ref.value !== 1) {
319
- renderObject(renderables[i], 'markingDepth');
257
+ renderObject(renderables[i], 'marking');
320
258
  }
321
259
  }
322
260
  };
@@ -325,11 +263,12 @@ var Renderer;
325
263
  state.enable(gl.DEPTH_TEST);
326
264
  state.depthMask(true);
327
265
  updateInternal(group, camera, depthTexture, false, !!depthTexture);
266
+ ValueCell.updateIfChanged(globalUniforms.uMarkingType, 2 /* Mask */);
328
267
  var renderables = group.renderables;
329
268
  for (var i = 0, il = renderables.length; i < il; ++i) {
330
269
  var r = renderables[i];
331
270
  if (r.values.markerAverage.ref.value > 0) {
332
- renderObject(renderables[i], 'markingMask');
271
+ renderObject(renderables[i], 'marking');
333
272
  }
334
273
  }
335
274
  };
@@ -409,7 +348,7 @@ var Renderer;
409
348
  }
410
349
  };
411
350
  var renderWboitOpaque = function (group, camera, depthTexture) {
412
- var _a, _b, _c;
351
+ var _a, _b;
413
352
  state.disable(gl.BLEND);
414
353
  state.enable(gl.DEPTH_TEST);
415
354
  state.depthMask(true);
@@ -420,13 +359,13 @@ var Renderer;
420
359
  // TODO: simplify, handle in renderable.state???
421
360
  // uAlpha is updated in "render" so we need to recompute it here
422
361
  var alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1);
423
- 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)) {
362
+ 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)) {
424
363
  renderObject(r, 'colorWboit');
425
364
  }
426
365
  }
427
366
  };
428
367
  var renderWboitTransparent = function (group, camera, depthTexture) {
429
- var _a, _b, _c;
368
+ var _a, _b;
430
369
  updateInternal(group, camera, depthTexture, true, false);
431
370
  var renderables = group.renderables;
432
371
  for (var i = 0, il = renderables.length; i < il; ++i) {
@@ -434,7 +373,7 @@ var Renderer;
434
373
  // TODO: simplify, handle in renderable.state???
435
374
  // uAlpha is updated in "render" so we need to recompute it here
436
375
  var alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1);
437
- 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)) {
376
+ 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)) {
438
377
  renderObject(r, 'colorWboit');
439
378
  }
440
379
  }
@@ -536,14 +475,6 @@ var Renderer;
536
475
  Vec3.scale(ambientColor, Color.toArrayNormalized(p.ambientColor, ambientColor, 0), p.ambientIntensity);
537
476
  ValueCell.update(globalUniforms.uAmbientColor, ambientColor);
538
477
  }
539
- if (props.clip !== undefined && !deepEqual(props.clip, p.clip)) {
540
- p.clip = props.clip;
541
- Object.assign(clip, getClip(props.clip, clip));
542
- ValueCell.update(globalUniforms.uClipObjectPosition, clip.objects.position);
543
- ValueCell.update(globalUniforms.uClipObjectRotation, clip.objects.rotation);
544
- ValueCell.update(globalUniforms.uClipObjectScale, clip.objects.scale);
545
- ValueCell.update(globalUniforms.uClipObjectType, clip.objects.type);
546
- }
547
478
  },
548
479
  setViewport: function (x, y, width, height) {
549
480
  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 };
@@ -1,5 +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>
@@ -12,6 +12,7 @@ import { now } from '../mol-util/now';
12
12
  import { arraySetRemove } from '../mol-util/array';
13
13
  import { BoundaryHelper } from '../mol-math/geometry/boundary-helper';
14
14
  import { hash1 } from '../mol-data/util';
15
+ import { GraphicsRenderVariants } from './webgl/render-item';
15
16
  var boundaryHelper = new BoundaryHelper('98');
16
17
  function calculateBoundingSphere(renderables, boundingSphere, onlyVisible) {
17
18
  boundaryHelper.reset();
@@ -35,8 +36,8 @@ function calculateBoundingSphere(renderables, boundingSphere, onlyVisible) {
35
36
  return boundaryHelper.getSphere(boundingSphere);
36
37
  }
37
38
  function renderableSort(a, b) {
38
- var drawProgramIdA = a.getProgram('colorBlended').id;
39
- var drawProgramIdB = b.getProgram('colorBlended').id;
39
+ var drawProgramIdA = (a.getProgram('colorBlended') || a.getProgram('colorWboit')).id;
40
+ var drawProgramIdB = (b.getProgram('colorBlended') || a.getProgram('colorWboit')).id;
40
41
  var materialIdA = a.materialId;
41
42
  var materialIdB = b.materialId;
42
43
  if (drawProgramIdA !== drawProgramIdB) {
@@ -53,7 +54,8 @@ function renderableSort(a, b) {
53
54
  }
54
55
  var Scene;
55
56
  (function (Scene) {
56
- function create(ctx) {
57
+ function create(ctx, variants) {
58
+ if (variants === void 0) { variants = GraphicsRenderVariants; }
57
59
  var renderableMap = new Map();
58
60
  var renderables = [];
59
61
  var boundingSphere = Sphere3D();
@@ -66,7 +68,7 @@ var Scene;
66
68
  var view = object3d.view, position = object3d.position, direction = object3d.direction, up = object3d.up;
67
69
  function add(o) {
68
70
  if (!renderableMap.has(o)) {
69
- var renderable = createRenderable(ctx, o);
71
+ var renderable = createRenderable(ctx, o, variants);
70
72
  renderables.push(renderable);
71
73
  if (o.type === 'direct-volume') {
72
74
  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";
@@ -6,5 +6,5 @@
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 var 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 var 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";
10
10
  //# 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";
@@ -1,2 +1,2 @@
1
- export var 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 var 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";
2
2
  //# 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";
@@ -1,2 +1,2 @@
1
- export var 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 var assign_group = "\n#ifdef dGeometryType_textureMesh\n float group = unpackRGBToInt(readFromTexture(tGroup, VertexID, uGeoTexDim).rgb);\n#else\n float group = aGroup;\n#endif\n";
2
2
  //# 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";
@@ -1,2 +1,2 @@
1
- export var assign_marker_varying = "\n#if defined(dMarkerType_groupInstance)\n vMarker = readFromTexture(tMarker, aInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n#endif\n";
1
+ export var assign_marker_varying = "\n#if defined(dRenderVariant_color) || defined(dRenderVariant_marking)\n vMarker = readFromTexture(tMarker, aInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n#endif\n";
2
2
  //# 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";
@@ -1,2 +1,2 @@
1
- export var 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 var 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";
2
2
  //# 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";
@@ -1,2 +1,2 @@
1
- export var 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 var 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";
2
2
  //# 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";
@@ -1,2 +1,2 @@
1
- export var 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 var 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";
2
2
  //# 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";
@@ -1,2 +1,2 @@
1
- export var 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 var 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";
2
2
  //# 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";
@@ -1,2 +1,2 @@
1
- export var 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 var 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";
2
2
  //# 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";
@@ -1,2 +1,2 @@
1
- export var 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 var 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";
2
2
  //# sourceMappingURL=common-frag-params.glsl.js.map
@@ -1 +1 @@
1
- export declare const common_vert_params = "\nuniform mat4 uProjection, uModel, uView;\nuniform vec3 uCameraPosition;\n\nuniform int uObjectId;\nuniform int uVertexCount;\nuniform int uInstanceCount;\nuniform int uGroupCount;\nuniform vec4 uInvariantBoundingSphere;\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 uniform vec2 uClippingTexDim;\n uniform sampler2D tClipping;\n #if __VERSION__ == 100\n varying float vClipping;\n #else\n flat out float vClipping;\n #endif\n #endif\n#endif\n\n#if defined(dMarkerType_uniform)\n uniform float uMarker;\n#elif defined(dMarkerType_groupInstance)\n uniform vec2 uMarkerTexDim;\n uniform sampler2D tMarker;\n #if __VERSION__ == 100\n varying float vMarker;\n #else\n flat out float vMarker;\n #endif\n#endif\n\nvarying vec3 vModelPosition;\nvarying vec3 vViewPosition;\n\n#if __VERSION__ == 100\n attribute float aVertex;\n #define VertexID int(aVertex)\n#else\n // not using gl_VertexID but aVertex to ensure there is an active attribute with divisor 0\n // since FF 85 this is not needed anymore but lets keep it for backwards compatibility\n // https://bugzilla.mozilla.org/show_bug.cgi?id=1679693\n // see also note in src/mol-gl/webgl/render-item.ts\n attribute float aVertex;\n #define VertexID int(aVertex)\n // #define VertexID gl_VertexID\n#endif\n";
1
+ export declare const common_vert_params = "\nuniform mat4 uProjection, uModel, uView;\nuniform vec3 uCameraPosition;\n\nuniform int uObjectId;\nuniform int uVertexCount;\nuniform int uInstanceCount;\nuniform int uGroupCount;\nuniform vec4 uInvariantBoundingSphere;\n\nuniform bool uDoubleSided;\nuniform int uPickType;\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 uniform vec2 uClippingTexDim;\n uniform sampler2D tClipping;\n #if __VERSION__ == 100\n varying float vClipping;\n #else\n flat out float vClipping;\n #endif\n #endif\n#endif\n\n#if defined(dRenderVariant_color) || defined(dRenderVariant_marking)\n uniform float uMarker;\n uniform vec2 uMarkerTexDim;\n uniform sampler2D tMarker;\n #if __VERSION__ == 100\n varying float vMarker;\n #else\n flat out float vMarker;\n #endif\n#endif\n\nvarying vec3 vModelPosition;\nvarying vec3 vViewPosition;\n\n#if __VERSION__ == 100\n attribute float aVertex;\n #define VertexID int(aVertex)\n#else\n // not using gl_VertexID but aVertex to ensure there is an active attribute with divisor 0\n // since FF 85 this is not needed anymore but lets keep it for backwards compatibility\n // https://bugzilla.mozilla.org/show_bug.cgi?id=1679693\n // see also note in src/mol-gl/webgl/render-item.ts\n attribute float aVertex;\n #define VertexID int(aVertex)\n // #define VertexID gl_VertexID\n#endif\n";
@@ -1,2 +1,2 @@
1
- export var common_vert_params = "\nuniform mat4 uProjection, uModel, uView;\nuniform vec3 uCameraPosition;\n\nuniform int uObjectId;\nuniform int uVertexCount;\nuniform int uInstanceCount;\nuniform int uGroupCount;\nuniform vec4 uInvariantBoundingSphere;\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 uniform vec2 uClippingTexDim;\n uniform sampler2D tClipping;\n #if __VERSION__ == 100\n varying float vClipping;\n #else\n flat out float vClipping;\n #endif\n #endif\n#endif\n\n#if defined(dMarkerType_uniform)\n uniform float uMarker;\n#elif defined(dMarkerType_groupInstance)\n uniform vec2 uMarkerTexDim;\n uniform sampler2D tMarker;\n #if __VERSION__ == 100\n varying float vMarker;\n #else\n flat out float vMarker;\n #endif\n#endif\n\nvarying vec3 vModelPosition;\nvarying vec3 vViewPosition;\n\n#if __VERSION__ == 100\n attribute float aVertex;\n #define VertexID int(aVertex)\n#else\n // not using gl_VertexID but aVertex to ensure there is an active attribute with divisor 0\n // since FF 85 this is not needed anymore but lets keep it for backwards compatibility\n // https://bugzilla.mozilla.org/show_bug.cgi?id=1679693\n // see also note in src/mol-gl/webgl/render-item.ts\n attribute float aVertex;\n #define VertexID int(aVertex)\n // #define VertexID gl_VertexID\n#endif\n";
1
+ export var common_vert_params = "\nuniform mat4 uProjection, uModel, uView;\nuniform vec3 uCameraPosition;\n\nuniform int uObjectId;\nuniform int uVertexCount;\nuniform int uInstanceCount;\nuniform int uGroupCount;\nuniform vec4 uInvariantBoundingSphere;\n\nuniform bool uDoubleSided;\nuniform int uPickType;\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 uniform vec2 uClippingTexDim;\n uniform sampler2D tClipping;\n #if __VERSION__ == 100\n varying float vClipping;\n #else\n flat out float vClipping;\n #endif\n #endif\n#endif\n\n#if defined(dRenderVariant_color) || defined(dRenderVariant_marking)\n uniform float uMarker;\n uniform vec2 uMarkerTexDim;\n uniform sampler2D tMarker;\n #if __VERSION__ == 100\n varying float vMarker;\n #else\n flat out float vMarker;\n #endif\n#endif\n\nvarying vec3 vModelPosition;\nvarying vec3 vViewPosition;\n\n#if __VERSION__ == 100\n attribute float aVertex;\n #define VertexID int(aVertex)\n#else\n // not using gl_VertexID but aVertex to ensure there is an active attribute with divisor 0\n // since FF 85 this is not needed anymore but lets keep it for backwards compatibility\n // https://bugzilla.mozilla.org/show_bug.cgi?id=1679693\n // see also note in src/mol-gl/webgl/render-item.ts\n attribute float aVertex;\n #define VertexID int(aVertex)\n // #define VertexID gl_VertexID\n#endif\n";
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