molstar 3.0.0-dev.7 → 3.0.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (2051) hide show
  1. package/LICENSE +20 -20
  2. package/README.md +194 -187
  3. package/build/viewer/embedded.html +43 -43
  4. package/build/viewer/index.html +106 -102
  5. package/build/viewer/molstar.js +1 -1
  6. package/lib/apps/docking-viewer/index.html +36 -36
  7. package/lib/apps/viewer/app.d.ts +230 -0
  8. package/lib/apps/viewer/app.js +528 -0
  9. package/lib/apps/viewer/embedded.html +43 -43
  10. package/lib/apps/viewer/index.d.ts +2 -224
  11. package/lib/apps/viewer/index.html +106 -102
  12. package/lib/apps/viewer/index.js +2 -507
  13. package/lib/commonjs/apps/docking-viewer/viewport.d.ts +2 -2
  14. package/lib/commonjs/apps/viewer/app.d.ts +230 -0
  15. package/lib/commonjs/apps/viewer/app.js +534 -0
  16. package/lib/commonjs/apps/viewer/index.d.ts +2 -224
  17. package/lib/commonjs/apps/viewer/index.js +2 -510
  18. package/lib/commonjs/extensions/anvil/behavior.d.ts +2 -2
  19. package/lib/commonjs/extensions/anvil/representation.d.ts +5 -5
  20. package/lib/commonjs/extensions/cellpack/representation.d.ts +2 -2
  21. package/lib/commonjs/extensions/dnatco/confal-pyramids/behavior.d.ts +1 -1
  22. package/lib/commonjs/extensions/dnatco/confal-pyramids/representation.d.ts +3 -3
  23. package/lib/commonjs/extensions/model-archive/quality-assessment/behavior.d.ts +2 -2
  24. package/lib/commonjs/extensions/model-export/export.d.ts +9 -0
  25. package/lib/commonjs/extensions/model-export/index.d.ts +7 -0
  26. package/lib/commonjs/extensions/model-export/ui.d.ts +11 -0
  27. package/lib/commonjs/extensions/rcsb/assembly-symmetry/behavior.d.ts +5 -5
  28. package/lib/commonjs/extensions/rcsb/assembly-symmetry/color.d.ts +2 -2
  29. package/lib/commonjs/extensions/rcsb/assembly-symmetry/representation.d.ts +1 -1
  30. package/lib/commonjs/extensions/rcsb/validation-report/behavior.d.ts +3 -3
  31. package/lib/commonjs/extensions/rcsb/validation-report/representation.d.ts +5 -5
  32. package/lib/commonjs/mol-canvas3d/canvas3d.d.ts +17 -9
  33. package/lib/commonjs/mol-canvas3d/canvas3d.js +32 -28
  34. package/lib/commonjs/mol-canvas3d/controls/trackball.d.ts +9 -4
  35. package/lib/commonjs/mol-canvas3d/helper/camera-helper.d.ts +1 -1
  36. package/lib/commonjs/mol-canvas3d/helper/handle-helper.d.ts +1 -1
  37. package/lib/commonjs/mol-canvas3d/helper/interaction-events.js +1 -1
  38. package/lib/commonjs/mol-canvas3d/passes/draw.d.ts +14 -2
  39. package/lib/commonjs/mol-canvas3d/passes/draw.js +19 -18
  40. package/lib/commonjs/mol-canvas3d/passes/image.d.ts +2 -2
  41. package/lib/commonjs/mol-canvas3d/passes/image.js +3 -2
  42. package/lib/commonjs/mol-canvas3d/passes/multi-sample.d.ts +9 -2
  43. package/lib/commonjs/mol-canvas3d/passes/multi-sample.js +14 -12
  44. package/lib/commonjs/mol-canvas3d/passes/pick.js +3 -3
  45. package/lib/commonjs/mol-canvas3d/passes/postprocessing.d.ts +2 -2
  46. package/lib/commonjs/mol-geo/geometry/base.d.ts +5 -5
  47. package/lib/commonjs/mol-geo/geometry/color-data.d.ts +1 -1
  48. package/lib/commonjs/mol-geo/geometry/cylinders/cylinders.d.ts +3 -3
  49. package/lib/commonjs/mol-geo/geometry/direct-volume/direct-volume.d.ts +6 -39
  50. package/lib/commonjs/mol-geo/geometry/image/image.d.ts +3 -3
  51. package/lib/commonjs/mol-geo/geometry/lines/lines.d.ts +1 -2
  52. package/lib/commonjs/mol-geo/geometry/mesh/mesh.d.ts +1 -1
  53. package/lib/commonjs/mol-geo/geometry/points/points.d.ts +4 -4
  54. package/lib/commonjs/mol-geo/geometry/spheres/spheres.d.ts +1 -1
  55. package/lib/commonjs/mol-geo/geometry/text/text.d.ts +1 -1
  56. package/lib/commonjs/mol-geo/geometry/texture-mesh/texture-mesh.d.ts +1 -1
  57. package/lib/commonjs/mol-gl/renderable/image.d.ts +1 -0
  58. package/lib/commonjs/mol-gl/renderer.d.ts +2 -2
  59. package/lib/commonjs/mol-gl/renderer.js +15 -22
  60. package/lib/commonjs/mol-gl/scene.d.ts +1 -1
  61. package/lib/commonjs/mol-model/loci.d.ts +20 -20
  62. package/lib/commonjs/mol-model/shape/shape.d.ts +1 -1
  63. package/lib/commonjs/mol-model/structure/export/mmcif.d.ts +1 -1
  64. package/lib/commonjs/mol-model/structure/model/properties/coarse/hierarchy.d.ts +1 -1
  65. package/lib/commonjs/mol-model/structure/model/properties/coarse/hierarchy.js +24 -2
  66. package/lib/commonjs/mol-model/structure/structure/properties.d.ts +3 -2
  67. package/lib/commonjs/mol-model/structure/structure/unit/bonds/inter-compute.d.ts +1 -1
  68. package/lib/commonjs/mol-model/structure/structure/unit/bonds/intra-compute.d.ts +1 -1
  69. package/lib/commonjs/mol-model/structure/structure/unit.d.ts +4 -4
  70. package/lib/commonjs/mol-model/volume/volume.d.ts +7 -0
  71. package/lib/commonjs/mol-model/volume/volume.js +18 -0
  72. package/lib/commonjs/mol-model-formats/shape/ply.d.ts +6 -6
  73. package/lib/commonjs/mol-model-formats/structure/basic/atomic.d.ts +2 -2
  74. package/lib/commonjs/mol-model-formats/structure/basic/coarse.d.ts +1 -1
  75. package/lib/commonjs/mol-model-formats/structure/basic/entities.d.ts +2 -1
  76. package/lib/commonjs/mol-model-formats/structure/basic/properties.d.ts +6 -1
  77. package/lib/commonjs/mol-model-formats/structure/mol.d.ts +2 -1
  78. package/lib/commonjs/mol-model-formats/structure/mol2.d.ts +1 -1
  79. package/lib/commonjs/mol-model-formats/structure/property/bonds/index-pair.d.ts +18 -1
  80. package/lib/commonjs/mol-model-props/common/custom-property.d.ts +1 -1
  81. package/lib/commonjs/mol-model-props/computed/interactions/common.d.ts +1 -1
  82. package/lib/commonjs/mol-model-props/computed/interactions/common.js +16 -24
  83. package/lib/commonjs/mol-model-props/computed/representations/interactions-inter-unit-cylinder.d.ts +2 -2
  84. package/lib/commonjs/mol-model-props/computed/representations/interactions-inter-unit-cylinder.js +44 -18
  85. package/lib/commonjs/mol-model-props/computed/representations/interactions-intra-unit-cylinder.d.ts +2 -2
  86. package/lib/commonjs/mol-model-props/computed/representations/interactions-intra-unit-cylinder.js +38 -13
  87. package/lib/commonjs/mol-model-props/computed/representations/interactions.d.ts +3 -3
  88. package/lib/commonjs/mol-model-props/integrative/cross-link-restraint/representation.d.ts +4 -4
  89. package/lib/commonjs/mol-model-props/sequence/themes/best-database-mapping.d.ts +2 -2
  90. package/lib/commonjs/mol-plugin/animation-loop.d.ts +2 -0
  91. package/lib/commonjs/mol-plugin/behavior/behavior.d.ts +1 -1
  92. package/lib/commonjs/mol-plugin/behavior/dynamic/representation.d.ts +2 -2
  93. package/lib/commonjs/mol-plugin/behavior/dynamic/selection/structure-focus-representation.d.ts +1 -1
  94. package/lib/commonjs/mol-plugin/behavior/dynamic/volume-streaming/behavior.d.ts +4 -4
  95. package/lib/commonjs/mol-plugin/behavior/dynamic/volume-streaming/model.d.ts +2 -3
  96. package/lib/commonjs/mol-plugin/behavior/dynamic/volume-streaming/transformers.d.ts +4 -4
  97. package/lib/commonjs/mol-plugin/commands.d.ts +8 -4
  98. package/lib/commonjs/mol-plugin/config.d.ts +1 -2
  99. package/lib/commonjs/mol-plugin/config.js +4 -25
  100. package/lib/commonjs/mol-plugin/layout.d.ts +4 -4
  101. package/lib/commonjs/mol-plugin/spec.d.ts +1 -1
  102. package/lib/commonjs/mol-plugin/spec.js +3 -1
  103. package/lib/commonjs/mol-plugin/util/viewport-screenshot.d.ts +3 -3
  104. package/lib/commonjs/mol-plugin-state/actions/file.d.ts +3 -2
  105. package/lib/commonjs/mol-plugin-state/actions/structure.d.ts +2 -1
  106. package/lib/commonjs/mol-plugin-state/actions/volume.d.ts +1 -1
  107. package/lib/commonjs/mol-plugin-state/actions/volume.js +3 -3
  108. package/lib/commonjs/mol-plugin-state/animation/built-in/camera-rock.d.ts +16 -0
  109. package/lib/commonjs/mol-plugin-state/animation/built-in/camera-spin.d.ts +1 -1
  110. package/lib/commonjs/mol-plugin-state/animation/built-in/model-index.d.ts +2 -2
  111. package/lib/commonjs/mol-plugin-state/animation/model.d.ts +4 -0
  112. package/lib/commonjs/mol-plugin-state/builder/structure/hierarchy-preset.d.ts +11 -11
  113. package/lib/commonjs/mol-plugin-state/builder/structure/hierarchy.d.ts +6 -6
  114. package/lib/commonjs/mol-plugin-state/builder/structure/representation-preset.d.ts +179 -13
  115. package/lib/commonjs/mol-plugin-state/builder/structure/representation.d.ts +1 -1
  116. package/lib/commonjs/mol-plugin-state/formats/volume.d.ts +10 -10
  117. package/lib/commonjs/mol-plugin-state/formats/volume.js +1 -11
  118. package/lib/commonjs/mol-plugin-state/helpers/root-structure.d.ts +5 -5
  119. package/lib/commonjs/mol-plugin-state/helpers/structure-component.d.ts +2 -2
  120. package/lib/commonjs/mol-plugin-state/manager/animation.d.ts +5 -1
  121. package/lib/commonjs/mol-plugin-state/manager/interactivity.d.ts +1 -1
  122. package/lib/commonjs/mol-plugin-state/manager/structure/component.d.ts +1 -1
  123. package/lib/commonjs/mol-plugin-state/transforms/data.d.ts +1 -1
  124. package/lib/commonjs/mol-plugin-state/transforms/model.d.ts +7 -7
  125. package/lib/commonjs/mol-plugin-state/transforms/representation.d.ts +13 -13
  126. package/lib/commonjs/mol-plugin-ui/structure/measurements.d.ts +1 -1
  127. package/lib/commonjs/mol-plugin-ui/structure/selection.d.ts +1 -1
  128. package/lib/commonjs/mol-plugin-ui/viewport/simple-settings.d.ts +1 -1
  129. package/lib/commonjs/mol-repr/shape/loci/angle.d.ts +2 -2
  130. package/lib/commonjs/mol-repr/shape/loci/common.d.ts +2 -2
  131. package/lib/commonjs/mol-repr/shape/loci/dihedral.d.ts +2 -2
  132. package/lib/commonjs/mol-repr/shape/loci/distance.d.ts +2 -2
  133. package/lib/commonjs/mol-repr/shape/loci/label.d.ts +2 -2
  134. package/lib/commonjs/mol-repr/shape/loci/orientation.d.ts +2 -2
  135. package/lib/commonjs/mol-repr/shape/loci/plane.d.ts +1 -1
  136. package/lib/commonjs/mol-repr/shape/model/unitcell.d.ts +1 -1
  137. package/lib/commonjs/mol-repr/structure/complex-visual.d.ts +8 -26
  138. package/lib/commonjs/mol-repr/structure/params.d.ts +11 -29
  139. package/lib/commonjs/mol-repr/structure/registry.d.ts +26 -44
  140. package/lib/commonjs/mol-repr/structure/representation/backbone.d.ts +3 -3
  141. package/lib/commonjs/mol-repr/structure/representation/ball-and-stick.d.ts +6 -6
  142. package/lib/commonjs/mol-repr/structure/representation/carbohydrate.d.ts +3 -3
  143. package/lib/commonjs/mol-repr/structure/representation/cartoon.d.ts +3 -3
  144. package/lib/commonjs/mol-repr/structure/representation/ellipsoid.d.ts +6 -6
  145. package/lib/commonjs/mol-repr/structure/representation/gaussian-surface.d.ts +9 -9
  146. package/lib/commonjs/mol-repr/structure/representation/gaussian-volume.d.ts +7 -61
  147. package/lib/commonjs/mol-repr/structure/representation/label.d.ts +9 -9
  148. package/lib/commonjs/mol-repr/structure/representation/line.d.ts +9 -9
  149. package/lib/commonjs/mol-repr/structure/representation/molecular-surface.d.ts +9 -9
  150. package/lib/commonjs/mol-repr/structure/representation/orientation.d.ts +3 -3
  151. package/lib/commonjs/mol-repr/structure/representation/point.d.ts +6 -6
  152. package/lib/commonjs/mol-repr/structure/representation/putty.d.ts +3 -3
  153. package/lib/commonjs/mol-repr/structure/representation/spacefill.d.ts +3 -3
  154. package/lib/commonjs/mol-repr/structure/units-visual.d.ts +11 -29
  155. package/lib/commonjs/mol-repr/structure/visual/bond-inter-unit-cylinder.d.ts +4 -4
  156. package/lib/commonjs/mol-repr/structure/visual/bond-inter-unit-line.d.ts +2 -2
  157. package/lib/commonjs/mol-repr/structure/visual/bond-intra-unit-cylinder.d.ts +4 -4
  158. package/lib/commonjs/mol-repr/structure/visual/bond-intra-unit-line.d.ts +2 -2
  159. package/lib/commonjs/mol-repr/structure/visual/carbohydrate-link-cylinder.d.ts +2 -2
  160. package/lib/commonjs/mol-repr/structure/visual/carbohydrate-symbol-mesh.d.ts +2 -2
  161. package/lib/commonjs/mol-repr/structure/visual/carbohydrate-terminal-link-cylinder.d.ts +2 -2
  162. package/lib/commonjs/mol-repr/structure/visual/element-cross.d.ts +1 -1
  163. package/lib/commonjs/mol-repr/structure/visual/element-point.d.ts +2 -2
  164. package/lib/commonjs/mol-repr/structure/visual/element-sphere.d.ts +2 -2
  165. package/lib/commonjs/mol-repr/structure/visual/ellipsoid-mesh.d.ts +1 -1
  166. package/lib/commonjs/mol-repr/structure/visual/gaussian-density-volume.d.ts +4 -40
  167. package/lib/commonjs/mol-repr/structure/visual/gaussian-surface-mesh.d.ts +12 -12
  168. package/lib/commonjs/mol-repr/structure/visual/gaussian-surface-wireframe.d.ts +1 -1
  169. package/lib/commonjs/mol-repr/structure/visual/label-text.d.ts +3 -3
  170. package/lib/commonjs/mol-repr/structure/visual/molecular-surface-mesh.d.ts +3 -3
  171. package/lib/commonjs/mol-repr/structure/visual/molecular-surface-wireframe.d.ts +1 -1
  172. package/lib/commonjs/mol-repr/structure/visual/nucleotide-block-mesh.d.ts +1 -1
  173. package/lib/commonjs/mol-repr/structure/visual/nucleotide-ring-mesh.d.ts +1 -1
  174. package/lib/commonjs/mol-repr/structure/visual/orientation-ellipsoid-mesh.d.ts +1 -1
  175. package/lib/commonjs/mol-repr/structure/visual/polymer-backbone-cylinder.d.ts +2 -2
  176. package/lib/commonjs/mol-repr/structure/visual/polymer-backbone-sphere.d.ts +2 -2
  177. package/lib/commonjs/mol-repr/structure/visual/polymer-direction-wedge.d.ts +1 -1
  178. package/lib/commonjs/mol-repr/structure/visual/polymer-gap-cylinder.d.ts +1 -1
  179. package/lib/commonjs/mol-repr/structure/visual/polymer-trace-mesh.d.ts +1 -1
  180. package/lib/commonjs/mol-repr/structure/visual/polymer-tube-mesh.d.ts +1 -1
  181. package/lib/commonjs/mol-repr/structure/visual/util/bond.d.ts +7 -7
  182. package/lib/commonjs/mol-repr/structure/visual/util/bond.js +5 -4
  183. package/lib/commonjs/mol-repr/structure/visual/util/common.d.ts +4 -3
  184. package/lib/commonjs/mol-repr/structure/visual/util/gaussian.d.ts +7 -6
  185. package/lib/commonjs/mol-repr/structure/visual/util/molecular-surface.d.ts +2 -1
  186. package/lib/commonjs/mol-repr/visual.d.ts +1 -1
  187. package/lib/commonjs/mol-repr/volume/direct-volume.d.ts +9 -63
  188. package/lib/commonjs/mol-repr/volume/isosurface.d.ts +12 -12
  189. package/lib/commonjs/mol-repr/volume/registry.d.ts +9 -27
  190. package/lib/commonjs/mol-repr/volume/representation.d.ts +1 -1
  191. package/lib/commonjs/mol-repr/volume/slice.d.ts +12 -12
  192. package/lib/commonjs/mol-state/tree/immutable.d.ts +18 -0
  193. package/lib/commonjs/mol-state/tree/transient.d.ts +3 -4
  194. package/lib/commonjs/mol-theme/color/atom-id.d.ts +2 -2
  195. package/lib/commonjs/mol-theme/color/chain-id.d.ts +2 -2
  196. package/lib/commonjs/mol-theme/color/element-index.d.ts +2 -2
  197. package/lib/commonjs/mol-theme/color/element-symbol.d.ts +287 -1
  198. package/lib/commonjs/mol-theme/color/element-symbol.js +25 -15
  199. package/lib/commonjs/mol-theme/color/entity-id.d.ts +3 -3
  200. package/lib/commonjs/mol-theme/color/entity-id.js +29 -5
  201. package/lib/commonjs/mol-theme/color/entity-source.d.ts +2 -2
  202. package/lib/commonjs/mol-theme/color/illustrative.d.ts +100 -29
  203. package/lib/commonjs/mol-theme/color/illustrative.js +26 -7
  204. package/lib/commonjs/mol-theme/color/model-index.d.ts +2 -2
  205. package/lib/commonjs/mol-theme/color/molecule-type.d.ts +19 -1
  206. package/lib/commonjs/mol-theme/color/operator-hkl.d.ts +2 -2
  207. package/lib/commonjs/mol-theme/color/operator-name.d.ts +2 -2
  208. package/lib/commonjs/mol-theme/color/polymer-id.d.ts +2 -2
  209. package/lib/commonjs/mol-theme/color/polymer-index.d.ts +2 -2
  210. package/lib/commonjs/mol-theme/color/residue-name.d.ts +77 -1
  211. package/lib/commonjs/mol-theme/color/secondary-structure.d.ts +27 -1
  212. package/lib/commonjs/mol-theme/color/unit-index.d.ts +2 -2
  213. package/lib/commonjs/mol-theme/color/volume-value.d.ts +17 -0
  214. package/lib/commonjs/mol-theme/color.d.ts +266 -25
  215. package/lib/commonjs/mol-theme/color.js +2 -0
  216. package/lib/commonjs/mol-util/clip.d.ts +1 -1
  217. package/lib/commonjs/mol-util/color/palette.d.ts +3 -3
  218. package/lib/commonjs/mol-util/color/params.d.ts +10 -0
  219. package/lib/examples/alpha-orbitals/index.html +61 -61
  220. package/lib/examples/alpha-orbitals/index.js +1 -1
  221. package/lib/examples/basic-wrapper/index.html +137 -137
  222. package/lib/examples/basic-wrapper/index.js +7 -3
  223. package/lib/examples/lighting/index.html +88 -88
  224. package/lib/examples/proteopedia-wrapper/index.html +236 -236
  225. package/lib/examples/proteopedia-wrapper/index.js +7 -1
  226. package/lib/extensions/anvil/representation.js +1 -1
  227. package/lib/extensions/geo-export/mesh-exporter.js +4 -4
  228. package/lib/extensions/model-export/export.d.ts +9 -0
  229. package/lib/extensions/model-export/export.js +125 -0
  230. package/lib/extensions/model-export/index.d.ts +7 -0
  231. package/lib/extensions/model-export/index.js +33 -0
  232. package/lib/extensions/model-export/ui.d.ts +11 -0
  233. package/lib/extensions/model-export/ui.js +74 -0
  234. package/lib/extensions/mp4-export/encoder.js +1 -1
  235. package/lib/extensions/rcsb/assembly-symmetry/behavior.d.ts +2 -2
  236. package/lib/extensions/rcsb/graphql/types.d.ts +2 -2
  237. package/lib/mol-canvas3d/canvas3d.d.ts +13 -5
  238. package/lib/mol-canvas3d/canvas3d.js +32 -28
  239. package/lib/mol-canvas3d/controls/trackball.d.ts +9 -4
  240. package/lib/mol-canvas3d/controls/trackball.js +51 -12
  241. package/lib/mol-canvas3d/helper/interaction-events.js +1 -1
  242. package/lib/mol-canvas3d/passes/draw.d.ts +14 -2
  243. package/lib/mol-canvas3d/passes/draw.js +19 -18
  244. package/lib/mol-canvas3d/passes/image.js +3 -2
  245. package/lib/mol-canvas3d/passes/marking.js +1 -1
  246. package/lib/mol-canvas3d/passes/multi-sample.d.ts +9 -2
  247. package/lib/mol-canvas3d/passes/multi-sample.js +14 -12
  248. package/lib/mol-canvas3d/passes/pick.js +2 -2
  249. package/lib/mol-geo/geometry/color-data.d.ts +1 -1
  250. package/lib/mol-geo/geometry/color-data.js +22 -0
  251. package/lib/mol-geo/geometry/cylinders/cylinders.d.ts +2 -2
  252. package/lib/mol-geo/geometry/cylinders/cylinders.js +1 -1
  253. package/lib/mol-geo/geometry/direct-volume/direct-volume.d.ts +5 -38
  254. package/lib/mol-geo/geometry/direct-volume/direct-volume.js +22 -67
  255. package/lib/mol-geo/geometry/direct-volume/transfer-function.d.ts +2 -4
  256. package/lib/mol-geo/geometry/direct-volume/transfer-function.js +4 -7
  257. package/lib/mol-geo/geometry/image/image.js +1 -1
  258. package/lib/mol-geo/geometry/lines/lines.d.ts +0 -1
  259. package/lib/mol-geo/geometry/lines/lines.js +1 -1
  260. package/lib/mol-geo/geometry/marker-data.js +13 -5
  261. package/lib/mol-geo/geometry/mesh/mesh.js +1 -1
  262. package/lib/mol-geo/geometry/points/points.d.ts +1 -1
  263. package/lib/mol-geo/geometry/points/points.js +1 -1
  264. package/lib/mol-geo/geometry/size-data.js +5 -5
  265. package/lib/mol-geo/geometry/spheres/spheres.js +1 -1
  266. package/lib/mol-geo/geometry/text/text.js +1 -1
  267. package/lib/mol-geo/geometry/texture-mesh/texture-mesh.js +1 -1
  268. package/lib/mol-gl/compute/histogram-pyramid/sum.js +2 -2
  269. package/lib/mol-gl/compute/marching-cubes/isosurface.d.ts +2 -2
  270. package/lib/mol-gl/compute/marching-cubes/isosurface.js +10 -9
  271. package/lib/mol-gl/renderable/cylinders.d.ts +1 -0
  272. package/lib/mol-gl/renderable/direct-volume.d.ts +6 -10
  273. package/lib/mol-gl/renderable/direct-volume.js +1 -1
  274. package/lib/mol-gl/renderable/image.d.ts +1 -0
  275. package/lib/mol-gl/renderable/lines.d.ts +1 -0
  276. package/lib/mol-gl/renderable/mesh.d.ts +1 -0
  277. package/lib/mol-gl/renderable/points.d.ts +1 -0
  278. package/lib/mol-gl/renderable/schema.d.ts +1 -0
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  2051. package/lib/mol-util/float-packing.d.ts +0 -15
@@ -1,5 +1,5 @@
1
1
  /**
2
- * Copyright (c) 2018-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2018-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
@@ -20,8 +20,8 @@ export var RendererParams = {
20
20
  interiorColor: PD.Color(Color.fromNormalizedRgb(0.3, 0.3, 0.3)),
21
21
  highlightColor: PD.Color(Color.fromNormalizedRgb(1.0, 0.4, 0.6)),
22
22
  selectColor: PD.Color(Color.fromNormalizedRgb(0.2, 1.0, 0.1)),
23
- highlightStrength: PD.Numeric(0.7, { min: 0.0, max: 1.0, step: 0.1 }),
24
- 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 }),
25
25
  markerPriority: PD.Select(1, [[1, 'Highlight'], [2, 'Select']]),
26
26
  xrayEdgeFalloff: PD.Numeric(1, { min: 0.0, max: 3.0, step: 0.1 }),
27
27
  light: PD.ObjectList({
@@ -58,7 +58,7 @@ var Renderer;
58
58
  (function (Renderer) {
59
59
  function create(ctx, props) {
60
60
  if (props === void 0) { props = {}; }
61
- 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;
62
62
  var p = PD.merge(RendererParams, PD.getDefaultValues(RendererParams), props);
63
63
  var light = getLight(p.light);
64
64
  var viewport = Viewport();
@@ -145,24 +145,17 @@ var Renderer;
145
145
  program.setUniforms(globalUniformList);
146
146
  globalUniformsNeedUpdate = false;
147
147
  }
148
- if (r.values.dRenderMode) { // indicates direct-volume
149
- if ((variant === 'pick' || variant === 'depth') && r.values.dRenderMode.ref.value === 'volume') {
150
- 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
151
151
  }
152
152
  // culling done in fragment shader
153
153
  state.disable(gl.CULL_FACE);
154
154
  state.frontFace(gl.CCW);
155
155
  if (variant === 'colorBlended') {
156
156
  // depth test done manually in shader against `depthTexture`
157
- // still need to enable when fragDepth can be used to write depth
158
- if (r.values.dRenderMode.ref.value === 'volume' || !fragDepth) {
159
- state.disable(gl.DEPTH_TEST);
160
- state.depthMask(false);
161
- }
162
- else {
163
- state.enable(gl.DEPTH_TEST);
164
- state.depthMask(r.values.uAlpha.ref.value === 1.0);
165
- }
157
+ state.disable(gl.DEPTH_TEST);
158
+ state.depthMask(false);
166
159
  }
167
160
  }
168
161
  else {
@@ -355,7 +348,7 @@ var Renderer;
355
348
  }
356
349
  };
357
350
  var renderWboitOpaque = function (group, camera, depthTexture) {
358
- var _a, _b, _c;
351
+ var _a, _b;
359
352
  state.disable(gl.BLEND);
360
353
  state.enable(gl.DEPTH_TEST);
361
354
  state.depthMask(true);
@@ -366,13 +359,13 @@ var Renderer;
366
359
  // TODO: simplify, handle in renderable.state???
367
360
  // uAlpha is updated in "render" so we need to recompute it here
368
361
  var alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1);
369
- 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)) {
370
363
  renderObject(r, 'colorWboit');
371
364
  }
372
365
  }
373
366
  };
374
367
  var renderWboitTransparent = function (group, camera, depthTexture) {
375
- var _a, _b, _c;
368
+ var _a, _b;
376
369
  updateInternal(group, camera, depthTexture, true, false);
377
370
  var renderables = group.renderables;
378
371
  for (var i = 0, il = renderables.length; i < il; ++i) {
@@ -380,18 +373,18 @@ var Renderer;
380
373
  // TODO: simplify, handle in renderable.state???
381
374
  // uAlpha is updated in "render" so we need to recompute it here
382
375
  var alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1);
383
- 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)) {
384
377
  renderObject(r, 'colorWboit');
385
378
  }
386
379
  }
387
380
  };
388
381
  return {
389
- clear: function (toBackgroundColor) {
382
+ clear: function (toBackgroundColor, ignoreTransparentBackground) {
390
383
  state.enable(gl.SCISSOR_TEST);
391
384
  state.enable(gl.DEPTH_TEST);
392
385
  state.colorMask(true, true, true, true);
393
386
  state.depthMask(true);
394
- if (transparentBackground) {
387
+ if (transparentBackground && !ignoreTransparentBackground) {
395
388
  state.clearColor(0, 0, 0, 0);
396
389
  }
397
390
  else if (toBackgroundColor) {
@@ -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 (uPickType == 1) {\n vColor = vec4(encodeFloatRGB(float(uObjectId)), 1.0);\n } else if (uPickType == 2) {\n vColor = vec4(encodeFloatRGB(aInstance), 1.0);\n } else {\n vColor = vec4(encodeFloatRGB(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
+ 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 (uPickType == 1) {\n vColor = vec4(encodeFloatRGB(float(uObjectId)), 1.0);\n } else if (uPickType == 2) {\n vColor = vec4(encodeFloatRGB(aInstance), 1.0);\n } else {\n vColor = vec4(encodeFloatRGB(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
+ 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_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 common = "\n// TODO find a better place for these convenience defines\n\n#if defined(dRenderVariant_colorBlended) || defined(dRenderVariant_colorWboit)\n #define dRenderVariant_color\n#endif\n\n#if defined(dColorType_instance) || defined(dColorType_group) || defined(dColorType_groupInstance) || defined(dColorType_vertex) || defined(dColorType_vertexInstance)\n #define dColorType_texture\n#endif\n\n#if defined(dColorType_volume) || defined(dColorType_volumeInstance)\n #define dColorType_grid\n#endif\n\n#if defined(dColorType_attribute) || defined(dColorType_texture) || defined(dColorType_grid)\n #define dColorType_varying\n#endif\n\n//\n\n#define PI 3.14159265\n#define RECIPROCAL_PI 0.31830988618\n#define EPSILON 1e-6\n\n#define saturate(a) clamp(a, 0.0, 1.0)\n\nfloat intDiv(const in float a, const in float b) { return float(int(a) / int(b)); }\nvec2 ivec2Div(const in vec2 a, const in vec2 b) { return vec2(ivec2(a) / ivec2(b)); }\nfloat intMod(const in float a, const in float b) { return a - b * float(int(a) / int(b)); }\nint imod(const in int a, const in int b) { return a - b * (a / b); }\n\nfloat pow2(const in float x) { return x * x; }\n\nconst float maxFloat = 10000.0; // NOTE constant also set in TypeScript\nconst float floatLogFactor = 9.210440366976517; // log(maxFloat + 1.0);\nfloat encodeFloatLog(const in float value) { return log(value + 1.0) / floatLogFactor; }\nfloat decodeFloatLog(const in float value) { return exp(value * floatLogFactor) - 1.0; }\n\nvec3 encodeFloatRGB(in float value) {\n value = clamp(value, 0.0, 16777216.0 - 1.0) + 1.0;\n vec3 c = vec3(0.0);\n c.b = mod(value, 256.0);\n value = floor(value / 256.0);\n c.g = mod(value, 256.0);\n value = floor(value / 256.0);\n c.r = mod(value, 256.0);\n return c / 255.0;\n}\nfloat decodeFloatRGB(const in vec3 rgb) {\n return (rgb.r * 256.0 * 256.0 * 255.0 + rgb.g * 256.0 * 255.0 + rgb.b * 255.0) - 1.0;\n}\n\nvec2 packUnitIntervalToRG(const in float v) {\n vec2 enc;\n enc.xy = vec2(fract(v * 256.0), v);\n enc.y -= enc.x * (1.0 / 256.0);\n enc.xy *= 256.0 / 255.0;\n\n return enc;\n}\n\nfloat unpackRGToUnitInterval(const in vec2 enc) {\n return dot(enc, vec2(255.0 / (256.0 * 256.0), 255.0 / 256.0));\n}\n\nvec3 screenSpaceToViewSpace(const in vec3 ssPos, const in mat4 invProjection) {\n vec4 p = vec4(ssPos * 2.0 - 1.0, 1.0);\n p = invProjection * p;\n return p.xyz / p.w;\n}\n\nconst float PackUpscale = 256.0 / 255.0; // fraction -> 0..1 (including 1)\nconst float UnpackDownscale = 255.0 / 256.0; // 0..1 -> fraction (excluding 1)\nconst vec3 PackFactors = vec3(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0);\nconst vec4 UnpackFactors = UnpackDownscale / vec4(PackFactors, 1.0);\nconst float ShiftRight8 = 1.0 / 256.0;\n\nvec4 packDepthToRGBA(const in float v) {\n vec4 r = vec4(fract(v * PackFactors), v);\n r.yzw -= r.xyz * ShiftRight8; // tidy overflow\n return r * PackUpscale;\n}\nfloat unpackRGBAToDepth(const in vec4 v) {\n return dot(v, UnpackFactors);\n}\n\nvec4 sRGBToLinear(const in vec4 c) {\n return vec4(mix(pow(c.rgb * 0.9478672986 + vec3(0.0521327014), vec3(2.4)), c.rgb * 0.0773993808, vec3(lessThanEqual(c.rgb, vec3(0.04045)))), c.a);\n}\nvec4 linearTosRGB(const in vec4 c) {\n return vec4(mix(pow(c.rgb, vec3(0.41666)) * 1.055 - vec3(0.055), c.rgb * 12.92, vec3(lessThanEqual(c.rgb, vec3(0.0031308)))), c.a);\n}\n\nfloat linearizeDepth(const in float depth, const in float near, const in float far) {\n return (2.0 * near) / (far + near - depth * (far - near));\n}\n\nfloat perspectiveDepthToViewZ(const in float invClipZ, const in float near, const in float far) {\n return (near * far) / ((far - near) * invClipZ - far);\n}\n\nfloat orthographicDepthToViewZ(const in float linearClipZ, const in float near, const in float far) {\n return linearClipZ * (near - far) - near;\n}\n\nfloat depthToViewZ(const in float isOrtho, const in float linearClipZ, const in float near, const in float far) {\n return isOrtho == 1.0 ? orthographicDepthToViewZ(linearClipZ, near, far) : perspectiveDepthToViewZ(linearClipZ, near, far);\n}\n\n#if __VERSION__ == 100\n // transpose\n\n float transpose(const in float m) {\n return m;\n }\n\n mat2 transpose2(const in mat2 m) {\n return mat2(\n m[0][0], m[1][0],\n m[0][1], m[1][1]\n );\n }\n\n mat3 transpose3(const in mat3 m) {\n return mat3(\n m[0][0], m[1][0], m[2][0],\n m[0][1], m[1][1], m[2][1],\n m[0][2], m[1][2], m[2][2]\n );\n }\n\n mat4 transpose4(const in mat4 m) {\n return mat4(\n m[0][0], m[1][0], m[2][0], m[3][0],\n m[0][1], m[1][1], m[2][1], m[3][1],\n m[0][2], m[1][2], m[2][2], m[3][2],\n m[0][3], m[1][3], m[2][3], m[3][3]\n );\n }\n\n // inverse\n\n float inverse(const in float m) {\n return 1.0 / m;\n }\n\n mat2 inverse2(const in mat2 m) {\n return mat2(m[1][1],-m[0][1],\n -m[1][0], m[0][0]) / (m[0][0]*m[1][1] - m[0][1]*m[1][0]);\n }\n\n mat3 inverse3(const in mat3 m) {\n float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];\n float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];\n float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];\n\n float b01 = a22 * a11 - a12 * a21;\n float b11 = -a22 * a10 + a12 * a20;\n float b21 = a21 * a10 - a11 * a20;\n\n float det = a00 * b01 + a01 * b11 + a02 * b21;\n\n return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),\n b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),\n b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;\n }\n\n mat4 inverse4(const in mat4 m) {\n float\n a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3],\n a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3],\n a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3],\n a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3],\n\n b00 = a00 * a11 - a01 * a10,\n b01 = a00 * a12 - a02 * a10,\n b02 = a00 * a13 - a03 * a10,\n b03 = a01 * a12 - a02 * a11,\n b04 = a01 * a13 - a03 * a11,\n b05 = a02 * a13 - a03 * a12,\n b06 = a20 * a31 - a21 * a30,\n b07 = a20 * a32 - a22 * a30,\n b08 = a20 * a33 - a23 * a30,\n b09 = a21 * a32 - a22 * a31,\n b10 = a21 * a33 - a23 * a31,\n b11 = a22 * a33 - a23 * a32,\n\n det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;\n\n return mat4(\n a11 * b11 - a12 * b10 + a13 * b09,\n a02 * b10 - a01 * b11 - a03 * b09,\n a31 * b05 - a32 * b04 + a33 * b03,\n a22 * b04 - a21 * b05 - a23 * b03,\n a12 * b08 - a10 * b11 - a13 * b07,\n a00 * b11 - a02 * b08 + a03 * b07,\n a32 * b02 - a30 * b05 - a33 * b01,\n a20 * b05 - a22 * b02 + a23 * b01,\n a10 * b10 - a11 * b08 + a13 * b06,\n a01 * b08 - a00 * b10 - a03 * b06,\n a30 * b04 - a31 * b02 + a33 * b00,\n a21 * b02 - a20 * b04 - a23 * b00,\n a11 * b07 - a10 * b09 - a12 * b06,\n a00 * b09 - a01 * b07 + a02 * b06,\n a31 * b01 - a30 * b03 - a32 * b00,\n a20 * b03 - a21 * b01 + a22 * b00) / det;\n }\n\n #define isNaN(x) ((x) != (x))\n #define isInf(x) ((x) == (x) + 1.0)\n#else\n #define transpose2(m) transpose(m)\n #define transpose3(m) transpose(m)\n #define transpose4(m) transpose(m)\n\n #define inverse2(m) inverse(m)\n #define inverse3(m) inverse(m)\n #define inverse4(m) inverse(m)\n\n #define isNaN isnan\n #define isInf isinf\n#endif\n";
1
+ export declare const common = "\n// TODO find a better place for these convenience defines\n\n#if defined(dRenderVariant_colorBlended) || defined(dRenderVariant_colorWboit)\n #define dRenderVariant_color\n#endif\n\n#if defined(dColorType_instance) || defined(dColorType_group) || defined(dColorType_groupInstance) || defined(dColorType_vertex) || defined(dColorType_vertexInstance)\n #define dColorType_texture\n#endif\n\n#if defined(dColorType_volume) || defined(dColorType_volumeInstance)\n #define dColorType_grid\n#endif\n\n#if defined(dColorType_attribute) || defined(dColorType_texture) || defined(dColorType_grid)\n #define dColorType_varying\n#endif\n\n//\n\n#define PI 3.14159265\n#define RECIPROCAL_PI 0.31830988618\n#define EPSILON 1e-6\n\n#define saturate(a) clamp(a, 0.0, 1.0)\n\n#if __VERSION__ == 100\n #define round(x) floor((x) + 0.5)\n#endif\n\nfloat intDiv(const in float a, const in float b) { return float(int(a) / int(b)); }\nvec2 ivec2Div(const in vec2 a, const in vec2 b) { return vec2(ivec2(a) / ivec2(b)); }\nfloat intMod(const in float a, const in float b) { return a - b * float(int(a) / int(b)); }\nint imod(const in int a, const in int b) { return a - b * (a / b); }\n\nfloat pow2(const in float x) { return x * x; }\n\nvec3 packIntToRGB(in float value) {\n value = clamp(round(value), 0.0, 16777216.0 - 1.0) + 1.0;\n vec3 c = vec3(0.0);\n c.b = mod(value, 256.0);\n value = floor(value / 256.0);\n c.g = mod(value, 256.0);\n value = floor(value / 256.0);\n c.r = mod(value, 256.0);\n return c / 255.0;\n}\nfloat unpackRGBToInt(const in vec3 rgb) {\n return (floor(rgb.r * 255.0 + 0.5) * 256.0 * 256.0 + floor(rgb.g * 255.0 + 0.5) * 256.0 + floor(rgb.b * 255.0 + 0.5)) - 1.0;\n}\n\nvec2 packUnitIntervalToRG(const in float v) {\n vec2 enc;\n enc.xy = vec2(fract(v * 256.0), v);\n enc.y -= enc.x * (1.0 / 256.0);\n enc.xy *= 256.0 / 255.0;\n\n return enc;\n}\n\nfloat unpackRGToUnitInterval(const in vec2 enc) {\n return dot(enc, vec2(255.0 / (256.0 * 256.0), 255.0 / 256.0));\n}\n\nvec3 screenSpaceToViewSpace(const in vec3 ssPos, const in mat4 invProjection) {\n vec4 p = vec4(ssPos * 2.0 - 1.0, 1.0);\n p = invProjection * p;\n return p.xyz / p.w;\n}\n\nconst float PackUpscale = 256.0 / 255.0; // fraction -> 0..1 (including 1)\nconst float UnpackDownscale = 255.0 / 256.0; // 0..1 -> fraction (excluding 1)\nconst vec3 PackFactors = vec3(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0);\nconst vec4 UnpackFactors = UnpackDownscale / vec4(PackFactors, 1.0);\nconst float ShiftRight8 = 1.0 / 256.0;\n\nvec4 packDepthToRGBA(const in float v) {\n vec4 r = vec4(fract(v * PackFactors), v);\n r.yzw -= r.xyz * ShiftRight8; // tidy overflow\n return r * PackUpscale;\n}\nfloat unpackRGBAToDepth(const in vec4 v) {\n return dot(v, UnpackFactors);\n}\n\nvec4 sRGBToLinear(const in vec4 c) {\n return vec4(mix(pow(c.rgb * 0.9478672986 + vec3(0.0521327014), vec3(2.4)), c.rgb * 0.0773993808, vec3(lessThanEqual(c.rgb, vec3(0.04045)))), c.a);\n}\nvec4 linearTosRGB(const in vec4 c) {\n return vec4(mix(pow(c.rgb, vec3(0.41666)) * 1.055 - vec3(0.055), c.rgb * 12.92, vec3(lessThanEqual(c.rgb, vec3(0.0031308)))), c.a);\n}\n\nfloat linearizeDepth(const in float depth, const in float near, const in float far) {\n return (2.0 * near) / (far + near - depth * (far - near));\n}\n\nfloat perspectiveDepthToViewZ(const in float invClipZ, const in float near, const in float far) {\n return (near * far) / ((far - near) * invClipZ - far);\n}\n\nfloat orthographicDepthToViewZ(const in float linearClipZ, const in float near, const in float far) {\n return linearClipZ * (near - far) - near;\n}\n\nfloat depthToViewZ(const in float isOrtho, const in float linearClipZ, const in float near, const in float far) {\n return isOrtho == 1.0 ? orthographicDepthToViewZ(linearClipZ, near, far) : perspectiveDepthToViewZ(linearClipZ, near, far);\n}\n\n#if __VERSION__ == 100\n // transpose\n\n float transpose(const in float m) {\n return m;\n }\n\n mat2 transpose2(const in mat2 m) {\n return mat2(\n m[0][0], m[1][0],\n m[0][1], m[1][1]\n );\n }\n\n mat3 transpose3(const in mat3 m) {\n return mat3(\n m[0][0], m[1][0], m[2][0],\n m[0][1], m[1][1], m[2][1],\n m[0][2], m[1][2], m[2][2]\n );\n }\n\n mat4 transpose4(const in mat4 m) {\n return mat4(\n m[0][0], m[1][0], m[2][0], m[3][0],\n m[0][1], m[1][1], m[2][1], m[3][1],\n m[0][2], m[1][2], m[2][2], m[3][2],\n m[0][3], m[1][3], m[2][3], m[3][3]\n );\n }\n\n // inverse\n\n float inverse(const in float m) {\n return 1.0 / m;\n }\n\n mat2 inverse2(const in mat2 m) {\n return mat2(m[1][1],-m[0][1],\n -m[1][0], m[0][0]) / (m[0][0]*m[1][1] - m[0][1]*m[1][0]);\n }\n\n mat3 inverse3(const in mat3 m) {\n float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];\n float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];\n float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];\n\n float b01 = a22 * a11 - a12 * a21;\n float b11 = -a22 * a10 + a12 * a20;\n float b21 = a21 * a10 - a11 * a20;\n\n float det = a00 * b01 + a01 * b11 + a02 * b21;\n\n return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),\n b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),\n b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;\n }\n\n mat4 inverse4(const in mat4 m) {\n float\n a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3],\n a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3],\n a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3],\n a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3],\n\n b00 = a00 * a11 - a01 * a10,\n b01 = a00 * a12 - a02 * a10,\n b02 = a00 * a13 - a03 * a10,\n b03 = a01 * a12 - a02 * a11,\n b04 = a01 * a13 - a03 * a11,\n b05 = a02 * a13 - a03 * a12,\n b06 = a20 * a31 - a21 * a30,\n b07 = a20 * a32 - a22 * a30,\n b08 = a20 * a33 - a23 * a30,\n b09 = a21 * a32 - a22 * a31,\n b10 = a21 * a33 - a23 * a31,\n b11 = a22 * a33 - a23 * a32,\n\n det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;\n\n return mat4(\n a11 * b11 - a12 * b10 + a13 * b09,\n a02 * b10 - a01 * b11 - a03 * b09,\n a31 * b05 - a32 * b04 + a33 * b03,\n a22 * b04 - a21 * b05 - a23 * b03,\n a12 * b08 - a10 * b11 - a13 * b07,\n a00 * b11 - a02 * b08 + a03 * b07,\n a32 * b02 - a30 * b05 - a33 * b01,\n a20 * b05 - a22 * b02 + a23 * b01,\n a10 * b10 - a11 * b08 + a13 * b06,\n a01 * b08 - a00 * b10 - a03 * b06,\n a30 * b04 - a31 * b02 + a33 * b00,\n a21 * b02 - a20 * b04 - a23 * b00,\n a11 * b07 - a10 * b09 - a12 * b06,\n a00 * b09 - a01 * b07 + a02 * b06,\n a31 * b01 - a30 * b03 - a32 * b00,\n a20 * b03 - a21 * b01 + a22 * b00) / det;\n }\n\n #define isNaN(x) ((x) != (x))\n #define isInf(x) ((x) == (x) + 1.0)\n#else\n #define transpose2(m) transpose(m)\n #define transpose3(m) transpose(m)\n #define transpose4(m) transpose(m)\n\n #define inverse2(m) inverse(m)\n #define inverse3(m) inverse(m)\n #define inverse4(m) inverse(m)\n\n #define isNaN isnan\n #define isInf isinf\n#endif\n";
@@ -1,2 +1,2 @@
1
- export var common = "\n// TODO find a better place for these convenience defines\n\n#if defined(dRenderVariant_colorBlended) || defined(dRenderVariant_colorWboit)\n #define dRenderVariant_color\n#endif\n\n#if defined(dColorType_instance) || defined(dColorType_group) || defined(dColorType_groupInstance) || defined(dColorType_vertex) || defined(dColorType_vertexInstance)\n #define dColorType_texture\n#endif\n\n#if defined(dColorType_volume) || defined(dColorType_volumeInstance)\n #define dColorType_grid\n#endif\n\n#if defined(dColorType_attribute) || defined(dColorType_texture) || defined(dColorType_grid)\n #define dColorType_varying\n#endif\n\n//\n\n#define PI 3.14159265\n#define RECIPROCAL_PI 0.31830988618\n#define EPSILON 1e-6\n\n#define saturate(a) clamp(a, 0.0, 1.0)\n\nfloat intDiv(const in float a, const in float b) { return float(int(a) / int(b)); }\nvec2 ivec2Div(const in vec2 a, const in vec2 b) { return vec2(ivec2(a) / ivec2(b)); }\nfloat intMod(const in float a, const in float b) { return a - b * float(int(a) / int(b)); }\nint imod(const in int a, const in int b) { return a - b * (a / b); }\n\nfloat pow2(const in float x) { return x * x; }\n\nconst float maxFloat = 10000.0; // NOTE constant also set in TypeScript\nconst float floatLogFactor = 9.210440366976517; // log(maxFloat + 1.0);\nfloat encodeFloatLog(const in float value) { return log(value + 1.0) / floatLogFactor; }\nfloat decodeFloatLog(const in float value) { return exp(value * floatLogFactor) - 1.0; }\n\nvec3 encodeFloatRGB(in float value) {\n value = clamp(value, 0.0, 16777216.0 - 1.0) + 1.0;\n vec3 c = vec3(0.0);\n c.b = mod(value, 256.0);\n value = floor(value / 256.0);\n c.g = mod(value, 256.0);\n value = floor(value / 256.0);\n c.r = mod(value, 256.0);\n return c / 255.0;\n}\nfloat decodeFloatRGB(const in vec3 rgb) {\n return (rgb.r * 256.0 * 256.0 * 255.0 + rgb.g * 256.0 * 255.0 + rgb.b * 255.0) - 1.0;\n}\n\nvec2 packUnitIntervalToRG(const in float v) {\n vec2 enc;\n enc.xy = vec2(fract(v * 256.0), v);\n enc.y -= enc.x * (1.0 / 256.0);\n enc.xy *= 256.0 / 255.0;\n\n return enc;\n}\n\nfloat unpackRGToUnitInterval(const in vec2 enc) {\n return dot(enc, vec2(255.0 / (256.0 * 256.0), 255.0 / 256.0));\n}\n\nvec3 screenSpaceToViewSpace(const in vec3 ssPos, const in mat4 invProjection) {\n vec4 p = vec4(ssPos * 2.0 - 1.0, 1.0);\n p = invProjection * p;\n return p.xyz / p.w;\n}\n\nconst float PackUpscale = 256.0 / 255.0; // fraction -> 0..1 (including 1)\nconst float UnpackDownscale = 255.0 / 256.0; // 0..1 -> fraction (excluding 1)\nconst vec3 PackFactors = vec3(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0);\nconst vec4 UnpackFactors = UnpackDownscale / vec4(PackFactors, 1.0);\nconst float ShiftRight8 = 1.0 / 256.0;\n\nvec4 packDepthToRGBA(const in float v) {\n vec4 r = vec4(fract(v * PackFactors), v);\n r.yzw -= r.xyz * ShiftRight8; // tidy overflow\n return r * PackUpscale;\n}\nfloat unpackRGBAToDepth(const in vec4 v) {\n return dot(v, UnpackFactors);\n}\n\nvec4 sRGBToLinear(const in vec4 c) {\n return vec4(mix(pow(c.rgb * 0.9478672986 + vec3(0.0521327014), vec3(2.4)), c.rgb * 0.0773993808, vec3(lessThanEqual(c.rgb, vec3(0.04045)))), c.a);\n}\nvec4 linearTosRGB(const in vec4 c) {\n return vec4(mix(pow(c.rgb, vec3(0.41666)) * 1.055 - vec3(0.055), c.rgb * 12.92, vec3(lessThanEqual(c.rgb, vec3(0.0031308)))), c.a);\n}\n\nfloat linearizeDepth(const in float depth, const in float near, const in float far) {\n return (2.0 * near) / (far + near - depth * (far - near));\n}\n\nfloat perspectiveDepthToViewZ(const in float invClipZ, const in float near, const in float far) {\n return (near * far) / ((far - near) * invClipZ - far);\n}\n\nfloat orthographicDepthToViewZ(const in float linearClipZ, const in float near, const in float far) {\n return linearClipZ * (near - far) - near;\n}\n\nfloat depthToViewZ(const in float isOrtho, const in float linearClipZ, const in float near, const in float far) {\n return isOrtho == 1.0 ? orthographicDepthToViewZ(linearClipZ, near, far) : perspectiveDepthToViewZ(linearClipZ, near, far);\n}\n\n#if __VERSION__ == 100\n // transpose\n\n float transpose(const in float m) {\n return m;\n }\n\n mat2 transpose2(const in mat2 m) {\n return mat2(\n m[0][0], m[1][0],\n m[0][1], m[1][1]\n );\n }\n\n mat3 transpose3(const in mat3 m) {\n return mat3(\n m[0][0], m[1][0], m[2][0],\n m[0][1], m[1][1], m[2][1],\n m[0][2], m[1][2], m[2][2]\n );\n }\n\n mat4 transpose4(const in mat4 m) {\n return mat4(\n m[0][0], m[1][0], m[2][0], m[3][0],\n m[0][1], m[1][1], m[2][1], m[3][1],\n m[0][2], m[1][2], m[2][2], m[3][2],\n m[0][3], m[1][3], m[2][3], m[3][3]\n );\n }\n\n // inverse\n\n float inverse(const in float m) {\n return 1.0 / m;\n }\n\n mat2 inverse2(const in mat2 m) {\n return mat2(m[1][1],-m[0][1],\n -m[1][0], m[0][0]) / (m[0][0]*m[1][1] - m[0][1]*m[1][0]);\n }\n\n mat3 inverse3(const in mat3 m) {\n float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];\n float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];\n float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];\n\n float b01 = a22 * a11 - a12 * a21;\n float b11 = -a22 * a10 + a12 * a20;\n float b21 = a21 * a10 - a11 * a20;\n\n float det = a00 * b01 + a01 * b11 + a02 * b21;\n\n return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),\n b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),\n b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;\n }\n\n mat4 inverse4(const in mat4 m) {\n float\n a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3],\n a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3],\n a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3],\n a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3],\n\n b00 = a00 * a11 - a01 * a10,\n b01 = a00 * a12 - a02 * a10,\n b02 = a00 * a13 - a03 * a10,\n b03 = a01 * a12 - a02 * a11,\n b04 = a01 * a13 - a03 * a11,\n b05 = a02 * a13 - a03 * a12,\n b06 = a20 * a31 - a21 * a30,\n b07 = a20 * a32 - a22 * a30,\n b08 = a20 * a33 - a23 * a30,\n b09 = a21 * a32 - a22 * a31,\n b10 = a21 * a33 - a23 * a31,\n b11 = a22 * a33 - a23 * a32,\n\n det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;\n\n return mat4(\n a11 * b11 - a12 * b10 + a13 * b09,\n a02 * b10 - a01 * b11 - a03 * b09,\n a31 * b05 - a32 * b04 + a33 * b03,\n a22 * b04 - a21 * b05 - a23 * b03,\n a12 * b08 - a10 * b11 - a13 * b07,\n a00 * b11 - a02 * b08 + a03 * b07,\n a32 * b02 - a30 * b05 - a33 * b01,\n a20 * b05 - a22 * b02 + a23 * b01,\n a10 * b10 - a11 * b08 + a13 * b06,\n a01 * b08 - a00 * b10 - a03 * b06,\n a30 * b04 - a31 * b02 + a33 * b00,\n a21 * b02 - a20 * b04 - a23 * b00,\n a11 * b07 - a10 * b09 - a12 * b06,\n a00 * b09 - a01 * b07 + a02 * b06,\n a31 * b01 - a30 * b03 - a32 * b00,\n a20 * b03 - a21 * b01 + a22 * b00) / det;\n }\n\n #define isNaN(x) ((x) != (x))\n #define isInf(x) ((x) == (x) + 1.0)\n#else\n #define transpose2(m) transpose(m)\n #define transpose3(m) transpose(m)\n #define transpose4(m) transpose(m)\n\n #define inverse2(m) inverse(m)\n #define inverse3(m) inverse(m)\n #define inverse4(m) inverse(m)\n\n #define isNaN isnan\n #define isInf isinf\n#endif\n";
1
+ export var common = "\n// TODO find a better place for these convenience defines\n\n#if defined(dRenderVariant_colorBlended) || defined(dRenderVariant_colorWboit)\n #define dRenderVariant_color\n#endif\n\n#if defined(dColorType_instance) || defined(dColorType_group) || defined(dColorType_groupInstance) || defined(dColorType_vertex) || defined(dColorType_vertexInstance)\n #define dColorType_texture\n#endif\n\n#if defined(dColorType_volume) || defined(dColorType_volumeInstance)\n #define dColorType_grid\n#endif\n\n#if defined(dColorType_attribute) || defined(dColorType_texture) || defined(dColorType_grid)\n #define dColorType_varying\n#endif\n\n//\n\n#define PI 3.14159265\n#define RECIPROCAL_PI 0.31830988618\n#define EPSILON 1e-6\n\n#define saturate(a) clamp(a, 0.0, 1.0)\n\n#if __VERSION__ == 100\n #define round(x) floor((x) + 0.5)\n#endif\n\nfloat intDiv(const in float a, const in float b) { return float(int(a) / int(b)); }\nvec2 ivec2Div(const in vec2 a, const in vec2 b) { return vec2(ivec2(a) / ivec2(b)); }\nfloat intMod(const in float a, const in float b) { return a - b * float(int(a) / int(b)); }\nint imod(const in int a, const in int b) { return a - b * (a / b); }\n\nfloat pow2(const in float x) { return x * x; }\n\nvec3 packIntToRGB(in float value) {\n value = clamp(round(value), 0.0, 16777216.0 - 1.0) + 1.0;\n vec3 c = vec3(0.0);\n c.b = mod(value, 256.0);\n value = floor(value / 256.0);\n c.g = mod(value, 256.0);\n value = floor(value / 256.0);\n c.r = mod(value, 256.0);\n return c / 255.0;\n}\nfloat unpackRGBToInt(const in vec3 rgb) {\n return (floor(rgb.r * 255.0 + 0.5) * 256.0 * 256.0 + floor(rgb.g * 255.0 + 0.5) * 256.0 + floor(rgb.b * 255.0 + 0.5)) - 1.0;\n}\n\nvec2 packUnitIntervalToRG(const in float v) {\n vec2 enc;\n enc.xy = vec2(fract(v * 256.0), v);\n enc.y -= enc.x * (1.0 / 256.0);\n enc.xy *= 256.0 / 255.0;\n\n return enc;\n}\n\nfloat unpackRGToUnitInterval(const in vec2 enc) {\n return dot(enc, vec2(255.0 / (256.0 * 256.0), 255.0 / 256.0));\n}\n\nvec3 screenSpaceToViewSpace(const in vec3 ssPos, const in mat4 invProjection) {\n vec4 p = vec4(ssPos * 2.0 - 1.0, 1.0);\n p = invProjection * p;\n return p.xyz / p.w;\n}\n\nconst float PackUpscale = 256.0 / 255.0; // fraction -> 0..1 (including 1)\nconst float UnpackDownscale = 255.0 / 256.0; // 0..1 -> fraction (excluding 1)\nconst vec3 PackFactors = vec3(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0);\nconst vec4 UnpackFactors = UnpackDownscale / vec4(PackFactors, 1.0);\nconst float ShiftRight8 = 1.0 / 256.0;\n\nvec4 packDepthToRGBA(const in float v) {\n vec4 r = vec4(fract(v * PackFactors), v);\n r.yzw -= r.xyz * ShiftRight8; // tidy overflow\n return r * PackUpscale;\n}\nfloat unpackRGBAToDepth(const in vec4 v) {\n return dot(v, UnpackFactors);\n}\n\nvec4 sRGBToLinear(const in vec4 c) {\n return vec4(mix(pow(c.rgb * 0.9478672986 + vec3(0.0521327014), vec3(2.4)), c.rgb * 0.0773993808, vec3(lessThanEqual(c.rgb, vec3(0.04045)))), c.a);\n}\nvec4 linearTosRGB(const in vec4 c) {\n return vec4(mix(pow(c.rgb, vec3(0.41666)) * 1.055 - vec3(0.055), c.rgb * 12.92, vec3(lessThanEqual(c.rgb, vec3(0.0031308)))), c.a);\n}\n\nfloat linearizeDepth(const in float depth, const in float near, const in float far) {\n return (2.0 * near) / (far + near - depth * (far - near));\n}\n\nfloat perspectiveDepthToViewZ(const in float invClipZ, const in float near, const in float far) {\n return (near * far) / ((far - near) * invClipZ - far);\n}\n\nfloat orthographicDepthToViewZ(const in float linearClipZ, const in float near, const in float far) {\n return linearClipZ * (near - far) - near;\n}\n\nfloat depthToViewZ(const in float isOrtho, const in float linearClipZ, const in float near, const in float far) {\n return isOrtho == 1.0 ? orthographicDepthToViewZ(linearClipZ, near, far) : perspectiveDepthToViewZ(linearClipZ, near, far);\n}\n\n#if __VERSION__ == 100\n // transpose\n\n float transpose(const in float m) {\n return m;\n }\n\n mat2 transpose2(const in mat2 m) {\n return mat2(\n m[0][0], m[1][0],\n m[0][1], m[1][1]\n );\n }\n\n mat3 transpose3(const in mat3 m) {\n return mat3(\n m[0][0], m[1][0], m[2][0],\n m[0][1], m[1][1], m[2][1],\n m[0][2], m[1][2], m[2][2]\n );\n }\n\n mat4 transpose4(const in mat4 m) {\n return mat4(\n m[0][0], m[1][0], m[2][0], m[3][0],\n m[0][1], m[1][1], m[2][1], m[3][1],\n m[0][2], m[1][2], m[2][2], m[3][2],\n m[0][3], m[1][3], m[2][3], m[3][3]\n );\n }\n\n // inverse\n\n float inverse(const in float m) {\n return 1.0 / m;\n }\n\n mat2 inverse2(const in mat2 m) {\n return mat2(m[1][1],-m[0][1],\n -m[1][0], m[0][0]) / (m[0][0]*m[1][1] - m[0][1]*m[1][0]);\n }\n\n mat3 inverse3(const in mat3 m) {\n float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];\n float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];\n float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];\n\n float b01 = a22 * a11 - a12 * a21;\n float b11 = -a22 * a10 + a12 * a20;\n float b21 = a21 * a10 - a11 * a20;\n\n float det = a00 * b01 + a01 * b11 + a02 * b21;\n\n return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),\n b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),\n b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;\n }\n\n mat4 inverse4(const in mat4 m) {\n float\n a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3],\n a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3],\n a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3],\n a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3],\n\n b00 = a00 * a11 - a01 * a10,\n b01 = a00 * a12 - a02 * a10,\n b02 = a00 * a13 - a03 * a10,\n b03 = a01 * a12 - a02 * a11,\n b04 = a01 * a13 - a03 * a11,\n b05 = a02 * a13 - a03 * a12,\n b06 = a20 * a31 - a21 * a30,\n b07 = a20 * a32 - a22 * a30,\n b08 = a20 * a33 - a23 * a30,\n b09 = a21 * a32 - a22 * a31,\n b10 = a21 * a33 - a23 * a31,\n b11 = a22 * a33 - a23 * a32,\n\n det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;\n\n return mat4(\n a11 * b11 - a12 * b10 + a13 * b09,\n a02 * b10 - a01 * b11 - a03 * b09,\n a31 * b05 - a32 * b04 + a33 * b03,\n a22 * b04 - a21 * b05 - a23 * b03,\n a12 * b08 - a10 * b11 - a13 * b07,\n a00 * b11 - a02 * b08 + a03 * b07,\n a32 * b02 - a30 * b05 - a33 * b01,\n a20 * b05 - a22 * b02 + a23 * b01,\n a10 * b10 - a11 * b08 + a13 * b06,\n a01 * b08 - a00 * b10 - a03 * b06,\n a30 * b04 - a31 * b02 + a33 * b00,\n a21 * b02 - a20 * b04 - a23 * b00,\n a11 * b07 - a10 * b09 - a12 * b06,\n a00 * b09 - a01 * b07 + a02 * b06,\n a31 * b01 - a30 * b03 - a32 * b00,\n a20 * b03 - a21 * b01 + a22 * b00) / det;\n }\n\n #define isNaN(x) ((x) != (x))\n #define isInf(x) ((x) == (x) + 1.0)\n#else\n #define transpose2(m) transpose(m)\n #define transpose3(m) transpose(m)\n #define transpose4(m) transpose(m)\n\n #define inverse2(m) inverse(m)\n #define inverse3(m) inverse(m)\n #define inverse4(m) inverse(m)\n\n #define isNaN isnan\n #define isInf isinf\n#endif\n";
2
2
  //# sourceMappingURL=common.glsl.js.map
@@ -4,4 +4,4 @@
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  * @author Áron Samuel Kovács <aron.kovacs@mail.muni.cz>
6
6
  */
7
- export declare const wboit_write = "\n#if defined(dRenderVariant_colorWboit)\n if (!uRenderWboit) {\n if (preFogAlpha < 1.0) {\n discard;\n }\n } else if (uRenderWboit) {\n // the 'fragmentDepth > 0.99' check is to handle precision issues with packed depth\n if (preFogAlpha != 1.0 && !interior && (fragmentDepth < getDepth(gl_FragCoord.xy / uDrawingBufferSize) || fragmentDepth > 0.99)) {\n float alpha = gl_FragColor.a;\n float wboitWeight = alpha * clamp(pow(1.0 - fragmentDepth, 2.0), 0.01, 1.0);\n gl_FragColor = vec4(gl_FragColor.rgb * alpha * wboitWeight, alpha);\n // extra alpha is to handle pre-multiplied alpha\n #if !defined(dRenderMode_volume) && !defined(dRenderMode_isosurface)\n gl_FragData[1] = vec4((uTransparentBackground ? alpha : 1.0) * alpha * wboitWeight);\n #else\n gl_FragData[1] = vec4(alpha * alpha * wboitWeight);\n #endif\n } else {\n discard;\n }\n }\n#endif\n";
7
+ export declare const wboit_write = "\n#if defined(dRenderVariant_colorWboit)\n if (!uRenderWboit) {\n if (preFogAlpha < 1.0) {\n discard;\n }\n } else if (uRenderWboit) {\n // the 'fragmentDepth > 0.99' check is to handle precision issues with packed depth\n if (preFogAlpha != 1.0 && !interior && (fragmentDepth < getDepth(gl_FragCoord.xy / uDrawingBufferSize) || fragmentDepth > 0.99)) {\n float alpha = gl_FragColor.a;\n float wboitWeight = alpha * clamp(pow(1.0 - fragmentDepth, 2.0), 0.01, 1.0);\n gl_FragColor = vec4(gl_FragColor.rgb * alpha * wboitWeight, alpha);\n // extra alpha is to handle pre-multiplied alpha\n #ifndef dGeometryType_directVolume\n gl_FragData[1] = vec4((uTransparentBackground ? alpha : 1.0) * alpha * wboitWeight);\n #else\n gl_FragData[1] = vec4(alpha * alpha * wboitWeight);\n #endif\n } else {\n discard;\n }\n }\n#endif\n";
@@ -4,5 +4,5 @@
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  * @author Áron Samuel Kovács <aron.kovacs@mail.muni.cz>
6
6
  */
7
- export var wboit_write = "\n#if defined(dRenderVariant_colorWboit)\n if (!uRenderWboit) {\n if (preFogAlpha < 1.0) {\n discard;\n }\n } else if (uRenderWboit) {\n // the 'fragmentDepth > 0.99' check is to handle precision issues with packed depth\n if (preFogAlpha != 1.0 && !interior && (fragmentDepth < getDepth(gl_FragCoord.xy / uDrawingBufferSize) || fragmentDepth > 0.99)) {\n float alpha = gl_FragColor.a;\n float wboitWeight = alpha * clamp(pow(1.0 - fragmentDepth, 2.0), 0.01, 1.0);\n gl_FragColor = vec4(gl_FragColor.rgb * alpha * wboitWeight, alpha);\n // extra alpha is to handle pre-multiplied alpha\n #if !defined(dRenderMode_volume) && !defined(dRenderMode_isosurface)\n gl_FragData[1] = vec4((uTransparentBackground ? alpha : 1.0) * alpha * wboitWeight);\n #else\n gl_FragData[1] = vec4(alpha * alpha * wboitWeight);\n #endif\n } else {\n discard;\n }\n }\n#endif\n";
7
+ export var wboit_write = "\n#if defined(dRenderVariant_colorWboit)\n if (!uRenderWboit) {\n if (preFogAlpha < 1.0) {\n discard;\n }\n } else if (uRenderWboit) {\n // the 'fragmentDepth > 0.99' check is to handle precision issues with packed depth\n if (preFogAlpha != 1.0 && !interior && (fragmentDepth < getDepth(gl_FragCoord.xy / uDrawingBufferSize) || fragmentDepth > 0.99)) {\n float alpha = gl_FragColor.a;\n float wboitWeight = alpha * clamp(pow(1.0 - fragmentDepth, 2.0), 0.01, 1.0);\n gl_FragColor = vec4(gl_FragColor.rgb * alpha * wboitWeight, alpha);\n // extra alpha is to handle pre-multiplied alpha\n #ifndef dGeometryType_directVolume\n gl_FragData[1] = vec4((uTransparentBackground ? alpha : 1.0) * alpha * wboitWeight);\n #else\n gl_FragData[1] = vec4(alpha * alpha * wboitWeight);\n #endif\n } else {\n discard;\n }\n }\n#endif\n";
8
8
  //# sourceMappingURL=wboit-write.glsl.js.map
@@ -3,4 +3,4 @@
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
6
- export declare const accumulate_vert = "\nprecision highp float;\n\n#include common\n#include read_from_texture\n\nuniform int uTotalCount;\nuniform int uGroupCount;\n\nattribute float aSample;\n#define SampleID int(aSample)\n\nattribute mat4 aTransform;\nattribute float aInstance;\n\nuniform vec2 uGeoTexDim;\nuniform sampler2D tPosition;\nuniform sampler2D tGroup;\n\nuniform vec2 uColorTexDim;\nuniform sampler2D tColor;\n\nvarying vec3 vPosition;\nvarying vec4 vColor;\n\nuniform vec3 uBboxSize;\nuniform vec3 uBboxMin;\nuniform float uResolution;\n\nvoid main() {\n vec3 position = readFromTexture(tPosition, SampleID, uGeoTexDim).xyz;\n float group = decodeFloatRGB(readFromTexture(tGroup, SampleID, uGeoTexDim).rgb);\n\n position = (aTransform * vec4(position, 1.0)).xyz;\n gl_PointSize = 7.0;\n vPosition = (position - uBboxMin) / uResolution;\n gl_Position = vec4(((position - uBboxMin) / uBboxSize) * 2.0 - 1.0, 1.0);\n\n #if defined(dColorType_group)\n vColor = readFromTexture(tColor, group, uColorTexDim);\n #elif defined(dColorType_groupInstance)\n vColor = readFromTexture(tColor, aInstance * float(uGroupCount) + group, uColorTexDim);\n #endif\n}\n";
6
+ export declare const accumulate_vert = "\nprecision highp float;\n\n#include common\n#include read_from_texture\n\nuniform int uTotalCount;\nuniform int uGroupCount;\n\nattribute float aSample;\n#define SampleID int(aSample)\n\nattribute mat4 aTransform;\nattribute float aInstance;\n\nuniform vec2 uGeoTexDim;\nuniform sampler2D tPosition;\nuniform sampler2D tGroup;\n\nuniform vec2 uColorTexDim;\nuniform sampler2D tColor;\n\nvarying vec3 vPosition;\nvarying vec4 vColor;\n\nuniform vec3 uBboxSize;\nuniform vec3 uBboxMin;\nuniform float uResolution;\n\nvoid main() {\n vec3 position = readFromTexture(tPosition, SampleID, uGeoTexDim).xyz;\n float group = unpackRGBToInt(readFromTexture(tGroup, SampleID, uGeoTexDim).rgb);\n\n position = (aTransform * vec4(position, 1.0)).xyz;\n gl_PointSize = 7.0;\n vPosition = (position - uBboxMin) / uResolution;\n gl_Position = vec4(((position - uBboxMin) / uBboxSize) * 2.0 - 1.0, 1.0);\n\n #if defined(dColorType_group)\n vColor = readFromTexture(tColor, group, uColorTexDim);\n #elif defined(dColorType_groupInstance)\n vColor = readFromTexture(tColor, aInstance * float(uGroupCount) + group, uColorTexDim);\n #endif\n}\n";
@@ -3,5 +3,5 @@
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
6
- export var accumulate_vert = "\nprecision highp float;\n\n#include common\n#include read_from_texture\n\nuniform int uTotalCount;\nuniform int uGroupCount;\n\nattribute float aSample;\n#define SampleID int(aSample)\n\nattribute mat4 aTransform;\nattribute float aInstance;\n\nuniform vec2 uGeoTexDim;\nuniform sampler2D tPosition;\nuniform sampler2D tGroup;\n\nuniform vec2 uColorTexDim;\nuniform sampler2D tColor;\n\nvarying vec3 vPosition;\nvarying vec4 vColor;\n\nuniform vec3 uBboxSize;\nuniform vec3 uBboxMin;\nuniform float uResolution;\n\nvoid main() {\n vec3 position = readFromTexture(tPosition, SampleID, uGeoTexDim).xyz;\n float group = decodeFloatRGB(readFromTexture(tGroup, SampleID, uGeoTexDim).rgb);\n\n position = (aTransform * vec4(position, 1.0)).xyz;\n gl_PointSize = 7.0;\n vPosition = (position - uBboxMin) / uResolution;\n gl_Position = vec4(((position - uBboxMin) / uBboxSize) * 2.0 - 1.0, 1.0);\n\n #if defined(dColorType_group)\n vColor = readFromTexture(tColor, group, uColorTexDim);\n #elif defined(dColorType_groupInstance)\n vColor = readFromTexture(tColor, aInstance * float(uGroupCount) + group, uColorTexDim);\n #endif\n}\n";
6
+ export var accumulate_vert = "\nprecision highp float;\n\n#include common\n#include read_from_texture\n\nuniform int uTotalCount;\nuniform int uGroupCount;\n\nattribute float aSample;\n#define SampleID int(aSample)\n\nattribute mat4 aTransform;\nattribute float aInstance;\n\nuniform vec2 uGeoTexDim;\nuniform sampler2D tPosition;\nuniform sampler2D tGroup;\n\nuniform vec2 uColorTexDim;\nuniform sampler2D tColor;\n\nvarying vec3 vPosition;\nvarying vec4 vColor;\n\nuniform vec3 uBboxSize;\nuniform vec3 uBboxMin;\nuniform float uResolution;\n\nvoid main() {\n vec3 position = readFromTexture(tPosition, SampleID, uGeoTexDim).xyz;\n float group = unpackRGBToInt(readFromTexture(tGroup, SampleID, uGeoTexDim).rgb);\n\n position = (aTransform * vec4(position, 1.0)).xyz;\n gl_PointSize = 7.0;\n vPosition = (position - uBboxMin) / uResolution;\n gl_Position = vec4(((position - uBboxMin) / uBboxSize) * 2.0 - 1.0, 1.0);\n\n #if defined(dColorType_group)\n vColor = readFromTexture(tColor, group, uColorTexDim);\n #elif defined(dColorType_groupInstance)\n vColor = readFromTexture(tColor, aInstance * float(uGroupCount) + group, uColorTexDim);\n #endif\n}\n";
7
7
  //# sourceMappingURL=accumulate.vert.js.map
@@ -4,4 +4,4 @@
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  * @author Michael Krone <michael.krone@uni-tuebingen.de>
6
6
  */
7
- export declare const directVolume_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include light_frag_params\n\n#if dClipObjectCount != 0\n uniform int uClipObjectType[dClipObjectCount];\n uniform bool uClipObjectInvert[dClipObjectCount];\n uniform vec3 uClipObjectPosition[dClipObjectCount];\n uniform vec4 uClipObjectRotation[dClipObjectCount];\n uniform vec3 uClipObjectScale[dClipObjectCount];\n#endif\n#include common_clip\n\n#include read_from_texture\n#include texture3d_from_1d_trilinear\n#include texture3d_from_2d_nearest\n#include texture3d_from_2d_linear\n\nuniform mat4 uProjection, uTransform, uModelView, uModel, uView;\nuniform vec3 uCameraDir;\n\nuniform sampler2D tDepth;\nuniform vec2 uDrawingBufferSize;\n\nvarying vec3 vOrigPos;\nvarying float vInstance;\nvarying vec4 vBoundingSphere;\nvarying mat4 vTransform;\n\nuniform mat4 uInvView;\nuniform vec2 uIsoValue;\nuniform vec3 uGridDim;\nuniform vec3 uBboxSize;\nuniform sampler2D tTransferTex;\nuniform float uTransferScale;\nuniform float uStepScale;\nuniform float uJumpLength;\n\nuniform int uObjectId;\nuniform int uVertexCount;\nuniform int uInstanceCount;\nuniform int uGroupCount;\n\nuniform vec3 uHighlightColor;\nuniform vec3 uSelectColor;\nuniform float uHighlightStrength;\nuniform float uSelectStrength;\nuniform int uMarkerPriority;\n\nuniform float uMarker;\nuniform vec2 uMarkerTexDim;\nuniform sampler2D tMarker;\n\nuniform float uMetalness;\nuniform float uRoughness;\n\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\n\nuniform float uAlpha;\nuniform float uPickingAlphaThreshold;\nuniform bool uTransparentBackground;\nuniform float uXrayEdgeFalloff;\n\nuniform float uInteriorDarkening;\nuniform bool uInteriorColorFlag;\nuniform vec3 uInteriorColor;\nbool interior;\n\nuniform bool uRenderWboit;\nuniform bool uDoubleSided;\nuniform int uPickType;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uIsOrtho;\n\nuniform vec3 uCellDim;\nuniform vec3 uCameraPosition;\nuniform mat4 uCartnToUnit;\n\n#if __VERSION__ != 100\n // for webgl1 this is given as a 'define'\n uniform int uMaxSteps;\n#endif\n\n#if defined(dGridTexType_2d)\n precision highp sampler2D;\n uniform sampler2D tGridTex;\n uniform vec3 uGridTexDim;\n#elif defined(dGridTexType_3d)\n precision highp sampler3D;\n uniform sampler3D tGridTex;\n#endif\n\n#if defined(dRenderVariant_color)\n #if defined(dColorType_uniform)\n uniform vec3 uColor;\n #elif defined(dColorType_texture)\n uniform vec2 uColorTexDim;\n uniform sampler2D tColor;\n #endif\n\n #ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance) || defined(dOverpaintType_vertexInstance)\n uniform vec2 uOverpaintTexDim;\n uniform sampler2D tOverpaint;\n #endif\n #endif\n\n #ifdef dSubstance\n #if defined(dSubstanceType_groupInstance) || defined(dSubstanceType_vertexInstance)\n uniform vec2 uSubstanceTexDim;\n uniform sampler2D tSubstance;\n #endif\n #endif\n#endif\n\n#if defined(dGridTexType_2d)\n vec4 textureVal(vec3 pos) {\n return texture3dFrom2dLinear(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n vec4 textureGroup(vec3 pos) {\n return texture3dFrom2dNearest(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n#elif defined(dGridTexType_3d)\n vec4 textureVal(vec3 pos) {\n return texture(tGridTex, pos + (vec3(0.5) / uGridDim));\n }\n vec4 textureGroup(vec3 pos) {\n return texelFetch(tGridTex, ivec3(pos * uGridDim), 0);\n }\n#endif\n\nfloat calcDepth(const in vec3 pos) {\n vec2 clipZW = pos.z * uProjection[2].zw + uProjection[3].zw;\n return 0.5 + 0.5 * clipZW.x / clipZW.y;\n}\n\nvec4 transferFunction(float value) {\n return texture2D(tTransferTex, vec2(value, 0.0));\n}\n\nfloat getDepth(const in vec2 coords) {\n #ifdef depthTextureSupport\n if (!uRenderWboit) {\n // in case of opaque volumes (and depth texture support)\n return texture2D(tDepth, coords).r;\n } else {\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n }\n #else\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n #endif\n}\n\nconst float gradOffset = 0.5;\n\nvec3 v3m4(vec3 p, mat4 m) {\n return (m * vec4(p, 1.0)).xyz;\n}\n\nfloat preFogAlphaBlended = 0.0;\n\nvec4 raymarch(vec3 startLoc, vec3 step, vec3 rayDir) {\n #if defined(dRenderVariant_color) && !defined(dIgnoreLight)\n mat3 normalMatrix = transpose3(inverse3(mat3(uModelView * vTransform)));\n #endif\n mat4 cartnToUnit = uCartnToUnit * inverse4(vTransform);\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n mat4 modelTransform = uModel * vTransform * uTransform;\n #endif\n mat4 modelViewTransform = uModelView * vTransform * uTransform;\n\n vec3 scaleVol = vec3(1.0) / uGridDim;\n vec3 pos = startLoc;\n vec4 cell;\n float prevValue = -1.0;\n float value = 0.0;\n vec4 src = vec4(0.0);\n vec4 dst = vec4(0.0);\n bool hit = false;\n float fragmentDepth;\n\n vec3 posMin = vec3(0.0);\n vec3 posMax = vec3(1.0) - vec3(1.0) / uGridDim;\n\n vec3 unitPos;\n vec3 isoPos;\n\n vec3 nextPos;\n float nextValue;\n\n vec3 color = vec3(0.45, 0.55, 0.8);\n vec4 overpaint = vec4(0.0);\n vec3 substance = vec3(0.0);\n float metalness = uMetalness;\n float roughness = uRoughness;\n\n vec3 gradient = vec3(1.0);\n vec3 dx = vec3(gradOffset * scaleVol.x, 0.0, 0.0);\n vec3 dy = vec3(0.0, gradOffset * scaleVol.y, 0.0);\n vec3 dz = vec3(0.0, 0.0, gradOffset * scaleVol.z);\n\n float maxDist = min(vBoundingSphere.w * 2.0, uFar - uNear);\n float maxDistSq = maxDist * maxDist;\n\n for (int i = 0; i < uMaxSteps; ++i) {\n // break when beyond bounding-sphere or far-plane\n vec3 distVec = startLoc - pos;\n if (dot(distVec, distVec) > maxDistSq) break;\n\n unitPos = v3m4(pos, cartnToUnit);\n\n // continue when outside of grid\n if (unitPos.x > posMax.x || unitPos.y > posMax.y || unitPos.z > posMax.z ||\n unitPos.x < posMin.x || unitPos.y < posMin.y || unitPos.z < posMin.z\n ) {\n if (hit) break;\n prevValue = value;\n pos += step;\n continue;\n }\n\n cell = textureVal(unitPos);\n value = cell.a; // current voxel value\n\n if (uJumpLength > 0.0 && value < 0.01) {\n nextPos = pos + rayDir * uJumpLength;\n nextValue = textureVal(v3m4(nextPos, cartnToUnit)).a;\n if (nextValue < 0.01) {\n prevValue = nextValue;\n pos = nextPos;\n continue;\n }\n }\n\n #if defined(dRenderMode_isosurface)\n if (prevValue > 0.0 && ( // there was a prev Value\n (prevValue < uIsoValue.x && value > uIsoValue.x) || // entering isosurface\n (prevValue > uIsoValue.x && value < uIsoValue.x) // leaving isosurface\n )) {\n isoPos = v3m4(mix(pos - step, pos, ((prevValue - uIsoValue.x) / ((prevValue - uIsoValue.x) - (value - uIsoValue.x)))), cartnToUnit);\n\n vec4 mvPosition = modelViewTransform * vec4(isoPos * uGridDim, 1.0);\n\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n vec3 vModelPosition = v3m4(isoPos * uGridDim, modelTransform);\n if (clipTest(vec4(vModelPosition, 0.0), 0)) {\n prevValue = value;\n pos += step;\n continue;\n }\n #endif\n\n float depth = calcDepth(mvPosition.xyz);\n if (depth > getDepth(gl_FragCoord.xy / uDrawingBufferSize))\n break;\n\n #ifdef enabledFragDepth\n if (!hit) {\n gl_FragDepthEXT = depth;\n }\n #endif\n\n #if defined(dRenderVariant_pick)\n if (uPickType == 1) {\n return vec4(encodeFloatRGB(float(uObjectId)), 1.0);\n } else if (uPickType == 2) {\n return vec4(encodeFloatRGB(vInstance), 1.0);\n } else {\n #ifdef dPackedGroup\n return vec4(textureGroup(floor(isoPos * uGridDim + 0.5) / uGridDim).rgb, 1.0);\n #else\n vec3 g = floor(isoPos * uGridDim + 0.5);\n return vec4(encodeFloatRGB(g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y), 1.0);\n #endif\n }\n #elif defined(dRenderVariant_depth)\n #ifdef enabledFragDepth\n return packDepthToRGBA(gl_FragDepthEXT);\n #else\n return packDepthToRGBA(depth);\n #endif\n #elif defined(dRenderVariant_color)\n #ifdef dPackedGroup\n float group = decodeFloatRGB(textureGroup(floor(isoPos * uGridDim + 0.5) / uGridDim).rgb);\n #else\n vec3 g = floor(isoPos * uGridDim + 0.5);\n float group = g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y;\n #endif\n\n #if defined(dColorType_uniform)\n color = uColor;\n #elif defined(dColorType_instance)\n color = readFromTexture(tColor, vInstance, uColorTexDim).rgb;\n #elif defined(dColorType_group)\n color = readFromTexture(tColor, group, uColorTexDim).rgb;\n #elif defined(dColorType_groupInstance)\n color = readFromTexture(tColor, vInstance * float(uGroupCount) + group, uColorTexDim).rgb;\n #elif defined(dColorType_vertex)\n color = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, 0.0).rgb;\n #elif defined(dColorType_vertexInstance)\n color = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, vInstance * float(uVertexCount)).rgb;\n #endif\n\n #ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance)\n overpaint = readFromTexture(tOverpaint, vInstance * float(uGroupCount) + group, uOverpaintTexDim);\n #elif defined(dOverpaintType_vertexInstance)\n overpaint = texture3dFrom1dTrilinear(tOverpaint, isoPos, uGridDim, uOverpaintTexDim, vInstance * float(uVertexCount));\n #endif\n\n color = mix(color, overpaint.rgb, overpaint.a);\n #endif\n\n // handle flipping and negative isosurfaces\n #ifdef dFlipSided\n bool flipped = value < uIsoValue.y; // flipped\n #else\n bool flipped = value > uIsoValue.y;\n #endif\n interior = value < uIsoValue.x && flipped;\n if (uDoubleSided) {\n if (interior) {\n prevValue = value;\n pos += step;\n continue;\n }\n }\n vec3 vViewPosition = mvPosition.xyz;\n vec4 material = vec4(color, uAlpha);\n\n #ifdef dIgnoreLight\n gl_FragColor = material;\n #else\n #if defined(dFlatShaded)\n // nearest grid point\n isoPos = floor(isoPos * uGridDim + 0.5) / uGridDim;\n #endif\n #ifdef dPackedGroup\n // compute gradient by central differences\n gradient.x = textureVal(isoPos - dx).a - textureVal(isoPos + dx).a;\n gradient.y = textureVal(isoPos - dy).a - textureVal(isoPos + dy).a;\n gradient.z = textureVal(isoPos - dz).a - textureVal(isoPos + dz).a;\n #else\n gradient = textureVal(isoPos).xyz * 2.0 - 1.0;\n #endif\n vec3 normal = -normalize(normalMatrix * normalize(gradient));\n normal = normal * (float(flipped) * 2.0 - 1.0);\n normal = normal * -(float(interior) * 2.0 - 1.0);\n #ifdef dSubstance\n #if defined(dSubstanceType_groupInstance)\n substance = readFromTexture(tSubstance, vInstance * float(uGroupCount) + group, uSubstanceTexDim).rgb;\n #elif defined(dSubstanceType_vertexInstance)\n substance = texture3dFrom1dTrilinear(tSubstance, isoPos, uGridDim, uSubstanceTexDim, vInstance * float(uVertexCount)).rgb;\n #endif\n metalness = mix(metalness, substance.r, substance.b);\n roughness = mix(roughness, substance.g, substance.b);\n #endif\n #include apply_light_color\n #endif\n\n float marker = uMarker;\n if (uMarker == -1.0) {\n marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n #include apply_interior_color\n #include apply_marker_color\n\n preFogAlphaBlended = (1.0 - preFogAlphaBlended) * gl_FragColor.a + preFogAlphaBlended;\n fragmentDepth = depth;\n #include apply_fog\n\n src = gl_FragColor;\n\n if (!uTransparentBackground) {\n // done in 'apply_fog' otherwise\n src.rgb *= src.a;\n }\n dst = (1.0 - dst.a) * src + dst; // standard blending\n #endif\n\n #ifdef dSingleLayer\n break;\n #endif\n\n hit = true;\n }\n prevValue = value;\n #elif defined(dRenderMode_volume)\n vec4 mvPosition = modelViewTransform * vec4(unitPos * uGridDim, 1.0);\n if (calcDepth(mvPosition.xyz) > getDepth(gl_FragCoord.xy / uDrawingBufferSize))\n break;\n\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n vec3 vModelPosition = v3m4(unitPos * uGridDim, modelTransform);\n if (clipTest(vec4(vModelPosition, 0.0), 0)) {\n prevValue = value;\n pos += step;\n continue;\n }\n #endif\n\n #if defined(dRenderVariant_color)\n vec3 vViewPosition = mvPosition.xyz;\n vec4 material = transferFunction(value);\n\n #ifdef dIgnoreLight\n gl_FragColor.rgb = material.rgb;\n #else\n if (material.a >= 0.01) {\n #ifdef dPackedGroup\n // compute gradient by central differences\n gradient.x = textureVal(unitPos - dx).a - textureVal(unitPos + dx).a;\n gradient.y = textureVal(unitPos - dy).a - textureVal(unitPos + dy).a;\n gradient.z = textureVal(unitPos - dz).a - textureVal(unitPos + dz).a;\n #else\n gradient = cell.xyz * 2.0 - 1.0;\n #endif\n vec3 normal = -normalize(normalMatrix * normalize(gradient));\n #include apply_light_color\n } else {\n gl_FragColor.rgb = material.rgb;\n }\n #endif\n\n gl_FragColor.a = material.a * uAlpha * uTransferScale;\n\n float marker = uMarker;\n if (uMarker == -1.0) {\n #ifdef dPackedGroup\n float group = decodeFloatRGB(textureGroup(floor(unitPos * uGridDim + 0.5) / uGridDim).rgb);\n #else\n vec3 g = floor(unitPos * uGridDim + 0.5);\n float group = g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y;\n #endif\n marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n #include apply_marker_color\n\n preFogAlphaBlended = (1.0 - preFogAlphaBlended) * gl_FragColor.a + preFogAlphaBlended;\n fragmentDepth = calcDepth(mvPosition.xyz);\n #include apply_fog\n\n src = gl_FragColor;\n\n if (!uTransparentBackground) {\n // done in 'apply_fog' otherwise\n src.rgb *= src.a;\n }\n dst = (1.0 - dst.a) * src + dst; // standard blending\n #endif\n #endif\n\n // break if the color is opaque enough\n if (dst.a > 0.95)\n break;\n\n pos += step;\n }\n\n #if defined(dRenderMode_isosurface) && defined(enabledFragDepth)\n // ensure depth is written everywhere\n if (!hit)\n gl_FragDepthEXT = 1.0;\n #endif\n\n return dst;\n}\n\n// TODO: support float texture for higher precision values???\n// TODO: support clipping exclusion texture support\n\nvoid main() {\n if (gl_FrontFacing)\n discard;\n\n #ifdef dRenderVariant_marking\n // not supported\n discard;\n #endif\n\n #if defined(dRenderVariant_pick) || defined(dRenderVariant_depth)\n #if defined(dRenderMode_volume)\n // always ignore pick & depth for volume\n discard;\n #elif defined(dRenderMode_isosurface)\n if (uAlpha < uPickingAlphaThreshold)\n discard; // ignore so the element below can be picked\n #endif\n #endif\n\n vec3 rayDir = mix(normalize(vOrigPos - uCameraPosition), uCameraDir, uIsOrtho);\n vec3 step = rayDir * uStepScale;\n\n float boundingSphereNear = distance(vBoundingSphere.xyz, uCameraPosition) - vBoundingSphere.w;\n float d = max(uNear, boundingSphereNear) - mix(0.0, distance(vOrigPos, uCameraPosition), uIsOrtho);\n vec3 start = mix(uCameraPosition, vOrigPos, uIsOrtho) + (d * rayDir);\n gl_FragColor = raymarch(start, step, rayDir);\n\n #if defined(dRenderVariant_pick) || defined(dRenderVariant_depth)\n // discard when nothing was hit\n if (gl_FragColor == vec4(0.0))\n discard;\n #endif\n\n #if defined(dRenderVariant_color)\n #if defined(dRenderMode_isosurface) && defined(enabledFragDepth)\n float fragmentDepth = gl_FragDepthEXT;\n #else\n float fragmentDepth = calcDepth((uModelView * vec4(start, 1.0)).xyz);\n #endif\n float preFogAlpha = clamp(preFogAlphaBlended, 0.0, 1.0);\n interior = false;\n #include wboit_write\n #endif\n}\n";
7
+ export declare const directVolume_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include light_frag_params\n\n#if dClipObjectCount != 0\n uniform int uClipObjectType[dClipObjectCount];\n uniform bool uClipObjectInvert[dClipObjectCount];\n uniform vec3 uClipObjectPosition[dClipObjectCount];\n uniform vec4 uClipObjectRotation[dClipObjectCount];\n uniform vec3 uClipObjectScale[dClipObjectCount];\n#endif\n#include common_clip\n\n#include read_from_texture\n#include texture3d_from_1d_trilinear\n#include texture3d_from_2d_nearest\n#include texture3d_from_2d_linear\n\nuniform mat4 uProjection, uTransform, uModelView, uModel, uView;\nuniform vec3 uCameraDir;\n\nuniform sampler2D tDepth;\nuniform vec2 uDrawingBufferSize;\n\nvarying vec3 vOrigPos;\nvarying float vInstance;\nvarying vec4 vBoundingSphere;\nvarying mat4 vTransform;\n\nuniform mat4 uInvView;\nuniform vec3 uGridDim;\nuniform vec3 uBboxSize;\nuniform sampler2D tTransferTex;\nuniform float uTransferScale;\nuniform float uStepScale;\nuniform float uJumpLength;\n\nuniform int uObjectId;\nuniform int uVertexCount;\nuniform int uInstanceCount;\nuniform int uGroupCount;\n\nuniform vec3 uHighlightColor;\nuniform vec3 uSelectColor;\nuniform float uHighlightStrength;\nuniform float uSelectStrength;\nuniform int uMarkerPriority;\n\nuniform float uMarker;\nuniform vec2 uMarkerTexDim;\nuniform sampler2D tMarker;\n\nuniform float uMetalness;\nuniform float uRoughness;\n\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\n\nuniform float uAlpha;\nuniform float uPickingAlphaThreshold;\nuniform bool uTransparentBackground;\nuniform float uXrayEdgeFalloff;\n\nuniform float uInteriorDarkening;\nuniform bool uInteriorColorFlag;\nuniform vec3 uInteriorColor;\n\nuniform bool uRenderWboit;\nuniform bool uDoubleSided;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uIsOrtho;\n\nuniform vec3 uCellDim;\nuniform vec3 uCameraPosition;\nuniform mat4 uCartnToUnit;\n\n#if __VERSION__ != 100\n // for webgl1 this is given as a 'define'\n uniform int uMaxSteps;\n#endif\n\n#if defined(dGridTexType_2d)\n precision highp sampler2D;\n uniform sampler2D tGridTex;\n uniform vec3 uGridTexDim;\n#elif defined(dGridTexType_3d)\n precision highp sampler3D;\n uniform sampler3D tGridTex;\n#endif\n\n#if defined(dColorType_uniform)\n uniform vec3 uColor;\n#elif defined(dColorType_texture)\n uniform vec2 uColorTexDim;\n uniform sampler2D tColor;\n#endif\n\n#ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance) || defined(dOverpaintType_vertexInstance)\n uniform vec2 uOverpaintTexDim;\n uniform sampler2D tOverpaint;\n #endif\n#endif\n\n#ifdef dUsePalette\n uniform sampler2D tPalette;\n#endif\n\n#if defined(dGridTexType_2d)\n vec4 textureVal(vec3 pos) {\n return texture3dFrom2dLinear(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n vec4 textureGroup(vec3 pos) {\n return texture3dFrom2dNearest(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n#elif defined(dGridTexType_3d)\n vec4 textureVal(vec3 pos) {\n return texture(tGridTex, pos + (vec3(0.5) / uGridDim));\n }\n vec4 textureGroup(vec3 pos) {\n return texelFetch(tGridTex, ivec3(pos * uGridDim), 0);\n }\n#endif\n\nfloat calcDepth(const in vec3 pos) {\n vec2 clipZW = pos.z * uProjection[2].zw + uProjection[3].zw;\n return 0.5 + 0.5 * clipZW.x / clipZW.y;\n}\n\nfloat transferFunction(float value) {\n return texture2D(tTransferTex, vec2(value, 0.0)).a;\n}\n\nfloat getDepth(const in vec2 coords) {\n #ifdef depthTextureSupport\n if (!uRenderWboit) {\n // in case of opaque volumes (and depth texture support)\n return texture2D(tDepth, coords).r;\n } else {\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n }\n #else\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n #endif\n}\n\nconst float gradOffset = 0.5;\n\nvec3 v3m4(vec3 p, mat4 m) {\n return (m * vec4(p, 1.0)).xyz;\n}\n\nfloat preFogAlphaBlended = 0.0;\n\nvec4 raymarch(vec3 startLoc, vec3 step, vec3 rayDir) {\n #if !defined(dIgnoreLight)\n mat3 normalMatrix = transpose3(inverse3(mat3(uModelView * vTransform)));\n #endif\n mat4 cartnToUnit = uCartnToUnit * inverse4(vTransform);\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n mat4 modelTransform = uModel * vTransform * uTransform;\n #endif\n mat4 modelViewTransform = uModelView * vTransform * uTransform;\n\n vec3 scaleVol = vec3(1.0) / uGridDim;\n vec3 pos = startLoc;\n vec4 cell;\n float prevValue = -1.0;\n float value = 0.0;\n vec4 src = vec4(0.0);\n vec4 dst = vec4(0.0);\n float fragmentDepth;\n\n vec3 posMin = vec3(0.0);\n vec3 posMax = vec3(1.0) - vec3(1.0) / uGridDim;\n\n vec3 unitPos;\n\n vec3 nextPos;\n float nextValue;\n\n vec4 material;\n vec4 overpaint;\n float metalness = uMetalness;\n float roughness = uRoughness;\n\n vec3 gradient = vec3(1.0);\n vec3 dx = vec3(gradOffset * scaleVol.x, 0.0, 0.0);\n vec3 dy = vec3(0.0, gradOffset * scaleVol.y, 0.0);\n vec3 dz = vec3(0.0, 0.0, gradOffset * scaleVol.z);\n\n float maxDist = min(vBoundingSphere.w * 2.0, uFar - uNear);\n float maxDistSq = maxDist * maxDist;\n\n for (int i = 0; i < uMaxSteps; ++i) {\n // break when beyond bounding-sphere or far-plane\n vec3 distVec = startLoc - pos;\n if (dot(distVec, distVec) > maxDistSq) break;\n\n unitPos = v3m4(pos, cartnToUnit);\n\n // continue when outside of grid\n if (unitPos.x > posMax.x || unitPos.y > posMax.y || unitPos.z > posMax.z ||\n unitPos.x < posMin.x || unitPos.y < posMin.y || unitPos.z < posMin.z\n ) {\n prevValue = value;\n pos += step;\n continue;\n }\n\n cell = textureVal(unitPos);\n value = cell.a; // current voxel value\n\n if (uJumpLength > 0.0 && value < 0.01) {\n nextPos = pos + rayDir * uJumpLength;\n nextValue = textureVal(v3m4(nextPos, cartnToUnit)).a;\n if (nextValue < 0.01) {\n prevValue = nextValue;\n pos = nextPos;\n continue;\n }\n }\n\n vec4 mvPosition = modelViewTransform * vec4(unitPos * uGridDim, 1.0);\n if (calcDepth(mvPosition.xyz) > getDepth(gl_FragCoord.xy / uDrawingBufferSize))\n break;\n\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n vec3 vModelPosition = v3m4(unitPos * uGridDim, modelTransform);\n if (clipTest(vec4(vModelPosition, 0.0), 0)) {\n prevValue = value;\n pos += step;\n continue;\n }\n #endif\n\n vec3 vViewPosition = mvPosition.xyz;\n material.a = transferFunction(value);\n\n #ifdef dPackedGroup\n float group = unpackRGBToInt(textureGroup(floor(unitPos * uGridDim + 0.5) / uGridDim).rgb);\n #else\n vec3 g = floor(unitPos * uGridDim + 0.5);\n // note that we swap x and z because the texture is flipped around y\n #if defined(dAxisOrder_012)\n float group = g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y; // 210\n #elif defined(dAxisOrder_021)\n float group = g.y + g.z * uGridDim.y + g.x * uGridDim.y * uGridDim.z; // 120\n #elif defined(dAxisOrder_102)\n float group = g.z + g.x * uGridDim.z + g.y * uGridDim.z * uGridDim.x; // 201\n #elif defined(dAxisOrder_120)\n float group = g.x + g.z * uGridDim.x + g.y * uGridDim.x * uGridDim.z; // 021\n #elif defined(dAxisOrder_201)\n float group = g.y + g.x * uGridDim.y + g.z * uGridDim.y * uGridDim.x; // 102\n #elif defined(dAxisOrder_210)\n float group = g.x + g.y * uGridDim.x + g.z * uGridDim.x * uGridDim.y; // 012\n #endif\n #endif\n\n #if defined(dColorType_direct) && defined(dUsePalette)\n material.rgb = texture2D(tPalette, vec2(value, 0.0)).rgb;\n #elif defined(dColorType_uniform)\n material.rgb = uColor;\n #elif defined(dColorType_instance)\n material.rgb = readFromTexture(tColor, vInstance, uColorTexDim).rgb;\n #elif defined(dColorType_group)\n material.rgb = readFromTexture(tColor, group, uColorTexDim).rgb;\n #elif defined(dColorType_groupInstance)\n material.rgb = readFromTexture(tColor, vInstance * float(uGroupCount) + group, uColorTexDim).rgb;\n #elif defined(dColorType_vertex)\n material.rgb = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, 0.0).rgb;\n #elif defined(dColorType_vertexInstance)\n material.rgb = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, vInstance * float(uVertexCount)).rgb;\n #endif\n\n #ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance)\n overpaint = readFromTexture(tOverpaint, vInstance * float(uGroupCount) + group, uOverpaintTexDim);\n #elif defined(dOverpaintType_vertexInstance)\n overpaint = texture3dFrom1dTrilinear(tOverpaint, isoPos, uGridDim, uOverpaintTexDim, vInstance * float(uVertexCount));\n #endif\n\n material.rgb = mix(material.rgb, overpaint.rgb, overpaint.a);\n #endif\n\n #ifdef dIgnoreLight\n gl_FragColor.rgb = material.rgb;\n #else\n if (material.a >= 0.01) {\n #ifdef dPackedGroup\n // compute gradient by central differences\n gradient.x = textureVal(unitPos - dx).a - textureVal(unitPos + dx).a;\n gradient.y = textureVal(unitPos - dy).a - textureVal(unitPos + dy).a;\n gradient.z = textureVal(unitPos - dz).a - textureVal(unitPos + dz).a;\n #else\n gradient = cell.xyz * 2.0 - 1.0;\n #endif\n vec3 normal = -normalize(normalMatrix * normalize(gradient));\n #include apply_light_color\n } else {\n gl_FragColor.rgb = material.rgb;\n }\n #endif\n\n gl_FragColor.a = material.a * uAlpha * uTransferScale;\n\n float marker = uMarker;\n if (uMarker == -1.0) {\n marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n #include apply_marker_color\n\n preFogAlphaBlended = (1.0 - preFogAlphaBlended) * gl_FragColor.a + preFogAlphaBlended;\n fragmentDepth = calcDepth(mvPosition.xyz);\n #include apply_fog\n\n src = gl_FragColor;\n\n if (!uTransparentBackground) {\n // done in 'apply_fog' otherwise\n src.rgb *= src.a;\n }\n dst = (1.0 - dst.a) * src + dst; // standard blending\n\n // break if the color is opaque enough\n if (dst.a > 0.95)\n break;\n\n pos += step;\n }\n\n return dst;\n}\n\n// TODO: support float texture for higher precision values???\n// TODO: support clipping exclusion texture support\n\nvoid main() {\n if (gl_FrontFacing)\n discard;\n\n vec3 rayDir = mix(normalize(vOrigPos - uCameraPosition), uCameraDir, uIsOrtho);\n vec3 step = rayDir * uStepScale;\n\n float boundingSphereNear = distance(vBoundingSphere.xyz, uCameraPosition) - vBoundingSphere.w;\n float d = max(uNear, boundingSphereNear) - mix(0.0, distance(vOrigPos, uCameraPosition), uIsOrtho);\n vec3 start = mix(uCameraPosition, vOrigPos, uIsOrtho) + (d * rayDir);\n gl_FragColor = raymarch(start, step, rayDir);\n\n float fragmentDepth = calcDepth((uModelView * vec4(start, 1.0)).xyz);\n float preFogAlpha = clamp(preFogAlphaBlended, 0.0, 1.0);\n bool interior = false;\n #include wboit_write\n}\n";
@@ -4,5 +4,5 @@
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
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5
  * @author Michael Krone <michael.krone@uni-tuebingen.de>
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  */
7
- export var directVolume_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include light_frag_params\n\n#if dClipObjectCount != 0\n uniform int uClipObjectType[dClipObjectCount];\n uniform bool uClipObjectInvert[dClipObjectCount];\n uniform vec3 uClipObjectPosition[dClipObjectCount];\n uniform vec4 uClipObjectRotation[dClipObjectCount];\n uniform vec3 uClipObjectScale[dClipObjectCount];\n#endif\n#include common_clip\n\n#include read_from_texture\n#include texture3d_from_1d_trilinear\n#include texture3d_from_2d_nearest\n#include texture3d_from_2d_linear\n\nuniform mat4 uProjection, uTransform, uModelView, uModel, uView;\nuniform vec3 uCameraDir;\n\nuniform sampler2D tDepth;\nuniform vec2 uDrawingBufferSize;\n\nvarying vec3 vOrigPos;\nvarying float vInstance;\nvarying vec4 vBoundingSphere;\nvarying mat4 vTransform;\n\nuniform mat4 uInvView;\nuniform vec2 uIsoValue;\nuniform vec3 uGridDim;\nuniform vec3 uBboxSize;\nuniform sampler2D tTransferTex;\nuniform float uTransferScale;\nuniform float uStepScale;\nuniform float uJumpLength;\n\nuniform int uObjectId;\nuniform int uVertexCount;\nuniform int uInstanceCount;\nuniform int uGroupCount;\n\nuniform vec3 uHighlightColor;\nuniform vec3 uSelectColor;\nuniform float uHighlightStrength;\nuniform float uSelectStrength;\nuniform int uMarkerPriority;\n\nuniform float uMarker;\nuniform vec2 uMarkerTexDim;\nuniform sampler2D tMarker;\n\nuniform float uMetalness;\nuniform float uRoughness;\n\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\n\nuniform float uAlpha;\nuniform float uPickingAlphaThreshold;\nuniform bool uTransparentBackground;\nuniform float uXrayEdgeFalloff;\n\nuniform float uInteriorDarkening;\nuniform bool uInteriorColorFlag;\nuniform vec3 uInteriorColor;\nbool interior;\n\nuniform bool uRenderWboit;\nuniform bool uDoubleSided;\nuniform int uPickType;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uIsOrtho;\n\nuniform vec3 uCellDim;\nuniform vec3 uCameraPosition;\nuniform mat4 uCartnToUnit;\n\n#if __VERSION__ != 100\n // for webgl1 this is given as a 'define'\n uniform int uMaxSteps;\n#endif\n\n#if defined(dGridTexType_2d)\n precision highp sampler2D;\n uniform sampler2D tGridTex;\n uniform vec3 uGridTexDim;\n#elif defined(dGridTexType_3d)\n precision highp sampler3D;\n uniform sampler3D tGridTex;\n#endif\n\n#if defined(dRenderVariant_color)\n #if defined(dColorType_uniform)\n uniform vec3 uColor;\n #elif defined(dColorType_texture)\n uniform vec2 uColorTexDim;\n uniform sampler2D tColor;\n #endif\n\n #ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance) || defined(dOverpaintType_vertexInstance)\n uniform vec2 uOverpaintTexDim;\n uniform sampler2D tOverpaint;\n #endif\n #endif\n\n #ifdef dSubstance\n #if defined(dSubstanceType_groupInstance) || defined(dSubstanceType_vertexInstance)\n uniform vec2 uSubstanceTexDim;\n uniform sampler2D tSubstance;\n #endif\n #endif\n#endif\n\n#if defined(dGridTexType_2d)\n vec4 textureVal(vec3 pos) {\n return texture3dFrom2dLinear(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n vec4 textureGroup(vec3 pos) {\n return texture3dFrom2dNearest(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n#elif defined(dGridTexType_3d)\n vec4 textureVal(vec3 pos) {\n return texture(tGridTex, pos + (vec3(0.5) / uGridDim));\n }\n vec4 textureGroup(vec3 pos) {\n return texelFetch(tGridTex, ivec3(pos * uGridDim), 0);\n }\n#endif\n\nfloat calcDepth(const in vec3 pos) {\n vec2 clipZW = pos.z * uProjection[2].zw + uProjection[3].zw;\n return 0.5 + 0.5 * clipZW.x / clipZW.y;\n}\n\nvec4 transferFunction(float value) {\n return texture2D(tTransferTex, vec2(value, 0.0));\n}\n\nfloat getDepth(const in vec2 coords) {\n #ifdef depthTextureSupport\n if (!uRenderWboit) {\n // in case of opaque volumes (and depth texture support)\n return texture2D(tDepth, coords).r;\n } else {\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n }\n #else\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n #endif\n}\n\nconst float gradOffset = 0.5;\n\nvec3 v3m4(vec3 p, mat4 m) {\n return (m * vec4(p, 1.0)).xyz;\n}\n\nfloat preFogAlphaBlended = 0.0;\n\nvec4 raymarch(vec3 startLoc, vec3 step, vec3 rayDir) {\n #if defined(dRenderVariant_color) && !defined(dIgnoreLight)\n mat3 normalMatrix = transpose3(inverse3(mat3(uModelView * vTransform)));\n #endif\n mat4 cartnToUnit = uCartnToUnit * inverse4(vTransform);\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n mat4 modelTransform = uModel * vTransform * uTransform;\n #endif\n mat4 modelViewTransform = uModelView * vTransform * uTransform;\n\n vec3 scaleVol = vec3(1.0) / uGridDim;\n vec3 pos = startLoc;\n vec4 cell;\n float prevValue = -1.0;\n float value = 0.0;\n vec4 src = vec4(0.0);\n vec4 dst = vec4(0.0);\n bool hit = false;\n float fragmentDepth;\n\n vec3 posMin = vec3(0.0);\n vec3 posMax = vec3(1.0) - vec3(1.0) / uGridDim;\n\n vec3 unitPos;\n vec3 isoPos;\n\n vec3 nextPos;\n float nextValue;\n\n vec3 color = vec3(0.45, 0.55, 0.8);\n vec4 overpaint = vec4(0.0);\n vec3 substance = vec3(0.0);\n float metalness = uMetalness;\n float roughness = uRoughness;\n\n vec3 gradient = vec3(1.0);\n vec3 dx = vec3(gradOffset * scaleVol.x, 0.0, 0.0);\n vec3 dy = vec3(0.0, gradOffset * scaleVol.y, 0.0);\n vec3 dz = vec3(0.0, 0.0, gradOffset * scaleVol.z);\n\n float maxDist = min(vBoundingSphere.w * 2.0, uFar - uNear);\n float maxDistSq = maxDist * maxDist;\n\n for (int i = 0; i < uMaxSteps; ++i) {\n // break when beyond bounding-sphere or far-plane\n vec3 distVec = startLoc - pos;\n if (dot(distVec, distVec) > maxDistSq) break;\n\n unitPos = v3m4(pos, cartnToUnit);\n\n // continue when outside of grid\n if (unitPos.x > posMax.x || unitPos.y > posMax.y || unitPos.z > posMax.z ||\n unitPos.x < posMin.x || unitPos.y < posMin.y || unitPos.z < posMin.z\n ) {\n if (hit) break;\n prevValue = value;\n pos += step;\n continue;\n }\n\n cell = textureVal(unitPos);\n value = cell.a; // current voxel value\n\n if (uJumpLength > 0.0 && value < 0.01) {\n nextPos = pos + rayDir * uJumpLength;\n nextValue = textureVal(v3m4(nextPos, cartnToUnit)).a;\n if (nextValue < 0.01) {\n prevValue = nextValue;\n pos = nextPos;\n continue;\n }\n }\n\n #if defined(dRenderMode_isosurface)\n if (prevValue > 0.0 && ( // there was a prev Value\n (prevValue < uIsoValue.x && value > uIsoValue.x) || // entering isosurface\n (prevValue > uIsoValue.x && value < uIsoValue.x) // leaving isosurface\n )) {\n isoPos = v3m4(mix(pos - step, pos, ((prevValue - uIsoValue.x) / ((prevValue - uIsoValue.x) - (value - uIsoValue.x)))), cartnToUnit);\n\n vec4 mvPosition = modelViewTransform * vec4(isoPos * uGridDim, 1.0);\n\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n vec3 vModelPosition = v3m4(isoPos * uGridDim, modelTransform);\n if (clipTest(vec4(vModelPosition, 0.0), 0)) {\n prevValue = value;\n pos += step;\n continue;\n }\n #endif\n\n float depth = calcDepth(mvPosition.xyz);\n if (depth > getDepth(gl_FragCoord.xy / uDrawingBufferSize))\n break;\n\n #ifdef enabledFragDepth\n if (!hit) {\n gl_FragDepthEXT = depth;\n }\n #endif\n\n #if defined(dRenderVariant_pick)\n if (uPickType == 1) {\n return vec4(encodeFloatRGB(float(uObjectId)), 1.0);\n } else if (uPickType == 2) {\n return vec4(encodeFloatRGB(vInstance), 1.0);\n } else {\n #ifdef dPackedGroup\n return vec4(textureGroup(floor(isoPos * uGridDim + 0.5) / uGridDim).rgb, 1.0);\n #else\n vec3 g = floor(isoPos * uGridDim + 0.5);\n return vec4(encodeFloatRGB(g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y), 1.0);\n #endif\n }\n #elif defined(dRenderVariant_depth)\n #ifdef enabledFragDepth\n return packDepthToRGBA(gl_FragDepthEXT);\n #else\n return packDepthToRGBA(depth);\n #endif\n #elif defined(dRenderVariant_color)\n #ifdef dPackedGroup\n float group = decodeFloatRGB(textureGroup(floor(isoPos * uGridDim + 0.5) / uGridDim).rgb);\n #else\n vec3 g = floor(isoPos * uGridDim + 0.5);\n float group = g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y;\n #endif\n\n #if defined(dColorType_uniform)\n color = uColor;\n #elif defined(dColorType_instance)\n color = readFromTexture(tColor, vInstance, uColorTexDim).rgb;\n #elif defined(dColorType_group)\n color = readFromTexture(tColor, group, uColorTexDim).rgb;\n #elif defined(dColorType_groupInstance)\n color = readFromTexture(tColor, vInstance * float(uGroupCount) + group, uColorTexDim).rgb;\n #elif defined(dColorType_vertex)\n color = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, 0.0).rgb;\n #elif defined(dColorType_vertexInstance)\n color = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, vInstance * float(uVertexCount)).rgb;\n #endif\n\n #ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance)\n overpaint = readFromTexture(tOverpaint, vInstance * float(uGroupCount) + group, uOverpaintTexDim);\n #elif defined(dOverpaintType_vertexInstance)\n overpaint = texture3dFrom1dTrilinear(tOverpaint, isoPos, uGridDim, uOverpaintTexDim, vInstance * float(uVertexCount));\n #endif\n\n color = mix(color, overpaint.rgb, overpaint.a);\n #endif\n\n // handle flipping and negative isosurfaces\n #ifdef dFlipSided\n bool flipped = value < uIsoValue.y; // flipped\n #else\n bool flipped = value > uIsoValue.y;\n #endif\n interior = value < uIsoValue.x && flipped;\n if (uDoubleSided) {\n if (interior) {\n prevValue = value;\n pos += step;\n continue;\n }\n }\n vec3 vViewPosition = mvPosition.xyz;\n vec4 material = vec4(color, uAlpha);\n\n #ifdef dIgnoreLight\n gl_FragColor = material;\n #else\n #if defined(dFlatShaded)\n // nearest grid point\n isoPos = floor(isoPos * uGridDim + 0.5) / uGridDim;\n #endif\n #ifdef dPackedGroup\n // compute gradient by central differences\n gradient.x = textureVal(isoPos - dx).a - textureVal(isoPos + dx).a;\n gradient.y = textureVal(isoPos - dy).a - textureVal(isoPos + dy).a;\n gradient.z = textureVal(isoPos - dz).a - textureVal(isoPos + dz).a;\n #else\n gradient = textureVal(isoPos).xyz * 2.0 - 1.0;\n #endif\n vec3 normal = -normalize(normalMatrix * normalize(gradient));\n normal = normal * (float(flipped) * 2.0 - 1.0);\n normal = normal * -(float(interior) * 2.0 - 1.0);\n #ifdef dSubstance\n #if defined(dSubstanceType_groupInstance)\n substance = readFromTexture(tSubstance, vInstance * float(uGroupCount) + group, uSubstanceTexDim).rgb;\n #elif defined(dSubstanceType_vertexInstance)\n substance = texture3dFrom1dTrilinear(tSubstance, isoPos, uGridDim, uSubstanceTexDim, vInstance * float(uVertexCount)).rgb;\n #endif\n metalness = mix(metalness, substance.r, substance.b);\n roughness = mix(roughness, substance.g, substance.b);\n #endif\n #include apply_light_color\n #endif\n\n float marker = uMarker;\n if (uMarker == -1.0) {\n marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n #include apply_interior_color\n #include apply_marker_color\n\n preFogAlphaBlended = (1.0 - preFogAlphaBlended) * gl_FragColor.a + preFogAlphaBlended;\n fragmentDepth = depth;\n #include apply_fog\n\n src = gl_FragColor;\n\n if (!uTransparentBackground) {\n // done in 'apply_fog' otherwise\n src.rgb *= src.a;\n }\n dst = (1.0 - dst.a) * src + dst; // standard blending\n #endif\n\n #ifdef dSingleLayer\n break;\n #endif\n\n hit = true;\n }\n prevValue = value;\n #elif defined(dRenderMode_volume)\n vec4 mvPosition = modelViewTransform * vec4(unitPos * uGridDim, 1.0);\n if (calcDepth(mvPosition.xyz) > getDepth(gl_FragCoord.xy / uDrawingBufferSize))\n break;\n\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n vec3 vModelPosition = v3m4(unitPos * uGridDim, modelTransform);\n if (clipTest(vec4(vModelPosition, 0.0), 0)) {\n prevValue = value;\n pos += step;\n continue;\n }\n #endif\n\n #if defined(dRenderVariant_color)\n vec3 vViewPosition = mvPosition.xyz;\n vec4 material = transferFunction(value);\n\n #ifdef dIgnoreLight\n gl_FragColor.rgb = material.rgb;\n #else\n if (material.a >= 0.01) {\n #ifdef dPackedGroup\n // compute gradient by central differences\n gradient.x = textureVal(unitPos - dx).a - textureVal(unitPos + dx).a;\n gradient.y = textureVal(unitPos - dy).a - textureVal(unitPos + dy).a;\n gradient.z = textureVal(unitPos - dz).a - textureVal(unitPos + dz).a;\n #else\n gradient = cell.xyz * 2.0 - 1.0;\n #endif\n vec3 normal = -normalize(normalMatrix * normalize(gradient));\n #include apply_light_color\n } else {\n gl_FragColor.rgb = material.rgb;\n }\n #endif\n\n gl_FragColor.a = material.a * uAlpha * uTransferScale;\n\n float marker = uMarker;\n if (uMarker == -1.0) {\n #ifdef dPackedGroup\n float group = decodeFloatRGB(textureGroup(floor(unitPos * uGridDim + 0.5) / uGridDim).rgb);\n #else\n vec3 g = floor(unitPos * uGridDim + 0.5);\n float group = g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y;\n #endif\n marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n #include apply_marker_color\n\n preFogAlphaBlended = (1.0 - preFogAlphaBlended) * gl_FragColor.a + preFogAlphaBlended;\n fragmentDepth = calcDepth(mvPosition.xyz);\n #include apply_fog\n\n src = gl_FragColor;\n\n if (!uTransparentBackground) {\n // done in 'apply_fog' otherwise\n src.rgb *= src.a;\n }\n dst = (1.0 - dst.a) * src + dst; // standard blending\n #endif\n #endif\n\n // break if the color is opaque enough\n if (dst.a > 0.95)\n break;\n\n pos += step;\n }\n\n #if defined(dRenderMode_isosurface) && defined(enabledFragDepth)\n // ensure depth is written everywhere\n if (!hit)\n gl_FragDepthEXT = 1.0;\n #endif\n\n return dst;\n}\n\n// TODO: support float texture for higher precision values???\n// TODO: support clipping exclusion texture support\n\nvoid main() {\n if (gl_FrontFacing)\n discard;\n\n #ifdef dRenderVariant_marking\n // not supported\n discard;\n #endif\n\n #if defined(dRenderVariant_pick) || defined(dRenderVariant_depth)\n #if defined(dRenderMode_volume)\n // always ignore pick & depth for volume\n discard;\n #elif defined(dRenderMode_isosurface)\n if (uAlpha < uPickingAlphaThreshold)\n discard; // ignore so the element below can be picked\n #endif\n #endif\n\n vec3 rayDir = mix(normalize(vOrigPos - uCameraPosition), uCameraDir, uIsOrtho);\n vec3 step = rayDir * uStepScale;\n\n float boundingSphereNear = distance(vBoundingSphere.xyz, uCameraPosition) - vBoundingSphere.w;\n float d = max(uNear, boundingSphereNear) - mix(0.0, distance(vOrigPos, uCameraPosition), uIsOrtho);\n vec3 start = mix(uCameraPosition, vOrigPos, uIsOrtho) + (d * rayDir);\n gl_FragColor = raymarch(start, step, rayDir);\n\n #if defined(dRenderVariant_pick) || defined(dRenderVariant_depth)\n // discard when nothing was hit\n if (gl_FragColor == vec4(0.0))\n discard;\n #endif\n\n #if defined(dRenderVariant_color)\n #if defined(dRenderMode_isosurface) && defined(enabledFragDepth)\n float fragmentDepth = gl_FragDepthEXT;\n #else\n float fragmentDepth = calcDepth((uModelView * vec4(start, 1.0)).xyz);\n #endif\n float preFogAlpha = clamp(preFogAlphaBlended, 0.0, 1.0);\n interior = false;\n #include wboit_write\n #endif\n}\n";
7
+ export var directVolume_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include light_frag_params\n\n#if dClipObjectCount != 0\n uniform int uClipObjectType[dClipObjectCount];\n uniform bool uClipObjectInvert[dClipObjectCount];\n uniform vec3 uClipObjectPosition[dClipObjectCount];\n uniform vec4 uClipObjectRotation[dClipObjectCount];\n uniform vec3 uClipObjectScale[dClipObjectCount];\n#endif\n#include common_clip\n\n#include read_from_texture\n#include texture3d_from_1d_trilinear\n#include texture3d_from_2d_nearest\n#include texture3d_from_2d_linear\n\nuniform mat4 uProjection, uTransform, uModelView, uModel, uView;\nuniform vec3 uCameraDir;\n\nuniform sampler2D tDepth;\nuniform vec2 uDrawingBufferSize;\n\nvarying vec3 vOrigPos;\nvarying float vInstance;\nvarying vec4 vBoundingSphere;\nvarying mat4 vTransform;\n\nuniform mat4 uInvView;\nuniform vec3 uGridDim;\nuniform vec3 uBboxSize;\nuniform sampler2D tTransferTex;\nuniform float uTransferScale;\nuniform float uStepScale;\nuniform float uJumpLength;\n\nuniform int uObjectId;\nuniform int uVertexCount;\nuniform int uInstanceCount;\nuniform int uGroupCount;\n\nuniform vec3 uHighlightColor;\nuniform vec3 uSelectColor;\nuniform float uHighlightStrength;\nuniform float uSelectStrength;\nuniform int uMarkerPriority;\n\nuniform float uMarker;\nuniform vec2 uMarkerTexDim;\nuniform sampler2D tMarker;\n\nuniform float uMetalness;\nuniform float uRoughness;\n\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\n\nuniform float uAlpha;\nuniform float uPickingAlphaThreshold;\nuniform bool uTransparentBackground;\nuniform float uXrayEdgeFalloff;\n\nuniform float uInteriorDarkening;\nuniform bool uInteriorColorFlag;\nuniform vec3 uInteriorColor;\n\nuniform bool uRenderWboit;\nuniform bool uDoubleSided;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uIsOrtho;\n\nuniform vec3 uCellDim;\nuniform vec3 uCameraPosition;\nuniform mat4 uCartnToUnit;\n\n#if __VERSION__ != 100\n // for webgl1 this is given as a 'define'\n uniform int uMaxSteps;\n#endif\n\n#if defined(dGridTexType_2d)\n precision highp sampler2D;\n uniform sampler2D tGridTex;\n uniform vec3 uGridTexDim;\n#elif defined(dGridTexType_3d)\n precision highp sampler3D;\n uniform sampler3D tGridTex;\n#endif\n\n#if defined(dColorType_uniform)\n uniform vec3 uColor;\n#elif defined(dColorType_texture)\n uniform vec2 uColorTexDim;\n uniform sampler2D tColor;\n#endif\n\n#ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance) || defined(dOverpaintType_vertexInstance)\n uniform vec2 uOverpaintTexDim;\n uniform sampler2D tOverpaint;\n #endif\n#endif\n\n#ifdef dUsePalette\n uniform sampler2D tPalette;\n#endif\n\n#if defined(dGridTexType_2d)\n vec4 textureVal(vec3 pos) {\n return texture3dFrom2dLinear(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n vec4 textureGroup(vec3 pos) {\n return texture3dFrom2dNearest(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n#elif defined(dGridTexType_3d)\n vec4 textureVal(vec3 pos) {\n return texture(tGridTex, pos + (vec3(0.5) / uGridDim));\n }\n vec4 textureGroup(vec3 pos) {\n return texelFetch(tGridTex, ivec3(pos * uGridDim), 0);\n }\n#endif\n\nfloat calcDepth(const in vec3 pos) {\n vec2 clipZW = pos.z * uProjection[2].zw + uProjection[3].zw;\n return 0.5 + 0.5 * clipZW.x / clipZW.y;\n}\n\nfloat transferFunction(float value) {\n return texture2D(tTransferTex, vec2(value, 0.0)).a;\n}\n\nfloat getDepth(const in vec2 coords) {\n #ifdef depthTextureSupport\n if (!uRenderWboit) {\n // in case of opaque volumes (and depth texture support)\n return texture2D(tDepth, coords).r;\n } else {\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n }\n #else\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n #endif\n}\n\nconst float gradOffset = 0.5;\n\nvec3 v3m4(vec3 p, mat4 m) {\n return (m * vec4(p, 1.0)).xyz;\n}\n\nfloat preFogAlphaBlended = 0.0;\n\nvec4 raymarch(vec3 startLoc, vec3 step, vec3 rayDir) {\n #if !defined(dIgnoreLight)\n mat3 normalMatrix = transpose3(inverse3(mat3(uModelView * vTransform)));\n #endif\n mat4 cartnToUnit = uCartnToUnit * inverse4(vTransform);\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n mat4 modelTransform = uModel * vTransform * uTransform;\n #endif\n mat4 modelViewTransform = uModelView * vTransform * uTransform;\n\n vec3 scaleVol = vec3(1.0) / uGridDim;\n vec3 pos = startLoc;\n vec4 cell;\n float prevValue = -1.0;\n float value = 0.0;\n vec4 src = vec4(0.0);\n vec4 dst = vec4(0.0);\n float fragmentDepth;\n\n vec3 posMin = vec3(0.0);\n vec3 posMax = vec3(1.0) - vec3(1.0) / uGridDim;\n\n vec3 unitPos;\n\n vec3 nextPos;\n float nextValue;\n\n vec4 material;\n vec4 overpaint;\n float metalness = uMetalness;\n float roughness = uRoughness;\n\n vec3 gradient = vec3(1.0);\n vec3 dx = vec3(gradOffset * scaleVol.x, 0.0, 0.0);\n vec3 dy = vec3(0.0, gradOffset * scaleVol.y, 0.0);\n vec3 dz = vec3(0.0, 0.0, gradOffset * scaleVol.z);\n\n float maxDist = min(vBoundingSphere.w * 2.0, uFar - uNear);\n float maxDistSq = maxDist * maxDist;\n\n for (int i = 0; i < uMaxSteps; ++i) {\n // break when beyond bounding-sphere or far-plane\n vec3 distVec = startLoc - pos;\n if (dot(distVec, distVec) > maxDistSq) break;\n\n unitPos = v3m4(pos, cartnToUnit);\n\n // continue when outside of grid\n if (unitPos.x > posMax.x || unitPos.y > posMax.y || unitPos.z > posMax.z ||\n unitPos.x < posMin.x || unitPos.y < posMin.y || unitPos.z < posMin.z\n ) {\n prevValue = value;\n pos += step;\n continue;\n }\n\n cell = textureVal(unitPos);\n value = cell.a; // current voxel value\n\n if (uJumpLength > 0.0 && value < 0.01) {\n nextPos = pos + rayDir * uJumpLength;\n nextValue = textureVal(v3m4(nextPos, cartnToUnit)).a;\n if (nextValue < 0.01) {\n prevValue = nextValue;\n pos = nextPos;\n continue;\n }\n }\n\n vec4 mvPosition = modelViewTransform * vec4(unitPos * uGridDim, 1.0);\n if (calcDepth(mvPosition.xyz) > getDepth(gl_FragCoord.xy / uDrawingBufferSize))\n break;\n\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n vec3 vModelPosition = v3m4(unitPos * uGridDim, modelTransform);\n if (clipTest(vec4(vModelPosition, 0.0), 0)) {\n prevValue = value;\n pos += step;\n continue;\n }\n #endif\n\n vec3 vViewPosition = mvPosition.xyz;\n material.a = transferFunction(value);\n\n #ifdef dPackedGroup\n float group = unpackRGBToInt(textureGroup(floor(unitPos * uGridDim + 0.5) / uGridDim).rgb);\n #else\n vec3 g = floor(unitPos * uGridDim + 0.5);\n // note that we swap x and z because the texture is flipped around y\n #if defined(dAxisOrder_012)\n float group = g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y; // 210\n #elif defined(dAxisOrder_021)\n float group = g.y + g.z * uGridDim.y + g.x * uGridDim.y * uGridDim.z; // 120\n #elif defined(dAxisOrder_102)\n float group = g.z + g.x * uGridDim.z + g.y * uGridDim.z * uGridDim.x; // 201\n #elif defined(dAxisOrder_120)\n float group = g.x + g.z * uGridDim.x + g.y * uGridDim.x * uGridDim.z; // 021\n #elif defined(dAxisOrder_201)\n float group = g.y + g.x * uGridDim.y + g.z * uGridDim.y * uGridDim.x; // 102\n #elif defined(dAxisOrder_210)\n float group = g.x + g.y * uGridDim.x + g.z * uGridDim.x * uGridDim.y; // 012\n #endif\n #endif\n\n #if defined(dColorType_direct) && defined(dUsePalette)\n material.rgb = texture2D(tPalette, vec2(value, 0.0)).rgb;\n #elif defined(dColorType_uniform)\n material.rgb = uColor;\n #elif defined(dColorType_instance)\n material.rgb = readFromTexture(tColor, vInstance, uColorTexDim).rgb;\n #elif defined(dColorType_group)\n material.rgb = readFromTexture(tColor, group, uColorTexDim).rgb;\n #elif defined(dColorType_groupInstance)\n material.rgb = readFromTexture(tColor, vInstance * float(uGroupCount) + group, uColorTexDim).rgb;\n #elif defined(dColorType_vertex)\n material.rgb = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, 0.0).rgb;\n #elif defined(dColorType_vertexInstance)\n material.rgb = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, vInstance * float(uVertexCount)).rgb;\n #endif\n\n #ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance)\n overpaint = readFromTexture(tOverpaint, vInstance * float(uGroupCount) + group, uOverpaintTexDim);\n #elif defined(dOverpaintType_vertexInstance)\n overpaint = texture3dFrom1dTrilinear(tOverpaint, isoPos, uGridDim, uOverpaintTexDim, vInstance * float(uVertexCount));\n #endif\n\n material.rgb = mix(material.rgb, overpaint.rgb, overpaint.a);\n #endif\n\n #ifdef dIgnoreLight\n gl_FragColor.rgb = material.rgb;\n #else\n if (material.a >= 0.01) {\n #ifdef dPackedGroup\n // compute gradient by central differences\n gradient.x = textureVal(unitPos - dx).a - textureVal(unitPos + dx).a;\n gradient.y = textureVal(unitPos - dy).a - textureVal(unitPos + dy).a;\n gradient.z = textureVal(unitPos - dz).a - textureVal(unitPos + dz).a;\n #else\n gradient = cell.xyz * 2.0 - 1.0;\n #endif\n vec3 normal = -normalize(normalMatrix * normalize(gradient));\n #include apply_light_color\n } else {\n gl_FragColor.rgb = material.rgb;\n }\n #endif\n\n gl_FragColor.a = material.a * uAlpha * uTransferScale;\n\n float marker = uMarker;\n if (uMarker == -1.0) {\n marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n #include apply_marker_color\n\n preFogAlphaBlended = (1.0 - preFogAlphaBlended) * gl_FragColor.a + preFogAlphaBlended;\n fragmentDepth = calcDepth(mvPosition.xyz);\n #include apply_fog\n\n src = gl_FragColor;\n\n if (!uTransparentBackground) {\n // done in 'apply_fog' otherwise\n src.rgb *= src.a;\n }\n dst = (1.0 - dst.a) * src + dst; // standard blending\n\n // break if the color is opaque enough\n if (dst.a > 0.95)\n break;\n\n pos += step;\n }\n\n return dst;\n}\n\n// TODO: support float texture for higher precision values???\n// TODO: support clipping exclusion texture support\n\nvoid main() {\n if (gl_FrontFacing)\n discard;\n\n vec3 rayDir = mix(normalize(vOrigPos - uCameraPosition), uCameraDir, uIsOrtho);\n vec3 step = rayDir * uStepScale;\n\n float boundingSphereNear = distance(vBoundingSphere.xyz, uCameraPosition) - vBoundingSphere.w;\n float d = max(uNear, boundingSphereNear) - mix(0.0, distance(vOrigPos, uCameraPosition), uIsOrtho);\n vec3 start = mix(uCameraPosition, vOrigPos, uIsOrtho) + (d * rayDir);\n gl_FragColor = raymarch(start, step, rayDir);\n\n float fragmentDepth = calcDepth((uModelView * vec4(start, 1.0)).xyz);\n float preFogAlpha = clamp(preFogAlphaBlended, 0.0, 1.0);\n bool interior = false;\n #include wboit_write\n}\n";
8
8
  //# sourceMappingURL=direct-volume.frag.js.map
@@ -4,4 +4,4 @@
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  * @author Michael Krone <michael.krone@uni-tuebingen.de>
6
6
  */
7
- export declare const gaussianDensity_frag = "\nprecision highp float;\n\nvarying vec3 vPosition;\nvarying float vRadiusSqInv;\n#if defined(dCalcType_groupId)\n #if defined(dGridTexType_2d)\n precision highp sampler2D;\n uniform sampler2D tMinDistanceTex;\n uniform vec3 uGridTexDim;\n #elif defined(dGridTexType_3d)\n precision highp sampler3D;\n uniform sampler3D tMinDistanceTex;\n #endif\n varying float vGroup;\n#endif\n\n#include common\n\nuniform vec3 uGridDim;\nuniform vec2 uGridTexScale;\nuniform float uCurrentSlice;\nuniform float uCurrentX;\nuniform float uCurrentY;\nuniform float uAlpha;\nuniform float uResolution;\nuniform float uRadiusFactorInv;\n\nvoid main() {\n vec2 v = gl_FragCoord.xy - vec2(uCurrentX, uCurrentY) - 0.5;\n vec3 fragPos = vec3(v.x, v.y, uCurrentSlice);\n float dist = distance(fragPos, vPosition) * uResolution;\n\n #if defined(dCalcType_density)\n float density = exp(-uAlpha * ((dist * dist) * vRadiusSqInv));\n gl_FragColor.a = density * uRadiusFactorInv;\n #elif defined(dCalcType_minDistance)\n gl_FragColor.a = 1.0 - dist * uRadiusFactorInv;\n #elif defined(dCalcType_groupId)\n #if defined(dGridTexType_2d)\n float minDistance = 1.0 - texture2D(tMinDistanceTex, (gl_FragCoord.xy) / (uGridTexDim.xy / uGridTexScale)).a;\n #elif defined(dGridTexType_3d)\n float minDistance = 1.0 - texelFetch(tMinDistanceTex, ivec3(gl_FragCoord.xy, uCurrentSlice), 0).a;\n #endif\n if (dist * uRadiusFactorInv > minDistance + uResolution * 0.05)\n discard;\n gl_FragColor.rgb = encodeFloatRGB(vGroup);\n #endif\n}\n";
7
+ export declare const gaussianDensity_frag = "\nprecision highp float;\n\nvarying vec3 vPosition;\nvarying float vRadiusSqInv;\n#if defined(dCalcType_groupId)\n #if defined(dGridTexType_2d)\n precision highp sampler2D;\n uniform sampler2D tMinDistanceTex;\n uniform vec3 uGridTexDim;\n #elif defined(dGridTexType_3d)\n precision highp sampler3D;\n uniform sampler3D tMinDistanceTex;\n #endif\n varying float vGroup;\n#endif\n\n#include common\n\nuniform vec3 uGridDim;\nuniform vec2 uGridTexScale;\nuniform float uCurrentSlice;\nuniform float uCurrentX;\nuniform float uCurrentY;\nuniform float uAlpha;\nuniform float uResolution;\nuniform float uRadiusFactorInv;\n\nvoid main() {\n vec2 v = gl_FragCoord.xy - vec2(uCurrentX, uCurrentY) - 0.5;\n vec3 fragPos = vec3(v.x, v.y, uCurrentSlice);\n float dist = distance(fragPos, vPosition) * uResolution;\n\n #if defined(dCalcType_density)\n float density = exp(-uAlpha * ((dist * dist) * vRadiusSqInv));\n gl_FragColor.a = density * uRadiusFactorInv;\n #elif defined(dCalcType_minDistance)\n gl_FragColor.a = 1.0 - dist * uRadiusFactorInv;\n #elif defined(dCalcType_groupId)\n #if defined(dGridTexType_2d)\n float minDistance = 1.0 - texture2D(tMinDistanceTex, (gl_FragCoord.xy) / (uGridTexDim.xy / uGridTexScale)).a;\n #elif defined(dGridTexType_3d)\n float minDistance = 1.0 - texelFetch(tMinDistanceTex, ivec3(gl_FragCoord.xy, uCurrentSlice), 0).a;\n #endif\n if (dist * uRadiusFactorInv > minDistance + uResolution * 0.05)\n discard;\n gl_FragColor.rgb = packIntToRGB(vGroup);\n #endif\n}\n";
@@ -4,5 +4,5 @@
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  * @author Michael Krone <michael.krone@uni-tuebingen.de>
6
6
  */
7
- export var gaussianDensity_frag = "\nprecision highp float;\n\nvarying vec3 vPosition;\nvarying float vRadiusSqInv;\n#if defined(dCalcType_groupId)\n #if defined(dGridTexType_2d)\n precision highp sampler2D;\n uniform sampler2D tMinDistanceTex;\n uniform vec3 uGridTexDim;\n #elif defined(dGridTexType_3d)\n precision highp sampler3D;\n uniform sampler3D tMinDistanceTex;\n #endif\n varying float vGroup;\n#endif\n\n#include common\n\nuniform vec3 uGridDim;\nuniform vec2 uGridTexScale;\nuniform float uCurrentSlice;\nuniform float uCurrentX;\nuniform float uCurrentY;\nuniform float uAlpha;\nuniform float uResolution;\nuniform float uRadiusFactorInv;\n\nvoid main() {\n vec2 v = gl_FragCoord.xy - vec2(uCurrentX, uCurrentY) - 0.5;\n vec3 fragPos = vec3(v.x, v.y, uCurrentSlice);\n float dist = distance(fragPos, vPosition) * uResolution;\n\n #if defined(dCalcType_density)\n float density = exp(-uAlpha * ((dist * dist) * vRadiusSqInv));\n gl_FragColor.a = density * uRadiusFactorInv;\n #elif defined(dCalcType_minDistance)\n gl_FragColor.a = 1.0 - dist * uRadiusFactorInv;\n #elif defined(dCalcType_groupId)\n #if defined(dGridTexType_2d)\n float minDistance = 1.0 - texture2D(tMinDistanceTex, (gl_FragCoord.xy) / (uGridTexDim.xy / uGridTexScale)).a;\n #elif defined(dGridTexType_3d)\n float minDistance = 1.0 - texelFetch(tMinDistanceTex, ivec3(gl_FragCoord.xy, uCurrentSlice), 0).a;\n #endif\n if (dist * uRadiusFactorInv > minDistance + uResolution * 0.05)\n discard;\n gl_FragColor.rgb = encodeFloatRGB(vGroup);\n #endif\n}\n";
7
+ export var gaussianDensity_frag = "\nprecision highp float;\n\nvarying vec3 vPosition;\nvarying float vRadiusSqInv;\n#if defined(dCalcType_groupId)\n #if defined(dGridTexType_2d)\n precision highp sampler2D;\n uniform sampler2D tMinDistanceTex;\n uniform vec3 uGridTexDim;\n #elif defined(dGridTexType_3d)\n precision highp sampler3D;\n uniform sampler3D tMinDistanceTex;\n #endif\n varying float vGroup;\n#endif\n\n#include common\n\nuniform vec3 uGridDim;\nuniform vec2 uGridTexScale;\nuniform float uCurrentSlice;\nuniform float uCurrentX;\nuniform float uCurrentY;\nuniform float uAlpha;\nuniform float uResolution;\nuniform float uRadiusFactorInv;\n\nvoid main() {\n vec2 v = gl_FragCoord.xy - vec2(uCurrentX, uCurrentY) - 0.5;\n vec3 fragPos = vec3(v.x, v.y, uCurrentSlice);\n float dist = distance(fragPos, vPosition) * uResolution;\n\n #if defined(dCalcType_density)\n float density = exp(-uAlpha * ((dist * dist) * vRadiusSqInv));\n gl_FragColor.a = density * uRadiusFactorInv;\n #elif defined(dCalcType_minDistance)\n gl_FragColor.a = 1.0 - dist * uRadiusFactorInv;\n #elif defined(dCalcType_groupId)\n #if defined(dGridTexType_2d)\n float minDistance = 1.0 - texture2D(tMinDistanceTex, (gl_FragCoord.xy) / (uGridTexDim.xy / uGridTexScale)).a;\n #elif defined(dGridTexType_3d)\n float minDistance = 1.0 - texelFetch(tMinDistanceTex, ivec3(gl_FragCoord.xy, uCurrentSlice), 0).a;\n #endif\n if (dist * uRadiusFactorInv > minDistance + uResolution * 0.05)\n discard;\n gl_FragColor.rgb = packIntToRGB(vGroup);\n #endif\n}\n";
8
8
  //# sourceMappingURL=gaussian-density.frag.js.map
@@ -1 +1 @@
1
- export declare const reduction_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tInputLevel;\n\n// previous level used to evaluate the new level\n#if __VERSION__ == 100\n uniform sampler2D tPreviousLevel;\n#else\n precision highp isampler2D;\n uniform isampler2D tPreviousLevel;\n#endif\n\n// inverted size of the previous level texture.\nuniform float uSize;\nuniform float uTexSize;\nuniform bool uFirst;\n\n#include common\n\nvoid main(void) {\n float k = 0.5 * uSize;\n vec2 position = floor((gl_FragCoord.xy / uTexSize) / uSize) * uSize;\n\n #if __VERSION__ == 100\n float a, b, c, d;\n\n if (uFirst) {\n a = texture2D(tInputLevel, position).r * 255.0;\n b = texture2D(tInputLevel, position + vec2(k, 0.0)).r * 255.0;\n c = texture2D(tInputLevel, position + vec2(0.0, k)).r * 255.0;\n d = texture2D(tInputLevel, position + vec2(k, k)).r * 255.0;\n } else {\n a = decodeFloatRGB(texture2D(tPreviousLevel, position).rgb);\n b = decodeFloatRGB(texture2D(tPreviousLevel, position + vec2(k, 0.0)).rgb);\n c = decodeFloatRGB(texture2D(tPreviousLevel, position + vec2(0.0, k)).rgb);\n d = decodeFloatRGB(texture2D(tPreviousLevel, position + vec2(k, k)).rgb);\n }\n gl_FragColor = vec4(encodeFloatRGB(a + b + c + d), 1.0);\n #else\n int a, b, c, d;\n\n if (uFirst) {\n a = int(texture2D(tInputLevel, position).r * 255.0);\n b = int(texture2D(tInputLevel, position + vec2(k, 0.0)).r * 255.0);\n c = int(texture2D(tInputLevel, position + vec2(0.0, k)).r * 255.0);\n d = int(texture2D(tInputLevel, position + vec2(k, k)).r * 255.0);\n } else {\n a = texture2D(tPreviousLevel, position).r;\n b = texture2D(tPreviousLevel, position + vec2(k, 0.0)).r;\n c = texture2D(tPreviousLevel, position + vec2(0.0, k)).r;\n d = texture2D(tPreviousLevel, position + vec2(k, k)).r;\n }\n gl_FragColor = ivec4(a + b + c + d);\n #endif\n}\n";
1
+ export declare const reduction_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tInputLevel;\n\n// previous level used to evaluate the new level\n#if __VERSION__ == 100\n uniform sampler2D tPreviousLevel;\n#else\n precision highp isampler2D;\n uniform isampler2D tPreviousLevel;\n#endif\n\n// inverted size of the previous level texture.\nuniform float uSize;\nuniform float uTexSize;\nuniform bool uFirst;\n\n#include common\n\nvoid main(void) {\n float k = 0.5 * uSize;\n vec2 position = floor((gl_FragCoord.xy / uTexSize) / uSize) * uSize;\n\n #if __VERSION__ == 100\n float a, b, c, d;\n\n if (uFirst) {\n a = texture2D(tInputLevel, position).r * 255.0;\n b = texture2D(tInputLevel, position + vec2(k, 0.0)).r * 255.0;\n c = texture2D(tInputLevel, position + vec2(0.0, k)).r * 255.0;\n d = texture2D(tInputLevel, position + vec2(k, k)).r * 255.0;\n } else {\n a = unpackRGBToInt(texture2D(tPreviousLevel, position).rgb);\n b = unpackRGBToInt(texture2D(tPreviousLevel, position + vec2(k, 0.0)).rgb);\n c = unpackRGBToInt(texture2D(tPreviousLevel, position + vec2(0.0, k)).rgb);\n d = unpackRGBToInt(texture2D(tPreviousLevel, position + vec2(k, k)).rgb);\n }\n gl_FragColor = vec4(packIntToRGB(a + b + c + d), 1.0);\n #else\n int a, b, c, d;\n\n if (uFirst) {\n a = int(texture2D(tInputLevel, position).r * 255.0);\n b = int(texture2D(tInputLevel, position + vec2(k, 0.0)).r * 255.0);\n c = int(texture2D(tInputLevel, position + vec2(0.0, k)).r * 255.0);\n d = int(texture2D(tInputLevel, position + vec2(k, k)).r * 255.0);\n } else {\n a = texture2D(tPreviousLevel, position).r;\n b = texture2D(tPreviousLevel, position + vec2(k, 0.0)).r;\n c = texture2D(tPreviousLevel, position + vec2(0.0, k)).r;\n d = texture2D(tPreviousLevel, position + vec2(k, k)).r;\n }\n gl_FragColor = ivec4(a + b + c + d);\n #endif\n}\n";
@@ -1,2 +1,2 @@
1
- export var reduction_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tInputLevel;\n\n// previous level used to evaluate the new level\n#if __VERSION__ == 100\n uniform sampler2D tPreviousLevel;\n#else\n precision highp isampler2D;\n uniform isampler2D tPreviousLevel;\n#endif\n\n// inverted size of the previous level texture.\nuniform float uSize;\nuniform float uTexSize;\nuniform bool uFirst;\n\n#include common\n\nvoid main(void) {\n float k = 0.5 * uSize;\n vec2 position = floor((gl_FragCoord.xy / uTexSize) / uSize) * uSize;\n\n #if __VERSION__ == 100\n float a, b, c, d;\n\n if (uFirst) {\n a = texture2D(tInputLevel, position).r * 255.0;\n b = texture2D(tInputLevel, position + vec2(k, 0.0)).r * 255.0;\n c = texture2D(tInputLevel, position + vec2(0.0, k)).r * 255.0;\n d = texture2D(tInputLevel, position + vec2(k, k)).r * 255.0;\n } else {\n a = decodeFloatRGB(texture2D(tPreviousLevel, position).rgb);\n b = decodeFloatRGB(texture2D(tPreviousLevel, position + vec2(k, 0.0)).rgb);\n c = decodeFloatRGB(texture2D(tPreviousLevel, position + vec2(0.0, k)).rgb);\n d = decodeFloatRGB(texture2D(tPreviousLevel, position + vec2(k, k)).rgb);\n }\n gl_FragColor = vec4(encodeFloatRGB(a + b + c + d), 1.0);\n #else\n int a, b, c, d;\n\n if (uFirst) {\n a = int(texture2D(tInputLevel, position).r * 255.0);\n b = int(texture2D(tInputLevel, position + vec2(k, 0.0)).r * 255.0);\n c = int(texture2D(tInputLevel, position + vec2(0.0, k)).r * 255.0);\n d = int(texture2D(tInputLevel, position + vec2(k, k)).r * 255.0);\n } else {\n a = texture2D(tPreviousLevel, position).r;\n b = texture2D(tPreviousLevel, position + vec2(k, 0.0)).r;\n c = texture2D(tPreviousLevel, position + vec2(0.0, k)).r;\n d = texture2D(tPreviousLevel, position + vec2(k, k)).r;\n }\n gl_FragColor = ivec4(a + b + c + d);\n #endif\n}\n";
1
+ export var reduction_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tInputLevel;\n\n// previous level used to evaluate the new level\n#if __VERSION__ == 100\n uniform sampler2D tPreviousLevel;\n#else\n precision highp isampler2D;\n uniform isampler2D tPreviousLevel;\n#endif\n\n// inverted size of the previous level texture.\nuniform float uSize;\nuniform float uTexSize;\nuniform bool uFirst;\n\n#include common\n\nvoid main(void) {\n float k = 0.5 * uSize;\n vec2 position = floor((gl_FragCoord.xy / uTexSize) / uSize) * uSize;\n\n #if __VERSION__ == 100\n float a, b, c, d;\n\n if (uFirst) {\n a = texture2D(tInputLevel, position).r * 255.0;\n b = texture2D(tInputLevel, position + vec2(k, 0.0)).r * 255.0;\n c = texture2D(tInputLevel, position + vec2(0.0, k)).r * 255.0;\n d = texture2D(tInputLevel, position + vec2(k, k)).r * 255.0;\n } else {\n a = unpackRGBToInt(texture2D(tPreviousLevel, position).rgb);\n b = unpackRGBToInt(texture2D(tPreviousLevel, position + vec2(k, 0.0)).rgb);\n c = unpackRGBToInt(texture2D(tPreviousLevel, position + vec2(0.0, k)).rgb);\n d = unpackRGBToInt(texture2D(tPreviousLevel, position + vec2(k, k)).rgb);\n }\n gl_FragColor = vec4(packIntToRGB(a + b + c + d), 1.0);\n #else\n int a, b, c, d;\n\n if (uFirst) {\n a = int(texture2D(tInputLevel, position).r * 255.0);\n b = int(texture2D(tInputLevel, position + vec2(k, 0.0)).r * 255.0);\n c = int(texture2D(tInputLevel, position + vec2(0.0, k)).r * 255.0);\n d = int(texture2D(tInputLevel, position + vec2(k, k)).r * 255.0);\n } else {\n a = texture2D(tPreviousLevel, position).r;\n b = texture2D(tPreviousLevel, position + vec2(k, 0.0)).r;\n c = texture2D(tPreviousLevel, position + vec2(0.0, k)).r;\n d = texture2D(tPreviousLevel, position + vec2(k, k)).r;\n }\n gl_FragColor = ivec4(a + b + c + d);\n #endif\n}\n";
2
2
  //# sourceMappingURL=reduction.frag.js.map
@@ -3,4 +3,4 @@
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
6
- export declare const image_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include read_from_texture\n#include common_frag_params\n#include common_clip\n\nuniform vec2 uImageTexDim;\nuniform sampler2D tImageTex;\nuniform sampler2D tGroupTex;\n\nuniform vec2 uMarkerTexDim;\nuniform sampler2D tMarker;\n\nvarying vec2 vUv;\nvarying float vInstance;\n\n#if defined(dInterpolation_catmulrom) || defined(dInterpolation_mitchell) || defined(dInterpolation_bspline)\n #define dInterpolation_cubic\n#endif\n\n#if defined(dInterpolation_cubic)\n #if defined(dInterpolation_catmulrom) || defined(dInterpolation_mitchell)\n #if defined(dInterpolation_catmulrom)\n const float B = 0.0;\n const float C = 0.5;\n #elif defined(dInterpolation_mitchell)\n const float B = 0.333;\n const float C = 0.333;\n #endif\n\n float cubicFilter(float x){\n float f = x;\n if (f < 0.0) {\n f = -f;\n }\n if (f < 1.0) {\n return ((12.0 - 9.0 * B - 6.0 * C) * (f * f * f) +\n (-18.0 + 12.0 * B + 6.0 * C) * (f * f) +\n (6.0 - 2.0 * B)) / 6.0;\n }else if (f >= 1.0 && f < 2.0){\n return ((-B - 6.0 * C) * ( f * f * f)\n + (6.0 * B + 30.0 * C) * (f * f) +\n (-(12.0 * B) - 48.0 * C) * f +\n 8.0 * B + 24.0 * C) / 6.0;\n }else{\n return 0.0;\n }\n }\n #elif defined(dInterpolation_bspline)\n float cubicFilter(float x) {\n float f = x;\n if (f < 0.0) {\n f = -f;\n }\n if (f >= 0.0 && f <= 1.0){\n return (2.0 / 3.0) + (0.5) * (f * f * f) - (f * f);\n } else if (f > 1.0 && f <= 2.0) {\n return 1.0 / 6.0 * pow((2.0 - f), 3.0);\n }\n return 1.0;\n }\n #endif\n\n vec4 biCubic(sampler2D tex, vec2 texCoord) {\n vec2 texelSize = 1.0 / uImageTexDim;\n texCoord -= texelSize / 2.0;\n vec4 nSum = vec4(0.0);\n float nDenom = 0.0;\n vec2 cell = fract(texCoord * uImageTexDim);\n for (float m = -1.0; m <= 2.0; ++m) {\n for (float n = -1.0; n <= 2.0; ++n) {\n vec4 vecData = texture2D(tex, texCoord + texelSize * vec2(m, n));\n float c = cubicFilter(m - cell.x) * cubicFilter(-n + cell.y);\n nSum += vecData * c;\n nDenom += c;\n }\n }\n return nSum / nDenom;\n }\n#endif\n\nvoid main() {\n #include clip_pixel\n\n #if defined(dInterpolation_cubic)\n vec4 imageData = biCubic(tImageTex, vUv);\n #else\n vec4 imageData = texture2D(tImageTex, vUv);\n #endif\n imageData.a = clamp(imageData.a, 0.0, 1.0);\n if (imageData.a > 0.9) imageData.a = 1.0;\n\n float fragmentDepth = gl_FragCoord.z;\n bool interior = false;\n\n #if defined(dRenderVariant_pick)\n if (imageData.a < 0.3)\n discard;\n if (uPickType == 1) {\n gl_FragColor = vec4(encodeFloatRGB(float(uObjectId)), 1.0);\n } else if (uPickType == 2) {\n gl_FragColor = vec4(encodeFloatRGB(vInstance), 1.0);\n } else {\n gl_FragColor = vec4(texture2D(tGroupTex, vUv).rgb, 1.0);\n }\n #elif defined(dRenderVariant_depth)\n if (imageData.a < 0.05)\n discard;\n gl_FragColor = packDepthToRGBA(gl_FragCoord.z);\n #elif defined(dRenderVariant_marking)\n float marker = uMarker;\n if (uMarker == -1.0) {\n float group = decodeFloatRGB(texture2D(tGroupTex, vUv).rgb);\n marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n if (uMarkingType == 1) {\n if (marker > 0.0 || imageData.a < 0.05)\n discard;\n gl_FragColor = packDepthToRGBA(gl_FragCoord.z);\n } else {\n if (marker == 0.0 || imageData.a < 0.05)\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 gl_FragColor = vec4(0.0, depthTest, isHighlight ? 1.0 : 0.0, 1.0);\n }\n #elif defined(dRenderVariant_color)\n if (imageData.a < 0.05)\n discard;\n gl_FragColor = imageData;\n gl_FragColor.a *= uAlpha;\n\n float marker = uMarker;\n if (uMarker == -1.0) {\n float group = decodeFloatRGB(texture2D(tGroupTex, vUv).rgb);\n marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n\n #include apply_marker_color\n #include apply_fog\n #include wboit_write\n #endif\n}\n";
6
+ export declare const image_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include read_from_texture\n#include common_frag_params\n#include common_clip\n\nuniform vec2 uImageTexDim;\nuniform sampler2D tImageTex;\nuniform sampler2D tGroupTex;\n\nuniform vec2 uMarkerTexDim;\nuniform sampler2D tMarker;\n\nvarying vec2 vUv;\nvarying float vInstance;\n\n#if defined(dInterpolation_catmulrom) || defined(dInterpolation_mitchell) || defined(dInterpolation_bspline)\n #define dInterpolation_cubic\n#endif\n\n#if defined(dInterpolation_cubic)\n #if defined(dInterpolation_catmulrom) || defined(dInterpolation_mitchell)\n #if defined(dInterpolation_catmulrom)\n const float B = 0.0;\n const float C = 0.5;\n #elif defined(dInterpolation_mitchell)\n const float B = 0.333;\n const float C = 0.333;\n #endif\n\n float cubicFilter(float x){\n float f = x;\n if (f < 0.0) {\n f = -f;\n }\n if (f < 1.0) {\n return ((12.0 - 9.0 * B - 6.0 * C) * (f * f * f) +\n (-18.0 + 12.0 * B + 6.0 * C) * (f * f) +\n (6.0 - 2.0 * B)) / 6.0;\n }else if (f >= 1.0 && f < 2.0){\n return ((-B - 6.0 * C) * ( f * f * f)\n + (6.0 * B + 30.0 * C) * (f * f) +\n (-(12.0 * B) - 48.0 * C) * f +\n 8.0 * B + 24.0 * C) / 6.0;\n }else{\n return 0.0;\n }\n }\n #elif defined(dInterpolation_bspline)\n float cubicFilter(float x) {\n float f = x;\n if (f < 0.0) {\n f = -f;\n }\n if (f >= 0.0 && f <= 1.0){\n return (2.0 / 3.0) + (0.5) * (f * f * f) - (f * f);\n } else if (f > 1.0 && f <= 2.0) {\n return 1.0 / 6.0 * pow((2.0 - f), 3.0);\n }\n return 1.0;\n }\n #endif\n\n vec4 biCubic(sampler2D tex, vec2 texCoord) {\n vec2 texelSize = 1.0 / uImageTexDim;\n texCoord -= texelSize / 2.0;\n vec4 nSum = vec4(0.0);\n float nDenom = 0.0;\n vec2 cell = fract(texCoord * uImageTexDim);\n for (float m = -1.0; m <= 2.0; ++m) {\n for (float n = -1.0; n <= 2.0; ++n) {\n vec4 vecData = texture2D(tex, texCoord + texelSize * vec2(m, n));\n float c = cubicFilter(m - cell.x) * cubicFilter(-n + cell.y);\n nSum += vecData * c;\n nDenom += c;\n }\n }\n return nSum / nDenom;\n }\n#endif\n\nvoid main() {\n #include clip_pixel\n\n #if defined(dInterpolation_cubic)\n vec4 imageData = biCubic(tImageTex, vUv);\n #else\n vec4 imageData = texture2D(tImageTex, vUv);\n #endif\n imageData.a = clamp(imageData.a, 0.0, 1.0);\n if (imageData.a > 0.9) imageData.a = 1.0;\n\n float fragmentDepth = gl_FragCoord.z;\n bool interior = false;\n\n #if defined(dRenderVariant_pick)\n if (imageData.a < 0.3)\n discard;\n if (uPickType == 1) {\n gl_FragColor = vec4(packIntToRGB(float(uObjectId)), 1.0);\n } else if (uPickType == 2) {\n gl_FragColor = vec4(packIntToRGB(vInstance), 1.0);\n } else {\n gl_FragColor = vec4(texture2D(tGroupTex, vUv).rgb, 1.0);\n }\n #elif defined(dRenderVariant_depth)\n if (imageData.a < 0.05)\n discard;\n gl_FragColor = packDepthToRGBA(gl_FragCoord.z);\n #elif defined(dRenderVariant_marking)\n float marker = uMarker;\n if (uMarker == -1.0) {\n float group = unpackRGBToInt(texture2D(tGroupTex, vUv).rgb);\n marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n if (uMarkingType == 1) {\n if (marker > 0.0 || imageData.a < 0.05)\n discard;\n gl_FragColor = packDepthToRGBA(gl_FragCoord.z);\n } else {\n if (marker == 0.0 || imageData.a < 0.05)\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 gl_FragColor = vec4(0.0, depthTest, isHighlight ? 1.0 : 0.0, 1.0);\n }\n #elif defined(dRenderVariant_color)\n if (imageData.a < 0.05)\n discard;\n gl_FragColor = imageData;\n gl_FragColor.a *= uAlpha;\n\n float marker = uMarker;\n if (uMarker == -1.0) {\n float group = unpackRGBToInt(texture2D(tGroupTex, vUv).rgb);\n marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n\n #include apply_marker_color\n #include apply_fog\n #include wboit_write\n #endif\n}\n";