molstar 3.0.0 → 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.
- package/LICENSE +20 -20
- package/README.md +194 -194
- package/build/viewer/embedded.html +43 -43
- package/build/viewer/index.html +106 -106
- package/build/viewer/molstar.js +1 -1
- package/lib/apps/docking-viewer/index.html +36 -36
- package/lib/apps/viewer/app.js +6 -3
- package/lib/apps/viewer/embedded.html +43 -43
- package/lib/apps/viewer/index.html +106 -106
- package/lib/commonjs/apps/docking-viewer/viewport.d.ts +2 -2
- package/lib/commonjs/apps/viewer/app.d.ts +3 -3
- package/lib/commonjs/apps/viewer/app.js +8 -5
- package/lib/commonjs/extensions/anvil/behavior.d.ts +2 -2
- package/lib/commonjs/extensions/anvil/representation.d.ts +5 -5
- package/lib/commonjs/extensions/cellpack/representation.d.ts +2 -2
- package/lib/commonjs/extensions/dnatco/confal-pyramids/behavior.d.ts +1 -1
- package/lib/commonjs/extensions/dnatco/confal-pyramids/representation.d.ts +3 -3
- package/lib/commonjs/extensions/model-archive/quality-assessment/behavior.d.ts +2 -2
- package/lib/commonjs/extensions/rcsb/assembly-symmetry/behavior.d.ts +5 -5
- package/lib/commonjs/extensions/rcsb/assembly-symmetry/color.d.ts +2 -2
- package/lib/commonjs/extensions/rcsb/assembly-symmetry/representation.d.ts +1 -1
- package/lib/commonjs/extensions/rcsb/validation-report/behavior.d.ts +3 -3
- package/lib/commonjs/extensions/rcsb/validation-report/representation.d.ts +5 -5
- package/lib/commonjs/mol-canvas3d/canvas3d.d.ts +4 -4
- package/lib/commonjs/mol-canvas3d/helper/camera-helper.d.ts +1 -1
- package/lib/commonjs/mol-canvas3d/helper/handle-helper.d.ts +1 -1
- package/lib/commonjs/mol-canvas3d/helper/interaction-events.js +1 -1
- package/lib/commonjs/mol-canvas3d/passes/draw.d.ts +1 -1
- package/lib/commonjs/mol-canvas3d/passes/draw.js +3 -3
- package/lib/commonjs/mol-canvas3d/passes/image.d.ts +2 -2
- package/lib/commonjs/mol-canvas3d/passes/postprocessing.d.ts +2 -2
- package/lib/commonjs/mol-geo/geometry/base.d.ts +5 -5
- package/lib/commonjs/mol-geo/geometry/cylinders/cylinders.d.ts +3 -3
- package/lib/commonjs/mol-geo/geometry/direct-volume/direct-volume.d.ts +1 -1
- package/lib/commonjs/mol-geo/geometry/image/image.d.ts +3 -3
- package/lib/commonjs/mol-geo/geometry/lines/lines.d.ts +1 -2
- package/lib/commonjs/mol-geo/geometry/mesh/mesh.d.ts +1 -1
- package/lib/commonjs/mol-geo/geometry/points/points.d.ts +4 -4
- package/lib/commonjs/mol-geo/geometry/spheres/spheres.d.ts +1 -1
- package/lib/commonjs/mol-geo/geometry/text/text.d.ts +1 -1
- package/lib/commonjs/mol-geo/geometry/texture-mesh/texture-mesh.d.ts +1 -1
- package/lib/commonjs/mol-gl/renderer.d.ts +2 -2
- package/lib/commonjs/mol-gl/renderer.js +3 -3
- package/lib/commonjs/mol-gl/scene.d.ts +1 -1
- package/lib/commonjs/mol-model/loci.d.ts +20 -20
- package/lib/commonjs/mol-model/shape/shape.d.ts +1 -1
- package/lib/commonjs/mol-model/structure/model/properties/coarse/hierarchy.d.ts +1 -1
- package/lib/commonjs/mol-model/structure/model/properties/coarse/hierarchy.js +24 -2
- package/lib/commonjs/mol-model/structure/structure/properties.d.ts +2 -2
- package/lib/commonjs/mol-model/structure/structure/unit.d.ts +4 -4
- package/lib/commonjs/mol-model/volume/volume.d.ts +7 -0
- package/lib/commonjs/mol-model/volume/volume.js +18 -0
- package/lib/commonjs/mol-model-formats/shape/ply.d.ts +6 -6
- package/lib/commonjs/mol-model-props/computed/interactions/common.d.ts +1 -1
- package/lib/commonjs/mol-model-props/computed/interactions/common.js +16 -24
- package/lib/commonjs/mol-model-props/computed/representations/interactions-inter-unit-cylinder.d.ts +2 -2
- package/lib/commonjs/mol-model-props/computed/representations/interactions-inter-unit-cylinder.js +44 -18
- package/lib/commonjs/mol-model-props/computed/representations/interactions-intra-unit-cylinder.d.ts +1 -1
- package/lib/commonjs/mol-model-props/computed/representations/interactions-intra-unit-cylinder.js +14 -4
- package/lib/commonjs/mol-model-props/computed/representations/interactions.d.ts +3 -3
- package/lib/commonjs/mol-model-props/integrative/cross-link-restraint/representation.d.ts +4 -4
- package/lib/commonjs/mol-model-props/sequence/themes/best-database-mapping.d.ts +2 -2
- package/lib/commonjs/mol-plugin/behavior/behavior.d.ts +1 -1
- package/lib/commonjs/mol-plugin/behavior/dynamic/representation.d.ts +2 -2
- package/lib/commonjs/mol-plugin/behavior/dynamic/selection/structure-focus-representation.d.ts +1 -1
- package/lib/commonjs/mol-plugin/behavior/dynamic/volume-streaming/behavior.d.ts +4 -4
- package/lib/commonjs/mol-plugin/behavior/dynamic/volume-streaming/model.d.ts +2 -3
- package/lib/commonjs/mol-plugin/behavior/dynamic/volume-streaming/transformers.d.ts +4 -4
- package/lib/commonjs/mol-plugin/commands.d.ts +2 -2
- package/lib/commonjs/mol-plugin/config.d.ts +1 -1
- package/lib/commonjs/mol-plugin/layout.d.ts +4 -4
- package/lib/commonjs/mol-plugin/util/viewport-screenshot.d.ts +3 -3
- package/lib/commonjs/mol-plugin-state/actions/structure.d.ts +1 -1
- package/lib/commonjs/mol-plugin-state/actions/volume.d.ts +1 -1
- package/lib/commonjs/mol-plugin-state/actions/volume.js +3 -3
- package/lib/commonjs/mol-plugin-state/animation/built-in/model-index.d.ts +2 -2
- package/lib/commonjs/mol-plugin-state/builder/structure/hierarchy-preset.d.ts +11 -11
- package/lib/commonjs/mol-plugin-state/builder/structure/hierarchy.d.ts +6 -6
- package/lib/commonjs/mol-plugin-state/builder/structure/representation-preset.d.ts +35 -13
- package/lib/commonjs/mol-plugin-state/builder/structure/representation.d.ts +1 -1
- package/lib/commonjs/mol-plugin-state/formats/volume.d.ts +10 -10
- package/lib/commonjs/mol-plugin-state/formats/volume.js +1 -11
- package/lib/commonjs/mol-plugin-state/helpers/root-structure.d.ts +5 -5
- package/lib/commonjs/mol-plugin-state/helpers/structure-component.d.ts +2 -2
- package/lib/commonjs/mol-plugin-state/manager/interactivity.d.ts +1 -1
- package/lib/commonjs/mol-plugin-state/manager/structure/component.d.ts +1 -1
- package/lib/commonjs/mol-plugin-state/transforms/data.d.ts +1 -1
- package/lib/commonjs/mol-plugin-state/transforms/model.d.ts +7 -7
- package/lib/commonjs/mol-plugin-state/transforms/representation.d.ts +13 -13
- package/lib/commonjs/mol-plugin-ui/structure/measurements.d.ts +1 -1
- package/lib/commonjs/mol-plugin-ui/structure/selection.d.ts +1 -1
- package/lib/commonjs/mol-repr/shape/loci/angle.d.ts +2 -2
- package/lib/commonjs/mol-repr/shape/loci/common.d.ts +2 -2
- package/lib/commonjs/mol-repr/shape/loci/dihedral.d.ts +2 -2
- package/lib/commonjs/mol-repr/shape/loci/distance.d.ts +2 -2
- package/lib/commonjs/mol-repr/shape/loci/label.d.ts +2 -2
- package/lib/commonjs/mol-repr/shape/loci/orientation.d.ts +2 -2
- package/lib/commonjs/mol-repr/shape/loci/plane.d.ts +1 -1
- package/lib/commonjs/mol-repr/shape/model/unitcell.d.ts +1 -1
- package/lib/commonjs/mol-repr/structure/complex-visual.d.ts +7 -7
- package/lib/commonjs/mol-repr/structure/params.d.ts +10 -10
- package/lib/commonjs/mol-repr/structure/registry.d.ts +25 -25
- package/lib/commonjs/mol-repr/structure/representation/backbone.d.ts +3 -3
- package/lib/commonjs/mol-repr/structure/representation/ball-and-stick.d.ts +6 -6
- package/lib/commonjs/mol-repr/structure/representation/carbohydrate.d.ts +3 -3
- package/lib/commonjs/mol-repr/structure/representation/cartoon.d.ts +3 -3
- package/lib/commonjs/mol-repr/structure/representation/ellipsoid.d.ts +6 -6
- package/lib/commonjs/mol-repr/structure/representation/gaussian-surface.d.ts +9 -9
- package/lib/commonjs/mol-repr/structure/representation/gaussian-volume.d.ts +3 -3
- package/lib/commonjs/mol-repr/structure/representation/label.d.ts +9 -9
- package/lib/commonjs/mol-repr/structure/representation/line.d.ts +9 -9
- package/lib/commonjs/mol-repr/structure/representation/molecular-surface.d.ts +9 -9
- package/lib/commonjs/mol-repr/structure/representation/orientation.d.ts +3 -3
- package/lib/commonjs/mol-repr/structure/representation/point.d.ts +6 -6
- package/lib/commonjs/mol-repr/structure/representation/putty.d.ts +3 -3
- package/lib/commonjs/mol-repr/structure/representation/spacefill.d.ts +3 -3
- package/lib/commonjs/mol-repr/structure/units-visual.d.ts +10 -10
- package/lib/commonjs/mol-repr/structure/visual/bond-inter-unit-cylinder.d.ts +4 -4
- package/lib/commonjs/mol-repr/structure/visual/bond-inter-unit-line.d.ts +2 -2
- package/lib/commonjs/mol-repr/structure/visual/bond-intra-unit-cylinder.d.ts +4 -4
- package/lib/commonjs/mol-repr/structure/visual/bond-intra-unit-line.d.ts +2 -2
- package/lib/commonjs/mol-repr/structure/visual/carbohydrate-link-cylinder.d.ts +1 -1
- package/lib/commonjs/mol-repr/structure/visual/carbohydrate-symbol-mesh.d.ts +1 -1
- package/lib/commonjs/mol-repr/structure/visual/carbohydrate-terminal-link-cylinder.d.ts +1 -1
- package/lib/commonjs/mol-repr/structure/visual/element-cross.d.ts +1 -1
- package/lib/commonjs/mol-repr/structure/visual/element-point.d.ts +2 -2
- package/lib/commonjs/mol-repr/structure/visual/element-sphere.d.ts +2 -2
- package/lib/commonjs/mol-repr/structure/visual/ellipsoid-mesh.d.ts +1 -1
- package/lib/commonjs/mol-repr/structure/visual/gaussian-density-volume.d.ts +2 -2
- package/lib/commonjs/mol-repr/structure/visual/gaussian-surface-mesh.d.ts +12 -12
- package/lib/commonjs/mol-repr/structure/visual/gaussian-surface-wireframe.d.ts +1 -1
- package/lib/commonjs/mol-repr/structure/visual/label-text.d.ts +3 -3
- package/lib/commonjs/mol-repr/structure/visual/molecular-surface-mesh.d.ts +3 -3
- package/lib/commonjs/mol-repr/structure/visual/molecular-surface-wireframe.d.ts +1 -1
- package/lib/commonjs/mol-repr/structure/visual/nucleotide-block-mesh.d.ts +1 -1
- package/lib/commonjs/mol-repr/structure/visual/nucleotide-ring-mesh.d.ts +1 -1
- package/lib/commonjs/mol-repr/structure/visual/orientation-ellipsoid-mesh.d.ts +1 -1
- package/lib/commonjs/mol-repr/structure/visual/polymer-backbone-cylinder.d.ts +2 -2
- package/lib/commonjs/mol-repr/structure/visual/polymer-backbone-sphere.d.ts +2 -2
- package/lib/commonjs/mol-repr/structure/visual/polymer-direction-wedge.d.ts +1 -1
- package/lib/commonjs/mol-repr/structure/visual/polymer-gap-cylinder.d.ts +1 -1
- package/lib/commonjs/mol-repr/structure/visual/polymer-trace-mesh.d.ts +1 -1
- package/lib/commonjs/mol-repr/structure/visual/polymer-tube-mesh.d.ts +1 -1
- package/lib/commonjs/mol-repr/structure/visual/util/bond.d.ts +7 -7
- package/lib/commonjs/mol-repr/structure/visual/util/bond.js +5 -4
- package/lib/commonjs/mol-repr/structure/visual/util/common.d.ts +1 -1
- package/lib/commonjs/mol-repr/volume/direct-volume.d.ts +6 -6
- package/lib/commonjs/mol-repr/volume/isosurface.d.ts +12 -12
- package/lib/commonjs/mol-repr/volume/registry.d.ts +8 -8
- package/lib/commonjs/mol-repr/volume/representation.d.ts +1 -1
- package/lib/commonjs/mol-repr/volume/slice.d.ts +12 -12
- package/lib/commonjs/mol-theme/color/atom-id.d.ts +2 -2
- package/lib/commonjs/mol-theme/color/chain-id.d.ts +2 -2
- package/lib/commonjs/mol-theme/color/element-index.d.ts +2 -2
- package/lib/commonjs/mol-theme/color/element-symbol.d.ts +44 -0
- package/lib/commonjs/mol-theme/color/element-symbol.js +15 -10
- package/lib/commonjs/mol-theme/color/entity-id.d.ts +2 -2
- package/lib/commonjs/mol-theme/color/entity-id.js +14 -11
- package/lib/commonjs/mol-theme/color/entity-source.d.ts +2 -2
- package/lib/commonjs/mol-theme/color/illustrative.d.ts +36 -36
- package/lib/commonjs/mol-theme/color/model-index.d.ts +2 -2
- package/lib/commonjs/mol-theme/color/operator-hkl.d.ts +2 -2
- package/lib/commonjs/mol-theme/color/operator-name.d.ts +2 -2
- package/lib/commonjs/mol-theme/color/polymer-id.d.ts +2 -2
- package/lib/commonjs/mol-theme/color/polymer-index.d.ts +2 -2
- package/lib/commonjs/mol-theme/color/unit-index.d.ts +2 -2
- package/lib/commonjs/mol-theme/color.d.ts +51 -29
- package/lib/commonjs/mol-util/clip.d.ts +1 -1
- package/lib/commonjs/mol-util/color/palette.d.ts +3 -3
- package/lib/examples/alpha-orbitals/index.html +61 -61
- package/lib/examples/basic-wrapper/index.html +137 -137
- package/lib/examples/lighting/index.html +88 -88
- package/lib/examples/proteopedia-wrapper/index.html +236 -236
- package/lib/extensions/rcsb/assembly-symmetry/behavior.d.ts +2 -2
- package/lib/mol-canvas3d/helper/interaction-events.js +1 -1
- package/lib/mol-canvas3d/passes/draw.d.ts +1 -1
- package/lib/mol-canvas3d/passes/draw.js +3 -3
- package/lib/mol-geo/geometry/cylinders/cylinders.d.ts +2 -2
- package/lib/mol-geo/geometry/lines/lines.d.ts +0 -1
- package/lib/mol-geo/geometry/points/points.d.ts +1 -1
- package/lib/mol-gl/renderer.d.ts +2 -2
- package/lib/mol-gl/renderer.js +3 -3
- package/lib/mol-model/structure/model/properties/coarse/hierarchy.d.ts +1 -1
- package/lib/mol-model/structure/model/properties/coarse/hierarchy.js +24 -2
- package/lib/mol-model/volume/volume.d.ts +7 -0
- package/lib/mol-model/volume/volume.js +18 -0
- package/lib/mol-model-props/computed/interactions/common.d.ts +1 -1
- package/lib/mol-model-props/computed/interactions/common.js +16 -24
- package/lib/mol-model-props/computed/representations/interactions-inter-unit-cylinder.d.ts +1 -1
- package/lib/mol-model-props/computed/representations/interactions-inter-unit-cylinder.js +44 -18
- package/lib/mol-model-props/computed/representations/interactions-intra-unit-cylinder.js +14 -4
- package/lib/mol-plugin/behavior/dynamic/volume-streaming/model.d.ts +2 -3
- package/lib/mol-plugin/version.js +2 -2
- package/lib/mol-plugin-state/actions/volume.d.ts +1 -1
- package/lib/mol-plugin-state/actions/volume.js +3 -3
- package/lib/mol-plugin-state/builder/structure/representation-preset.d.ts +27 -5
- package/lib/mol-plugin-state/formats/volume.js +1 -11
- package/lib/mol-plugin-ui/skin/base/base.scss +32 -32
- package/lib/mol-plugin-ui/skin/base/components/controls-base.scss +333 -333
- package/lib/mol-plugin-ui/skin/base/components/controls.scss +418 -418
- package/lib/mol-plugin-ui/skin/base/components/help.scss +27 -27
- package/lib/mol-plugin-ui/skin/base/components/line-graph.scss +67 -67
- package/lib/mol-plugin-ui/skin/base/components/log.scss +100 -100
- package/lib/mol-plugin-ui/skin/base/components/misc.scss +643 -643
- package/lib/mol-plugin-ui/skin/base/components/sequence.scss +125 -125
- package/lib/mol-plugin-ui/skin/base/components/slider.scss +165 -165
- package/lib/mol-plugin-ui/skin/base/components/tasks.scss +99 -99
- package/lib/mol-plugin-ui/skin/base/components/toast.scss +83 -83
- package/lib/mol-plugin-ui/skin/base/components/transformer.scss +163 -163
- package/lib/mol-plugin-ui/skin/base/components/viewport.scss +127 -127
- package/lib/mol-plugin-ui/skin/base/layout/common.scss +71 -71
- package/lib/mol-plugin-ui/skin/base/layout/controls-landscape.scss +89 -89
- package/lib/mol-plugin-ui/skin/base/layout/controls-outside.scss +98 -98
- package/lib/mol-plugin-ui/skin/base/layout/controls-portrait.scss +108 -108
- package/lib/mol-plugin-ui/skin/base/layout.scss +40 -40
- package/lib/mol-plugin-ui/skin/base/logo.scss +12 -12
- package/lib/mol-plugin-ui/skin/base/normalize.scss +209 -209
- package/lib/mol-plugin-ui/skin/base/ui.scss +40 -40
- package/lib/mol-plugin-ui/skin/base/variables.scss +85 -85
- package/lib/mol-plugin-ui/skin/blue.scss +1 -1
- package/lib/mol-plugin-ui/skin/colors/blue.scss +23 -23
- package/lib/mol-plugin-ui/skin/colors/dark.scss +23 -23
- package/lib/mol-plugin-ui/skin/colors/light.scss +29 -29
- package/lib/mol-plugin-ui/skin/dark.scss +1 -1
- package/lib/mol-plugin-ui/skin/light.scss +1 -1
- package/lib/mol-repr/structure/visual/util/bond.d.ts +1 -1
- package/lib/mol-repr/structure/visual/util/bond.js +5 -4
- package/lib/mol-script/language/builder.d.ts +1 -0
- package/lib/mol-theme/color/element-symbol.d.ts +46 -2
- package/lib/mol-theme/color/element-symbol.js +15 -10
- package/lib/mol-theme/color/entity-id.js +14 -11
- package/lib/mol-theme/color/illustrative.d.ts +32 -32
- package/lib/mol-theme/color.d.ts +39 -17
- package/lib/servers/volume/config.js +3 -3
- package/lib/servers/volume/query.js +1 -1
- package/package.json +160 -163
- package/lib/commonjs/apps/docking-viewer/index.js +0 -253
- package/lib/commonjs/apps/docking-viewer/viewport.js +0 -326
- package/lib/commonjs/cli/chem-comp-dict/create-ions.d.ts +0 -7
- package/lib/commonjs/cli/chem-comp-dict/create-ions.js +0 -68
- package/lib/commonjs/cli/chem-comp-dict/create-table.d.ts +0 -7
- package/lib/commonjs/cli/chem-comp-dict/create-table.js +0 -282
- package/lib/commonjs/cli/chem-comp-dict/util.d.ts +0 -146
- package/lib/commonjs/cli/chem-comp-dict/util.js +0 -144
- package/lib/commonjs/cli/cif2bcif/converter.d.ts +0 -8
- package/lib/commonjs/cli/cif2bcif/converter.js +0 -187
- package/lib/commonjs/cli/cif2bcif/index.d.ts +0 -8
- package/lib/commonjs/cli/cif2bcif/index.js +0 -81
- package/lib/commonjs/cli/cifschema/index.d.ts +0 -7
- package/lib/commonjs/cli/cifschema/index.js +0 -397
- package/lib/commonjs/cli/cifschema/util/cif-dic.d.ts +0 -11
- package/lib/commonjs/cli/cifschema/util/cif-dic.js +0 -456
- package/lib/commonjs/cli/cifschema/util/generate.d.ts +0 -7
- package/lib/commonjs/cli/cifschema/util/generate.js +0 -158
- package/lib/commonjs/cli/cifschema/util/helper.d.ts +0 -10
- package/lib/commonjs/cli/cifschema/util/helper.js +0 -22
- package/lib/commonjs/cli/cifschema/util/schema.d.ts +0 -70
- package/lib/commonjs/cli/cifschema/util/schema.js +0 -64
- package/lib/commonjs/cli/lipid-params/index.d.ts +0 -7
- package/lib/commonjs/cli/lipid-params/index.js +0 -104
- package/lib/commonjs/cli/state-docs/index.js +0 -64
- package/lib/commonjs/cli/state-docs/pd-to-md.js +0 -80
- package/lib/commonjs/cli/structure-info/helpers.d.ts +0 -7
- package/lib/commonjs/cli/structure-info/helpers.js +0 -92
- package/lib/commonjs/cli/structure-info/model.js +0 -336
- package/lib/commonjs/cli/structure-info/volume.js +0 -115
- package/lib/commonjs/examples/alpha-orbitals/controls.js +0 -25
- package/lib/commonjs/examples/alpha-orbitals/example-data.js +0 -60260
- package/lib/commonjs/examples/alpha-orbitals/index.js +0 -230
- package/lib/commonjs/examples/basic-wrapper/coloring.js +0 -31
- package/lib/commonjs/examples/basic-wrapper/controls.js +0 -23
- package/lib/commonjs/examples/basic-wrapper/custom-theme.js +0 -49
- package/lib/commonjs/examples/basic-wrapper/index.js +0 -265
- package/lib/commonjs/examples/basic-wrapper/superposition.js +0 -191
- package/lib/commonjs/examples/domain-annotation-server/mapping.d.ts +0 -6
- package/lib/commonjs/examples/domain-annotation-server/mapping.js +0 -111
- package/lib/commonjs/examples/domain-annotation-server/schemas.d.ts +0 -103
- package/lib/commonjs/examples/domain-annotation-server/schemas.js +0 -73
- package/lib/commonjs/examples/domain-annotation-server/server.d.ts +0 -6
- package/lib/commonjs/examples/domain-annotation-server/server.js +0 -65
- package/lib/commonjs/examples/domain-annotation-server/test.d.ts +0 -6
- package/lib/commonjs/examples/domain-annotation-server/test.js +0 -28
- package/lib/commonjs/examples/lighting/index.js +0 -145
- package/lib/commonjs/examples/proteopedia-wrapper/annotation.js +0 -88
- package/lib/commonjs/examples/proteopedia-wrapper/coloring.js +0 -97
- package/lib/commonjs/examples/proteopedia-wrapper/helpers.js +0 -109
- package/lib/commonjs/examples/proteopedia-wrapper/index.js +0 -498
- package/lib/commonjs/examples/proteopedia-wrapper/ui/controls.js +0 -19
- package/lib/commonjs/examples/task.d.ts +0 -19
- package/lib/commonjs/examples/task.js +0 -221
- package/lib/commonjs/extensions/alpha-orbitals/collocation.js +0 -134
- package/lib/commonjs/extensions/alpha-orbitals/data-model.js +0 -69
- package/lib/commonjs/extensions/alpha-orbitals/density.js +0 -113
- package/lib/commonjs/extensions/alpha-orbitals/gpu/compute.js +0 -157
- package/lib/commonjs/extensions/alpha-orbitals/gpu/shader.frag.d.ts +0 -7
- package/lib/commonjs/extensions/alpha-orbitals/gpu/shader.frag.js +0 -11
- package/lib/commonjs/extensions/alpha-orbitals/orbitals.js +0 -121
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export declare const float_to_rgba = "\n // floatToRgba adapted from https://github.com/equinor/glsl-float-to-rgba\n // MIT License, Copyright (c) 2020 Equinor\n\n float shiftRight (float v, float amt) {\n v = floor(v) + 0.5;\n return floor(v / exp2(amt));\n }\n float shiftLeft (float v, float amt) {\n return floor(v * exp2(amt) + 0.5);\n }\n float maskLast (float v, float bits) {\n return mod(v, shiftLeft(1.0, bits));\n }\n float extractBits (float num, float from, float to) {\n from = floor(from + 0.5); to = floor(to + 0.5);\n return maskLast(shiftRight(num, from), to - from);\n }\n\n vec4 floatToRgba(float texelFloat, bool littleEndian) {\n if (texelFloat == 0.0) return vec4(0.0, 0.0, 0.0, 0.0);\n float sign = texelFloat > 0.0 ? 0.0 : 1.0;\n texelFloat = abs(texelFloat);\n float exponent = floor(log2(texelFloat));\n float biased_exponent = exponent + 127.0;\n float fraction = ((texelFloat / exp2(exponent)) - 1.0) * 8388608.0;\n float t = biased_exponent / 2.0;\n float last_bit_of_biased_exponent = fract(t) * 2.0;\n float remaining_bits_of_biased_exponent = floor(t);\n float byte4 = extractBits(fraction, 0.0, 8.0) / 255.0;\n float byte3 = extractBits(fraction, 8.0, 16.0) / 255.0;\n float byte2 = (last_bit_of_biased_exponent * 128.0 + extractBits(fraction, 16.0, 23.0)) / 255.0;\n float byte1 = (sign * 128.0 + remaining_bits_of_biased_exponent) / 255.0;\n return (\n littleEndian\n ? vec4(byte4, byte3, byte2, byte1)\n : vec4(byte1, byte2, byte3, byte4)\n );\n }\n";
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exports.float_to_rgba = "\n // floatToRgba adapted from https://github.com/equinor/glsl-float-to-rgba\n // MIT License, Copyright (c) 2020 Equinor\n\n float shiftRight (float v, float amt) {\n v = floor(v) + 0.5;\n return floor(v / exp2(amt));\n }\n float shiftLeft (float v, float amt) {\n return floor(v * exp2(amt) + 0.5);\n }\n float maskLast (float v, float bits) {\n return mod(v, shiftLeft(1.0, bits));\n }\n float extractBits (float num, float from, float to) {\n from = floor(from + 0.5); to = floor(to + 0.5);\n return maskLast(shiftRight(num, from), to - from);\n }\n\n vec4 floatToRgba(float texelFloat, bool littleEndian) {\n if (texelFloat == 0.0) return vec4(0.0, 0.0, 0.0, 0.0);\n float sign = texelFloat > 0.0 ? 0.0 : 1.0;\n texelFloat = abs(texelFloat);\n float exponent = floor(log2(texelFloat));\n float biased_exponent = exponent + 127.0;\n float fraction = ((texelFloat / exp2(exponent)) - 1.0) * 8388608.0;\n float t = biased_exponent / 2.0;\n float last_bit_of_biased_exponent = fract(t) * 2.0;\n float remaining_bits_of_biased_exponent = floor(t);\n float byte4 = extractBits(fraction, 0.0, 8.0) / 255.0;\n float byte3 = extractBits(fraction, 8.0, 16.0) / 255.0;\n float byte2 = (last_bit_of_biased_exponent * 128.0 + extractBits(fraction, 16.0, 23.0)) / 255.0;\n float byte1 = (sign * 128.0 + remaining_bits_of_biased_exponent) / 255.0;\n return (\n littleEndian\n ? vec4(byte4, byte3, byte2, byte1)\n : vec4(byte1, byte2, byte3, byte4)\n );\n }\n";
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export declare const light_frag_params = "\n#if dLightCount != 0\n uniform vec3 uLightDirection[dLightCount];\n uniform vec3 uLightColor[dLightCount];\n#endif\nuniform vec3 uAmbientColor;\n\nstruct PhysicalMaterial {\n vec3 diffuseColor;\n float roughness;\n vec3 specularColor;\n float specularF90;\n};\n\nstruct IncidentLight {\n vec3 color;\n vec3 direction;\n};\n\nstruct ReflectedLight {\n vec3 directDiffuse;\n vec3 directSpecular;\n vec3 indirectDiffuse;\n vec3 indirectSpecular;\n};\n\nstruct GeometricContext {\n vec3 position;\n vec3 normal;\n vec3 viewDir;\n};\n\nvec3 BRDF_Lambert(const in vec3 diffuseColor) {\n return RECIPROCAL_PI * diffuseColor;\n}\n\nvec3 F_Schlick(const in vec3 f0, const in float f90, const in float dotVH) {\n // Original approximation by Christophe Schlick '94\n // float fresnel = pow( 1.0 - dotVH, 5.0 );\n // Optimized variant (presented by Epic at SIGGRAPH '13)\n // https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf\n float fresnel = exp2((-5.55473 * dotVH - 6.98316) * dotVH);\n return f0 * (1.0 - fresnel) + (f90 * fresnel);\n}\n\n// Moving Frostbite to Physically Based Rendering 3.0 - page 12, listing 2\n// https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\nfloat V_GGX_SmithCorrelated(const in float alpha, const in float dotNL, const in float dotNV) {\n float a2 = pow2(alpha);\n float gv = dotNL * sqrt(a2 + (1.0 - a2) * pow2(dotNV));\n float gl = dotNV * sqrt(a2 + (1.0 - a2) * pow2(dotNL));\n return 0.5 / max(gv + gl, EPSILON);\n}\n\n// Microfacet Models for Refraction through Rough Surfaces - equation (33)\n// http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html\n// alpha is \"roughness squared\" in Disney\u2019s reparameterization\nfloat D_GGX(const in float alpha, const in float dotNH) {\n float a2 = pow2(alpha);\n float denom = pow2(dotNH) * (a2 - 1.0) + 1.0; // avoid alpha = 0 with dotNH = 1\n return RECIPROCAL_PI * a2 / pow2(denom);\n}\n\n// GGX Distribution, Schlick Fresnel, GGX_SmithCorrelated Visibility\nvec3 BRDF_GGX(const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 f0, const in float f90, const in float roughness) {\n float alpha = pow2(roughness); // UE4's roughness\n vec3 halfDir = normalize( lightDir + viewDir);\n float dotNL = saturate(dot(normal, lightDir));\n float dotNV = saturate(dot(normal, viewDir));\n float dotNH = saturate(dot(normal, halfDir));\n float dotVH = saturate(dot(viewDir, halfDir));\n vec3 F = F_Schlick(f0, f90, dotVH);\n float V = V_GGX_SmithCorrelated(alpha, dotNL, dotNV);\n float D = D_GGX(alpha, dotNH);\n return F * (V * D);\n}\n\n// Analytical approximation of the DFG LUT, one half of the\n// split-sum approximation used in indirect specular lighting.\n// via 'environmentBRDF' from \"Physically Based Shading on Mobile\"\n// https://www.unrealengine.com/blog/physically-based-shading-on-mobile\nvec2 DFGApprox(const in vec3 normal, const in vec3 viewDir, const in float roughness) {\n float dotNV = saturate(dot(normal, viewDir));\n const vec4 c0 = vec4(-1, -0.0275, -0.572, 0.022);\n const vec4 c1 = vec4(1, 0.0425, 1.04, -0.04);\n vec4 r = roughness * c0 + c1;\n float a004 = min(r.x * r.x, exp2(-9.28 * dotNV)) * r.x + r.y;\n vec2 fab = vec2(-1.04, 1.04) * a004 + r.zw;\n return fab;\n}\n\n// Fdez-Ag\u00FCera's \"Multiple-Scattering Microfacet Model for Real-Time Image Based Lighting\"\n// Approximates multiscattering in order to preserve energy.\n// http://www.jcgt.org/published/0008/01/03/\nvoid computeMultiscattering(const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter) {\n vec2 fab = DFGApprox(normal, viewDir, roughness);\n vec3 FssEss = specularColor * fab.x + specularF90 * fab.y;\n float Ess = fab.x + fab.y;\n float Ems = 1.0 - Ess;\n vec3 Favg = specularColor + (1.0 - specularColor) * 0.047619; // 1/21\n vec3 Fms = FssEss * Favg / (1.0 - Ems * Favg);\n singleScatter += FssEss;\n multiScatter += Fms * Ems;\n}\n\nvoid RE_Direct_Physical(const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n float dotNL = saturate(dot(geometry.normal, directLight.direction));\n vec3 irradiance = dotNL * directLight.color;\n reflectedLight.directSpecular += irradiance * BRDF_GGX(directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.roughness);\n reflectedLight.directDiffuse += irradiance * BRDF_Lambert(material.diffuseColor);\n}\n\nvoid RE_IndirectDiffuse_Physical(const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert(material.diffuseColor);\n}\n\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n // Both indirect specular and indirect diffuse light accumulate here\n vec3 singleScattering = vec3(0.0);\n vec3 multiScattering = vec3(0.0);\n vec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n computeMultiscattering(geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering);\n vec3 diffuse = material.diffuseColor * (1.0 - ( singleScattering + multiScattering));\n reflectedLight.indirectSpecular += radiance * singleScattering;\n reflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n reflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n";
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exports.light_frag_params = "\n#if dLightCount != 0\n uniform vec3 uLightDirection[dLightCount];\n uniform vec3 uLightColor[dLightCount];\n#endif\nuniform vec3 uAmbientColor;\n\nstruct PhysicalMaterial {\n vec3 diffuseColor;\n float roughness;\n vec3 specularColor;\n float specularF90;\n};\n\nstruct IncidentLight {\n vec3 color;\n vec3 direction;\n};\n\nstruct ReflectedLight {\n vec3 directDiffuse;\n vec3 directSpecular;\n vec3 indirectDiffuse;\n vec3 indirectSpecular;\n};\n\nstruct GeometricContext {\n vec3 position;\n vec3 normal;\n vec3 viewDir;\n};\n\nvec3 BRDF_Lambert(const in vec3 diffuseColor) {\n return RECIPROCAL_PI * diffuseColor;\n}\n\nvec3 F_Schlick(const in vec3 f0, const in float f90, const in float dotVH) {\n // Original approximation by Christophe Schlick '94\n // float fresnel = pow( 1.0 - dotVH, 5.0 );\n // Optimized variant (presented by Epic at SIGGRAPH '13)\n // https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf\n float fresnel = exp2((-5.55473 * dotVH - 6.98316) * dotVH);\n return f0 * (1.0 - fresnel) + (f90 * fresnel);\n}\n\n// Moving Frostbite to Physically Based Rendering 3.0 - page 12, listing 2\n// https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\nfloat V_GGX_SmithCorrelated(const in float alpha, const in float dotNL, const in float dotNV) {\n float a2 = pow2(alpha);\n float gv = dotNL * sqrt(a2 + (1.0 - a2) * pow2(dotNV));\n float gl = dotNV * sqrt(a2 + (1.0 - a2) * pow2(dotNL));\n return 0.5 / max(gv + gl, EPSILON);\n}\n\n// Microfacet Models for Refraction through Rough Surfaces - equation (33)\n// http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html\n// alpha is \"roughness squared\" in Disney\u2019s reparameterization\nfloat D_GGX(const in float alpha, const in float dotNH) {\n float a2 = pow2(alpha);\n float denom = pow2(dotNH) * (a2 - 1.0) + 1.0; // avoid alpha = 0 with dotNH = 1\n return RECIPROCAL_PI * a2 / pow2(denom);\n}\n\n// GGX Distribution, Schlick Fresnel, GGX_SmithCorrelated Visibility\nvec3 BRDF_GGX(const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 f0, const in float f90, const in float roughness) {\n float alpha = pow2(roughness); // UE4's roughness\n vec3 halfDir = normalize( lightDir + viewDir);\n float dotNL = saturate(dot(normal, lightDir));\n float dotNV = saturate(dot(normal, viewDir));\n float dotNH = saturate(dot(normal, halfDir));\n float dotVH = saturate(dot(viewDir, halfDir));\n vec3 F = F_Schlick(f0, f90, dotVH);\n float V = V_GGX_SmithCorrelated(alpha, dotNL, dotNV);\n float D = D_GGX(alpha, dotNH);\n return F * (V * D);\n}\n\n// Analytical approximation of the DFG LUT, one half of the\n// split-sum approximation used in indirect specular lighting.\n// via 'environmentBRDF' from \"Physically Based Shading on Mobile\"\n// https://www.unrealengine.com/blog/physically-based-shading-on-mobile\nvec2 DFGApprox(const in vec3 normal, const in vec3 viewDir, const in float roughness) {\n float dotNV = saturate(dot(normal, viewDir));\n const vec4 c0 = vec4(-1, -0.0275, -0.572, 0.022);\n const vec4 c1 = vec4(1, 0.0425, 1.04, -0.04);\n vec4 r = roughness * c0 + c1;\n float a004 = min(r.x * r.x, exp2(-9.28 * dotNV)) * r.x + r.y;\n vec2 fab = vec2(-1.04, 1.04) * a004 + r.zw;\n return fab;\n}\n\n// Fdez-Ag\u00FCera's \"Multiple-Scattering Microfacet Model for Real-Time Image Based Lighting\"\n// Approximates multiscattering in order to preserve energy.\n// http://www.jcgt.org/published/0008/01/03/\nvoid computeMultiscattering(const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter) {\n vec2 fab = DFGApprox(normal, viewDir, roughness);\n vec3 FssEss = specularColor * fab.x + specularF90 * fab.y;\n float Ess = fab.x + fab.y;\n float Ems = 1.0 - Ess;\n vec3 Favg = specularColor + (1.0 - specularColor) * 0.047619; // 1/21\n vec3 Fms = FssEss * Favg / (1.0 - Ems * Favg);\n singleScatter += FssEss;\n multiScatter += Fms * Ems;\n}\n\nvoid RE_Direct_Physical(const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n float dotNL = saturate(dot(geometry.normal, directLight.direction));\n vec3 irradiance = dotNL * directLight.color;\n reflectedLight.directSpecular += irradiance * BRDF_GGX(directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.roughness);\n reflectedLight.directDiffuse += irradiance * BRDF_Lambert(material.diffuseColor);\n}\n\nvoid RE_IndirectDiffuse_Physical(const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert(material.diffuseColor);\n}\n\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n // Both indirect specular and indirect diffuse light accumulate here\n vec3 singleScattering = vec3(0.0);\n vec3 multiScattering = vec3(0.0);\n vec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n computeMultiscattering(geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering);\n vec3 diffuse = material.diffuseColor * (1.0 - ( singleScattering + multiScattering));\n reflectedLight.indirectSpecular += radiance * singleScattering;\n reflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n reflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n";
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export declare const rgba_to_float = "\n // rgbaToFloat adapted from https://github.com/ihmeuw/glsl-rgba-to-float\n // BSD 3-Clause License\n //\n // Copyright (c) 2019, Institute for Health Metrics and Evaluation All rights reserved.\n // Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:\n // - Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.\n // - Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.\n // - Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.\n //\n // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" AND ANY EXPRESS OR IMPLIED WARRANTIES,\n // INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.\n // IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY,\n // OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA,\n // OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,\n // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED\n // OF THE POSSIBILITY OF SUCH DAMAGE.\n\n ivec4 floatsToBytes(vec4 inputFloats, bool littleEndian) {\n ivec4 bytes = ivec4(inputFloats * 255.0);\n return (\n littleEndian\n ? bytes.abgr\n : bytes\n );\n }\n\n // Break the four bytes down into an array of 32 bits.\n void bytesToBits(const in ivec4 bytes, out bool bits[32]) {\n for (int channelIndex = 0; channelIndex < 4; ++channelIndex) {\n float acc = float(bytes[channelIndex]);\n for (int indexInByte = 7; indexInByte >= 0; --indexInByte) {\n float powerOfTwo = exp2(float(indexInByte));\n bool bit = acc >= powerOfTwo;\n bits[channelIndex * 8 + (7 - indexInByte)] = bit;\n acc = mod(acc, powerOfTwo);\n }\n }\n }\n\n // Compute the exponent of the 32-bit float.\n float getExponent(bool bits[32]) {\n const int startIndex = 1;\n const int bitStringLength = 8;\n const int endBeforeIndex = startIndex + bitStringLength;\n float acc = 0.0;\n int pow2 = bitStringLength - 1;\n for (int bitIndex = startIndex; bitIndex < endBeforeIndex; ++bitIndex) {\n acc += float(bits[bitIndex]) * exp2(float(pow2--));\n }\n return acc;\n }\n\n // Compute the mantissa of the 32-bit float.\n float getMantissa(bool bits[32], bool subnormal) {\n const int startIndex = 9;\n const int bitStringLength = 23;\n const int endBeforeIndex = startIndex + bitStringLength;\n // Leading/implicit/hidden bit convention:\n // If the number is not subnormal (with exponent 0), we add a leading 1 digit.\n float acc = float(!subnormal) * exp2(float(bitStringLength));\n int pow2 = bitStringLength - 1;\n for (int bitIndex = startIndex; bitIndex < endBeforeIndex; ++bitIndex) {\n acc += float(bits[bitIndex]) * exp2(float(pow2--));\n }\n return acc;\n }\n\n // Parse the float from its 32 bits.\n float bitsToFloat(bool bits[32]) {\n float signBit = float(bits[0]) * -2.0 + 1.0;\n float exponent = getExponent(bits);\n bool subnormal = abs(exponent - 0.0) < 0.01;\n float mantissa = getMantissa(bits, subnormal);\n float exponentBias = 127.0;\n return signBit * mantissa * exp2(exponent - exponentBias - 23.0);\n }\n\n float rgbaToFloat(vec4 texelRGBA, bool littleEndian) {\n ivec4 rgbaBytes = floatsToBytes(texelRGBA, littleEndian);\n bool bits[32];\n bytesToBits(rgbaBytes, bits);\n return bitsToFloat(bits);\n }\n";
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exports.rgba_to_float = "\n // rgbaToFloat adapted from https://github.com/ihmeuw/glsl-rgba-to-float\n // BSD 3-Clause License\n //\n // Copyright (c) 2019, Institute for Health Metrics and Evaluation All rights reserved.\n // Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:\n // - Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.\n // - Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.\n // - Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.\n //\n // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS \"AS IS\" AND ANY EXPRESS OR IMPLIED WARRANTIES,\n // INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.\n // IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY,\n // OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA,\n // OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,\n // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED\n // OF THE POSSIBILITY OF SUCH DAMAGE.\n\n ivec4 floatsToBytes(vec4 inputFloats, bool littleEndian) {\n ivec4 bytes = ivec4(inputFloats * 255.0);\n return (\n littleEndian\n ? bytes.abgr\n : bytes\n );\n }\n\n // Break the four bytes down into an array of 32 bits.\n void bytesToBits(const in ivec4 bytes, out bool bits[32]) {\n for (int channelIndex = 0; channelIndex < 4; ++channelIndex) {\n float acc = float(bytes[channelIndex]);\n for (int indexInByte = 7; indexInByte >= 0; --indexInByte) {\n float powerOfTwo = exp2(float(indexInByte));\n bool bit = acc >= powerOfTwo;\n bits[channelIndex * 8 + (7 - indexInByte)] = bit;\n acc = mod(acc, powerOfTwo);\n }\n }\n }\n\n // Compute the exponent of the 32-bit float.\n float getExponent(bool bits[32]) {\n const int startIndex = 1;\n const int bitStringLength = 8;\n const int endBeforeIndex = startIndex + bitStringLength;\n float acc = 0.0;\n int pow2 = bitStringLength - 1;\n for (int bitIndex = startIndex; bitIndex < endBeforeIndex; ++bitIndex) {\n acc += float(bits[bitIndex]) * exp2(float(pow2--));\n }\n return acc;\n }\n\n // Compute the mantissa of the 32-bit float.\n float getMantissa(bool bits[32], bool subnormal) {\n const int startIndex = 9;\n const int bitStringLength = 23;\n const int endBeforeIndex = startIndex + bitStringLength;\n // Leading/implicit/hidden bit convention:\n // If the number is not subnormal (with exponent 0), we add a leading 1 digit.\n float acc = float(!subnormal) * exp2(float(bitStringLength));\n int pow2 = bitStringLength - 1;\n for (int bitIndex = startIndex; bitIndex < endBeforeIndex; ++bitIndex) {\n acc += float(bits[bitIndex]) * exp2(float(pow2--));\n }\n return acc;\n }\n\n // Parse the float from its 32 bits.\n float bitsToFloat(bool bits[32]) {\n float signBit = float(bits[0]) * -2.0 + 1.0;\n float exponent = getExponent(bits);\n bool subnormal = abs(exponent - 0.0) < 0.01;\n float mantissa = getMantissa(bits, subnormal);\n float exponentBias = 127.0;\n return signBit * mantissa * exp2(exponent - exponentBias - 23.0);\n }\n\n float rgbaToFloat(vec4 texelRGBA, bool littleEndian) {\n ivec4 rgbaBytes = floatsToBytes(texelRGBA, littleEndian);\n bool bits[32];\n bytesToBits(rgbaBytes, bits);\n return bitsToFloat(bits);\n }\n";
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export declare const size_vert_params = "\n#if defined(dSizeType_uniform)\n uniform float uSize;\n#elif defined(dSizeType_attribute)\n attribute float aSize;\n#elif defined(dSizeType_instance) || defined(dSizeType_group) || defined(dSizeType_groupInstance)\n uniform vec2 uSizeTexDim;\n uniform sampler2D tSize;\n#endif\n\nuniform float uSizeFactor;\n";
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exports.size_vert_params = "\n#if defined(dSizeType_uniform)\n uniform float uSize;\n#elif defined(dSizeType_attribute)\n attribute float aSize;\n#elif defined(dSizeType_instance) || defined(dSizeType_group) || defined(dSizeType_groupInstance)\n uniform vec2 uSizeTexDim;\n uniform sampler2D tSize;\n#endif\n\nuniform float uSizeFactor;\n";
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export declare const texture3d_from_1d_trilinear = "\nvec4 texture3dFrom1dTrilinear(const in sampler2D tex, const in vec3 pos, const in vec3 gridDim, const in vec2 texDim, const in float offset) {\n float gdYZ = gridDim.z * gridDim.y;\n float gdZ = gridDim.z;\n vec3 p0 = floor(pos * gridDim);\n vec3 p1 = ceil(pos * gridDim);\n vec3 pd = (pos * gridDim - p0) / (p1 - p0);\n vec4 s000 = readFromTexture(tex, offset + p0.z + p0.y * gdZ + p0.x * gdYZ, texDim);\n vec4 s100 = readFromTexture(tex, offset + p0.z + p0.y * gdZ + p1.x * gdYZ, texDim);\n vec4 s001 = readFromTexture(tex, offset + p1.z + p0.y * gdZ + p0.x * gdYZ, texDim);\n vec4 s101 = readFromTexture(tex, offset + p1.z + p0.y * gdZ + p1.x * gdYZ, texDim);\n vec4 s010 = readFromTexture(tex, offset + p0.z + p1.y * gdZ + p0.x * gdYZ, texDim);\n vec4 s110 = readFromTexture(tex, offset + p0.z + p1.y * gdZ + p1.x * gdYZ, texDim);\n vec4 s011 = readFromTexture(tex, offset + p1.z + p1.y * gdZ + p0.x * gdYZ, texDim);\n vec4 s111 = readFromTexture(tex, offset + p1.z + p1.y * gdZ + p1.x * gdYZ, texDim);\n vec4 s00 = mix(s000, s100, pd.x);\n vec4 s01 = mix(s001, s101, pd.x);\n vec4 s10 = mix(s010, s110, pd.x);\n vec4 s11 = mix(s011, s111, pd.x);\n vec4 s0 = mix(s00, s10, pd.y);\n vec4 s1 = mix(s01, s11, pd.y);\n return mix(s0, s1, pd.z);\n}\n";
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exports.texture3d_from_1d_trilinear = "\nvec4 texture3dFrom1dTrilinear(const in sampler2D tex, const in vec3 pos, const in vec3 gridDim, const in vec2 texDim, const in float offset) {\n float gdYZ = gridDim.z * gridDim.y;\n float gdZ = gridDim.z;\n vec3 p0 = floor(pos * gridDim);\n vec3 p1 = ceil(pos * gridDim);\n vec3 pd = (pos * gridDim - p0) / (p1 - p0);\n vec4 s000 = readFromTexture(tex, offset + p0.z + p0.y * gdZ + p0.x * gdYZ, texDim);\n vec4 s100 = readFromTexture(tex, offset + p0.z + p0.y * gdZ + p1.x * gdYZ, texDim);\n vec4 s001 = readFromTexture(tex, offset + p1.z + p0.y * gdZ + p0.x * gdYZ, texDim);\n vec4 s101 = readFromTexture(tex, offset + p1.z + p0.y * gdZ + p1.x * gdYZ, texDim);\n vec4 s010 = readFromTexture(tex, offset + p0.z + p1.y * gdZ + p0.x * gdYZ, texDim);\n vec4 s110 = readFromTexture(tex, offset + p0.z + p1.y * gdZ + p1.x * gdYZ, texDim);\n vec4 s011 = readFromTexture(tex, offset + p1.z + p1.y * gdZ + p0.x * gdYZ, texDim);\n vec4 s111 = readFromTexture(tex, offset + p1.z + p1.y * gdZ + p1.x * gdYZ, texDim);\n vec4 s00 = mix(s000, s100, pd.x);\n vec4 s01 = mix(s001, s101, pd.x);\n vec4 s10 = mix(s010, s110, pd.x);\n vec4 s11 = mix(s011, s111, pd.x);\n vec4 s0 = mix(s00, s10, pd.y);\n vec4 s1 = mix(s01, s11, pd.y);\n return mix(s0, s1, pd.z);\n}\n";
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export declare const texture3d_from_2d_linear = "\nvec4 texture3dFrom2dLinear(sampler2D tex, vec3 pos, vec3 gridDim, vec2 texDim) {\n float zSlice0 = floor(pos.z * gridDim.z);\n float column0 = intMod(zSlice0 * gridDim.x, texDim.x) / gridDim.x;\n float row0 = floor(intDiv(zSlice0 * gridDim.x, texDim.x));\n vec2 coord0 = (vec2(column0 * gridDim.x, row0 * gridDim.y) + (pos.xy * gridDim.xy)) / texDim;\n vec4 color0 = texture2D(tex, coord0);\n\n float zSlice1 = zSlice0 + 1.0;\n float column1 = intMod(zSlice1 * gridDim.x, texDim.x) / gridDim.x;\n float row1 = floor(intDiv(zSlice1 * gridDim.x, texDim.x));\n vec2 coord1 = (vec2(column1 * gridDim.x, row1 * gridDim.y) + (pos.xy * gridDim.xy)) / texDim;\n vec4 color1 = texture2D(tex, coord1);\n\n float delta0 = abs((pos.z * gridDim.z) - zSlice0);\n return mix(color0, color1, delta0);\n}\n";
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exports.texture3d_from_2d_linear = "\nvec4 texture3dFrom2dLinear(sampler2D tex, vec3 pos, vec3 gridDim, vec2 texDim) {\n float zSlice0 = floor(pos.z * gridDim.z);\n float column0 = intMod(zSlice0 * gridDim.x, texDim.x) / gridDim.x;\n float row0 = floor(intDiv(zSlice0 * gridDim.x, texDim.x));\n vec2 coord0 = (vec2(column0 * gridDim.x, row0 * gridDim.y) + (pos.xy * gridDim.xy)) / texDim;\n vec4 color0 = texture2D(tex, coord0);\n\n float zSlice1 = zSlice0 + 1.0;\n float column1 = intMod(zSlice1 * gridDim.x, texDim.x) / gridDim.x;\n float row1 = floor(intDiv(zSlice1 * gridDim.x, texDim.x));\n vec2 coord1 = (vec2(column1 * gridDim.x, row1 * gridDim.y) + (pos.xy * gridDim.xy)) / texDim;\n vec4 color1 = texture2D(tex, coord1);\n\n float delta0 = abs((pos.z * gridDim.z) - zSlice0);\n return mix(color0, color1, delta0);\n}\n";
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export declare const texture3d_from_2d_nearest = "\nvec4 texture3dFrom2dNearest(sampler2D tex, vec3 pos, vec3 gridDim, vec2 texDim) {\n float zSlice = floor(pos.z * gridDim.z + 0.5); // round to nearest z-slice\n float column = intMod(zSlice * gridDim.x, texDim.x) / gridDim.x;\n float row = floor(intDiv(zSlice * gridDim.x, texDim.x));\n vec2 coord = (vec2(column * gridDim.x, row * gridDim.y) + (pos.xy * gridDim.xy)) / texDim;\n return texture2D(tex, coord);\n}\n";
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exports.texture3d_from_2d_nearest = "\nvec4 texture3dFrom2dNearest(sampler2D tex, vec3 pos, vec3 gridDim, vec2 texDim) {\n float zSlice = floor(pos.z * gridDim.z + 0.5); // round to nearest z-slice\n float column = intMod(zSlice * gridDim.x, texDim.x) / gridDim.x;\n float row = floor(intDiv(zSlice * gridDim.x, texDim.x));\n vec2 coord = (vec2(column * gridDim.x, row * gridDim.y) + (pos.xy * gridDim.xy)) / texDim;\n return texture2D(tex, coord);\n}\n";
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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";
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exports.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";
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export declare const compose_frag = "\nprecision highp float;\nprecision highp sampler2D;\n\nuniform sampler2D tColor;\nuniform vec2 uTexSize;\nuniform float uWeight;\n\nvoid main() {\n vec2 coords = gl_FragCoord.xy / uTexSize;\n gl_FragColor = texture2D(tColor, coords) * uWeight;\n}\n";
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exports.compose_frag = "\nprecision highp float;\nprecision highp sampler2D;\n\nuniform sampler2D tColor;\nuniform vec2 uTexSize;\nuniform float uWeight;\n\nvoid main() {\n vec2 coords = gl_FragCoord.xy / uTexSize;\n gl_FragColor = texture2D(tColor, coords) * uWeight;\n}\n";
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export declare const accumulate_frag = "\nprecision highp float;\n\nvarying vec3 vPosition;\nvarying vec4 vColor;\n\nuniform float uCurrentSlice;\nuniform float uCurrentX;\nuniform float uCurrentY;\nuniform float uResolution;\n\nconst float p = 2.0;\n\nvoid main() {\n vec2 v = gl_FragCoord.xy - vec2(uCurrentX, uCurrentY) - 0.5;\n vec3 fragPos = vec3(v.x, v.y, uCurrentSlice);\n float dist = distance(fragPos, vPosition);\n if (dist > p) discard;\n\n float f = p - dist;\n gl_FragColor = vColor * f;\n gl_FragData[1] = vec4(f);\n}\n";
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exports.accumulate_frag = "\nprecision highp float;\n\nvarying vec3 vPosition;\nvarying vec4 vColor;\n\nuniform float uCurrentSlice;\nuniform float uCurrentX;\nuniform float uCurrentY;\nuniform float uResolution;\n\nconst float p = 2.0;\n\nvoid main() {\n vec2 v = gl_FragCoord.xy - vec2(uCurrentX, uCurrentY) - 0.5;\n vec3 fragPos = vec3(v.x, v.y, uCurrentSlice);\n float dist = distance(fragPos, vPosition);\n if (dist > p) discard;\n\n float f = p - dist;\n gl_FragColor = vColor * f;\n gl_FragData[1] = vec4(f);\n}\n";
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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";
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exports.accumulate_vert = "\nprecision highp float;\n\n#include common\n#include read_from_texture\n\nuniform int uTotalCount;\nuniform int uGroupCount;\n\nattribute float aSample;\n#define SampleID int(aSample)\n\nattribute mat4 aTransform;\nattribute float aInstance;\n\nuniform vec2 uGeoTexDim;\nuniform sampler2D tPosition;\nuniform sampler2D tGroup;\n\nuniform vec2 uColorTexDim;\nuniform sampler2D tColor;\n\nvarying vec3 vPosition;\nvarying vec4 vColor;\n\nuniform vec3 uBboxSize;\nuniform vec3 uBboxMin;\nuniform float uResolution;\n\nvoid main() {\n vec3 position = readFromTexture(tPosition, SampleID, uGeoTexDim).xyz;\n float group = 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";
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export declare const normalize_frag = "\nprecision highp float;\nprecision highp sampler2D;\n\nuniform sampler2D tColor;\nuniform sampler2D tCount;\nuniform vec2 uTexSize;\n\nvoid main(void) {\n vec2 coords = gl_FragCoord.xy / uTexSize;\n vec4 color = texture2D(tColor, coords);\n float count = texture2D(tCount, coords).r;\n\n gl_FragColor = color / count;\n}\n";
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exports.normalize_frag = "\nprecision highp float;\nprecision highp sampler2D;\n\nuniform sampler2D tColor;\nuniform sampler2D tCount;\nuniform vec2 uTexSize;\n\nvoid main(void) {\n vec2 coords = gl_FragCoord.xy / uTexSize;\n vec4 color = texture2D(tColor, coords);\n float count = texture2D(tCount, coords).r;\n\n gl_FragColor = color / count;\n}\n";
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export declare const copy_frag = "\nprecision highp float;\nprecision highp sampler2D;\n\nuniform sampler2D tColor;\nuniform vec2 uTexSize;\n\nvoid main() {\n vec2 coords = gl_FragCoord.xy / uTexSize;\n gl_FragColor = texture2D(tColor, coords);\n}\n";
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exports.copy_frag = "\nprecision highp float;\nprecision highp sampler2D;\n\nuniform sampler2D tColor;\nuniform vec2 uTexSize;\n\nvoid main() {\n vec2 coords = gl_FragCoord.xy / uTexSize;\n gl_FragColor = texture2D(tColor, coords);\n}\n";
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export declare const cylinders_frag = "\nprecision highp float;\nprecision highp int;\n\n#define bumpEnabled\n\nuniform mat4 uView;\n\nvarying mat4 vTransform;\nvarying vec3 vStart;\nvarying vec3 vEnd;\nvarying float vSize;\nvarying float vCap;\n\nuniform vec3 uCameraDir;\nuniform vec3 uCameraPosition;\nuniform mat4 uInvView;\n\n#include common\n#include common_frag_params\n#include color_frag_params\n#include light_frag_params\n#include common_clip\n\n// adapted from https://www.shadertoy.com/view/4lcSRn\n// The MIT License, Copyright 2016 Inigo Quilez\nbool CylinderImpostor(\n in vec3 rayOrigin, in vec3 rayDir,\n in vec3 start, in vec3 end, in float radius,\n out vec4 intersection, out bool interior\n){\n vec3 ba = end - start;\n vec3 oc = rayOrigin - start;\n\n float baba = dot(ba, ba);\n float bard = dot(ba, rayDir);\n float baoc = dot(ba, oc);\n\n float k2 = baba - bard*bard;\n float k1 = baba * dot(oc, rayDir) - baoc * bard;\n float k0 = baba * dot(oc, oc) - baoc * baoc - radius * radius * baba;\n\n float h = k1 * k1 - k2 * k0;\n if (h < 0.0) return false;\n\n bool topCap = (vCap > 0.9 && vCap < 1.1) || vCap >= 2.9;\n bool bottomCap = (vCap > 1.9 && vCap < 2.1) || vCap >= 2.9;\n\n // body outside\n h = sqrt(h);\n float t = (-k1 - h) / k2;\n float y = baoc + t * bard;\n if (y > 0.0 && y < baba) {\n interior = false;\n intersection = vec4(t, (oc + t * rayDir - ba * y / baba) / radius);\n return true;\n }\n\n if (topCap && y < 0.0) {\n // top cap\n t = -baoc / bard;\n if (abs(k1 + k2 * t) < h) {\n interior = false;\n intersection = vec4(t, ba * sign(y) / baba);\n return true;\n }\n } else if(bottomCap && y >= 0.0) {\n // bottom cap\n t = (baba - baoc) / bard;\n if (abs(k1 + k2 * t) < h) {\n interior = false;\n intersection = vec4(t, ba * sign(y) / baba);\n return true;\n }\n }\n\n if (uDoubleSided) {\n // body inside\n h = -h;\n t = (-k1 - h) / k2;\n y = baoc + t * bard;\n if (y > 0.0 && y < baba) {\n interior = true;\n intersection = vec4(t, (oc + t * rayDir - ba * y / baba) / radius);\n return true;\n }\n\n // TODO: handle inside caps???\n }\n\n return false;\n}\n\nvoid main() {\n #include clip_pixel\n\n vec3 rayDir = mix(normalize(vModelPosition - uCameraPosition), uCameraDir, uIsOrtho);\n\n vec4 intersection;\n bool interior;\n bool hit = CylinderImpostor(vModelPosition, rayDir, vStart, vEnd, vSize, intersection, interior);\n if (!hit) discard;\n\n vec3 vViewPosition = vModelPosition + intersection.x * rayDir;\n vViewPosition = (uView * vec4(vViewPosition, 1.0)).xyz;\n gl_FragDepthEXT = calcDepth(vViewPosition);\n\n vec3 vModelPosition = (uInvView * vec4(vViewPosition, 1.0)).xyz;\n\n if (gl_FragDepthEXT < 0.0) discard;\n if (gl_FragDepthEXT > 1.0) discard;\n\n float fragmentDepth = gl_FragDepthEXT;\n #include assign_material_color\n\n #if defined(dRenderVariant_pick)\n #include check_picking_alpha\n gl_FragColor = material;\n #elif defined(dRenderVariant_depth)\n gl_FragColor = material;\n #elif defined(dRenderVariant_marking)\n gl_FragColor = material;\n #elif defined(dRenderVariant_color)\n #ifdef dIgnoreLight\n gl_FragColor = material;\n #else\n mat3 normalMatrix = transpose3(inverse3(mat3(uView)));\n vec3 normal = normalize(normalMatrix * -normalize(intersection.yzw));\n #include apply_light_color\n #endif\n\n #include apply_interior_color\n #include apply_marker_color\n #include apply_fog\n #include wboit_write\n #endif\n}\n";
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exports.cylinders_frag = "\nprecision highp float;\nprecision highp int;\n\n#define bumpEnabled\n\nuniform mat4 uView;\n\nvarying mat4 vTransform;\nvarying vec3 vStart;\nvarying vec3 vEnd;\nvarying float vSize;\nvarying float vCap;\n\nuniform vec3 uCameraDir;\nuniform vec3 uCameraPosition;\nuniform mat4 uInvView;\n\n#include common\n#include common_frag_params\n#include color_frag_params\n#include light_frag_params\n#include common_clip\n\n// adapted from https://www.shadertoy.com/view/4lcSRn\n// The MIT License, Copyright 2016 Inigo Quilez\nbool CylinderImpostor(\n in vec3 rayOrigin, in vec3 rayDir,\n in vec3 start, in vec3 end, in float radius,\n out vec4 intersection, out bool interior\n){\n vec3 ba = end - start;\n vec3 oc = rayOrigin - start;\n\n float baba = dot(ba, ba);\n float bard = dot(ba, rayDir);\n float baoc = dot(ba, oc);\n\n float k2 = baba - bard*bard;\n float k1 = baba * dot(oc, rayDir) - baoc * bard;\n float k0 = baba * dot(oc, oc) - baoc * baoc - radius * radius * baba;\n\n float h = k1 * k1 - k2 * k0;\n if (h < 0.0) return false;\n\n bool topCap = (vCap > 0.9 && vCap < 1.1) || vCap >= 2.9;\n bool bottomCap = (vCap > 1.9 && vCap < 2.1) || vCap >= 2.9;\n\n // body outside\n h = sqrt(h);\n float t = (-k1 - h) / k2;\n float y = baoc + t * bard;\n if (y > 0.0 && y < baba) {\n interior = false;\n intersection = vec4(t, (oc + t * rayDir - ba * y / baba) / radius);\n return true;\n }\n\n if (topCap && y < 0.0) {\n // top cap\n t = -baoc / bard;\n if (abs(k1 + k2 * t) < h) {\n interior = false;\n intersection = vec4(t, ba * sign(y) / baba);\n return true;\n }\n } else if(bottomCap && y >= 0.0) {\n // bottom cap\n t = (baba - baoc) / bard;\n if (abs(k1 + k2 * t) < h) {\n interior = false;\n intersection = vec4(t, ba * sign(y) / baba);\n return true;\n }\n }\n\n if (uDoubleSided) {\n // body inside\n h = -h;\n t = (-k1 - h) / k2;\n y = baoc + t * bard;\n if (y > 0.0 && y < baba) {\n interior = true;\n intersection = vec4(t, (oc + t * rayDir - ba * y / baba) / radius);\n return true;\n }\n\n // TODO: handle inside caps???\n }\n\n return false;\n}\n\nvoid main() {\n #include clip_pixel\n\n vec3 rayDir = mix(normalize(vModelPosition - uCameraPosition), uCameraDir, uIsOrtho);\n\n vec4 intersection;\n bool interior;\n bool hit = CylinderImpostor(vModelPosition, rayDir, vStart, vEnd, vSize, intersection, interior);\n if (!hit) discard;\n\n vec3 vViewPosition = vModelPosition + intersection.x * rayDir;\n vViewPosition = (uView * vec4(vViewPosition, 1.0)).xyz;\n gl_FragDepthEXT = calcDepth(vViewPosition);\n\n vec3 vModelPosition = (uInvView * vec4(vViewPosition, 1.0)).xyz;\n\n if (gl_FragDepthEXT < 0.0) discard;\n if (gl_FragDepthEXT > 1.0) discard;\n\n float fragmentDepth = gl_FragDepthEXT;\n #include assign_material_color\n\n #if defined(dRenderVariant_pick)\n #include check_picking_alpha\n gl_FragColor = material;\n #elif defined(dRenderVariant_depth)\n gl_FragColor = material;\n #elif defined(dRenderVariant_marking)\n gl_FragColor = material;\n #elif defined(dRenderVariant_color)\n #ifdef dIgnoreLight\n gl_FragColor = material;\n #else\n mat3 normalMatrix = transpose3(inverse3(mat3(uView)));\n vec3 normal = normalize(normalMatrix * -normalize(intersection.yzw));\n #include apply_light_color\n #endif\n\n #include apply_interior_color\n #include apply_marker_color\n #include apply_fog\n #include wboit_write\n #endif\n}\n";
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export declare const cylinders_vert = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include read_from_texture\n#include common_vert_params\n#include color_vert_params\n#include size_vert_params\n#include common_clip\n\nuniform mat4 uModelView;\n\nattribute mat4 aTransform;\nattribute float aInstance;\nattribute float aGroup;\n\nattribute vec3 aMapping;\nattribute vec3 aStart;\nattribute vec3 aEnd;\nattribute float aScale;\nattribute float aCap;\n\nvarying mat4 vTransform;\nvarying vec3 vStart;\nvarying vec3 vEnd;\nvarying float vSize;\nvarying float vCap;\n\nuniform float uIsOrtho;\nuniform vec3 uCameraDir;\n\nvoid main() {\n #include assign_group\n #include assign_color_varying\n #include assign_marker_varying\n #include assign_clipping_varying\n #include assign_size\n\n mat4 modelTransform = uModel * aTransform;\n\n vTransform = aTransform;\n vStart = (modelTransform * vec4(aStart, 1.0)).xyz;\n vEnd = (modelTransform * vec4(aEnd, 1.0)).xyz;\n vSize = size * aScale;\n vCap = aCap;\n\n vModelPosition = (vStart + vEnd) * 0.5;\n vec3 camDir = -mix(normalize(vModelPosition - uCameraPosition), uCameraDir, uIsOrtho);\n vec3 dir = vEnd - vStart;\n // ensure cylinder 'dir' is pointing towards the camera\n if(dot(camDir, dir) < 0.0) dir = -dir;\n\n vec3 left = cross(camDir, dir);\n vec3 up = cross(left, dir);\n left = vSize * normalize(left);\n up = vSize * normalize(up);\n\n // move vertex in object-space from center to corner\n vModelPosition += aMapping.x * dir + aMapping.y * left + aMapping.z * up;\n\n vec4 mvPosition = uView * vec4(vModelPosition, 1.0);\n vViewPosition = mvPosition.xyz;\n gl_Position = uProjection * mvPosition;\n\n #include clip_instance\n}\n";
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exports.cylinders_vert = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include read_from_texture\n#include common_vert_params\n#include color_vert_params\n#include size_vert_params\n#include common_clip\n\nuniform mat4 uModelView;\n\nattribute mat4 aTransform;\nattribute float aInstance;\nattribute float aGroup;\n\nattribute vec3 aMapping;\nattribute vec3 aStart;\nattribute vec3 aEnd;\nattribute float aScale;\nattribute float aCap;\n\nvarying mat4 vTransform;\nvarying vec3 vStart;\nvarying vec3 vEnd;\nvarying float vSize;\nvarying float vCap;\n\nuniform float uIsOrtho;\nuniform vec3 uCameraDir;\n\nvoid main() {\n #include assign_group\n #include assign_color_varying\n #include assign_marker_varying\n #include assign_clipping_varying\n #include assign_size\n\n mat4 modelTransform = uModel * aTransform;\n\n vTransform = aTransform;\n vStart = (modelTransform * vec4(aStart, 1.0)).xyz;\n vEnd = (modelTransform * vec4(aEnd, 1.0)).xyz;\n vSize = size * aScale;\n vCap = aCap;\n\n vModelPosition = (vStart + vEnd) * 0.5;\n vec3 camDir = -mix(normalize(vModelPosition - uCameraPosition), uCameraDir, uIsOrtho);\n vec3 dir = vEnd - vStart;\n // ensure cylinder 'dir' is pointing towards the camera\n if(dot(camDir, dir) < 0.0) dir = -dir;\n\n vec3 left = cross(camDir, dir);\n vec3 up = cross(left, dir);\n left = vSize * normalize(left);\n up = vSize * normalize(up);\n\n // move vertex in object-space from center to corner\n vModelPosition += aMapping.x * dir + aMapping.y * left + aMapping.z * up;\n\n vec4 mvPosition = uView * vec4(vModelPosition, 1.0);\n vViewPosition = mvPosition.xyz;\n gl_Position = uProjection * mvPosition;\n\n #include clip_instance\n}\n";
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export declare const depthMerge_frag = "\nprecision highp float;\nprecision highp sampler2D;\n\nuniform sampler2D tDepthPrimitives;\nuniform sampler2D tDepthVolumes;\nuniform vec2 uTexSize;\n\n#include common\n\nfloat getDepth(const in vec2 coords, sampler2D tDepth) {\n #ifdef dPackedDepth\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n #else\n return texture2D(tDepth, coords).r;\n #endif\n}\n\nvoid main() {\n vec2 coords = gl_FragCoord.xy / uTexSize;\n float depth = min(getDepth(coords, tDepthPrimitives), getDepth(coords, tDepthVolumes));\n gl_FragColor = packDepthToRGBA(depth);\n}\n";
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exports.depthMerge_frag = "\nprecision highp float;\nprecision highp sampler2D;\n\nuniform sampler2D tDepthPrimitives;\nuniform sampler2D tDepthVolumes;\nuniform vec2 uTexSize;\n\n#include common\n\nfloat getDepth(const in vec2 coords, sampler2D tDepth) {\n #ifdef dPackedDepth\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n #else\n return texture2D(tDepth, coords).r;\n #endif\n}\n\nvoid main() {\n vec2 coords = gl_FragCoord.xy / uTexSize;\n float depth = min(getDepth(coords, tDepthPrimitives), getDepth(coords, tDepthVolumes));\n gl_FragColor = packDepthToRGBA(depth);\n}\n";
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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";
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"use strict";
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/**
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* Copyright (c) 2017-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
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* @author Alexander Rose <alexander.rose@weirdbyte.de>
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.directVolume_frag = void 0;
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exports.directVolume_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include light_frag_params\n\n#if dClipObjectCount != 0\n uniform int uClipObjectType[dClipObjectCount];\n uniform bool uClipObjectInvert[dClipObjectCount];\n uniform vec3 uClipObjectPosition[dClipObjectCount];\n uniform vec4 uClipObjectRotation[dClipObjectCount];\n uniform vec3 uClipObjectScale[dClipObjectCount];\n#endif\n#include common_clip\n\n#include read_from_texture\n#include texture3d_from_1d_trilinear\n#include texture3d_from_2d_nearest\n#include texture3d_from_2d_linear\n\nuniform mat4 uProjection, uTransform, uModelView, uModel, uView;\nuniform vec3 uCameraDir;\n\nuniform sampler2D tDepth;\nuniform vec2 uDrawingBufferSize;\n\nvarying vec3 vOrigPos;\nvarying float vInstance;\nvarying vec4 vBoundingSphere;\nvarying mat4 vTransform;\n\nuniform mat4 uInvView;\nuniform 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";
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//# sourceMappingURL=direct-volume.frag.js.map
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* Copyright (c) 2017-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
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* @author Alexander Rose <alexander.rose@weirdbyte.de>
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* @author Michael Krone <michael.krone@uni-tuebingen.de>
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export declare const directVolume_vert = "\nprecision highp float;\n\nattribute vec3 aPosition;\nattribute mat4 aTransform;\nattribute float aInstance;\n\nuniform mat4 uModelView;\nuniform mat4 uProjection;\nuniform vec4 uInvariantBoundingSphere;\n\nvarying vec3 vOrigPos;\nvarying float vInstance;\nvarying vec4 vBoundingSphere;\nvarying mat4 vTransform;\n\nuniform vec3 uBboxSize;\nuniform vec3 uBboxMin;\nuniform vec3 uBboxMax;\nuniform vec3 uGridDim;\nuniform mat4 uTransform;\n\nuniform mat4 uUnitToCartn;\n\nvoid main() {\n vec4 unitCoord = vec4(aPosition + vec3(0.5), 1.0);\n vec4 mvPosition = uModelView * aTransform * uUnitToCartn * unitCoord;\n\n vOrigPos = (aTransform * uUnitToCartn * unitCoord).xyz;\n vInstance = aInstance;\n vBoundingSphere = vec4(\n (aTransform * vec4(uInvariantBoundingSphere.xyz, 1.0)).xyz,\n uInvariantBoundingSphere.w\n );\n vTransform = aTransform;\n\n gl_Position = uProjection * mvPosition;\n\n // move z position to near clip plane (but not too close to get precision issues)\n gl_Position.z = gl_Position.w - 0.01;\n}\n";
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"use strict";
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/**
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* Copyright (c) 2017-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
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*
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* @author Alexander Rose <alexander.rose@weirdbyte.de>
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* @author Michael Krone <michael.krone@uni-tuebingen.de>
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*/
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.directVolume_vert = void 0;
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exports.directVolume_vert = "\nprecision highp float;\n\nattribute vec3 aPosition;\nattribute mat4 aTransform;\nattribute float aInstance;\n\nuniform mat4 uModelView;\nuniform mat4 uProjection;\nuniform vec4 uInvariantBoundingSphere;\n\nvarying vec3 vOrigPos;\nvarying float vInstance;\nvarying vec4 vBoundingSphere;\nvarying mat4 vTransform;\n\nuniform vec3 uBboxSize;\nuniform vec3 uBboxMin;\nuniform vec3 uBboxMax;\nuniform vec3 uGridDim;\nuniform mat4 uTransform;\n\nuniform mat4 uUnitToCartn;\n\nvoid main() {\n vec4 unitCoord = vec4(aPosition + vec3(0.5), 1.0);\n vec4 mvPosition = uModelView * aTransform * uUnitToCartn * unitCoord;\n\n vOrigPos = (aTransform * uUnitToCartn * unitCoord).xyz;\n vInstance = aInstance;\n vBoundingSphere = vec4(\n (aTransform * vec4(uInvariantBoundingSphere.xyz, 1.0)).xyz,\n uInvariantBoundingSphere.w\n );\n vTransform = aTransform;\n\n gl_Position = uProjection * mvPosition;\n\n // move z position to near clip plane (but not too close to get precision issues)\n gl_Position.z = gl_Position.w - 0.01;\n}\n";
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//# sourceMappingURL=direct-volume.vert.js.map
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export declare const evaluateWboit_frag = "\nprecision highp float;\n\nuniform sampler2D tWboitA;\nuniform sampler2D tWboitB;\nuniform vec2 uTexSize;\n\nvoid main() {\n vec2 coords = gl_FragCoord.xy / uTexSize;\n\n vec4 accum = texture2D(tWboitA, coords);\n float r = 1.0 - accum.a;\n\n accum.a = texture2D(tWboitB, coords).r;\n // divisor needs to allow very small values for nice fading\n gl_FragColor = vec4(accum.rgb / clamp(accum.a, 0.00000001, 50000.0), r);\n}\n";
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exports.evaluateWboit_frag = "\nprecision highp float;\n\nuniform sampler2D tWboitA;\nuniform sampler2D tWboitB;\nuniform vec2 uTexSize;\n\nvoid main() {\n vec2 coords = gl_FragCoord.xy / uTexSize;\n\n vec4 accum = texture2D(tWboitA, coords);\n float r = 1.0 - accum.a;\n\n accum.a = texture2D(tWboitB, coords).r;\n // divisor needs to allow very small values for nice fading\n gl_FragColor = vec4(accum.rgb / clamp(accum.a, 0.00000001, 50000.0), r);\n}\n";
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//# sourceMappingURL=evaluate-wboit.frag.js.map
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export declare const fxaa_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tColor;\nuniform vec2 uTexSizeInv;\n\n// adapted from https://github.com/kosua20/Rendu\n// MIT License Copyright (c) 2017 Simon Rodriguez\n\n#define QUALITY(q) ((q) < 5 ? 1.0 : ((q) > 5 ? ((q) < 10 ? 2.0 : ((q) < 11 ? 4.0 : 8.0)) : 1.5))\n\nfloat rgb2luma(vec3 rgb){\n return sqrt(dot(rgb, vec3(0.299, 0.587, 0.114)));\n}\n\nfloat sampleLuma(vec2 uv) {\n return rgb2luma(texture2D(tColor, uv).rgb);\n}\n\nfloat sampleLuma(vec2 uv, float uOffset, float vOffset) {\n uv += uTexSizeInv * vec2(uOffset, vOffset);\n return sampleLuma(uv);\n}\n\nvoid main(void) {\n vec2 coords = gl_FragCoord.xy * uTexSizeInv;\n vec2 inverseScreenSize = uTexSizeInv;\n\n vec4 colorCenter = texture2D(tColor, coords);\n\n // Luma at the current fragment\n float lumaCenter = rgb2luma(colorCenter.rgb);\n\n // Luma at the four direct neighbours of the current fragment.\n float lumaDown = sampleLuma(coords, 0.0, -1.0);\n float lumaUp = sampleLuma(coords, 0.0, 1.0);\n float lumaLeft = sampleLuma(coords, -1.0, 0.0);\n float lumaRight = sampleLuma(coords, 1.0, 0.0);\n\n // Find the maximum and minimum luma around the current fragment.\n float lumaMin = min(lumaCenter, min(min(lumaDown, lumaUp), min(lumaLeft, lumaRight)));\n float lumaMax = max(lumaCenter, max(max(lumaDown, lumaUp), max(lumaLeft, lumaRight)));\n\n // Compute the delta.\n float lumaRange = lumaMax - lumaMin;\n\n // If the luma variation is lower that a threshold (or if we are in a really dark area),\n // we are not on an edge, don't perform any AA.\n if (lumaRange < max(dEdgeThresholdMin, lumaMax * dEdgeThresholdMax)) {\n gl_FragColor = colorCenter;\n return;\n }\n\n // Query the 4 remaining corners lumas.\n float lumaDownLeft = sampleLuma(coords, -1.0, -1.0);\n float lumaUpRight = sampleLuma(coords, 1.0, 1.0);\n float lumaUpLeft = sampleLuma(coords, -1.0, 1.0);\n float lumaDownRight = sampleLuma(coords, 1.0, -1.0);\n\n // Combine the four edges lumas (using intermediary variables for future computations\n // with the same values).\n float lumaDownUp = lumaDown + lumaUp;\n float lumaLeftRight = lumaLeft + lumaRight;\n\n // Same for corners\n float lumaLeftCorners = lumaDownLeft + lumaUpLeft;\n float lumaDownCorners = lumaDownLeft + lumaDownRight;\n float lumaRightCorners = lumaDownRight + lumaUpRight;\n float lumaUpCorners = lumaUpRight + lumaUpLeft;\n\n // Compute an estimation of the gradient along the horizontal and vertical axis.\n float edgeHorizontal = abs(-2.0 * lumaLeft + lumaLeftCorners) + abs(-2.0 * lumaCenter + lumaDownUp) * 2.0 + abs(-2.0 * lumaRight + lumaRightCorners);\n float edgeVertical = abs(-2.0 * lumaUp + lumaUpCorners) + abs(-2.0 * lumaCenter + lumaLeftRight) * 2.0 + abs(-2.0 * lumaDown + lumaDownCorners);\n\n // Is the local edge horizontal or vertical ?\n bool isHorizontal = (edgeHorizontal >= edgeVertical);\n\n // Choose the step size (one pixel) accordingly.\n float stepLength = isHorizontal ? inverseScreenSize.y : inverseScreenSize.x;\n\n // Select the two neighboring texels lumas in the opposite direction to the local edge.\n float luma1 = isHorizontal ? lumaDown : lumaLeft;\n float luma2 = isHorizontal ? lumaUp : lumaRight;\n // Compute gradients in this direction.\n float gradient1 = luma1 - lumaCenter;\n float gradient2 = luma2 - lumaCenter;\n\n // Which direction is the steepest ?\n bool is1Steepest = abs(gradient1) >= abs(gradient2);\n\n // Gradient in the corresponding direction, normalized.\n float gradientScaled = 0.25 * max(abs(gradient1), abs(gradient2));\n\n // Average luma in the correct direction.\n float lumaLocalAverage = 0.0;\n if(is1Steepest){\n // Switch the direction\n stepLength = -stepLength;\n lumaLocalAverage = 0.5 * (luma1 + lumaCenter);\n } else {\n lumaLocalAverage = 0.5 * (luma2 + lumaCenter);\n }\n\n // Shift UV in the correct direction by half a pixel.\n vec2 currentUv = coords;\n if(isHorizontal){\n currentUv.y += stepLength * 0.5;\n } else {\n currentUv.x += stepLength * 0.5;\n }\n\n // Compute offset (for each iteration step) in the right direction.\n vec2 offset = isHorizontal ? vec2(inverseScreenSize.x, 0.0) : vec2(0.0, inverseScreenSize.y);\n // Compute UVs to explore on each side of the edge, orthogonally.\n // The QUALITY allows us to step faster.\n vec2 uv1 = currentUv - offset * QUALITY(0);\n vec2 uv2 = currentUv + offset * QUALITY(0);\n\n // Read the lumas at both current extremities of the exploration segment,\n // and compute the delta wrt to the local average luma.\n float lumaEnd1 = sampleLuma(uv1);\n float lumaEnd2 = sampleLuma(uv2);\n lumaEnd1 -= lumaLocalAverage;\n lumaEnd2 -= lumaLocalAverage;\n\n // If the luma deltas at the current extremities is larger than the local gradient,\n // we have reached the side of the edge.\n bool reached1 = abs(lumaEnd1) >= gradientScaled;\n bool reached2 = abs(lumaEnd2) >= gradientScaled;\n bool reachedBoth = reached1 && reached2;\n\n // If the side is not reached, we continue to explore in this direction.\n if(!reached1){\n uv1 -= offset * QUALITY(1);\n }\n if(!reached2){\n uv2 += offset * QUALITY(1);\n }\n\n // If both sides have not been reached, continue to explore.\n if(!reachedBoth){\n for(int i = 2; i < dIterations; i++){\n // If needed, read luma in 1st direction, compute delta.\n if(!reached1){\n lumaEnd1 = sampleLuma(uv1);\n lumaEnd1 = lumaEnd1 - lumaLocalAverage;\n }\n // If needed, read luma in opposite direction, compute delta.\n if(!reached2){\n lumaEnd2 = sampleLuma(uv2);\n lumaEnd2 = lumaEnd2 - lumaLocalAverage;\n }\n // If the luma deltas at the current extremities is larger than the local gradient,\n // we have reached the side of the edge.\n reached1 = abs(lumaEnd1) >= gradientScaled;\n reached2 = abs(lumaEnd2) >= gradientScaled;\n reachedBoth = reached1 && reached2;\n\n // If the side is not reached, we continue to explore in this direction,\n // with a variable quality.\n if(!reached1){\n uv1 -= offset * QUALITY(i);\n }\n if(!reached2){\n uv2 += offset * QUALITY(i);\n }\n\n // If both sides have been reached, stop the exploration.\n if(reachedBoth){\n break;\n }\n }\n }\n\n // Compute the distances to each side edge of the edge (!).\n float distance1 = isHorizontal ? (coords.x - uv1.x) : (coords.y - uv1.y);\n float distance2 = isHorizontal ? (uv2.x - coords.x) : (uv2.y - coords.y);\n\n // In which direction is the side of the edge closer ?\n bool isDirection1 = distance1 < distance2;\n float distanceFinal = min(distance1, distance2);\n\n // Thickness of the edge.\n float edgeThickness = (distance1 + distance2);\n\n // Is the luma at center smaller than the local average ?\n bool isLumaCenterSmaller = lumaCenter < lumaLocalAverage;\n\n // If the luma at center is smaller than at its neighbour,\n // the delta luma at each end should be positive (same variation).\n bool correctVariation1 = (lumaEnd1 < 0.0) != isLumaCenterSmaller;\n bool correctVariation2 = (lumaEnd2 < 0.0) != isLumaCenterSmaller;\n\n // Only keep the result in the direction of the closer side of the edge.\n bool correctVariation = isDirection1 ? correctVariation1 : correctVariation2;\n\n // UV offset: read in the direction of the closest side of the edge.\n float pixelOffset = - distanceFinal / edgeThickness + 0.5;\n\n // If the luma variation is incorrect, do not offset.\n float finalOffset = correctVariation ? pixelOffset : 0.0;\n\n // Sub-pixel shifting\n // Full weighted average of the luma over the 3x3 neighborhood.\n float lumaAverage = (1.0 / 12.0) * (2.0 * (lumaDownUp + lumaLeftRight) + lumaLeftCorners + lumaRightCorners);\n // Ratio of the delta between the global average and the center luma,\n // over the luma range in the 3x3 neighborhood.\n float subPixelOffset1 = clamp(abs(lumaAverage - lumaCenter) / lumaRange, 0.0, 1.0);\n float subPixelOffset2 = (-2.0 * subPixelOffset1 + 3.0) * subPixelOffset1 * subPixelOffset1;\n // Compute a sub-pixel offset based on this delta.\n float subPixelOffsetFinal = subPixelOffset2 * subPixelOffset2 * float(dSubpixelQuality);\n\n // Pick the biggest of the two offsets.\n finalOffset = max(finalOffset, subPixelOffsetFinal);\n\n // Compute the final UV coordinates.\n vec2 finalUv = coords;\n if(isHorizontal){\n finalUv.y += finalOffset * stepLength;\n } else {\n finalUv.x += finalOffset * stepLength;\n }\n\n // Read the color at the new UV coordinates, and use it.\n gl_FragColor = texture2D(tColor, finalUv);\n}\n";
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