molstar 3.0.1 → 3.0.2
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/embedded.html +43 -43
- package/lib/apps/viewer/index.html +106 -106
- package/lib/commonjs/apps/docking-viewer/index.js +253 -0
- package/lib/commonjs/apps/docking-viewer/viewport.d.ts +2 -2
- package/lib/commonjs/apps/docking-viewer/viewport.js +326 -0
- package/lib/commonjs/apps/viewer/app.d.ts +3 -3
- package/lib/commonjs/cli/chem-comp-dict/create-ions.d.ts +7 -0
- package/lib/commonjs/cli/chem-comp-dict/create-ions.js +68 -0
- package/lib/commonjs/cli/chem-comp-dict/create-table.d.ts +7 -0
- package/lib/commonjs/cli/chem-comp-dict/create-table.js +282 -0
- package/lib/commonjs/cli/chem-comp-dict/util.d.ts +146 -0
- package/lib/commonjs/cli/chem-comp-dict/util.js +144 -0
- package/lib/commonjs/cli/cif2bcif/converter.d.ts +8 -0
- package/lib/commonjs/cli/cif2bcif/converter.js +187 -0
- package/lib/commonjs/cli/cif2bcif/index.d.ts +8 -0
- package/lib/commonjs/cli/cif2bcif/index.js +81 -0
- package/lib/commonjs/cli/cifschema/index.d.ts +7 -0
- package/lib/commonjs/cli/cifschema/index.js +397 -0
- package/lib/commonjs/cli/cifschema/util/cif-dic.d.ts +11 -0
- package/lib/commonjs/cli/cifschema/util/cif-dic.js +456 -0
- package/lib/commonjs/cli/cifschema/util/generate.d.ts +7 -0
- package/lib/commonjs/cli/cifschema/util/generate.js +158 -0
- package/lib/commonjs/cli/cifschema/util/helper.d.ts +10 -0
- package/lib/commonjs/cli/cifschema/util/helper.js +22 -0
- package/lib/commonjs/cli/cifschema/util/schema.d.ts +70 -0
- package/lib/commonjs/cli/cifschema/util/schema.js +64 -0
- package/lib/commonjs/cli/lipid-params/index.d.ts +7 -0
- package/lib/commonjs/cli/lipid-params/index.js +104 -0
- package/lib/commonjs/cli/state-docs/index.js +64 -0
- package/lib/commonjs/cli/state-docs/pd-to-md.js +80 -0
- package/lib/commonjs/cli/structure-info/helpers.d.ts +7 -0
- package/lib/commonjs/cli/structure-info/helpers.js +92 -0
- package/lib/commonjs/cli/structure-info/model.js +336 -0
- package/lib/commonjs/cli/structure-info/volume.js +115 -0
- package/lib/commonjs/examples/alpha-orbitals/controls.js +25 -0
- package/lib/commonjs/examples/alpha-orbitals/example-data.js +60260 -0
- package/lib/commonjs/examples/alpha-orbitals/index.js +230 -0
- package/lib/commonjs/examples/basic-wrapper/coloring.js +31 -0
- package/lib/commonjs/examples/basic-wrapper/controls.js +23 -0
- package/lib/commonjs/examples/basic-wrapper/custom-theme.js +49 -0
- package/lib/commonjs/examples/basic-wrapper/index.js +265 -0
- package/lib/commonjs/examples/basic-wrapper/superposition.js +191 -0
- package/lib/commonjs/examples/domain-annotation-server/mapping.d.ts +6 -0
- package/lib/commonjs/examples/domain-annotation-server/mapping.js +111 -0
- package/lib/commonjs/examples/domain-annotation-server/schemas.d.ts +103 -0
- package/lib/commonjs/examples/domain-annotation-server/schemas.js +73 -0
- package/lib/commonjs/examples/domain-annotation-server/server.d.ts +6 -0
- package/lib/commonjs/examples/domain-annotation-server/server.js +65 -0
- package/lib/commonjs/examples/domain-annotation-server/test.d.ts +6 -0
- package/lib/commonjs/examples/domain-annotation-server/test.js +28 -0
- package/lib/commonjs/examples/lighting/index.js +145 -0
- package/lib/commonjs/examples/proteopedia-wrapper/annotation.js +88 -0
- package/lib/commonjs/examples/proteopedia-wrapper/coloring.js +97 -0
- package/lib/commonjs/examples/proteopedia-wrapper/helpers.js +109 -0
- package/lib/commonjs/examples/proteopedia-wrapper/index.js +498 -0
- package/lib/commonjs/examples/proteopedia-wrapper/ui/controls.js +19 -0
- package/lib/commonjs/examples/task.d.ts +19 -0
- package/lib/commonjs/examples/task.js +221 -0
- package/lib/commonjs/extensions/alpha-orbitals/collocation.js +134 -0
- package/lib/commonjs/extensions/alpha-orbitals/data-model.js +69 -0
- package/lib/commonjs/extensions/alpha-orbitals/density.js +113 -0
- package/lib/commonjs/extensions/alpha-orbitals/gpu/compute.js +157 -0
- package/lib/commonjs/extensions/alpha-orbitals/gpu/shader.frag.d.ts +7 -0
- package/lib/commonjs/extensions/alpha-orbitals/gpu/shader.frag.js +11 -0
- package/lib/commonjs/extensions/alpha-orbitals/orbitals.js +121 -0
- package/lib/commonjs/extensions/alpha-orbitals/spherical-functions.d.ts +11 -0
- package/lib/commonjs/extensions/alpha-orbitals/spherical-functions.js +66 -0
- package/lib/commonjs/extensions/alpha-orbitals/transforms.js +261 -0
- package/lib/commonjs/extensions/anvil/algorithm.js +578 -0
- package/lib/commonjs/extensions/anvil/behavior.d.ts +2 -2
- package/lib/commonjs/extensions/anvil/behavior.js +209 -0
- package/lib/commonjs/extensions/anvil/prop.js +82 -0
- package/lib/commonjs/extensions/anvil/representation.d.ts +5 -5
- package/lib/commonjs/extensions/anvil/representation.js +118 -0
- package/lib/commonjs/extensions/cellpack/color/generate.js +86 -0
- package/lib/commonjs/extensions/cellpack/color/provided.js +68 -0
- package/lib/commonjs/extensions/cellpack/curve.d.ts +9 -0
- package/lib/commonjs/extensions/cellpack/curve.js +203 -0
- package/lib/commonjs/extensions/cellpack/data.d.ts +107 -0
- package/lib/commonjs/extensions/cellpack/data.js +8 -0
- package/lib/commonjs/extensions/cellpack/index.js +39 -0
- package/lib/commonjs/extensions/cellpack/model.js +903 -0
- package/lib/commonjs/extensions/cellpack/preset.js +109 -0
- package/lib/commonjs/extensions/cellpack/property.js +31 -0
- package/lib/commonjs/extensions/cellpack/representation.d.ts +2 -2
- package/lib/commonjs/extensions/cellpack/representation.js +47 -0
- package/lib/commonjs/extensions/cellpack/state.js +397 -0
- package/lib/commonjs/extensions/cellpack/util.js +181 -0
- package/lib/commonjs/extensions/dnatco/confal-pyramids/behavior.d.ts +1 -1
- package/lib/commonjs/extensions/dnatco/confal-pyramids/behavior.js +121 -0
- package/lib/commonjs/extensions/dnatco/confal-pyramids/color.js +178 -0
- package/lib/commonjs/extensions/dnatco/confal-pyramids/property.js +160 -0
- package/lib/commonjs/extensions/dnatco/confal-pyramids/representation.d.ts +3 -3
- package/lib/commonjs/extensions/dnatco/confal-pyramids/representation.js +159 -0
- package/lib/commonjs/extensions/dnatco/confal-pyramids/types.js +27 -0
- package/lib/commonjs/extensions/dnatco/confal-pyramids/util.js +234 -0
- package/lib/commonjs/extensions/dnatco/index.js +12 -0
- package/lib/commonjs/extensions/g3d/data.js +71 -0
- package/lib/commonjs/extensions/g3d/format.js +232 -0
- package/lib/commonjs/extensions/g3d/model.js +215 -0
- package/lib/commonjs/extensions/geo-export/controls.js +109 -0
- package/lib/commonjs/extensions/geo-export/glb-exporter.js +323 -0
- package/lib/commonjs/extensions/geo-export/index.js +36 -0
- package/lib/commonjs/extensions/geo-export/mesh-exporter.js +457 -0
- package/lib/commonjs/extensions/geo-export/obj-exporter.js +212 -0
- package/lib/commonjs/extensions/geo-export/render-object-exporter.js +8 -0
- package/lib/commonjs/extensions/geo-export/stl-exporter.js +131 -0
- package/lib/commonjs/extensions/geo-export/ui.js +116 -0
- package/lib/commonjs/extensions/geo-export/usdz-exporter.js +222 -0
- package/lib/commonjs/extensions/model-archive/quality-assessment/behavior.d.ts +2 -2
- package/lib/commonjs/extensions/model-archive/quality-assessment/behavior.js +236 -0
- package/lib/commonjs/extensions/model-archive/quality-assessment/color/plddt.js +125 -0
- package/lib/commonjs/extensions/model-archive/quality-assessment/color/qmean.js +111 -0
- package/lib/commonjs/extensions/model-archive/quality-assessment/prop.js +130 -0
- package/lib/commonjs/extensions/model-export/export.js +129 -0
- package/lib/commonjs/extensions/model-export/index.js +36 -0
- package/lib/commonjs/extensions/model-export/ui.js +77 -0
- package/lib/commonjs/extensions/mp4-export/controls.js +142 -0
- package/lib/commonjs/extensions/mp4-export/encoder.js +119 -0
- package/lib/commonjs/extensions/mp4-export/index.js +36 -0
- package/lib/commonjs/extensions/mp4-export/ui.js +94 -0
- package/lib/commonjs/extensions/pdbe/index.js +15 -0
- package/lib/commonjs/extensions/pdbe/preferred-assembly.js +98 -0
- package/lib/commonjs/extensions/pdbe/struct-ref-domain.js +128 -0
- package/lib/commonjs/extensions/pdbe/structure-quality-report/behavior.js +75 -0
- package/lib/commonjs/extensions/pdbe/structure-quality-report/color.js +113 -0
- package/lib/commonjs/extensions/pdbe/structure-quality-report/prop.js +288 -0
- package/lib/commonjs/extensions/rcsb/assembly-symmetry/behavior.d.ts +5 -5
- package/lib/commonjs/extensions/rcsb/assembly-symmetry/behavior.js +255 -0
- package/lib/commonjs/extensions/rcsb/assembly-symmetry/color.d.ts +2 -2
- package/lib/commonjs/extensions/rcsb/assembly-symmetry/color.js +101 -0
- package/lib/commonjs/extensions/rcsb/assembly-symmetry/prop.js +220 -0
- package/lib/commonjs/extensions/rcsb/assembly-symmetry/representation.d.ts +1 -1
- package/lib/commonjs/extensions/rcsb/assembly-symmetry/representation.js +363 -0
- package/lib/commonjs/extensions/rcsb/assembly-symmetry/ui.js +215 -0
- package/lib/commonjs/extensions/rcsb/graphql/symmetry.gql.d.ts +1 -0
- package/lib/commonjs/extensions/rcsb/graphql/symmetry.gql.js +5 -0
- package/lib/commonjs/extensions/rcsb/graphql/types.d.ts +12874 -0
- package/lib/commonjs/extensions/rcsb/graphql/types.js +3 -0
- package/lib/commonjs/extensions/rcsb/index.js +13 -0
- package/lib/commonjs/extensions/rcsb/validation-report/behavior.d.ts +3 -3
- package/lib/commonjs/extensions/rcsb/validation-report/behavior.js +421 -0
- package/lib/commonjs/extensions/rcsb/validation-report/color/density-fit.js +79 -0
- package/lib/commonjs/extensions/rcsb/validation-report/color/geometry-quality.js +110 -0
- package/lib/commonjs/extensions/rcsb/validation-report/color/random-coil-index.js +67 -0
- package/lib/commonjs/extensions/rcsb/validation-report/prop.js +490 -0
- package/lib/commonjs/extensions/rcsb/validation-report/representation.d.ts +5 -5
- package/lib/commonjs/extensions/rcsb/validation-report/representation.js +243 -0
- package/lib/commonjs/mol-canvas3d/camera/stereo.js +129 -0
- package/lib/commonjs/mol-canvas3d/camera/transition.js +103 -0
- package/lib/commonjs/mol-canvas3d/camera/util.d.ts +31 -0
- package/lib/commonjs/mol-canvas3d/camera/util.js +94 -0
- package/lib/commonjs/mol-canvas3d/camera.js +334 -0
- package/lib/commonjs/mol-canvas3d/canvas3d.d.ts +4 -4
- package/lib/commonjs/mol-canvas3d/controls/object.js +49 -0
- package/lib/commonjs/mol-canvas3d/controls/trackball.js +426 -0
- package/lib/commonjs/mol-canvas3d/helper/bounding-sphere-helper.js +157 -0
- package/lib/commonjs/mol-canvas3d/helper/camera-helper.d.ts +1 -1
- package/lib/commonjs/mol-canvas3d/helper/camera-helper.js +217 -0
- package/lib/commonjs/mol-canvas3d/helper/handle-helper.d.ts +1 -1
- package/lib/commonjs/mol-canvas3d/helper/handle-helper.js +184 -0
- package/lib/commonjs/mol-canvas3d/helper/helper.js +33 -0
- package/lib/commonjs/mol-canvas3d/passes/fxaa.js +94 -0
- package/lib/commonjs/mol-canvas3d/passes/image.d.ts +2 -2
- package/lib/commonjs/mol-canvas3d/passes/marking.js +131 -0
- package/lib/commonjs/mol-canvas3d/passes/postprocessing.d.ts +2 -2
- package/lib/commonjs/mol-canvas3d/passes/smaa.js +167 -0
- package/lib/commonjs/mol-canvas3d/passes/wboit.d.ts +23 -0
- package/lib/commonjs/mol-canvas3d/passes/wboit.js +115 -0
- package/lib/commonjs/mol-canvas3d/util.d.ts +10 -0
- package/lib/commonjs/mol-canvas3d/util.js +70 -0
- package/lib/commonjs/mol-data/db/column-helpers.d.ts +19 -0
- package/lib/commonjs/mol-data/db/column-helpers.js +44 -0
- package/lib/commonjs/mol-data/db/column.d.ts +135 -0
- package/lib/commonjs/mol-data/db/column.js +425 -0
- package/lib/commonjs/mol-data/db/database.d.ts +25 -0
- package/lib/commonjs/mol-data/db/database.js +40 -0
- package/lib/commonjs/mol-data/db/table.d.ts +57 -0
- package/lib/commonjs/mol-data/db/table.js +302 -0
- package/lib/commonjs/mol-data/db.d.ts +14 -0
- package/lib/commonjs/mol-data/db.js +19 -0
- package/lib/commonjs/mol-data/generic/hash-set.d.ts +12 -0
- package/lib/commonjs/mol-data/generic/hash-set.js +52 -0
- package/lib/commonjs/mol-data/generic/linked-list.d.ts +26 -0
- package/lib/commonjs/mol-data/generic/linked-list.js +95 -0
- package/lib/commonjs/mol-data/generic/unique-array.d.ts +15 -0
- package/lib/commonjs/mol-data/generic/unique-array.js +31 -0
- package/lib/commonjs/mol-data/generic.d.ts +8 -0
- package/lib/commonjs/mol-data/generic.js +12 -0
- package/lib/commonjs/mol-data/index.d.ts +11 -0
- package/lib/commonjs/mol-data/index.js +20 -0
- package/lib/commonjs/mol-data/int/impl/interval.d.ts +30 -0
- package/lib/commonjs/mol-data/int/impl/interval.js +84 -0
- package/lib/commonjs/mol-data/int/impl/ordered-set.d.ts +40 -0
- package/lib/commonjs/mol-data/int/impl/ordered-set.js +423 -0
- package/lib/commonjs/mol-data/int/impl/segmentation.d.ts +41 -0
- package/lib/commonjs/mol-data/int/impl/segmentation.js +109 -0
- package/lib/commonjs/mol-data/int/impl/sorted-array.d.ts +45 -0
- package/lib/commonjs/mol-data/int/impl/sorted-array.js +477 -0
- package/lib/commonjs/mol-data/int/interval.d.ts +53 -0
- package/lib/commonjs/mol-data/int/interval.js +56 -0
- package/lib/commonjs/mol-data/int/linked-index.d.ts +13 -0
- package/lib/commonjs/mol-data/int/linked-index.js +48 -0
- package/lib/commonjs/mol-data/int/map.d.ts +25 -0
- package/lib/commonjs/mol-data/int/map.js +50 -0
- package/lib/commonjs/mol-data/int/ordered-set.d.ts +55 -0
- package/lib/commonjs/mol-data/int/ordered-set.js +80 -0
- package/lib/commonjs/mol-data/int/segmentation.d.ts +32 -0
- package/lib/commonjs/mol-data/int/segmentation.js +22 -0
- package/lib/commonjs/mol-data/int/sorted-array.d.ts +49 -0
- package/lib/commonjs/mol-data/int/sorted-array.js +52 -0
- package/lib/commonjs/mol-data/int/sorted-ranges.d.ts +42 -0
- package/lib/commonjs/mol-data/int/sorted-ranges.js +125 -0
- package/lib/commonjs/mol-data/int/tuple.d.ts +28 -0
- package/lib/commonjs/mol-data/int/tuple.js +86 -0
- package/lib/commonjs/mol-data/int.d.ts +14 -0
- package/lib/commonjs/mol-data/int.js +25 -0
- package/lib/commonjs/mol-data/iterator.d.ts +25 -0
- package/lib/commonjs/mol-data/iterator.js +113 -0
- package/lib/commonjs/mol-data/util/array.d.ts +19 -0
- package/lib/commonjs/mol-data/util/array.js +56 -0
- package/lib/commonjs/mol-data/util/buckets.d.ts +16 -0
- package/lib/commonjs/mol-data/util/buckets.js +81 -0
- package/lib/commonjs/mol-data/util/chunked-array.d.ts +49 -0
- package/lib/commonjs/mol-data/util/chunked-array.js +175 -0
- package/lib/commonjs/mol-data/util/combination.d.ts +17 -0
- package/lib/commonjs/mol-data/util/combination.js +61 -0
- package/lib/commonjs/mol-data/util/equivalence-classes.d.ts +16 -0
- package/lib/commonjs/mol-data/util/equivalence-classes.js +52 -0
- package/lib/commonjs/mol-data/util/grouping.d.ts +23 -0
- package/lib/commonjs/mol-data/util/grouping.js +53 -0
- package/lib/commonjs/mol-data/util/hash-functions.d.ts +26 -0
- package/lib/commonjs/mol-data/util/hash-functions.js +96 -0
- package/lib/commonjs/mol-data/util/interval-iterator.d.ts +19 -0
- package/lib/commonjs/mol-data/util/interval-iterator.js +45 -0
- package/lib/commonjs/mol-data/util/sort.d.ts +12 -0
- package/lib/commonjs/mol-data/util/sort.js +164 -0
- package/lib/commonjs/mol-data/util.d.ts +12 -0
- package/lib/commonjs/mol-data/util.js +16 -0
- package/lib/commonjs/mol-geo/geometry/base.d.ts +5 -5
- package/lib/commonjs/mol-geo/geometry/base.js +152 -0
- package/lib/commonjs/mol-geo/geometry/clipping-data.js +55 -0
- package/lib/commonjs/mol-geo/geometry/color-data.js +235 -0
- package/lib/commonjs/mol-geo/geometry/cylinders/cylinders-builder.js +114 -0
- package/lib/commonjs/mol-geo/geometry/cylinders/cylinders.d.ts +3 -3
- package/lib/commonjs/mol-geo/geometry/cylinders/cylinders.js +197 -0
- package/lib/commonjs/mol-geo/geometry/direct-volume/direct-volume.d.ts +1 -1
- package/lib/commonjs/mol-geo/geometry/direct-volume/direct-volume.js +220 -0
- package/lib/commonjs/mol-geo/geometry/direct-volume/transfer-function.d.ts +15 -0
- package/lib/commonjs/mol-geo/geometry/direct-volume/transfer-function.js +61 -0
- package/lib/commonjs/mol-geo/geometry/geometry.js +89 -0
- package/lib/commonjs/mol-geo/geometry/image/image.d.ts +3 -3
- package/lib/commonjs/mol-geo/geometry/image/image.js +176 -0
- package/lib/commonjs/mol-geo/geometry/lines/lines-builder.js +110 -0
- package/lib/commonjs/mol-geo/geometry/lines/lines.d.ts +2 -1
- package/lib/commonjs/mol-geo/geometry/lines/lines.js +195 -0
- package/lib/commonjs/mol-geo/geometry/marker-data.d.ts +24 -0
- package/lib/commonjs/mol-geo/geometry/marker-data.js +103 -0
- package/lib/commonjs/mol-geo/geometry/mesh/builder/axes.js +32 -0
- package/lib/commonjs/mol-geo/geometry/mesh/builder/box.js +100 -0
- package/lib/commonjs/mol-geo/geometry/mesh/builder/cylinder.js +119 -0
- package/lib/commonjs/mol-geo/geometry/mesh/builder/ellipsoid.js +24 -0
- package/lib/commonjs/mol-geo/geometry/mesh/builder/ribbon.js +85 -0
- package/lib/commonjs/mol-geo/geometry/mesh/builder/sheet.js +187 -0
- package/lib/commonjs/mol-geo/geometry/mesh/builder/sphere.js +30 -0
- package/lib/commonjs/mol-geo/geometry/mesh/builder/tube.js +175 -0
- package/lib/commonjs/mol-geo/geometry/mesh/color-smoothing.js +325 -0
- package/lib/commonjs/mol-geo/geometry/mesh/laplacian-smoothing.d.ts +5 -0
- package/lib/commonjs/mol-geo/geometry/mesh/laplacian-smoothing.js +75 -0
- package/lib/commonjs/mol-geo/geometry/mesh/mesh-builder.js +154 -0
- package/lib/commonjs/mol-geo/geometry/mesh/mesh.d.ts +1 -1
- package/lib/commonjs/mol-geo/geometry/mesh/mesh.js +638 -0
- package/lib/commonjs/mol-geo/geometry/overpaint-data.d.ts +23 -0
- package/lib/commonjs/mol-geo/geometry/overpaint-data.js +68 -0
- package/lib/commonjs/mol-geo/geometry/picking.d.ts +13 -0
- package/lib/commonjs/mol-geo/geometry/picking.js +16 -0
- package/lib/commonjs/mol-geo/geometry/points/points-builder.js +35 -0
- package/lib/commonjs/mol-geo/geometry/points/points.d.ts +4 -4
- package/lib/commonjs/mol-geo/geometry/points/points.js +175 -0
- package/lib/commonjs/mol-geo/geometry/size-data.js +123 -0
- package/lib/commonjs/mol-geo/geometry/spheres/spheres-builder.js +58 -0
- package/lib/commonjs/mol-geo/geometry/spheres/spheres.d.ts +1 -1
- package/lib/commonjs/mol-geo/geometry/spheres/spheres.js +180 -0
- package/lib/commonjs/mol-geo/geometry/substance-data.js +68 -0
- package/lib/commonjs/mol-geo/geometry/text/font-atlas.js +124 -0
- package/lib/commonjs/mol-geo/geometry/text/text-builder.js +284 -0
- package/lib/commonjs/mol-geo/geometry/text/text.d.ts +1 -1
- package/lib/commonjs/mol-geo/geometry/text/text.js +222 -0
- package/lib/commonjs/mol-geo/geometry/texture-mesh/color-smoothing.d.ts +70 -0
- package/lib/commonjs/mol-geo/geometry/texture-mesh/color-smoothing.js +432 -0
- package/lib/commonjs/mol-geo/geometry/texture-mesh/texture-mesh.d.ts +1 -1
- package/lib/commonjs/mol-geo/geometry/texture-mesh/texture-mesh.js +145 -0
- package/lib/commonjs/mol-geo/geometry/transform-data.d.ts +32 -0
- package/lib/commonjs/mol-geo/geometry/transform-data.js +87 -0
- package/lib/commonjs/mol-geo/geometry/transparency-data.d.ts +24 -0
- package/lib/commonjs/mol-geo/geometry/transparency-data.js +76 -0
- package/lib/commonjs/mol-geo/primitive/box.d.ts +10 -0
- package/lib/commonjs/mol-geo/primitive/box.js +94 -0
- package/lib/commonjs/mol-geo/primitive/cage.d.ts +14 -0
- package/lib/commonjs/mol-geo/primitive/cage.js +33 -0
- package/lib/commonjs/mol-geo/primitive/circle.d.ts +14 -0
- package/lib/commonjs/mol-geo/primitive/circle.js +69 -0
- package/lib/commonjs/mol-geo/primitive/cylinder.d.ts +19 -0
- package/lib/commonjs/mol-geo/primitive/cylinder.js +129 -0
- package/lib/commonjs/mol-geo/primitive/dodecahedron.d.ts +12 -0
- package/lib/commonjs/mol-geo/primitive/dodecahedron.js +67 -0
- package/lib/commonjs/mol-geo/primitive/icosahedron.d.ts +9 -0
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export declare const edges_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tColor;\nuniform vec2 uTexSizeInv;\n\nvarying vec2 vUv;\nvarying vec4 vOffset[3];\n\nvec4 SMAAColorEdgeDetectionPS(vec2 texcoord, vec4 offset[3], sampler2D colorTex) {\n vec2 threshold = vec2(dEdgeThreshold, dEdgeThreshold);\n\n // Calculate color deltas:\n vec4 delta;\n vec3 C = texture2D(colorTex, texcoord).rgb;\n\n vec3 Cleft = texture2D(colorTex, offset[0].xy).rgb;\n vec3 t = abs(C - Cleft);\n delta.x = max(max(t.r, t.g), t.b);\n\n vec3 Ctop = texture2D(colorTex, offset[0].zw).rgb;\n t = abs(C - Ctop);\n delta.y = max(max(t.r, t.g), t.b);\n\n // We do the usual threshold:\n vec2 edges = step(threshold, delta.xy);\n\n // Then discard if there is no edge:\n if (dot(edges, vec2(1.0, 1.0 )) == 0.0)\n discard;\n\n // Calculate right and bottom deltas:\n vec3 Cright = texture2D(colorTex, offset[1].xy).rgb;\n t = abs( C - Cright );\n delta.z = max(max(t.r, t.g), t.b);\n\n vec3 Cbottom = texture2D(colorTex, offset[1].zw).rgb;\n t = abs(C - Cbottom);\n delta.w = max(max(t.r, t.g), t.b);\n\n // Calculate the maximum delta in the direct neighborhood:\n float maxDelta = max(max(max(delta.x, delta.y), delta.z), delta.w );\n\n // Calculate left-left and top-top deltas:\n vec3 Cleftleft = texture2D(colorTex, offset[2].xy).rgb;\n t = abs( C - Cleftleft );\n delta.z = max(max(t.r, t.g), t.b);\n\n vec3 Ctoptop = texture2D(colorTex, offset[2].zw).rgb;\n t = abs(C - Ctoptop);\n delta.w = max(max(t.r, t.g), t.b);\n\n // Calculate the final maximum delta:\n maxDelta = max(max(maxDelta, delta.z), delta.w);\n\n // Local contrast adaptation in action:\n edges.xy *= step(0.5 * maxDelta, delta.xy);\n\n return vec4(edges, 0.0, 0.0);\n}\n\nvoid main() {\n gl_FragColor = SMAAColorEdgeDetectionPS(vUv, vOffset, tColor);\n}\n";
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"use strict";
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/**
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* Slightly adapted from https://github.com/mrdoob/three.js
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* MIT License Copyright (c) 2010-2020 three.js authors
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*
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* WebGL port of Subpixel Morphological Antialiasing (SMAA) v2.8
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* Preset: SMAA 1x Medium (with color edge detection)
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* https://github.com/iryoku/smaa/releases/tag/v2.8
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.edges_frag = void 0;
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exports.edges_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tColor;\nuniform vec2 uTexSizeInv;\n\nvarying vec2 vUv;\nvarying vec4 vOffset[3];\n\nvec4 SMAAColorEdgeDetectionPS(vec2 texcoord, vec4 offset[3], sampler2D colorTex) {\n vec2 threshold = vec2(dEdgeThreshold, dEdgeThreshold);\n\n // Calculate color deltas:\n vec4 delta;\n vec3 C = texture2D(colorTex, texcoord).rgb;\n\n vec3 Cleft = texture2D(colorTex, offset[0].xy).rgb;\n vec3 t = abs(C - Cleft);\n delta.x = max(max(t.r, t.g), t.b);\n\n vec3 Ctop = texture2D(colorTex, offset[0].zw).rgb;\n t = abs(C - Ctop);\n delta.y = max(max(t.r, t.g), t.b);\n\n // We do the usual threshold:\n vec2 edges = step(threshold, delta.xy);\n\n // Then discard if there is no edge:\n if (dot(edges, vec2(1.0, 1.0 )) == 0.0)\n discard;\n\n // Calculate right and bottom deltas:\n vec3 Cright = texture2D(colorTex, offset[1].xy).rgb;\n t = abs( C - Cright );\n delta.z = max(max(t.r, t.g), t.b);\n\n vec3 Cbottom = texture2D(colorTex, offset[1].zw).rgb;\n t = abs(C - Cbottom);\n delta.w = max(max(t.r, t.g), t.b);\n\n // Calculate the maximum delta in the direct neighborhood:\n float maxDelta = max(max(max(delta.x, delta.y), delta.z), delta.w );\n\n // Calculate left-left and top-top deltas:\n vec3 Cleftleft = texture2D(colorTex, offset[2].xy).rgb;\n t = abs( C - Cleftleft );\n delta.z = max(max(t.r, t.g), t.b);\n\n vec3 Ctoptop = texture2D(colorTex, offset[2].zw).rgb;\n t = abs(C - Ctoptop);\n delta.w = max(max(t.r, t.g), t.b);\n\n // Calculate the final maximum delta:\n maxDelta = max(max(maxDelta, delta.z), delta.w);\n\n // Local contrast adaptation in action:\n edges.xy *= step(0.5 * maxDelta, delta.xy);\n\n return vec4(edges, 0.0, 0.0);\n}\n\nvoid main() {\n gl_FragColor = SMAAColorEdgeDetectionPS(vUv, vOffset, tColor);\n}\n";
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//# sourceMappingURL=edges.frag.js.map
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/**
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* Slightly adapted from https://github.com/mrdoob/three.js
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* MIT License Copyright (c) 2010-2020 three.js authors
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*
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5
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* WebGL port of Subpixel Morphological Antialiasing (SMAA) v2.8
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6
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* Preset: SMAA 1x Medium (with color edge detection)
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* https://github.com/iryoku/smaa/releases/tag/v2.8
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*/
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export declare const edges_vert = "\nprecision highp float;\n\nattribute vec2 aPosition;\nuniform vec2 uQuadScale;\n\nuniform vec2 uTexSizeInv;\nuniform vec4 uViewport;\n\nvarying vec2 vUv;\nvarying vec4 vOffset[3];\n\nvoid SMAAEdgeDetectionVS(vec2 texCoord) {\n vOffset[0] = texCoord.xyxy + uTexSizeInv.xyxy * vec4(-1.0, 0.0, 0.0, 1.0); // WebGL port note: Changed sign in W component\n vOffset[1] = texCoord.xyxy + uTexSizeInv.xyxy * vec4(1.0, 0.0, 0.0, -1.0); // WebGL port note: Changed sign in W component\n vOffset[2] = texCoord.xyxy + uTexSizeInv.xyxy * vec4(-2.0, 0.0, 0.0, 2.0); // WebGL port note: Changed sign in W component\n}\n\nvoid main() {\n vec2 scale = uViewport.zw * uTexSizeInv;\n vec2 shift = uViewport.xy * uTexSizeInv;\n vUv = (aPosition + 1.0) * 0.5 * scale + shift;\n SMAAEdgeDetectionVS(vUv);\n vec2 position = aPosition * uQuadScale - vec2(1.0, 1.0) + uQuadScale;\n gl_Position = vec4(position, 0.0, 1.0);\n}\n";
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"use strict";
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/**
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* Slightly adapted from https://github.com/mrdoob/three.js
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* MIT License Copyright (c) 2010-2020 three.js authors
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*
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6
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* WebGL port of Subpixel Morphological Antialiasing (SMAA) v2.8
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7
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* Preset: SMAA 1x Medium (with color edge detection)
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* https://github.com/iryoku/smaa/releases/tag/v2.8
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*/
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.edges_vert = void 0;
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exports.edges_vert = "\nprecision highp float;\n\nattribute vec2 aPosition;\nuniform vec2 uQuadScale;\n\nuniform vec2 uTexSizeInv;\nuniform vec4 uViewport;\n\nvarying vec2 vUv;\nvarying vec4 vOffset[3];\n\nvoid SMAAEdgeDetectionVS(vec2 texCoord) {\n vOffset[0] = texCoord.xyxy + uTexSizeInv.xyxy * vec4(-1.0, 0.0, 0.0, 1.0); // WebGL port note: Changed sign in W component\n vOffset[1] = texCoord.xyxy + uTexSizeInv.xyxy * vec4(1.0, 0.0, 0.0, -1.0); // WebGL port note: Changed sign in W component\n vOffset[2] = texCoord.xyxy + uTexSizeInv.xyxy * vec4(-2.0, 0.0, 0.0, 2.0); // WebGL port note: Changed sign in W component\n}\n\nvoid main() {\n vec2 scale = uViewport.zw * uTexSizeInv;\n vec2 shift = uViewport.xy * uTexSizeInv;\n vUv = (aPosition + 1.0) * 0.5 * scale + shift;\n SMAAEdgeDetectionVS(vUv);\n vec2 position = aPosition * uQuadScale - vec2(1.0, 1.0) + uQuadScale;\n gl_Position = vec4(position, 0.0, 1.0);\n}\n";
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//# sourceMappingURL=edges.vert.js.map
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/**
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* Slightly adapted from https://github.com/mrdoob/three.js
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* MIT License Copyright (c) 2010-2020 three.js authors
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*
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5
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* WebGL port of Subpixel Morphological Antialiasing (SMAA) v2.8
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6
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* Preset: SMAA 1x Medium (with color edge detection)
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7
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* https://github.com/iryoku/smaa/releases/tag/v2.8
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*/
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export declare const weights_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\n#define SMAASampleLevelZeroOffset(tex, coord, offset) texture2D(tex, coord + float(offset) * uTexSizeInv, 0.0)\n\n#define SMAA_AREATEX_MAX_DISTANCE 16\n#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))\n#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)\n\nuniform sampler2D tEdges;\nuniform sampler2D tArea;\nuniform sampler2D tSearch;\nuniform vec2 uTexSizeInv;\n\nvarying vec2 vUv;\nvarying vec4 vOffset[3];\nvarying vec2 vPixCoord;\n\n#if __VERSION__ == 100\n vec2 round(vec2 x) {\n return sign(x) * floor(abs(x) + 0.5);\n }\n#endif\n\nfloat SMAASearchLength(sampler2D searchTex, vec2 e, float bias, float scale) {\n // Not required if searchTex accesses are set to point:\n // float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);\n // e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +\n // e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;\n e.r = bias + e.r * scale;\n return 255.0 * texture2D(searchTex, e, 0.0).r;\n}\n\nfloat SMAASearchXLeft(sampler2D edgesTex, sampler2D searchTex, vec2 texCoord, float end) {\n /**\n * @PSEUDO_GATHER4\n * This texCoord has been offset by (-0.25, -0.125) in the vertex shader to\n * sample between edge, thus fetching four edges in a row.\n * Sampling with different offsets in each direction allows to disambiguate\n * which edges are active from the four fetched ones.\n */\n vec2 e = vec2(0.0, 1.0);\n\n for (int i = 0; i < dMaxSearchSteps; i++) { // WebGL port note: Changed while to for\n e = texture2D( edgesTex, texCoord, 0.0).rg;\n texCoord -= vec2(2.0, 0.0) * uTexSizeInv;\n if (!(texCoord.x > end && e.g > 0.8281 && e.r == 0.0)) break;\n }\n\n // We correct the previous (-0.25, -0.125) offset we applied:\n texCoord.x += 0.25 * uTexSizeInv.x;\n\n // The searches are bias by 1, so adjust the coords accordingly:\n texCoord.x += uTexSizeInv.x;\n\n // Disambiguate the length added by the last step:\n texCoord.x += 2.0 * uTexSizeInv.x; // Undo last step\n texCoord.x -= uTexSizeInv.x * SMAASearchLength(searchTex, e, 0.0, 0.5);\n\n return texCoord.x;\n}\n\nfloat SMAASearchXRight(sampler2D edgesTex, sampler2D searchTex, vec2 texCoord, float end) {\n vec2 e = vec2( 0.0, 1.0 );\n\n for (int i = 0; i < dMaxSearchSteps; i++) { // WebGL port note: Changed while to for\n e = texture2D(edgesTex, texCoord, 0.0).rg;\n texCoord += vec2(2.0, 0.0) * uTexSizeInv;\n if (!(texCoord.x < end && e.g > 0.8281 && e.r == 0.0)) break;\n }\n\n texCoord.x -= 0.25 * uTexSizeInv.x;\n texCoord.x -= uTexSizeInv.x;\n texCoord.x -= 2.0 * uTexSizeInv.x;\n texCoord.x += uTexSizeInv.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );\n\n return texCoord.x;\n}\n\nfloat SMAASearchYUp(sampler2D edgesTex, sampler2D searchTex, vec2 texCoord, float end) {\n vec2 e = vec2( 1.0, 0.0 );\n\n for (int i = 0; i < dMaxSearchSteps; i++) { // WebGL port note: Changed while to for\n e = texture2D(edgesTex, texCoord, 0.0).rg;\n texCoord += vec2(0.0, 2.0) * uTexSizeInv; // WebGL port note: Changed sign\n if (!(texCoord.y > end && e.r > 0.8281 && e.g == 0.0)) break;\n }\n\n texCoord.y -= 0.25 * uTexSizeInv.y; // WebGL port note: Changed sign\n texCoord.y -= uTexSizeInv.y; // WebGL port note: Changed sign\n texCoord.y -= 2.0 * uTexSizeInv.y; // WebGL port note: Changed sign\n texCoord.y += uTexSizeInv.y * SMAASearchLength(searchTex, e.gr, 0.0, 0.5); // WebGL port note: Changed sign\n\n return texCoord.y;\n}\n\nfloat SMAASearchYDown(sampler2D edgesTex, sampler2D searchTex, vec2 texCoord, float end) {\n vec2 e = vec2( 1.0, 0.0 );\n\n for (int i = 0; i < dMaxSearchSteps; i++) { // WebGL port note: Changed while to for\n e = texture2D(edgesTex, texCoord, 0.0).rg;\n texCoord -= vec2( 0.0, 2.0 ) * uTexSizeInv; // WebGL port note: Changed sign\n if (!(texCoord.y < end && e.r > 0.8281 && e.g == 0.0)) break;\n }\n\n texCoord.y += 0.25 * uTexSizeInv.y; // WebGL port note: Changed sign\n texCoord.y += uTexSizeInv.y; // WebGL port note: Changed sign\n texCoord.y += 2.0 * uTexSizeInv.y; // WebGL port note: Changed sign\n texCoord.y -= uTexSizeInv.y * SMAASearchLength(searchTex, e.gr, 0.5, 0.5); // WebGL port note: Changed sign\n\n return texCoord.y;\n}\n\nvec2 SMAAArea(sampler2D areaTex, vec2 dist, float e1, float e2, float offset) {\n // Rounding prevents precision errors of bilinear filtering:\n vec2 texCoord = float(SMAA_AREATEX_MAX_DISTANCE) * round(4.0 * vec2(e1, e2)) + dist;\n\n // We do a scale and bias for mapping to texel space:\n texCoord = SMAA_AREATEX_PIXEL_SIZE * texCoord + (0.5 * SMAA_AREATEX_PIXEL_SIZE);\n\n // Move to proper place, according to the subpixel offset:\n texCoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;\n\n return texture2D(areaTex, texCoord, 0.0).rg;\n}\n\nvec4 SMAABlendingWeightCalculationPS(vec2 texCoord, vec2 pixCoord, vec4 offset[3], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices) {\n vec4 weights = vec4(0.0, 0.0, 0.0, 0.0);\n\n vec2 e = texture2D(edgesTex, texCoord).rg;\n\n if (e.g > 0.0) { // Edge at north\n vec2 d;\n\n // Find the distance to the left:\n vec2 coords;\n coords.x = SMAASearchXLeft(edgesTex, searchTex, offset[0].xy, offset[2].x );\n coords.y = offset[1].y; // offset[1].y = texCoord.y - 0.25 * uTexSizeInv.y (@CROSSING_OFFSET)\n d.x = coords.x;\n\n // Now fetch the left crossing edges, two at a time using bilinear\n // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to\n // discern what value each edge has:\n float e1 = texture2D(edgesTex, coords, 0.0).r;\n\n // Find the distance to the right:\n coords.x = SMAASearchXRight(edgesTex, searchTex, offset[0].zw, offset[2].y);\n d.y = coords.x;\n\n // We want the distances to be in pixel units (doing this here allow to\n // better interleave arithmetic and memory accesses):\n d = d / uTexSizeInv.x - pixCoord.x;\n\n // SMAAArea below needs a sqrt, as the areas texture is compressed\n // quadratically:\n vec2 sqrt_d = sqrt(abs(d));\n\n // Fetch the right crossing edges:\n coords.y -= 1.0 * uTexSizeInv.y; // WebGL port note: Added\n float e2 = SMAASampleLevelZeroOffset(edgesTex, coords, ivec2(1, 0)).r;\n\n // Ok, we know how this pattern looks like, now it is time for getting\n // the actual area:\n weights.rg = SMAAArea(areaTex, sqrt_d, e1, e2, float(subsampleIndices.y));\n }\n\n if (e.r > 0.0) { // Edge at west\n vec2 d;\n\n // Find the distance to the top:\n vec2 coords;\n\n coords.y = SMAASearchYUp(edgesTex, searchTex, offset[1].xy, offset[2].z );\n coords.x = offset[0].x; // offset[1].x = texCoord.x - 0.25 * uTexSizeInv.x;\n d.x = coords.y;\n\n // Fetch the top crossing edges:\n float e1 = texture2D(edgesTex, coords, 0.0).g;\n\n // Find the distance to the bottom:\n coords.y = SMAASearchYDown(edgesTex, searchTex, offset[1].zw, offset[2].w);\n d.y = coords.y;\n\n // We want the distances to be in pixel units:\n d = d / uTexSizeInv.y - pixCoord.y;\n\n // SMAAArea below needs a sqrt, as the areas texture is compressed\n // quadratically:\n vec2 sqrt_d = sqrt(abs(d));\n\n // Fetch the bottom crossing edges:\n coords.y -= 1.0 * uTexSizeInv.y; // WebGL port note: Added\n float e2 = SMAASampleLevelZeroOffset(edgesTex, coords, ivec2(0, 1)).g;\n\n // Get the area for this direction:\n weights.ba = SMAAArea(areaTex, sqrt_d, e1, e2, float(subsampleIndices.x));\n }\n\n return weights;\n}\n\nvoid main() {\n gl_FragColor = SMAABlendingWeightCalculationPS(vUv, vPixCoord, vOffset, tEdges, tArea, tSearch, ivec4(0.0));\n}\n";
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"use strict";
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/**
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* Slightly adapted from https://github.com/mrdoob/three.js
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* MIT License Copyright (c) 2010-2020 three.js authors
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*
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* WebGL port of Subpixel Morphological Antialiasing (SMAA) v2.8
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7
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* Preset: SMAA 1x Medium (with color edge detection)
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8
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* https://github.com/iryoku/smaa/releases/tag/v2.8
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*/
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.weights_frag = void 0;
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exports.weights_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\n#define SMAASampleLevelZeroOffset(tex, coord, offset) texture2D(tex, coord + float(offset) * uTexSizeInv, 0.0)\n\n#define SMAA_AREATEX_MAX_DISTANCE 16\n#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))\n#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)\n\nuniform sampler2D tEdges;\nuniform sampler2D tArea;\nuniform sampler2D tSearch;\nuniform vec2 uTexSizeInv;\n\nvarying vec2 vUv;\nvarying vec4 vOffset[3];\nvarying vec2 vPixCoord;\n\n#if __VERSION__ == 100\n vec2 round(vec2 x) {\n return sign(x) * floor(abs(x) + 0.5);\n }\n#endif\n\nfloat SMAASearchLength(sampler2D searchTex, vec2 e, float bias, float scale) {\n // Not required if searchTex accesses are set to point:\n // float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);\n // e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +\n // e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;\n e.r = bias + e.r * scale;\n return 255.0 * texture2D(searchTex, e, 0.0).r;\n}\n\nfloat SMAASearchXLeft(sampler2D edgesTex, sampler2D searchTex, vec2 texCoord, float end) {\n /**\n * @PSEUDO_GATHER4\n * This texCoord has been offset by (-0.25, -0.125) in the vertex shader to\n * sample between edge, thus fetching four edges in a row.\n * Sampling with different offsets in each direction allows to disambiguate\n * which edges are active from the four fetched ones.\n */\n vec2 e = vec2(0.0, 1.0);\n\n for (int i = 0; i < dMaxSearchSteps; i++) { // WebGL port note: Changed while to for\n e = texture2D( edgesTex, texCoord, 0.0).rg;\n texCoord -= vec2(2.0, 0.0) * uTexSizeInv;\n if (!(texCoord.x > end && e.g > 0.8281 && e.r == 0.0)) break;\n }\n\n // We correct the previous (-0.25, -0.125) offset we applied:\n texCoord.x += 0.25 * uTexSizeInv.x;\n\n // The searches are bias by 1, so adjust the coords accordingly:\n texCoord.x += uTexSizeInv.x;\n\n // Disambiguate the length added by the last step:\n texCoord.x += 2.0 * uTexSizeInv.x; // Undo last step\n texCoord.x -= uTexSizeInv.x * SMAASearchLength(searchTex, e, 0.0, 0.5);\n\n return texCoord.x;\n}\n\nfloat SMAASearchXRight(sampler2D edgesTex, sampler2D searchTex, vec2 texCoord, float end) {\n vec2 e = vec2( 0.0, 1.0 );\n\n for (int i = 0; i < dMaxSearchSteps; i++) { // WebGL port note: Changed while to for\n e = texture2D(edgesTex, texCoord, 0.0).rg;\n texCoord += vec2(2.0, 0.0) * uTexSizeInv;\n if (!(texCoord.x < end && e.g > 0.8281 && e.r == 0.0)) break;\n }\n\n texCoord.x -= 0.25 * uTexSizeInv.x;\n texCoord.x -= uTexSizeInv.x;\n texCoord.x -= 2.0 * uTexSizeInv.x;\n texCoord.x += uTexSizeInv.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );\n\n return texCoord.x;\n}\n\nfloat SMAASearchYUp(sampler2D edgesTex, sampler2D searchTex, vec2 texCoord, float end) {\n vec2 e = vec2( 1.0, 0.0 );\n\n for (int i = 0; i < dMaxSearchSteps; i++) { // WebGL port note: Changed while to for\n e = texture2D(edgesTex, texCoord, 0.0).rg;\n texCoord += vec2(0.0, 2.0) * uTexSizeInv; // WebGL port note: Changed sign\n if (!(texCoord.y > end && e.r > 0.8281 && e.g == 0.0)) break;\n }\n\n texCoord.y -= 0.25 * uTexSizeInv.y; // WebGL port note: Changed sign\n texCoord.y -= uTexSizeInv.y; // WebGL port note: Changed sign\n texCoord.y -= 2.0 * uTexSizeInv.y; // WebGL port note: Changed sign\n texCoord.y += uTexSizeInv.y * SMAASearchLength(searchTex, e.gr, 0.0, 0.5); // WebGL port note: Changed sign\n\n return texCoord.y;\n}\n\nfloat SMAASearchYDown(sampler2D edgesTex, sampler2D searchTex, vec2 texCoord, float end) {\n vec2 e = vec2( 1.0, 0.0 );\n\n for (int i = 0; i < dMaxSearchSteps; i++) { // WebGL port note: Changed while to for\n e = texture2D(edgesTex, texCoord, 0.0).rg;\n texCoord -= vec2( 0.0, 2.0 ) * uTexSizeInv; // WebGL port note: Changed sign\n if (!(texCoord.y < end && e.r > 0.8281 && e.g == 0.0)) break;\n }\n\n texCoord.y += 0.25 * uTexSizeInv.y; // WebGL port note: Changed sign\n texCoord.y += uTexSizeInv.y; // WebGL port note: Changed sign\n texCoord.y += 2.0 * uTexSizeInv.y; // WebGL port note: Changed sign\n texCoord.y -= uTexSizeInv.y * SMAASearchLength(searchTex, e.gr, 0.5, 0.5); // WebGL port note: Changed sign\n\n return texCoord.y;\n}\n\nvec2 SMAAArea(sampler2D areaTex, vec2 dist, float e1, float e2, float offset) {\n // Rounding prevents precision errors of bilinear filtering:\n vec2 texCoord = float(SMAA_AREATEX_MAX_DISTANCE) * round(4.0 * vec2(e1, e2)) + dist;\n\n // We do a scale and bias for mapping to texel space:\n texCoord = SMAA_AREATEX_PIXEL_SIZE * texCoord + (0.5 * SMAA_AREATEX_PIXEL_SIZE);\n\n // Move to proper place, according to the subpixel offset:\n texCoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;\n\n return texture2D(areaTex, texCoord, 0.0).rg;\n}\n\nvec4 SMAABlendingWeightCalculationPS(vec2 texCoord, vec2 pixCoord, vec4 offset[3], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices) {\n vec4 weights = vec4(0.0, 0.0, 0.0, 0.0);\n\n vec2 e = texture2D(edgesTex, texCoord).rg;\n\n if (e.g > 0.0) { // Edge at north\n vec2 d;\n\n // Find the distance to the left:\n vec2 coords;\n coords.x = SMAASearchXLeft(edgesTex, searchTex, offset[0].xy, offset[2].x );\n coords.y = offset[1].y; // offset[1].y = texCoord.y - 0.25 * uTexSizeInv.y (@CROSSING_OFFSET)\n d.x = coords.x;\n\n // Now fetch the left crossing edges, two at a time using bilinear\n // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to\n // discern what value each edge has:\n float e1 = texture2D(edgesTex, coords, 0.0).r;\n\n // Find the distance to the right:\n coords.x = SMAASearchXRight(edgesTex, searchTex, offset[0].zw, offset[2].y);\n d.y = coords.x;\n\n // We want the distances to be in pixel units (doing this here allow to\n // better interleave arithmetic and memory accesses):\n d = d / uTexSizeInv.x - pixCoord.x;\n\n // SMAAArea below needs a sqrt, as the areas texture is compressed\n // quadratically:\n vec2 sqrt_d = sqrt(abs(d));\n\n // Fetch the right crossing edges:\n coords.y -= 1.0 * uTexSizeInv.y; // WebGL port note: Added\n float e2 = SMAASampleLevelZeroOffset(edgesTex, coords, ivec2(1, 0)).r;\n\n // Ok, we know how this pattern looks like, now it is time for getting\n // the actual area:\n weights.rg = SMAAArea(areaTex, sqrt_d, e1, e2, float(subsampleIndices.y));\n }\n\n if (e.r > 0.0) { // Edge at west\n vec2 d;\n\n // Find the distance to the top:\n vec2 coords;\n\n coords.y = SMAASearchYUp(edgesTex, searchTex, offset[1].xy, offset[2].z );\n coords.x = offset[0].x; // offset[1].x = texCoord.x - 0.25 * uTexSizeInv.x;\n d.x = coords.y;\n\n // Fetch the top crossing edges:\n float e1 = texture2D(edgesTex, coords, 0.0).g;\n\n // Find the distance to the bottom:\n coords.y = SMAASearchYDown(edgesTex, searchTex, offset[1].zw, offset[2].w);\n d.y = coords.y;\n\n // We want the distances to be in pixel units:\n d = d / uTexSizeInv.y - pixCoord.y;\n\n // SMAAArea below needs a sqrt, as the areas texture is compressed\n // quadratically:\n vec2 sqrt_d = sqrt(abs(d));\n\n // Fetch the bottom crossing edges:\n coords.y -= 1.0 * uTexSizeInv.y; // WebGL port note: Added\n float e2 = SMAASampleLevelZeroOffset(edgesTex, coords, ivec2(0, 1)).g;\n\n // Get the area for this direction:\n weights.ba = SMAAArea(areaTex, sqrt_d, e1, e2, float(subsampleIndices.x));\n }\n\n return weights;\n}\n\nvoid main() {\n gl_FragColor = SMAABlendingWeightCalculationPS(vUv, vPixCoord, vOffset, tEdges, tArea, tSearch, ivec4(0.0));\n}\n";
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export declare const weights_vert = "\nprecision highp float;\n\nattribute vec2 aPosition;\nuniform vec2 uQuadScale;\n\nuniform vec2 uTexSizeInv;\nuniform vec4 uViewport;\n\nvarying vec2 vUv;\nvarying vec4 vOffset[3];\nvarying vec2 vPixCoord;\n\nvoid SMAABlendingWeightCalculationVS(vec2 texCoord) {\n vPixCoord = texCoord / uTexSizeInv;\n\n // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):\n vOffset[0] = texCoord.xyxy + uTexSizeInv.xyxy * vec4(-0.25, 0.125, 1.25, 0.125); // WebGL port note: Changed sign in Y and W components\n vOffset[1] = texCoord.xyxy + uTexSizeInv.xyxy * vec4(-0.125, 0.25, -0.125, -1.25); // WebGL port note: Changed sign in Y and W components\n\n // And these for the searches, they indicate the ends of the loops:\n vOffset[2] = vec4(vOffset[0].xz, vOffset[1].yw) + vec4(-2.0, 2.0, -2.0, 2.0) * uTexSizeInv.xxyy * float(dMaxSearchSteps);\n}\n\nvoid main() {\n vec2 scale = uViewport.zw * uTexSizeInv;\n vec2 shift = uViewport.xy * uTexSizeInv;\n vUv = (aPosition + 1.0) * 0.5 * scale + shift;\n SMAABlendingWeightCalculationVS(vUv);\n vec2 position = aPosition * uQuadScale - vec2(1.0, 1.0) + uQuadScale;\n gl_Position = vec4(position, 0.0, 1.0);\n}\n";
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exports.weights_vert = "\nprecision highp float;\n\nattribute vec2 aPosition;\nuniform vec2 uQuadScale;\n\nuniform vec2 uTexSizeInv;\nuniform vec4 uViewport;\n\nvarying vec2 vUv;\nvarying vec4 vOffset[3];\nvarying vec2 vPixCoord;\n\nvoid SMAABlendingWeightCalculationVS(vec2 texCoord) {\n vPixCoord = texCoord / uTexSizeInv;\n\n // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):\n vOffset[0] = texCoord.xyxy + uTexSizeInv.xyxy * vec4(-0.25, 0.125, 1.25, 0.125); // WebGL port note: Changed sign in Y and W components\n vOffset[1] = texCoord.xyxy + uTexSizeInv.xyxy * vec4(-0.125, 0.25, -0.125, -1.25); // WebGL port note: Changed sign in Y and W components\n\n // And these for the searches, they indicate the ends of the loops:\n vOffset[2] = vec4(vOffset[0].xz, vOffset[1].yw) + vec4(-2.0, 2.0, -2.0, 2.0) * uTexSizeInv.xxyy * float(dMaxSearchSteps);\n}\n\nvoid main() {\n vec2 scale = uViewport.zw * uTexSizeInv;\n vec2 shift = uViewport.xy * uTexSizeInv;\n vUv = (aPosition + 1.0) * 0.5 * scale + shift;\n SMAABlendingWeightCalculationVS(vUv);\n vec2 position = aPosition * uQuadScale - vec2(1.0, 1.0) + uQuadScale;\n gl_Position = vec4(position, 0.0, 1.0);\n}\n";
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/**
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* Copyright (c) 2019-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
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export declare const spheres_frag = "\nprecision highp float;\nprecision highp int;\n\n#define bumpEnabled\n\n#include common\n#include common_frag_params\n#include color_frag_params\n#include light_frag_params\n#include common_clip\n\nuniform mat4 uInvView;\n\nvarying float vRadius;\nvarying float vRadiusSq;\nvarying vec3 vPoint;\nvarying vec3 vPointViewPosition;\n\nvec3 cameraPos;\nvec3 cameraNormal;\n\nbool Impostor(out vec3 cameraPos, out vec3 cameraNormal){\n vec3 cameraSpherePos = -vPointViewPosition;\n cameraSpherePos.z += vRadius;\n\n vec3 rayOrigin = mix(vec3(0.0, 0.0, 0.0), vPoint, uIsOrtho);\n vec3 rayDirection = mix(normalize(vPoint), vec3(0.0, 0.0, 1.0), uIsOrtho);\n vec3 cameraSphereDir = mix(cameraSpherePos, rayOrigin - cameraSpherePos, uIsOrtho);\n\n float B = dot(rayDirection, cameraSphereDir);\n float det = B * B + vRadiusSq - dot(cameraSphereDir, cameraSphereDir);\n\n if (det < 0.0){\n discard;\n return false;\n }\n\n float sqrtDet = sqrt(det);\n float posT = mix(B + sqrtDet, B + sqrtDet, uIsOrtho);\n float negT = mix(B - sqrtDet, sqrtDet - B, uIsOrtho);\n\n cameraPos = rayDirection * negT + rayOrigin;\n\n\n if (calcDepth(cameraPos) <= 0.0) {\n cameraPos = rayDirection * posT + rayOrigin;\n interior = true;\n } else {\n interior = false;\n }\n\n cameraNormal = normalize(cameraPos - cameraSpherePos);\n cameraNormal *= float(!interior) * 2.0 - 1.0;\n\n return !interior;\n}\n\nvoid main(void){\n #include clip_pixel\n\n bool flag = Impostor(cameraPos, cameraNormal);\n if (!uDoubleSided) {\n if (interior) discard;\n }\n\n vec3 vViewPosition = cameraPos;\n gl_FragDepthEXT = calcDepth(vViewPosition);\n if (!flag && gl_FragDepthEXT >= 0.0) {\n gl_FragDepthEXT = 0.0 + (0.0000001 / vRadius);\n }\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 vec3 normal = -cameraNormal;\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.spheres_frag = "\nprecision highp float;\nprecision highp int;\n\n#define bumpEnabled\n\n#include common\n#include common_frag_params\n#include color_frag_params\n#include light_frag_params\n#include common_clip\n\nuniform mat4 uInvView;\n\nvarying float vRadius;\nvarying float vRadiusSq;\nvarying vec3 vPoint;\nvarying vec3 vPointViewPosition;\n\nvec3 cameraPos;\nvec3 cameraNormal;\n\nbool Impostor(out vec3 cameraPos, out vec3 cameraNormal){\n vec3 cameraSpherePos = -vPointViewPosition;\n cameraSpherePos.z += vRadius;\n\n vec3 rayOrigin = mix(vec3(0.0, 0.0, 0.0), vPoint, uIsOrtho);\n vec3 rayDirection = mix(normalize(vPoint), vec3(0.0, 0.0, 1.0), uIsOrtho);\n vec3 cameraSphereDir = mix(cameraSpherePos, rayOrigin - cameraSpherePos, uIsOrtho);\n\n float B = dot(rayDirection, cameraSphereDir);\n float det = B * B + vRadiusSq - dot(cameraSphereDir, cameraSphereDir);\n\n if (det < 0.0){\n discard;\n return false;\n }\n\n float sqrtDet = sqrt(det);\n float posT = mix(B + sqrtDet, B + sqrtDet, uIsOrtho);\n float negT = mix(B - sqrtDet, sqrtDet - B, uIsOrtho);\n\n cameraPos = rayDirection * negT + rayOrigin;\n\n\n if (calcDepth(cameraPos) <= 0.0) {\n cameraPos = rayDirection * posT + rayOrigin;\n interior = true;\n } else {\n interior = false;\n }\n\n cameraNormal = normalize(cameraPos - cameraSpherePos);\n cameraNormal *= float(!interior) * 2.0 - 1.0;\n\n return !interior;\n}\n\nvoid main(void){\n #include clip_pixel\n\n bool flag = Impostor(cameraPos, cameraNormal);\n if (!uDoubleSided) {\n if (interior) discard;\n }\n\n vec3 vViewPosition = cameraPos;\n gl_FragDepthEXT = calcDepth(vViewPosition);\n if (!flag && gl_FragDepthEXT >= 0.0) {\n gl_FragDepthEXT = 0.0 + (0.0000001 / vRadius);\n }\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 vec3 normal = -cameraNormal;\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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/**
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export declare const spheres_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;\nuniform mat4 uInvProjection;\n\nattribute vec3 aPosition;\nattribute vec2 aMapping;\nattribute mat4 aTransform;\nattribute float aInstance;\nattribute float aGroup;\n\nvarying float vRadius;\nvarying float vRadiusSq;\nvarying vec3 vPoint;\nvarying vec3 vPointViewPosition;\n\n#include matrix_scale\n\nconst mat4 D = mat4(\n 1.0, 0.0, 0.0, 0.0,\n 0.0, 1.0, 0.0, 0.0,\n 0.0, 0.0, 1.0, 0.0,\n 0.0, 0.0, 0.0, -1.0\n);\n\n/**\n * Compute point size and center using the technique described in:\n * \"GPU-Based Ray-Casting of Quadratic Surfaces\" http://dl.acm.org/citation.cfm?id=2386396\n * by Christian Sigg, Tim Weyrich, Mario Botsch, Markus Gross.\n */\nvoid quadraticProjection(const in float radius, const in vec3 position){\n vec2 xbc, ybc;\n\n mat4 T = mat4(\n radius, 0.0, 0.0, 0.0,\n 0.0, radius, 0.0, 0.0,\n 0.0, 0.0, radius, 0.0,\n position.x, position.y, position.z, 1.0\n );\n\n mat4 R = transpose4(uProjection * uModelView * aTransform * T);\n float A = dot(R[3], D * R[3]);\n float B = -2.0 * dot(R[0], D * R[3]);\n float C = dot(R[0], D * R[0]);\n xbc[0] = (-B - sqrt(B * B - 4.0 * A * C)) / (2.0 * A);\n xbc[1] = (-B + sqrt(B * B - 4.0 * A * C)) / (2.0 * A);\n float sx = abs(xbc[0] - xbc[1]) * 0.5;\n\n A = dot(R[3], D * R[3]);\n B = -2.0 * dot(R[1], D * R[3]);\n C = dot(R[1], D * R[1]);\n ybc[0] = (-B - sqrt(B * B - 4.0 * A * C)) / (2.0 * A);\n ybc[1] = (-B + sqrt(B * B - 4.0 * A * C)) / (2.0 * A);\n float sy = abs(ybc[0] - ybc[1]) * 0.5;\n\n gl_Position.xy = vec2(0.5 * (xbc.x + xbc.y), 0.5 * (ybc.x + ybc.y));\n gl_Position.xy -= aMapping * vec2(sx, sy);\n gl_Position.xy *= gl_Position.w;\n}\n\n\nvoid main(void){\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 vRadius = size * matrixScale(uModelView);\n\n vec4 position4 = vec4(aPosition, 1.0);\n vec4 mvPosition = uModelView * aTransform * position4;\n mvPosition.z -= vRadius; // avoid clipping, added again in fragment shader\n\n gl_Position = uProjection * vec4(mvPosition.xyz, 1.0);\n quadraticProjection(size, aPosition);\n\n vRadiusSq = vRadius * vRadius;\n vec4 vPoint4 = uInvProjection * gl_Position;\n vPoint = vPoint4.xyz / vPoint4.w;\n vPointViewPosition = -mvPosition.xyz / mvPosition.w;\n\n vModelPosition = (uModel * aTransform * position4).xyz; // for clipping in frag shader\n\n #include clip_instance\n}\n";
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exports.spheres_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;\nuniform mat4 uInvProjection;\n\nattribute vec3 aPosition;\nattribute vec2 aMapping;\nattribute mat4 aTransform;\nattribute float aInstance;\nattribute float aGroup;\n\nvarying float vRadius;\nvarying float vRadiusSq;\nvarying vec3 vPoint;\nvarying vec3 vPointViewPosition;\n\n#include matrix_scale\n\nconst mat4 D = mat4(\n 1.0, 0.0, 0.0, 0.0,\n 0.0, 1.0, 0.0, 0.0,\n 0.0, 0.0, 1.0, 0.0,\n 0.0, 0.0, 0.0, -1.0\n);\n\n/**\n * Compute point size and center using the technique described in:\n * \"GPU-Based Ray-Casting of Quadratic Surfaces\" http://dl.acm.org/citation.cfm?id=2386396\n * by Christian Sigg, Tim Weyrich, Mario Botsch, Markus Gross.\n */\nvoid quadraticProjection(const in float radius, const in vec3 position){\n vec2 xbc, ybc;\n\n mat4 T = mat4(\n radius, 0.0, 0.0, 0.0,\n 0.0, radius, 0.0, 0.0,\n 0.0, 0.0, radius, 0.0,\n position.x, position.y, position.z, 1.0\n );\n\n mat4 R = transpose4(uProjection * uModelView * aTransform * T);\n float A = dot(R[3], D * R[3]);\n float B = -2.0 * dot(R[0], D * R[3]);\n float C = dot(R[0], D * R[0]);\n xbc[0] = (-B - sqrt(B * B - 4.0 * A * C)) / (2.0 * A);\n xbc[1] = (-B + sqrt(B * B - 4.0 * A * C)) / (2.0 * A);\n float sx = abs(xbc[0] - xbc[1]) * 0.5;\n\n A = dot(R[3], D * R[3]);\n B = -2.0 * dot(R[1], D * R[3]);\n C = dot(R[1], D * R[1]);\n ybc[0] = (-B - sqrt(B * B - 4.0 * A * C)) / (2.0 * A);\n ybc[1] = (-B + sqrt(B * B - 4.0 * A * C)) / (2.0 * A);\n float sy = abs(ybc[0] - ybc[1]) * 0.5;\n\n gl_Position.xy = vec2(0.5 * (xbc.x + xbc.y), 0.5 * (ybc.x + ybc.y));\n gl_Position.xy -= aMapping * vec2(sx, sy);\n gl_Position.xy *= gl_Position.w;\n}\n\n\nvoid main(void){\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 vRadius = size * matrixScale(uModelView);\n\n vec4 position4 = vec4(aPosition, 1.0);\n vec4 mvPosition = uModelView * aTransform * position4;\n mvPosition.z -= vRadius; // avoid clipping, added again in fragment shader\n\n gl_Position = uProjection * vec4(mvPosition.xyz, 1.0);\n quadraticProjection(size, aPosition);\n\n vRadiusSq = vRadius * vRadius;\n vec4 vPoint4 = uInvProjection * gl_Position;\n vPoint = vPoint4.xyz / vPoint4.w;\n vPointViewPosition = -mvPosition.xyz / mvPosition.w;\n\n vModelPosition = (uModel * aTransform * position4).xyz; // for clipping in frag shader\n\n #include clip_instance\n}\n";
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export declare const ssaoBlur_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tSsaoDepth;\nuniform vec2 uTexSize;\nuniform vec4 uBounds;\n\nuniform float uKernel[dOcclusionKernelSize];\n\nuniform float uBlurDirectionX;\nuniform float uBlurDirectionY;\n\nuniform float uMaxPossibleViewZDiff;\n\nuniform float uNear;\nuniform float uFar;\n\n#include common\n\nfloat getViewZ(const in float depth) {\n #if dOrthographic == 1\n return orthographicDepthToViewZ(depth, uNear, uFar);\n #else\n return perspectiveDepthToViewZ(depth, uNear, uFar);\n #endif\n}\n\nbool isBackground(const in float depth) {\n return depth == 1.0;\n}\n\nbool outsideBounds(const in vec2 p) {\n return p.x < uBounds.x || p.y < uBounds.y || p.x > uBounds.z || p.y > uBounds.w;\n}\n\nvoid main(void) {\n vec2 coords = gl_FragCoord.xy / uTexSize;\n\n vec2 packedDepth = texture2D(tSsaoDepth, coords).zw;\n\n if (outsideBounds(coords)) {\n gl_FragColor = vec4(packUnitIntervalToRG(1.0), packedDepth);\n return;\n }\n\n float selfDepth = unpackRGToUnitInterval(packedDepth);\n // if background and if second pass\n if (isBackground(selfDepth) && uBlurDirectionY != 0.0) {\n gl_FragColor = vec4(packUnitIntervalToRG(1.0), packedDepth);\n return;\n }\n\n float selfViewZ = getViewZ(selfDepth);\n\n vec2 offset = vec2(uBlurDirectionX, uBlurDirectionY) / uTexSize;\n\n float sum = 0.0;\n float kernelSum = 0.0;\n // only if kernelSize is odd\n for (int i = -dOcclusionKernelSize / 2; i <= dOcclusionKernelSize / 2; i++) {\n vec2 sampleCoords = coords + float(i) * offset;\n if (outsideBounds(sampleCoords)) {\n continue;\n }\n\n vec4 sampleSsaoDepth = texture2D(tSsaoDepth, sampleCoords);\n\n float sampleDepth = unpackRGToUnitInterval(sampleSsaoDepth.zw);\n if (isBackground(sampleDepth)) {\n continue;\n }\n\n if (abs(float(i)) > 1.0) { // abs is not defined for int in webgl1\n float sampleViewZ = getViewZ(sampleDepth);\n if (abs(selfViewZ - sampleViewZ) > uMaxPossibleViewZDiff) {\n continue;\n }\n }\n\n float kernel = uKernel[int(abs(float(i)))]; // abs is not defined for int in webgl1\n float sampleValue = unpackRGToUnitInterval(sampleSsaoDepth.xy);\n\n sum += kernel * sampleValue;\n kernelSum += kernel;\n }\n\n gl_FragColor = vec4(packUnitIntervalToRG(sum / kernelSum), packedDepth);\n}\n";
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exports.ssaoBlur_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tSsaoDepth;\nuniform vec2 uTexSize;\nuniform vec4 uBounds;\n\nuniform float uKernel[dOcclusionKernelSize];\n\nuniform float uBlurDirectionX;\nuniform float uBlurDirectionY;\n\nuniform float uMaxPossibleViewZDiff;\n\nuniform float uNear;\nuniform float uFar;\n\n#include common\n\nfloat getViewZ(const in float depth) {\n #if dOrthographic == 1\n return orthographicDepthToViewZ(depth, uNear, uFar);\n #else\n return perspectiveDepthToViewZ(depth, uNear, uFar);\n #endif\n}\n\nbool isBackground(const in float depth) {\n return depth == 1.0;\n}\n\nbool outsideBounds(const in vec2 p) {\n return p.x < uBounds.x || p.y < uBounds.y || p.x > uBounds.z || p.y > uBounds.w;\n}\n\nvoid main(void) {\n vec2 coords = gl_FragCoord.xy / uTexSize;\n\n vec2 packedDepth = texture2D(tSsaoDepth, coords).zw;\n\n if (outsideBounds(coords)) {\n gl_FragColor = vec4(packUnitIntervalToRG(1.0), packedDepth);\n return;\n }\n\n float selfDepth = unpackRGToUnitInterval(packedDepth);\n // if background and if second pass\n if (isBackground(selfDepth) && uBlurDirectionY != 0.0) {\n gl_FragColor = vec4(packUnitIntervalToRG(1.0), packedDepth);\n return;\n }\n\n float selfViewZ = getViewZ(selfDepth);\n\n vec2 offset = vec2(uBlurDirectionX, uBlurDirectionY) / uTexSize;\n\n float sum = 0.0;\n float kernelSum = 0.0;\n // only if kernelSize is odd\n for (int i = -dOcclusionKernelSize / 2; i <= dOcclusionKernelSize / 2; i++) {\n vec2 sampleCoords = coords + float(i) * offset;\n if (outsideBounds(sampleCoords)) {\n continue;\n }\n\n vec4 sampleSsaoDepth = texture2D(tSsaoDepth, sampleCoords);\n\n float sampleDepth = unpackRGToUnitInterval(sampleSsaoDepth.zw);\n if (isBackground(sampleDepth)) {\n continue;\n }\n\n if (abs(float(i)) > 1.0) { // abs is not defined for int in webgl1\n float sampleViewZ = getViewZ(sampleDepth);\n if (abs(selfViewZ - sampleViewZ) > uMaxPossibleViewZDiff) {\n continue;\n }\n }\n\n float kernel = uKernel[int(abs(float(i)))]; // abs is not defined for int in webgl1\n float sampleValue = unpackRGToUnitInterval(sampleSsaoDepth.xy);\n\n sum += kernel * sampleValue;\n kernelSum += kernel;\n }\n\n gl_FragColor = vec4(packUnitIntervalToRG(sum / kernelSum), packedDepth);\n}\n";
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export declare const ssao_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\n#include common\n\nuniform sampler2D tDepth;\nuniform vec2 uTexSize;\nuniform vec4 uBounds;\n\nuniform vec3 uSamples[dNSamples];\n\nuniform mat4 uProjection;\nuniform mat4 uInvProjection;\n\nuniform float uRadius;\nuniform float uBias;\n\nfloat smootherstep(float edge0, float edge1, float x) {\n x = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n return x * x * x * (x * (x * 6.0 - 15.0) + 10.0);\n}\n\nfloat noise(const in vec2 coords) {\n float a = 12.9898;\n float b = 78.233;\n float c = 43758.5453;\n float dt = dot(coords, vec2(a,b));\n float sn = mod(dt, PI);\n return abs(fract(sin(sn) * c)); // is abs necessary?\n}\n\nvec2 getNoiseVec2(const in vec2 coords) {\n return vec2(noise(coords), noise(coords + vec2(PI, 2.71828)));\n}\n\nbool isBackground(const in float depth) {\n return depth == 1.0;\n}\n\nbool outsideBounds(const in vec2 p) {\n return p.x < uBounds.x || p.y < uBounds.y || p.x > uBounds.z || p.y > uBounds.w;\n}\n\nfloat getDepth(const in vec2 coords) {\n return outsideBounds(coords) ? 1.0 : unpackRGBAToDepth(texture2D(tDepth, coords));\n}\n\nvec3 normalFromDepth(const in float depth, const in float depth1, const in float depth2, vec2 offset1, vec2 offset2) {\n vec3 p1 = vec3(offset1, depth1 - depth);\n vec3 p2 = vec3(offset2, depth2 - depth);\n\n vec3 normal = cross(p1, p2);\n normal.z = -normal.z;\n\n return normalize(normal);\n}\n\n// StarCraft II Ambient Occlusion by [Filion and McNaughton 2008]\nvoid main(void) {\n vec2 invTexSize = 1.0 / uTexSize;\n vec2 selfCoords = gl_FragCoord.xy * invTexSize;\n\n float selfDepth = getDepth(selfCoords);\n vec2 selfPackedDepth = packUnitIntervalToRG(selfDepth);\n\n if (isBackground(selfDepth)) {\n gl_FragColor = vec4(packUnitIntervalToRG(0.0), selfPackedDepth);\n return;\n }\n\n vec2 offset1 = vec2(0.0, invTexSize.y);\n vec2 offset2 = vec2(invTexSize.x, 0.0);\n\n float selfDepth1 = getDepth(selfCoords + offset1);\n float selfDepth2 = getDepth(selfCoords + offset2);\n\n vec3 selfViewNormal = normalFromDepth(selfDepth, selfDepth1, selfDepth2, offset1, offset2);\n vec3 selfViewPos = screenSpaceToViewSpace(vec3(selfCoords, selfDepth), uInvProjection);\n\n vec3 randomVec = normalize(vec3(getNoiseVec2(selfCoords) * 2.0 - 1.0, 0.0));\n\n vec3 tangent = normalize(randomVec - selfViewNormal * dot(randomVec, selfViewNormal));\n vec3 bitangent = cross(selfViewNormal, tangent);\n mat3 TBN = mat3(tangent, bitangent, selfViewNormal);\n\n float occlusion = 0.0;\n for(int i = 0; i < dNSamples; i++){\n vec3 sampleViewPos = TBN * uSamples[i];\n sampleViewPos = selfViewPos + sampleViewPos * uRadius;\n\n vec4 offset = vec4(sampleViewPos, 1.0);\n offset = uProjection * offset;\n offset.xyz = (offset.xyz / offset.w) * 0.5 + 0.5;\n\n float sampleViewZ = screenSpaceToViewSpace(vec3(offset.xy, getDepth(offset.xy)), uInvProjection).z;\n\n occlusion += step(sampleViewPos.z + 0.025, sampleViewZ) * smootherstep(0.0, 1.0, uRadius / abs(selfViewPos.z - sampleViewZ));\n }\n occlusion = 1.0 - (uBias * occlusion / float(dNSamples));\n\n vec2 packedOcclusion = packUnitIntervalToRG(occlusion);\n\n gl_FragColor = vec4(packedOcclusion, selfPackedDepth);\n}\n";
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exports.ssao_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\n#include common\n\nuniform sampler2D tDepth;\nuniform vec2 uTexSize;\nuniform vec4 uBounds;\n\nuniform vec3 uSamples[dNSamples];\n\nuniform mat4 uProjection;\nuniform mat4 uInvProjection;\n\nuniform float uRadius;\nuniform float uBias;\n\nfloat smootherstep(float edge0, float edge1, float x) {\n x = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n return x * x * x * (x * (x * 6.0 - 15.0) + 10.0);\n}\n\nfloat noise(const in vec2 coords) {\n float a = 12.9898;\n float b = 78.233;\n float c = 43758.5453;\n float dt = dot(coords, vec2(a,b));\n float sn = mod(dt, PI);\n return abs(fract(sin(sn) * c)); // is abs necessary?\n}\n\nvec2 getNoiseVec2(const in vec2 coords) {\n return vec2(noise(coords), noise(coords + vec2(PI, 2.71828)));\n}\n\nbool isBackground(const in float depth) {\n return depth == 1.0;\n}\n\nbool outsideBounds(const in vec2 p) {\n return p.x < uBounds.x || p.y < uBounds.y || p.x > uBounds.z || p.y > uBounds.w;\n}\n\nfloat getDepth(const in vec2 coords) {\n return outsideBounds(coords) ? 1.0 : unpackRGBAToDepth(texture2D(tDepth, coords));\n}\n\nvec3 normalFromDepth(const in float depth, const in float depth1, const in float depth2, vec2 offset1, vec2 offset2) {\n vec3 p1 = vec3(offset1, depth1 - depth);\n vec3 p2 = vec3(offset2, depth2 - depth);\n\n vec3 normal = cross(p1, p2);\n normal.z = -normal.z;\n\n return normalize(normal);\n}\n\n// StarCraft II Ambient Occlusion by [Filion and McNaughton 2008]\nvoid main(void) {\n vec2 invTexSize = 1.0 / uTexSize;\n vec2 selfCoords = gl_FragCoord.xy * invTexSize;\n\n float selfDepth = getDepth(selfCoords);\n vec2 selfPackedDepth = packUnitIntervalToRG(selfDepth);\n\n if (isBackground(selfDepth)) {\n gl_FragColor = vec4(packUnitIntervalToRG(0.0), selfPackedDepth);\n return;\n }\n\n vec2 offset1 = vec2(0.0, invTexSize.y);\n vec2 offset2 = vec2(invTexSize.x, 0.0);\n\n float selfDepth1 = getDepth(selfCoords + offset1);\n float selfDepth2 = getDepth(selfCoords + offset2);\n\n vec3 selfViewNormal = normalFromDepth(selfDepth, selfDepth1, selfDepth2, offset1, offset2);\n vec3 selfViewPos = screenSpaceToViewSpace(vec3(selfCoords, selfDepth), uInvProjection);\n\n vec3 randomVec = normalize(vec3(getNoiseVec2(selfCoords) * 2.0 - 1.0, 0.0));\n\n vec3 tangent = normalize(randomVec - selfViewNormal * dot(randomVec, selfViewNormal));\n vec3 bitangent = cross(selfViewNormal, tangent);\n mat3 TBN = mat3(tangent, bitangent, selfViewNormal);\n\n float occlusion = 0.0;\n for(int i = 0; i < dNSamples; i++){\n vec3 sampleViewPos = TBN * uSamples[i];\n sampleViewPos = selfViewPos + sampleViewPos * uRadius;\n\n vec4 offset = vec4(sampleViewPos, 1.0);\n offset = uProjection * offset;\n offset.xyz = (offset.xyz / offset.w) * 0.5 + 0.5;\n\n float sampleViewZ = screenSpaceToViewSpace(vec3(offset.xy, getDepth(offset.xy)), uInvProjection).z;\n\n occlusion += step(sampleViewPos.z + 0.025, sampleViewZ) * smootherstep(0.0, 1.0, uRadius / abs(selfViewPos.z - sampleViewZ));\n }\n occlusion = 1.0 - (uBias * occlusion / float(dNSamples));\n\n vec2 packedOcclusion = packUnitIntervalToRG(occlusion);\n\n gl_FragColor = vec4(packedOcclusion, selfPackedDepth);\n}\n";
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export declare const text_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include common_frag_params\n#include color_frag_params\n#include common_clip\n\nuniform sampler2D tFont;\n\nuniform vec3 uBorderColor;\nuniform float uBorderWidth;\nuniform vec3 uBackgroundColor;\nuniform float uBackgroundOpacity;\n\nvarying vec2 vTexCoord;\n\nconst float smoothness = 32.0;\nconst float gamma = 2.2;\n\nvoid main2(){\n gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n}\n\nvoid main(){\n #include clip_pixel\n\n float fragmentDepth = gl_FragCoord.z;\n bool interior = false;\n #include assign_material_color\n\n if (vTexCoord.x > 1.0) {\n gl_FragColor = vec4(uBackgroundColor, uBackgroundOpacity * material.a);\n } else {\n // retrieve signed distance\n float sdf = texture2D(tFont, vTexCoord).a + uBorderWidth;\n\n // perform adaptive anti-aliasing of the edges\n float w = clamp(smoothness * (abs(dFdx(vTexCoord.x)) + abs(dFdy(vTexCoord.y))), 0.0, 0.5);\n float a = smoothstep(0.5 - w, 0.5 + w, sdf);\n\n // gamma correction for linear attenuation\n a = pow(a, 1.0 / gamma);\n\n if (a < 0.5) discard;\n material.a *= a;\n\n // add border\n float t = 0.5 + uBorderWidth;\n if (uBorderWidth > 0.0 && sdf < t) {\n material.xyz = mix(uBorderColor, material.xyz, smoothstep(t - w, t, sdf));\n }\n\n gl_FragColor = material;\n }\n\n #if defined(dRenderVariant_pick)\n #include check_picking_alpha\n #elif defined(dRenderVariant_depth)\n gl_FragColor = material;\n #elif defined(dRenderVariant_marking)\n gl_FragColor = material;\n #elif defined(dRenderVariant_color)\n #include apply_marker_color\n #include apply_fog\n #include wboit_write\n #endif\n}\n";
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exports.text_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include common_frag_params\n#include color_frag_params\n#include common_clip\n\nuniform sampler2D tFont;\n\nuniform vec3 uBorderColor;\nuniform float uBorderWidth;\nuniform vec3 uBackgroundColor;\nuniform float uBackgroundOpacity;\n\nvarying vec2 vTexCoord;\n\nconst float smoothness = 32.0;\nconst float gamma = 2.2;\n\nvoid main2(){\n gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n}\n\nvoid main(){\n #include clip_pixel\n\n float fragmentDepth = gl_FragCoord.z;\n bool interior = false;\n #include assign_material_color\n\n if (vTexCoord.x > 1.0) {\n gl_FragColor = vec4(uBackgroundColor, uBackgroundOpacity * material.a);\n } else {\n // retrieve signed distance\n float sdf = texture2D(tFont, vTexCoord).a + uBorderWidth;\n\n // perform adaptive anti-aliasing of the edges\n float w = clamp(smoothness * (abs(dFdx(vTexCoord.x)) + abs(dFdy(vTexCoord.y))), 0.0, 0.5);\n float a = smoothstep(0.5 - w, 0.5 + w, sdf);\n\n // gamma correction for linear attenuation\n a = pow(a, 1.0 / gamma);\n\n if (a < 0.5) discard;\n material.a *= a;\n\n // add border\n float t = 0.5 + uBorderWidth;\n if (uBorderWidth > 0.0 && sdf < t) {\n material.xyz = mix(uBorderColor, material.xyz, smoothstep(t - w, t, sdf));\n }\n\n gl_FragColor = material;\n }\n\n #if defined(dRenderVariant_pick)\n #include check_picking_alpha\n #elif defined(dRenderVariant_depth)\n gl_FragColor = material;\n #elif defined(dRenderVariant_marking)\n gl_FragColor = material;\n #elif defined(dRenderVariant_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 text_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 vec3 aPosition;\nattribute vec2 aMapping;\nattribute float aDepth;\nattribute vec2 aTexCoord;\nattribute mat4 aTransform;\nattribute float aInstance;\nattribute float aGroup;\n\nuniform float uOffsetX;\nuniform float uOffsetY;\nuniform float uOffsetZ;\n\n// uniform bool ortho;\nuniform float uPixelRatio;\nuniform vec4 uViewport;\n\nvarying vec2 vTexCoord;\n\n#include matrix_scale\n\nvoid main(void){\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 vTexCoord = aTexCoord;\n\n float scale = matrixScale(uModelView);\n\n float offsetX = uOffsetX * scale;\n float offsetY = uOffsetY * scale;\n float offsetZ = (uOffsetZ + aDepth * 0.95) * scale;\n\n vec4 position4 = vec4(aPosition, 1.0);\n vec4 mvPosition = uModelView * aTransform * position4;\n\n vModelPosition = (uModel * aTransform * position4).xyz; // for clipping in frag shader\n\n // TODO\n // #ifdef FIXED_SIZE\n // if (ortho) {\n // scale /= pixelRatio * ((uViewport.w / 2.0) / -uCameraPosition.z) * 0.1;\n // } else {\n // scale /= pixelRatio * ((uViewport.w / 2.0) / -mvPosition.z) * 0.1;\n // }\n // #endif\n\n vec4 mvCorner = vec4(mvPosition.xyz, 1.0);\n\n if (vTexCoord.x == 10.0) { // indicates background plane\n // move a bit to the back, taking distance to camera into account to avoid z-fighting\n offsetZ -= 0.001 * distance(uCameraPosition, (uProjection * mvCorner).xyz);\n }\n\n mvCorner.xy += aMapping * size * scale;\n mvCorner.x += offsetX;\n mvCorner.y += offsetY;\n\n // TODO\n // if(ortho){\n // mvCorner.xyz += normalize(-uCameraPosition) * offsetZ;\n // } else {\n // mvCorner.xyz += normalize(-mvCorner.xyz) * offsetZ;\n // }\n mvCorner.xyz += normalize(-mvCorner.xyz) * offsetZ;\n\n gl_Position = uProjection * mvCorner;\n\n vViewPosition = -mvCorner.xyz;\n\n #include clip_instance\n}\n";
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"use strict";
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/**
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* Copyright (c) 2019-2020 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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exports.text_vert = void 0;
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exports.text_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 vec3 aPosition;\nattribute vec2 aMapping;\nattribute float aDepth;\nattribute vec2 aTexCoord;\nattribute mat4 aTransform;\nattribute float aInstance;\nattribute float aGroup;\n\nuniform float uOffsetX;\nuniform float uOffsetY;\nuniform float uOffsetZ;\n\n// uniform bool ortho;\nuniform float uPixelRatio;\nuniform vec4 uViewport;\n\nvarying vec2 vTexCoord;\n\n#include matrix_scale\n\nvoid main(void){\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 vTexCoord = aTexCoord;\n\n float scale = matrixScale(uModelView);\n\n float offsetX = uOffsetX * scale;\n float offsetY = uOffsetY * scale;\n float offsetZ = (uOffsetZ + aDepth * 0.95) * scale;\n\n vec4 position4 = vec4(aPosition, 1.0);\n vec4 mvPosition = uModelView * aTransform * position4;\n\n vModelPosition = (uModel * aTransform * position4).xyz; // for clipping in frag shader\n\n // TODO\n // #ifdef FIXED_SIZE\n // if (ortho) {\n // scale /= pixelRatio * ((uViewport.w / 2.0) / -uCameraPosition.z) * 0.1;\n // } else {\n // scale /= pixelRatio * ((uViewport.w / 2.0) / -mvPosition.z) * 0.1;\n // }\n // #endif\n\n vec4 mvCorner = vec4(mvPosition.xyz, 1.0);\n\n if (vTexCoord.x == 10.0) { // indicates background plane\n // move a bit to the back, taking distance to camera into account to avoid z-fighting\n offsetZ -= 0.001 * distance(uCameraPosition, (uProjection * mvCorner).xyz);\n }\n\n mvCorner.xy += aMapping * size * scale;\n mvCorner.x += offsetX;\n mvCorner.y += offsetY;\n\n // TODO\n // if(ortho){\n // mvCorner.xyz += normalize(-uCameraPosition) * offsetZ;\n // } else {\n // mvCorner.xyz += normalize(-mvCorner.xyz) * offsetZ;\n // }\n mvCorner.xyz += normalize(-mvCorner.xyz) * offsetZ;\n\n gl_Position = uProjection * mvCorner;\n\n vViewPosition = -mvCorner.xyz;\n\n #include clip_instance\n}\n";
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//# sourceMappingURL=text.vert.js.map
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/**
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* Copyright (c) 2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
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*
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* @author David Sehnal <david.sehnal@gmail.com>
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export declare const grid3dTemplate_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform vec2 uQuadShift;\nuniform vec3 uDimensions;\nuniform vec3 uMin;\nuniform vec3 uDelta;\nuniform bool uLittleEndian;\nuniform float uWidth;\n\n#ifdef CUMULATIVE\n uniform sampler2D tCumulativeSum;\n#endif\n\n{UNIFORMS}\n\n{UTILS}\n\n#include float_to_rgba\n#ifdef CUMULATIVE\n #include rgba_to_float\n#endif\n\nfloat intDiv(float a, float b) { return float(int(a) / int(b)); }\nfloat intMod(float a, float b) { return a - b * float(int(a) / int(b)); }\n\nvoid main(void) {\n float offset = floor(gl_FragCoord.x) + floor(gl_FragCoord.y) * uWidth;\n\n // axis order fast to slow Z, Y, X\n // TODO: support arbitrary axis orders?\n float k = intMod(offset, uDimensions.z), kk = intDiv(offset, uDimensions.z);\n float j = intMod(kk, uDimensions.y);\n float i = intDiv(kk, uDimensions.y);\n\n vec3 xyz = uMin + uDelta * vec3(i, j, k);\n\n {MAIN}\n\n #ifdef CUMULATIVE\n float current = rgbaToFloat(texture2D(tCumulativeSum, gl_FragCoord.xy / vec2(uWidth, uWidth)), uLittleEndian);\n #endif\n gl_FragColor = floatToRgba({RETURN}, uLittleEndian);\n}\n";
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"use strict";
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/**
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* Copyright (c) 2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
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*
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* @author David Sehnal <david.sehnal@gmail.com>
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*/
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.grid3dTemplate_frag = void 0;
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exports.grid3dTemplate_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform vec2 uQuadShift;\nuniform vec3 uDimensions;\nuniform vec3 uMin;\nuniform vec3 uDelta;\nuniform bool uLittleEndian;\nuniform float uWidth;\n\n#ifdef CUMULATIVE\n uniform sampler2D tCumulativeSum;\n#endif\n\n{UNIFORMS}\n\n{UTILS}\n\n#include float_to_rgba\n#ifdef CUMULATIVE\n #include rgba_to_float\n#endif\n\nfloat intDiv(float a, float b) { return float(int(a) / int(b)); }\nfloat intMod(float a, float b) { return a - b * float(int(a) / int(b)); }\n\nvoid main(void) {\n float offset = floor(gl_FragCoord.x) + floor(gl_FragCoord.y) * uWidth;\n\n // axis order fast to slow Z, Y, X\n // TODO: support arbitrary axis orders?\n float k = intMod(offset, uDimensions.z), kk = intDiv(offset, uDimensions.z);\n float j = intMod(kk, uDimensions.y);\n float i = intDiv(kk, uDimensions.y);\n\n vec3 xyz = uMin + uDelta * vec3(i, j, k);\n\n {MAIN}\n\n #ifdef CUMULATIVE\n float current = rgbaToFloat(texture2D(tCumulativeSum, gl_FragCoord.xy / vec2(uWidth, uWidth)), uLittleEndian);\n #endif\n gl_FragColor = floatToRgba({RETURN}, uLittleEndian);\n}\n";
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//# sourceMappingURL=grid3d-template.frag.js.map
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/**
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* Copyright (c) 2018-2021 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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*/
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import { ValueCell } from '../mol-util';
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import { WebGLExtensions } from './webgl/extensions';
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import { GLRenderingContext } from './webgl/compat';
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export declare type DefineKind = 'boolean' | 'string' | 'number';
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export declare type DefineType = boolean | string;
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export declare type DefineValues = {
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[k: string]: ValueCell<DefineType>;
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};
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declare type ShaderExtensionsValue = 'required' | 'optional';
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export interface ShaderExtensions {
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readonly fragDepth?: ShaderExtensionsValue;
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readonly drawBuffers?: ShaderExtensionsValue;
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readonly shaderTextureLod?: ShaderExtensionsValue;
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}
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declare type FragOutTypes = {
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};
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declare type IgnoreDefine = (name: string, variant: string, defines: ShaderDefines) => boolean;
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export interface ShaderCode {
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readonly id: number;
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readonly name: string;
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readonly vert: string;
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readonly frag: string;
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readonly extensions: ShaderExtensions;
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/** Fragment shader output type only applicable for webgl2 */
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readonly outTypes: FragOutTypes;
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readonly ignoreDefine?: IgnoreDefine;
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}
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export declare function ShaderCode(name: string, vert: string, frag: string, extensions?: ShaderExtensions, outTypes?: FragOutTypes, ignoreDefine?: IgnoreDefine): ShaderCode;
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export declare const PointsShaderCode: ShaderCode;
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export declare const SpheresShaderCode: ShaderCode;
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export declare const CylindersShaderCode: ShaderCode;
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export declare const TextShaderCode: ShaderCode;
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export declare const LinesShaderCode: ShaderCode;
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export declare const MeshShaderCode: ShaderCode;
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export declare const DirectVolumeShaderCode: ShaderCode;
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export declare const ImageShaderCode: ShaderCode;
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export declare type ShaderDefines = {
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[k: string]: ValueCell<DefineType>;
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};
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export declare function addShaderDefines(gl: GLRenderingContext, extensions: WebGLExtensions, defines: ShaderDefines, shaders: ShaderCode): ShaderCode;
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export {};
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