molstar 3.0.2 → 3.3.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (2351) hide show
  1. package/build/viewer/molstar.css +1 -1
  2. package/build/viewer/molstar.js +1 -1
  3. package/lib/apps/docking-viewer/index.js +0 -1
  4. package/lib/apps/docking-viewer/viewport.d.ts +2 -0
  5. package/lib/apps/docking-viewer/viewport.js +5 -5
  6. package/lib/apps/viewer/app.d.ts +1 -0
  7. package/lib/apps/viewer/app.js +0 -1
  8. package/lib/apps/viewer/index.js +0 -1
  9. package/lib/cli/chem-comp-dict/create-ions.js +0 -1
  10. package/lib/cli/chem-comp-dict/create-table.js +0 -1
  11. package/lib/cli/chem-comp-dict/util.js +0 -1
  12. package/lib/cli/cif2bcif/converter.js +0 -1
  13. package/lib/cli/cif2bcif/index.js +0 -1
  14. package/lib/cli/cifschema/index.js +0 -1
  15. package/lib/cli/cifschema/util/cif-dic.js +0 -1
  16. package/lib/cli/cifschema/util/generate.js +0 -1
  17. package/lib/cli/cifschema/util/helper.js +0 -1
  18. package/lib/cli/cifschema/util/schema.js +0 -1
  19. package/lib/cli/lipid-params/index.js +0 -1
  20. package/lib/cli/state-docs/index.js +0 -1
  21. package/lib/cli/state-docs/pd-to-md.js +0 -1
  22. package/lib/cli/structure-info/helpers.js +0 -1
  23. package/lib/cli/structure-info/model.js +0 -1
  24. package/lib/cli/structure-info/volume.js +0 -1
  25. package/lib/commonjs/apps/docking-viewer/index.js +0 -1
  26. package/lib/commonjs/apps/docking-viewer/viewport.d.ts +2 -0
  27. package/lib/commonjs/apps/docking-viewer/viewport.js +5 -5
  28. package/lib/commonjs/apps/viewer/app.d.ts +1 -0
  29. package/lib/commonjs/apps/viewer/app.js +0 -1
  30. package/lib/commonjs/apps/viewer/index.js +0 -1
  31. package/lib/commonjs/cli/chem-comp-dict/create-ions.js +0 -1
  32. package/lib/commonjs/cli/chem-comp-dict/create-table.js +0 -1
  33. package/lib/commonjs/cli/chem-comp-dict/util.js +0 -1
  34. package/lib/commonjs/cli/cif2bcif/converter.js +0 -1
  35. package/lib/commonjs/cli/cif2bcif/index.js +0 -1
  36. package/lib/commonjs/cli/cifschema/index.js +0 -1
  37. package/lib/commonjs/cli/cifschema/util/cif-dic.js +0 -1
  38. package/lib/commonjs/cli/cifschema/util/generate.js +0 -1
  39. package/lib/commonjs/cli/cifschema/util/helper.js +0 -1
  40. package/lib/commonjs/cli/cifschema/util/schema.js +0 -1
  41. package/lib/commonjs/cli/lipid-params/index.js +0 -1
  42. package/lib/commonjs/cli/state-docs/index.js +0 -1
  43. package/lib/commonjs/cli/state-docs/pd-to-md.js +0 -1
  44. package/lib/commonjs/cli/structure-info/helpers.js +0 -1
  45. package/lib/commonjs/cli/structure-info/model.js +0 -1
  46. package/lib/commonjs/cli/structure-info/volume.js +0 -1
  47. package/lib/commonjs/examples/alpha-orbitals/controls.js +0 -1
  48. package/lib/commonjs/examples/alpha-orbitals/example-data.js +0 -1
  49. package/lib/commonjs/examples/alpha-orbitals/index.js +0 -1
  50. package/lib/commonjs/examples/basic-wrapper/coloring.js +0 -1
  51. package/lib/commonjs/examples/basic-wrapper/controls.js +0 -1
  52. package/lib/commonjs/examples/basic-wrapper/custom-theme.js +0 -1
  53. package/lib/commonjs/examples/basic-wrapper/index.js +0 -1
  54. package/lib/commonjs/examples/basic-wrapper/superposition.js +0 -1
  55. package/lib/commonjs/examples/domain-annotation-server/mapping.js +0 -1
  56. package/lib/commonjs/examples/domain-annotation-server/schemas.js +0 -1
  57. package/lib/commonjs/examples/domain-annotation-server/server.js +0 -1
  58. package/lib/commonjs/examples/domain-annotation-server/test.js +0 -1
  59. package/lib/commonjs/examples/lighting/index.js +2 -3
  60. package/lib/commonjs/examples/proteopedia-wrapper/annotation.js +0 -1
  61. package/lib/commonjs/examples/proteopedia-wrapper/coloring.js +0 -1
  62. package/lib/commonjs/examples/proteopedia-wrapper/helpers.js +0 -1
  63. package/lib/commonjs/examples/proteopedia-wrapper/index.js +0 -1
  64. package/lib/commonjs/examples/proteopedia-wrapper/ui/controls.js +0 -1
  65. package/lib/commonjs/examples/task.js +0 -1
  66. package/lib/commonjs/extensions/alpha-orbitals/collocation.js +0 -1
  67. package/lib/commonjs/extensions/alpha-orbitals/data-model.js +0 -1
  68. package/lib/commonjs/extensions/alpha-orbitals/density.js +0 -1
  69. package/lib/commonjs/extensions/alpha-orbitals/gpu/compute.js +0 -1
  70. package/lib/commonjs/extensions/alpha-orbitals/gpu/shader.frag.js +0 -1
  71. package/lib/commonjs/extensions/alpha-orbitals/orbitals.js +0 -1
  72. package/lib/commonjs/extensions/alpha-orbitals/spherical-functions.js +0 -1
  73. package/lib/commonjs/extensions/alpha-orbitals/transforms.js +0 -1
  74. package/lib/commonjs/extensions/anvil/algorithm.js +0 -1
  75. package/lib/commonjs/extensions/anvil/behavior.d.ts +1 -0
  76. package/lib/commonjs/extensions/anvil/behavior.js +0 -1
  77. package/lib/commonjs/extensions/anvil/prop.js +0 -1
  78. package/lib/commonjs/extensions/anvil/representation.js +0 -1
  79. package/lib/commonjs/extensions/cellpack/color/generate.js +0 -1
  80. package/lib/commonjs/extensions/cellpack/color/provided.js +0 -1
  81. package/lib/commonjs/extensions/cellpack/curve.js +0 -1
  82. package/lib/commonjs/extensions/cellpack/data.js +0 -1
  83. package/lib/commonjs/extensions/cellpack/index.js +0 -1
  84. package/lib/commonjs/extensions/cellpack/model.js +0 -1
  85. package/lib/commonjs/extensions/cellpack/preset.js +0 -1
  86. package/lib/commonjs/extensions/cellpack/property.js +0 -1
  87. package/lib/commonjs/extensions/cellpack/representation.js +0 -1
  88. package/lib/commonjs/extensions/cellpack/state.js +0 -1
  89. package/lib/commonjs/extensions/cellpack/util.js +0 -1
  90. package/lib/commonjs/extensions/dnatco/confal-pyramids/behavior.d.ts +1 -0
  91. package/lib/commonjs/extensions/dnatco/confal-pyramids/behavior.js +0 -1
  92. package/lib/commonjs/extensions/dnatco/confal-pyramids/color.js +0 -1
  93. package/lib/commonjs/extensions/dnatco/confal-pyramids/property.js +0 -1
  94. package/lib/commonjs/extensions/dnatco/confal-pyramids/representation.js +0 -1
  95. package/lib/commonjs/extensions/dnatco/confal-pyramids/types.js +0 -1
  96. package/lib/commonjs/extensions/dnatco/confal-pyramids/util.js +0 -1
  97. package/lib/commonjs/extensions/dnatco/index.js +0 -1
  98. package/lib/commonjs/extensions/g3d/data.js +0 -1
  99. package/lib/commonjs/extensions/g3d/format.js +0 -1
  100. package/lib/commonjs/extensions/g3d/model.js +0 -1
  101. package/lib/commonjs/extensions/geo-export/controls.js +0 -1
  102. package/lib/commonjs/extensions/geo-export/glb-exporter.js +0 -1
  103. package/lib/commonjs/extensions/geo-export/index.js +0 -1
  104. package/lib/commonjs/extensions/geo-export/mesh-exporter.js +0 -1
  105. package/lib/commonjs/extensions/geo-export/obj-exporter.js +0 -1
  106. package/lib/commonjs/extensions/geo-export/render-object-exporter.js +0 -1
  107. package/lib/commonjs/extensions/geo-export/stl-exporter.js +0 -1
  108. package/lib/commonjs/extensions/geo-export/ui.js +0 -1
  109. package/lib/commonjs/extensions/geo-export/usdz-exporter.js +0 -1
  110. package/lib/commonjs/extensions/model-archive/quality-assessment/behavior.d.ts +2 -0
  111. package/lib/commonjs/extensions/model-archive/quality-assessment/behavior.js +0 -1
  112. package/lib/commonjs/extensions/model-archive/quality-assessment/color/plddt.js +0 -1
  113. package/lib/commonjs/extensions/model-archive/quality-assessment/color/qmean.js +0 -1
  114. package/lib/commonjs/extensions/model-archive/quality-assessment/prop.js +0 -1
  115. package/lib/commonjs/extensions/model-export/export.js +0 -1
  116. package/lib/commonjs/extensions/model-export/index.js +0 -1
  117. package/lib/commonjs/extensions/model-export/ui.js +0 -1
  118. package/lib/commonjs/extensions/mp4-export/controls.js +0 -1
  119. package/lib/commonjs/extensions/mp4-export/encoder.js +0 -1
  120. package/lib/commonjs/extensions/mp4-export/index.js +0 -1
  121. package/lib/commonjs/extensions/mp4-export/ui.js +0 -1
  122. package/lib/commonjs/extensions/pdbe/index.js +0 -1
  123. package/lib/commonjs/extensions/pdbe/preferred-assembly.js +0 -1
  124. package/lib/commonjs/extensions/pdbe/struct-ref-domain.js +0 -1
  125. package/lib/commonjs/extensions/pdbe/structure-quality-report/behavior.js +0 -1
  126. package/lib/commonjs/extensions/pdbe/structure-quality-report/color.js +0 -1
  127. package/lib/commonjs/extensions/pdbe/structure-quality-report/prop.js +0 -1
  128. package/lib/commonjs/extensions/rcsb/assembly-symmetry/behavior.d.ts +2 -0
  129. package/lib/commonjs/extensions/rcsb/assembly-symmetry/behavior.js +0 -1
  130. package/lib/commonjs/extensions/rcsb/assembly-symmetry/color.js +0 -1
  131. package/lib/commonjs/extensions/rcsb/assembly-symmetry/prop.js +0 -1
  132. package/lib/commonjs/extensions/rcsb/assembly-symmetry/representation.js +0 -1
  133. package/lib/commonjs/extensions/rcsb/assembly-symmetry/ui.js +0 -1
  134. package/lib/commonjs/extensions/rcsb/graphql/symmetry.gql.js +0 -1
  135. package/lib/commonjs/extensions/rcsb/graphql/types.d.ts +169 -12
  136. package/lib/commonjs/extensions/rcsb/graphql/types.js +0 -1
  137. package/lib/commonjs/extensions/rcsb/index.js +0 -1
  138. package/lib/commonjs/extensions/rcsb/validation-report/behavior.d.ts +3 -0
  139. package/lib/commonjs/extensions/rcsb/validation-report/behavior.js +0 -1
  140. package/lib/commonjs/extensions/rcsb/validation-report/color/density-fit.js +0 -1
  141. package/lib/commonjs/extensions/rcsb/validation-report/color/geometry-quality.js +0 -1
  142. package/lib/commonjs/extensions/rcsb/validation-report/color/random-coil-index.js +0 -1
  143. package/lib/commonjs/extensions/rcsb/validation-report/prop.js +0 -1
  144. package/lib/commonjs/extensions/rcsb/validation-report/representation.js +0 -1
  145. package/lib/commonjs/mol-canvas3d/camera/stereo.js +0 -1
  146. package/lib/commonjs/mol-canvas3d/camera/transition.js +0 -1
  147. package/lib/commonjs/mol-canvas3d/camera/util.js +0 -1
  148. package/lib/commonjs/mol-canvas3d/camera.js +0 -1
  149. package/lib/commonjs/mol-canvas3d/canvas3d.d.ts +3 -1
  150. package/lib/commonjs/mol-canvas3d/canvas3d.js +32 -25
  151. package/lib/commonjs/mol-canvas3d/controls/object.js +0 -1
  152. package/lib/commonjs/mol-canvas3d/controls/trackball.js +0 -1
  153. package/lib/commonjs/mol-canvas3d/helper/bounding-sphere-helper.js +0 -1
  154. package/lib/commonjs/mol-canvas3d/helper/camera-helper.js +0 -1
  155. package/lib/commonjs/mol-canvas3d/helper/handle-helper.js +0 -1
  156. package/lib/commonjs/mol-canvas3d/helper/helper.js +0 -1
  157. package/lib/commonjs/mol-canvas3d/helper/interaction-events.js +0 -1
  158. package/lib/commonjs/mol-canvas3d/passes/draw.js +12 -10
  159. package/lib/commonjs/mol-canvas3d/passes/fxaa.js +0 -1
  160. package/lib/commonjs/mol-canvas3d/passes/image.d.ts +1 -0
  161. package/lib/commonjs/mol-canvas3d/passes/image.js +0 -1
  162. package/lib/commonjs/mol-canvas3d/passes/marking.js +0 -1
  163. package/lib/commonjs/mol-canvas3d/passes/multi-sample.d.ts +1 -1
  164. package/lib/commonjs/mol-canvas3d/passes/multi-sample.js +20 -7
  165. package/lib/commonjs/mol-canvas3d/passes/passes.js +0 -1
  166. package/lib/commonjs/mol-canvas3d/passes/pick.js +0 -1
  167. package/lib/commonjs/mol-canvas3d/passes/postprocessing.d.ts +8 -1
  168. package/lib/commonjs/mol-canvas3d/passes/postprocessing.js +50 -21
  169. package/lib/commonjs/mol-canvas3d/passes/smaa.js +0 -1
  170. package/lib/commonjs/mol-canvas3d/passes/wboit.js +0 -1
  171. package/lib/commonjs/mol-canvas3d/util.js +0 -1
  172. package/lib/commonjs/mol-data/db/column-helpers.js +0 -1
  173. package/lib/commonjs/mol-data/db/column.js +0 -1
  174. package/lib/commonjs/mol-data/db/database.js +0 -1
  175. package/lib/commonjs/mol-data/db/table.js +0 -1
  176. package/lib/commonjs/mol-data/db.js +0 -1
  177. package/lib/commonjs/mol-data/generic/hash-set.js +0 -1
  178. package/lib/commonjs/mol-data/generic/linked-list.js +0 -1
  179. package/lib/commonjs/mol-data/generic/unique-array.js +0 -1
  180. package/lib/commonjs/mol-data/generic.js +0 -1
  181. package/lib/commonjs/mol-data/index.js +0 -1
  182. package/lib/commonjs/mol-data/int/impl/interval.js +0 -1
  183. package/lib/commonjs/mol-data/int/impl/ordered-set.js +0 -1
  184. package/lib/commonjs/mol-data/int/impl/segmentation.js +0 -1
  185. package/lib/commonjs/mol-data/int/impl/sorted-array.js +0 -1
  186. package/lib/commonjs/mol-data/int/interval.js +0 -1
  187. package/lib/commonjs/mol-data/int/linked-index.js +0 -1
  188. package/lib/commonjs/mol-data/int/map.js +0 -1
  189. package/lib/commonjs/mol-data/int/ordered-set.js +0 -1
  190. package/lib/commonjs/mol-data/int/segmentation.js +0 -1
  191. package/lib/commonjs/mol-data/int/sorted-array.js +0 -1
  192. package/lib/commonjs/mol-data/int/sorted-ranges.js +0 -1
  193. package/lib/commonjs/mol-data/int/tuple.js +0 -1
  194. package/lib/commonjs/mol-data/int.js +0 -1
  195. package/lib/commonjs/mol-data/iterator.js +0 -1
  196. package/lib/commonjs/mol-data/util/array.js +0 -1
  197. package/lib/commonjs/mol-data/util/buckets.js +0 -1
  198. package/lib/commonjs/mol-data/util/chunked-array.js +0 -1
  199. package/lib/commonjs/mol-data/util/combination.js +0 -1
  200. package/lib/commonjs/mol-data/util/equivalence-classes.js +0 -1
  201. package/lib/commonjs/mol-data/util/grouping.js +0 -1
  202. package/lib/commonjs/mol-data/util/hash-functions.js +0 -1
  203. package/lib/commonjs/mol-data/util/interval-iterator.js +0 -1
  204. package/lib/commonjs/mol-data/util/sort.js +0 -1
  205. package/lib/commonjs/mol-data/util.js +0 -1
  206. package/lib/commonjs/mol-geo/geometry/base.js +0 -1
  207. package/lib/commonjs/mol-geo/geometry/clipping-data.js +0 -1
  208. package/lib/commonjs/mol-geo/geometry/color-data.js +0 -1
  209. package/lib/commonjs/mol-geo/geometry/cylinders/cylinders-builder.js +0 -1
  210. package/lib/commonjs/mol-geo/geometry/cylinders/cylinders.js +0 -1
  211. package/lib/commonjs/mol-geo/geometry/direct-volume/direct-volume.js +0 -1
  212. package/lib/commonjs/mol-geo/geometry/direct-volume/transfer-function.js +0 -1
  213. package/lib/commonjs/mol-geo/geometry/geometry.js +0 -1
  214. package/lib/commonjs/mol-geo/geometry/image/image.js +0 -1
  215. package/lib/commonjs/mol-geo/geometry/lines/lines-builder.js +0 -1
  216. package/lib/commonjs/mol-geo/geometry/lines/lines.d.ts +1 -1
  217. package/lib/commonjs/mol-geo/geometry/lines/lines.js +2 -3
  218. package/lib/commonjs/mol-geo/geometry/marker-data.js +0 -1
  219. package/lib/commonjs/mol-geo/geometry/mesh/builder/axes.js +0 -1
  220. package/lib/commonjs/mol-geo/geometry/mesh/builder/box.js +0 -1
  221. package/lib/commonjs/mol-geo/geometry/mesh/builder/cylinder.js +0 -1
  222. package/lib/commonjs/mol-geo/geometry/mesh/builder/ellipsoid.js +0 -1
  223. package/lib/commonjs/mol-geo/geometry/mesh/builder/ribbon.js +0 -1
  224. package/lib/commonjs/mol-geo/geometry/mesh/builder/sheet.js +0 -1
  225. package/lib/commonjs/mol-geo/geometry/mesh/builder/sphere.js +0 -1
  226. package/lib/commonjs/mol-geo/geometry/mesh/builder/tube.js +0 -1
  227. package/lib/commonjs/mol-geo/geometry/mesh/color-smoothing.js +0 -1
  228. package/lib/commonjs/mol-geo/geometry/mesh/laplacian-smoothing.js +0 -1
  229. package/lib/commonjs/mol-geo/geometry/mesh/mesh-builder.js +0 -1
  230. package/lib/commonjs/mol-geo/geometry/mesh/mesh.js +0 -1
  231. package/lib/commonjs/mol-geo/geometry/overpaint-data.js +0 -1
  232. package/lib/commonjs/mol-geo/geometry/picking.js +0 -1
  233. package/lib/commonjs/mol-geo/geometry/points/points-builder.js +0 -1
  234. package/lib/commonjs/mol-geo/geometry/points/points.js +0 -1
  235. package/lib/commonjs/mol-geo/geometry/size-data.js +0 -1
  236. package/lib/commonjs/mol-geo/geometry/spheres/spheres-builder.js +0 -1
  237. package/lib/commonjs/mol-geo/geometry/spheres/spheres.js +0 -1
  238. package/lib/commonjs/mol-geo/geometry/substance-data.js +0 -1
  239. package/lib/commonjs/mol-geo/geometry/text/font-atlas.js +0 -1
  240. package/lib/commonjs/mol-geo/geometry/text/text-builder.js +0 -1
  241. package/lib/commonjs/mol-geo/geometry/text/text.js +0 -1
  242. package/lib/commonjs/mol-geo/geometry/texture-mesh/color-smoothing.js +0 -1
  243. package/lib/commonjs/mol-geo/geometry/texture-mesh/texture-mesh.js +0 -1
  244. package/lib/commonjs/mol-geo/geometry/transform-data.js +0 -1
  245. package/lib/commonjs/mol-geo/geometry/transparency-data.js +0 -1
  246. package/lib/commonjs/mol-geo/primitive/box.js +0 -1
  247. package/lib/commonjs/mol-geo/primitive/cage.js +0 -1
  248. package/lib/commonjs/mol-geo/primitive/circle.js +0 -1
  249. package/lib/commonjs/mol-geo/primitive/cylinder.js +0 -1
  250. package/lib/commonjs/mol-geo/primitive/dodecahedron.js +0 -1
  251. package/lib/commonjs/mol-geo/primitive/icosahedron.js +0 -1
  252. package/lib/commonjs/mol-geo/primitive/octahedron.js +0 -1
  253. package/lib/commonjs/mol-geo/primitive/plane.js +0 -1
  254. package/lib/commonjs/mol-geo/primitive/polygon.js +0 -1
  255. package/lib/commonjs/mol-geo/primitive/polyhedron.js +0 -1
  256. package/lib/commonjs/mol-geo/primitive/primitive.js +0 -1
  257. package/lib/commonjs/mol-geo/primitive/prism.js +0 -1
  258. package/lib/commonjs/mol-geo/primitive/pyramid.js +0 -1
  259. package/lib/commonjs/mol-geo/primitive/sphere.js +0 -1
  260. package/lib/commonjs/mol-geo/primitive/spiked-ball.js +0 -1
  261. package/lib/commonjs/mol-geo/primitive/star.js +0 -1
  262. package/lib/commonjs/mol-geo/primitive/tetrahedron.js +0 -1
  263. package/lib/commonjs/mol-geo/primitive/torus.js +0 -1
  264. package/lib/commonjs/mol-geo/primitive/wedge.js +0 -1
  265. package/lib/commonjs/mol-geo/util/location-iterator.js +0 -1
  266. package/lib/commonjs/mol-geo/util/marching-cubes/algorithm.js +0 -1
  267. package/lib/commonjs/mol-geo/util/marching-cubes/builder.js +0 -1
  268. package/lib/commonjs/mol-geo/util/marching-cubes/tables.js +0 -1
  269. package/lib/commonjs/mol-geo/util.js +0 -1
  270. package/lib/commonjs/mol-gl/commit-queue.js +0 -1
  271. package/lib/commonjs/mol-gl/compute/grid3d.js +0 -1
  272. package/lib/commonjs/mol-gl/compute/histogram-pyramid/reduction.js +0 -1
  273. package/lib/commonjs/mol-gl/compute/histogram-pyramid/sum.js +0 -1
  274. package/lib/commonjs/mol-gl/compute/marching-cubes/active-voxels.js +0 -1
  275. package/lib/commonjs/mol-gl/compute/marching-cubes/isosurface.js +0 -1
  276. package/lib/commonjs/mol-gl/compute/marching-cubes/tables.js +0 -1
  277. package/lib/commonjs/mol-gl/compute/util.js +0 -1
  278. package/lib/commonjs/mol-gl/object3d.js +0 -1
  279. package/lib/commonjs/mol-gl/render-object.js +0 -1
  280. package/lib/commonjs/mol-gl/renderable/cylinders.js +0 -1
  281. package/lib/commonjs/mol-gl/renderable/direct-volume.js +0 -1
  282. package/lib/commonjs/mol-gl/renderable/image.js +0 -1
  283. package/lib/commonjs/mol-gl/renderable/lines.js +0 -1
  284. package/lib/commonjs/mol-gl/renderable/mesh.js +0 -1
  285. package/lib/commonjs/mol-gl/renderable/points.js +0 -1
  286. package/lib/commonjs/mol-gl/renderable/schema.js +0 -1
  287. package/lib/commonjs/mol-gl/renderable/spheres.js +0 -1
  288. package/lib/commonjs/mol-gl/renderable/text.js +0 -1
  289. package/lib/commonjs/mol-gl/renderable/texture-mesh.js +0 -1
  290. package/lib/commonjs/mol-gl/renderable/util.js +0 -1
  291. package/lib/commonjs/mol-gl/renderable.js +0 -1
  292. package/lib/commonjs/mol-gl/renderer.js +3 -5
  293. package/lib/commonjs/mol-gl/scene.d.ts +2 -1
  294. package/lib/commonjs/mol-gl/scene.js +14 -3
  295. package/lib/commonjs/mol-gl/shader/chunks/apply-fog.glsl.js +0 -1
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  2330. package/lib/servers/volume/pack/sampling.js +0 -1
  2331. package/lib/servers/volume/pack/version.js +0 -1
  2332. package/lib/servers/volume/pack/writer.js +0 -1
  2333. package/lib/servers/volume/pack.js +0 -1
  2334. package/lib/servers/volume/query.js +0 -1
  2335. package/lib/servers/volume/server/algebra/box.js +0 -1
  2336. package/lib/servers/volume/server/algebra/coordinate.js +0 -1
  2337. package/lib/servers/volume/server/api.js +0 -1
  2338. package/lib/servers/volume/server/local-api.js +0 -1
  2339. package/lib/servers/volume/server/query/compose.js +0 -1
  2340. package/lib/servers/volume/server/query/data-model.js +0 -1
  2341. package/lib/servers/volume/server/query/encode.js +0 -1
  2342. package/lib/servers/volume/server/query/execute.js +0 -1
  2343. package/lib/servers/volume/server/query/identify.js +0 -1
  2344. package/lib/servers/volume/server/state.js +0 -1
  2345. package/lib/servers/volume/server/version.js +0 -1
  2346. package/lib/servers/volume/server/web-api.js +0 -1
  2347. package/lib/servers/volume/server/web-schema.js +0 -1
  2348. package/lib/servers/volume/server.js +0 -1
  2349. package/package.json +29 -29
  2350. package/lib/commonjs/mol-model/structure/structure/util/superposition-db-mapping.d.ts +0 -13
  2351. package/lib/mol-model/structure/structure/util/superposition-db-mapping.d.ts +0 -13
@@ -22,4 +22,3 @@ export var Object3D;
22
22
  }
23
23
  Object3D.update = update;
24
24
  })(Object3D || (Object3D = {}));
25
- //# sourceMappingURL=object3d.js.map
@@ -33,4 +33,3 @@ export function createRenderable(ctx, o, variants) {
33
33
  }
34
34
  throw new Error('unsupported type');
35
35
  }
36
- //# sourceMappingURL=render-object.js.map
@@ -19,4 +19,3 @@ export function CylindersRenderable(ctx, id, values, state, materialId, variants
19
19
  var renderItem = createGraphicsRenderItem(ctx, 'triangles', shaderCode, schema, __assign(__assign({}, values), internalValues), materialId, variants);
20
20
  return createRenderable(renderItem, values, state);
21
21
  }
22
- //# sourceMappingURL=cylinders.js.map
@@ -23,4 +23,3 @@ export function DirectVolumeRenderable(ctx, id, values, state, materialId, varia
23
23
  var renderItem = createGraphicsRenderItem(ctx, 'triangles', shaderCode, schema, __assign(__assign({}, values), internalValues), materialId, variants);
24
24
  return createRenderable(renderItem, values, state);
25
25
  }
26
- //# sourceMappingURL=direct-volume.js.map
@@ -20,4 +20,3 @@ export function ImageRenderable(ctx, id, values, state, materialId, variants) {
20
20
  var renderItem = createGraphicsRenderItem(ctx, 'triangles', shaderCode, schema, __assign(__assign({}, values), internalValues), materialId, variants);
21
21
  return createRenderable(renderItem, values, state);
22
22
  }
23
- //# sourceMappingURL=image.js.map
@@ -19,4 +19,3 @@ export function LinesRenderable(ctx, id, values, state, materialId, variants) {
19
19
  var renderItem = createGraphicsRenderItem(ctx, 'triangles', shaderCode, schema, __assign(__assign({}, values), internalValues), materialId, variants);
20
20
  return createRenderable(renderItem, values, state);
21
21
  }
22
- //# sourceMappingURL=lines.js.map
@@ -19,4 +19,3 @@ export function MeshRenderable(ctx, id, values, state, materialId, variants) {
19
19
  var renderItem = createGraphicsRenderItem(ctx, 'triangles', shaderCode, schema, __assign(__assign({}, values), internalValues), materialId, variants);
20
20
  return createRenderable(renderItem, values, state);
21
21
  }
22
- //# sourceMappingURL=mesh.js.map
@@ -19,4 +19,3 @@ export function PointsRenderable(ctx, id, values, state, materialId, variants) {
19
19
  var renderItem = createGraphicsRenderItem(ctx, 'points', shaderCode, schema, __assign(__assign({}, values), internalValues), materialId, variants);
20
20
  return createRenderable(renderItem, values, state);
21
21
  }
22
- //# sourceMappingURL=points.js.map
@@ -189,4 +189,3 @@ export var BaseSchema = __assign(__assign(__assign(__assign(__assign(__assign(__
189
189
  boundingSphere: ValueSpec('sphere'),
190
190
  /** bounding sphere NOT taking aTransform into account */
191
191
  invariantBoundingSphere: ValueSpec('sphere') });
192
- //# sourceMappingURL=schema.js.map
@@ -19,4 +19,3 @@ export function SpheresRenderable(ctx, id, values, state, materialId, variants)
19
19
  var renderItem = createGraphicsRenderItem(ctx, 'triangles', shaderCode, schema, __assign(__assign({}, values), internalValues), materialId, variants);
20
20
  return createRenderable(renderItem, values, state);
21
21
  }
22
- //# sourceMappingURL=spheres.js.map
@@ -19,4 +19,3 @@ export function TextRenderable(ctx, id, values, state, materialId, variants) {
19
19
  var renderItem = createGraphicsRenderItem(ctx, 'triangles', shaderCode, schema, __assign(__assign({}, values), internalValues), materialId, variants);
20
20
  return createRenderable(renderItem, values, state);
21
21
  }
22
- //# sourceMappingURL=text.js.map
@@ -19,4 +19,3 @@ export function TextureMeshRenderable(ctx, id, values, state, materialId, varian
19
19
  var renderItem = createGraphicsRenderItem(ctx, 'triangles', shaderCode, schema, __assign(__assign({}, values), internalValues), materialId, variants);
20
20
  return createRenderable(renderItem, values, state);
21
21
  }
22
- //# sourceMappingURL=texture-mesh.js.map
@@ -168,4 +168,3 @@ export function calculateBoundingSphere(position, positionCount, transform, tran
168
168
  Sphere3D.expand(invariantBoundingSphere, invariantBoundingSphere, padding);
169
169
  return { boundingSphere: boundingSphere, invariantBoundingSphere: invariantBoundingSphere };
170
170
  }
171
- //# sourceMappingURL=util.js.map
@@ -33,4 +33,3 @@ export function createComputeRenderable(renderItem, values) {
33
33
  dispose: function () { return renderItem.destroy(); }
34
34
  };
35
35
  }
36
- //# sourceMappingURL=renderable.js.map
@@ -9,7 +9,6 @@ import { Color } from '../mol-util/color';
9
9
  import { ValueCell, deepEqual } from '../mol-util';
10
10
  import { ParamDefinition as PD } from '../mol-util/param-definition';
11
11
  import { degToRad } from '../mol-math/misc';
12
- import { createNullTexture } from './webgl/texture';
13
12
  import { arrayMapUpsert } from '../mol-util/array';
14
13
  import { clamp } from '../mol-math/interpolate';
15
14
  export var RendererParams = {
@@ -65,9 +64,9 @@ var Renderer;
65
64
  var drawingBufferSize = Vec2.create(gl.drawingBufferWidth, gl.drawingBufferHeight);
66
65
  var bgColor = Color.toVec3Normalized(Vec3(), p.backgroundColor);
67
66
  var transparentBackground = false;
68
- var nullDepthTexture = createNullTexture(gl);
67
+ var emptyDepthTexture = ctx.resources.texture('image-depth', 'depth', 'ushort', 'nearest');
69
68
  var sharedTexturesList = [
70
- ['tDepth', nullDepthTexture]
69
+ ['tDepth', emptyDepthTexture]
71
70
  ];
72
71
  var view = Mat4();
73
72
  var invView = Mat4();
@@ -205,7 +204,7 @@ var Renderer;
205
204
  ValueCell.updateIfChanged(globalUniforms.uTransparentBackground, transparentBackground);
206
205
  };
207
206
  var updateInternal = function (group, camera, depthTexture, renderWboit, markingDepthTest) {
208
- arrayMapUpsert(sharedTexturesList, 'tDepth', depthTexture || nullDepthTexture);
207
+ arrayMapUpsert(sharedTexturesList, 'tDepth', depthTexture || emptyDepthTexture);
209
208
  ValueCell.update(globalUniforms.uModel, group.view);
210
209
  ValueCell.update(globalUniforms.uModelView, Mat4.mul(modelView, group.view, camera.view));
211
210
  ValueCell.update(globalUniforms.uInvModelView, Mat4.invert(invModelView, modelView));
@@ -519,4 +518,3 @@ var Renderer;
519
518
  Renderer.create = create;
520
519
  })(Renderer || (Renderer = {}));
521
520
  export { Renderer };
522
- //# sourceMappingURL=renderer.js.map
@@ -1,5 +1,5 @@
1
1
  /**
2
- * Copyright (c) 2018-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2018-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  * @author David Sehnal <david.sehnal@gmail.com>
@@ -26,6 +26,7 @@ interface Scene extends Object3D {
26
26
  has: (o: GraphicsRenderObject) => boolean;
27
27
  clear: () => void;
28
28
  forEach: (callbackFn: (value: GraphicsRenderable, key: GraphicsRenderObject) => void) => void;
29
+ getMarkerAverage: () => number;
29
30
  }
30
31
  declare namespace Scene {
31
32
  interface Group extends Object3D {
@@ -1,5 +1,5 @@
1
1
  /**
2
- * Copyright (c) 2018-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2018-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  * @author David Sehnal <david.sehnal@gmail.com>
@@ -214,10 +214,21 @@ var Scene;
214
214
  visibleHash = computeVisibleHash();
215
215
  }
216
216
  return boundingSphereVisible;
217
- }
217
+ },
218
+ getMarkerAverage: function () {
219
+ if (primitives.length === 0 && volumes.length === 0)
220
+ return 0;
221
+ var markerAverage = 0;
222
+ for (var i = 0, il = primitives.length; i < il; ++i) {
223
+ markerAverage += primitives[i].values.markerAverage.ref.value;
224
+ }
225
+ for (var i = 0, il = volumes.length; i < il; ++i) {
226
+ markerAverage += volumes[i].values.markerAverage.ref.value;
227
+ }
228
+ return markerAverage / (primitives.length + volumes.length);
229
+ },
218
230
  };
219
231
  }
220
232
  Scene.create = create;
221
233
  })(Scene || (Scene = {}));
222
234
  export { Scene };
223
- //# sourceMappingURL=scene.js.map
@@ -1,2 +1 @@
1
1
  export var apply_fog = "\nfloat viewZ = depthToViewZ(uIsOrtho, fragmentDepth, uNear, uFar);\nfloat fogFactor = smoothstep(uFogNear, uFogFar, abs(viewZ));\nfloat fogAlpha = (1.0 - fogFactor) * gl_FragColor.a;\nfloat preFogAlpha = gl_FragColor.a;\nif (!uTransparentBackground) {\n if (gl_FragColor.a < 1.0) {\n // transparent objects are blended with background color\n gl_FragColor.a = fogAlpha;\n } else {\n // mix opaque objects with background color\n gl_FragColor.rgb = mix(gl_FragColor.rgb, uFogColor, fogFactor);\n }\n} else {\n // pre-multiplied alpha expected for transparent background\n gl_FragColor.rgb *= fogAlpha;\n gl_FragColor.a = fogAlpha;\n}\n";
2
- //# sourceMappingURL=apply-fog.glsl.js.map
@@ -1,2 +1 @@
1
1
  export var apply_interior_color = "\nif (interior) {\n if (uInteriorColorFlag) {\n gl_FragColor.rgb = uInteriorColor;\n } else {\n gl_FragColor.rgb *= 1.0 - uInteriorDarkening;\n }\n}\n";
2
- //# sourceMappingURL=apply-interior-color.glsl.js.map
@@ -1,9 +1,9 @@
1
1
  /**
2
- * Copyright (c) 2017-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2017-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  *
6
6
  * adapted from three.js (https://github.com/mrdoob/three.js/)
7
7
  * which under the MIT License, Copyright © 2010-2021 three.js authors
8
8
  */
9
- export declare const apply_light_color = "\n#ifdef bumpEnabled\n if (uBumpFrequency > 0.0 && uBumpAmplitude > 0.0) {\n vec3 bumpNormal = perturbNormal(-vViewPosition, normal, fbm(vModelPosition * uBumpFrequency), (uBumpAmplitude * bumpiness) / uBumpFrequency);\n #ifdef enabledFragDepth\n if (!isNaN(bumpNormal.x) && !isNaN(bumpNormal.y) && !isNaN(bumpNormal.z)) {\n normal = bumpNormal;\n }\n #else\n normal = bumpNormal;\n #endif\n }\n#endif\n\nvec4 color = material;\n\nReflectedLight reflectedLight = ReflectedLight(vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));\n\nPhysicalMaterial physicalMaterial;\nphysicalMaterial.diffuseColor = color.rgb * (1.0 - metalness);\n#ifdef enabledFragDepth\n physicalMaterial.roughness = min(max(roughness, 0.0525), 1.0);\n#else\n vec3 dxy = max(abs(dFdx(normal)), abs(dFdy(normal)));\n float geometryRoughness = max(max(dxy.x, dxy.y), dxy.z);\n physicalMaterial.roughness = min(max(roughness, 0.0525) + geometryRoughness, 1.0);\n#endif\nphysicalMaterial.specularColor = mix(vec3(0.04), color.rgb, metalness);\nphysicalMaterial.specularF90 = 1.0;\n\nGeometricContext geometry;\ngeometry.position = -vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize(vViewPosition);\n\nIncidentLight directLight;\n#pragma unroll_loop_start\nfor (int i = 0; i < dLightCount; ++i) {\n directLight.direction = uLightDirection[i];\n directLight.color = uLightColor[i] * PI; // * PI for punctual light\n RE_Direct_Physical(directLight, geometry, physicalMaterial, reflectedLight);\n}\n#pragma unroll_loop_end\n\nvec3 irradiance = uAmbientColor * PI; // * PI for punctual light\nRE_IndirectDiffuse_Physical(irradiance, geometry, physicalMaterial, reflectedLight);\n\n// indirect specular only metals\nvec3 radiance = uAmbientColor * metalness;\nvec3 iblIrradiance = uAmbientColor * metalness;\nvec3 clearcoatRadiance = vec3(0.0);\nRE_IndirectSpecular_Physical(radiance, iblIrradiance, clearcoatRadiance, geometry, physicalMaterial, reflectedLight);\n\nvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\ngl_FragColor = vec4(outgoingLight, color.a);\n\n#ifdef dXrayShaded\n gl_FragColor.a *= 1.0 - pow(abs(dot(normal, vec3(0.0, 0.0, 1.0))), uXrayEdgeFalloff);\n#endif\n";
9
+ export declare const apply_light_color = "\n#ifdef dIgnoreLight\n gl_FragColor = material;\n#else\n #ifdef bumpEnabled\n if (uBumpFrequency > 0.0 && uBumpAmplitude > 0.0) {\n vec3 bumpNormal = perturbNormal(-vViewPosition, normal, fbm(vModelPosition * uBumpFrequency), (uBumpAmplitude * bumpiness) / uBumpFrequency);\n #ifdef enabledFragDepth\n if (!isNaN(bumpNormal.x) && !isNaN(bumpNormal.y) && !isNaN(bumpNormal.z)) {\n normal = bumpNormal;\n }\n #else\n normal = bumpNormal;\n #endif\n }\n #endif\n\n vec4 color = material;\n\n ReflectedLight reflectedLight = ReflectedLight(vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));\n\n PhysicalMaterial physicalMaterial;\n physicalMaterial.diffuseColor = color.rgb * (1.0 - metalness);\n #ifdef enabledFragDepth\n physicalMaterial.roughness = min(max(roughness, 0.0525), 1.0);\n #else\n vec3 dxy = max(abs(dFdx(normal)), abs(dFdy(normal)));\n float geometryRoughness = max(max(dxy.x, dxy.y), dxy.z);\n physicalMaterial.roughness = min(max(roughness, 0.0525) + geometryRoughness, 1.0);\n #endif\n physicalMaterial.specularColor = mix(vec3(0.04), color.rgb, metalness);\n physicalMaterial.specularF90 = 1.0;\n\n GeometricContext geometry;\n geometry.position = -vViewPosition;\n geometry.normal = normal;\n geometry.viewDir = normalize(vViewPosition);\n\n IncidentLight directLight;\n #pragma unroll_loop_start\n for (int i = 0; i < dLightCount; ++i) {\n directLight.direction = uLightDirection[i];\n directLight.color = uLightColor[i] * PI; // * PI for punctual light\n RE_Direct_Physical(directLight, geometry, physicalMaterial, reflectedLight);\n }\n #pragma unroll_loop_end\n\n vec3 irradiance = uAmbientColor * PI; // * PI for punctual light\n RE_IndirectDiffuse_Physical(irradiance, geometry, physicalMaterial, reflectedLight);\n\n // indirect specular only metals\n vec3 radiance = uAmbientColor * metalness;\n vec3 iblIrradiance = uAmbientColor * metalness;\n vec3 clearcoatRadiance = vec3(0.0);\n RE_IndirectSpecular_Physical(radiance, iblIrradiance, clearcoatRadiance, geometry, physicalMaterial, reflectedLight);\n\n vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\n gl_FragColor = vec4(outgoingLight, color.a);\n#endif\n\n#ifdef dXrayShaded\n gl_FragColor.a *= 1.0 - pow(abs(dot(normal, vec3(0.0, 0.0, 1.0))), uXrayEdgeFalloff);\n#endif\n";
@@ -1,10 +1,9 @@
1
1
  /**
2
- * Copyright (c) 2017-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2017-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  *
6
6
  * adapted from three.js (https://github.com/mrdoob/three.js/)
7
7
  * which under the MIT License, Copyright © 2010-2021 three.js authors
8
8
  */
9
- export var apply_light_color = "\n#ifdef bumpEnabled\n if (uBumpFrequency > 0.0 && uBumpAmplitude > 0.0) {\n vec3 bumpNormal = perturbNormal(-vViewPosition, normal, fbm(vModelPosition * uBumpFrequency), (uBumpAmplitude * bumpiness) / uBumpFrequency);\n #ifdef enabledFragDepth\n if (!isNaN(bumpNormal.x) && !isNaN(bumpNormal.y) && !isNaN(bumpNormal.z)) {\n normal = bumpNormal;\n }\n #else\n normal = bumpNormal;\n #endif\n }\n#endif\n\nvec4 color = material;\n\nReflectedLight reflectedLight = ReflectedLight(vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));\n\nPhysicalMaterial physicalMaterial;\nphysicalMaterial.diffuseColor = color.rgb * (1.0 - metalness);\n#ifdef enabledFragDepth\n physicalMaterial.roughness = min(max(roughness, 0.0525), 1.0);\n#else\n vec3 dxy = max(abs(dFdx(normal)), abs(dFdy(normal)));\n float geometryRoughness = max(max(dxy.x, dxy.y), dxy.z);\n physicalMaterial.roughness = min(max(roughness, 0.0525) + geometryRoughness, 1.0);\n#endif\nphysicalMaterial.specularColor = mix(vec3(0.04), color.rgb, metalness);\nphysicalMaterial.specularF90 = 1.0;\n\nGeometricContext geometry;\ngeometry.position = -vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize(vViewPosition);\n\nIncidentLight directLight;\n#pragma unroll_loop_start\nfor (int i = 0; i < dLightCount; ++i) {\n directLight.direction = uLightDirection[i];\n directLight.color = uLightColor[i] * PI; // * PI for punctual light\n RE_Direct_Physical(directLight, geometry, physicalMaterial, reflectedLight);\n}\n#pragma unroll_loop_end\n\nvec3 irradiance = uAmbientColor * PI; // * PI for punctual light\nRE_IndirectDiffuse_Physical(irradiance, geometry, physicalMaterial, reflectedLight);\n\n// indirect specular only metals\nvec3 radiance = uAmbientColor * metalness;\nvec3 iblIrradiance = uAmbientColor * metalness;\nvec3 clearcoatRadiance = vec3(0.0);\nRE_IndirectSpecular_Physical(radiance, iblIrradiance, clearcoatRadiance, geometry, physicalMaterial, reflectedLight);\n\nvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\ngl_FragColor = vec4(outgoingLight, color.a);\n\n#ifdef dXrayShaded\n gl_FragColor.a *= 1.0 - pow(abs(dot(normal, vec3(0.0, 0.0, 1.0))), uXrayEdgeFalloff);\n#endif\n";
10
- //# sourceMappingURL=apply-light-color.glsl.js.map
9
+ export var apply_light_color = "\n#ifdef dIgnoreLight\n gl_FragColor = material;\n#else\n #ifdef bumpEnabled\n if (uBumpFrequency > 0.0 && uBumpAmplitude > 0.0) {\n vec3 bumpNormal = perturbNormal(-vViewPosition, normal, fbm(vModelPosition * uBumpFrequency), (uBumpAmplitude * bumpiness) / uBumpFrequency);\n #ifdef enabledFragDepth\n if (!isNaN(bumpNormal.x) && !isNaN(bumpNormal.y) && !isNaN(bumpNormal.z)) {\n normal = bumpNormal;\n }\n #else\n normal = bumpNormal;\n #endif\n }\n #endif\n\n vec4 color = material;\n\n ReflectedLight reflectedLight = ReflectedLight(vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));\n\n PhysicalMaterial physicalMaterial;\n physicalMaterial.diffuseColor = color.rgb * (1.0 - metalness);\n #ifdef enabledFragDepth\n physicalMaterial.roughness = min(max(roughness, 0.0525), 1.0);\n #else\n vec3 dxy = max(abs(dFdx(normal)), abs(dFdy(normal)));\n float geometryRoughness = max(max(dxy.x, dxy.y), dxy.z);\n physicalMaterial.roughness = min(max(roughness, 0.0525) + geometryRoughness, 1.0);\n #endif\n physicalMaterial.specularColor = mix(vec3(0.04), color.rgb, metalness);\n physicalMaterial.specularF90 = 1.0;\n\n GeometricContext geometry;\n geometry.position = -vViewPosition;\n geometry.normal = normal;\n geometry.viewDir = normalize(vViewPosition);\n\n IncidentLight directLight;\n #pragma unroll_loop_start\n for (int i = 0; i < dLightCount; ++i) {\n directLight.direction = uLightDirection[i];\n directLight.color = uLightColor[i] * PI; // * PI for punctual light\n RE_Direct_Physical(directLight, geometry, physicalMaterial, reflectedLight);\n }\n #pragma unroll_loop_end\n\n vec3 irradiance = uAmbientColor * PI; // * PI for punctual light\n RE_IndirectDiffuse_Physical(irradiance, geometry, physicalMaterial, reflectedLight);\n\n // indirect specular only metals\n vec3 radiance = uAmbientColor * metalness;\n vec3 iblIrradiance = uAmbientColor * metalness;\n vec3 clearcoatRadiance = vec3(0.0);\n RE_IndirectSpecular_Physical(radiance, iblIrradiance, clearcoatRadiance, geometry, physicalMaterial, reflectedLight);\n\n vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\n gl_FragColor = vec4(outgoingLight, color.a);\n#endif\n\n#ifdef dXrayShaded\n gl_FragColor.a *= 1.0 - pow(abs(dot(normal, vec3(0.0, 0.0, 1.0))), uXrayEdgeFalloff);\n#endif\n";
@@ -1,2 +1 @@
1
1
  export var apply_marker_color = "\nif (marker > 0.0) {\n if ((uMarkerPriority == 1 && marker != 2.0) || (uMarkerPriority != 1 && marker == 1.0)) {\n gl_FragColor.rgb = mix(gl_FragColor.rgb, uHighlightColor, uHighlightStrength);\n gl_FragColor.a = max(gl_FragColor.a, uHighlightStrength * 0.002); // for direct-volume rendering\n } else {\n gl_FragColor.rgb = mix(gl_FragColor.rgb, uSelectColor, uSelectStrength);\n gl_FragColor.a = max(gl_FragColor.a, uSelectStrength * 0.002); // for direct-volume rendering\n }\n}\n";
2
- //# sourceMappingURL=apply-marker-color.glsl.js.map
@@ -1,2 +1 @@
1
1
  export var assign_clipping_varying = "\n#if dClipObjectCount != 0 && defined(dClipping)\n vClipping = readFromTexture(tClipping, aInstance * float(uGroupCount) + group, uClippingTexDim).a;\n#endif\n";
2
- //# sourceMappingURL=assign-clipping-varying.glsl.js.map
@@ -1,2 +1 @@
1
1
  export var assign_color_varying = "\n#if defined(dRenderVariant_color)\n #if defined(dColorType_attribute)\n vColor.rgb = aColor;\n #elif defined(dColorType_instance)\n vColor.rgb = readFromTexture(tColor, aInstance, uColorTexDim).rgb;\n #elif defined(dColorType_group)\n vColor.rgb = readFromTexture(tColor, group, uColorTexDim).rgb;\n #elif defined(dColorType_groupInstance)\n vColor.rgb = readFromTexture(tColor, aInstance * float(uGroupCount) + group, uColorTexDim).rgb;\n #elif defined(dColorType_vertex)\n vColor.rgb = readFromTexture(tColor, VertexID, uColorTexDim).rgb;\n #elif defined(dColorType_vertexInstance)\n vColor.rgb = readFromTexture(tColor, int(aInstance) * uVertexCount + VertexID, uColorTexDim).rgb;\n #elif defined(dColorType_volume)\n vec3 cgridPos = (uColorGridTransform.w * (position - uColorGridTransform.xyz)) / uColorGridDim;\n vColor.rgb = texture3dFrom2dLinear(tColorGrid, cgridPos, uColorGridDim, uColorTexDim).rgb;\n #elif defined(dColorType_volumeInstance)\n vec3 cgridPos = (uColorGridTransform.w * (vModelPosition - uColorGridTransform.xyz)) / uColorGridDim;\n vColor.rgb = texture3dFrom2dLinear(tColorGrid, cgridPos, uColorGridDim, uColorTexDim).rgb;\n #endif\n\n #ifdef dUsePalette\n vPaletteV = ((vColor.r * 256.0 * 256.0 * 255.0 + vColor.g * 256.0 * 255.0 + vColor.b * 255.0) - 1.0) / 16777215.0;\n #endif\n\n #ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance)\n vOverpaint = readFromTexture(tOverpaint, aInstance * float(uGroupCount) + group, uOverpaintTexDim);\n #elif defined(dOverpaintType_vertexInstance)\n vOverpaint = readFromTexture(tOverpaint, int(aInstance) * uVertexCount + VertexID, uOverpaintTexDim);\n #elif defined(dOverpaintType_volumeInstance)\n vec3 ogridPos = (uOverpaintGridTransform.w * (vModelPosition - uOverpaintGridTransform.xyz)) / uOverpaintGridDim;\n vOverpaint = texture3dFrom2dLinear(tOverpaintGrid, ogridPos, uOverpaintGridDim, uOverpaintTexDim);\n #endif\n\n // pre-mix to avoid darkening due to empty overpaint\n #ifdef dColorType_uniform\n vOverpaint.rgb = mix(uColor.rgb, vOverpaint.rgb, vOverpaint.a);\n #else\n vOverpaint.rgb = mix(vColor.rgb, vOverpaint.rgb, vOverpaint.a);\n #endif\n #endif\n\n #ifdef dSubstance\n #if defined(dSubstanceType_groupInstance)\n vSubstance = readFromTexture(tSubstance, aInstance * float(uGroupCount) + group, uSubstanceTexDim);\n #elif defined(dSubstanceType_vertexInstance)\n vSubstance = readFromTexture(tSubstance, int(aInstance) * uVertexCount + VertexID, uSubstanceTexDim);\n #elif defined(dSubstanceType_volumeInstance)\n vec3 sgridPos = (uSubstanceGridTransform.w * (vModelPosition - uSubstanceGridTransform.xyz)) / uSubstanceGridDim;\n vSubstance = texture3dFrom2dLinear(tSubstanceGrid, sgridPos, uSubstanceGridDim, uSubstanceTexDim);\n #endif\n\n // pre-mix to avoid artifacts due to empty substance\n vSubstance.rgb = mix(vec3(uMetalness, uRoughness, uBumpiness), vSubstance.rgb, vSubstance.a);\n #endif\n#elif defined(dRenderVariant_pick)\n if (uPickType == 1) {\n vColor = vec4(packIntToRGB(float(uObjectId)), 1.0);\n } else if (uPickType == 2) {\n vColor = vec4(packIntToRGB(aInstance), 1.0);\n } else {\n vColor = vec4(packIntToRGB(group), 1.0);\n }\n#endif\n\n#ifdef dTransparency\n vGroup = group;\n\n #if defined(dTransparencyType_groupInstance)\n vTransparency = readFromTexture(tTransparency, aInstance * float(uGroupCount) + group, uTransparencyTexDim).a;\n #elif defined(dTransparencyType_vertexInstance)\n vTransparency = readFromTexture(tTransparency, int(aInstance) * uVertexCount + VertexID, uTransparencyTexDim).a;\n #elif defined(dTransparencyType_volumeInstance)\n vec3 tgridPos = (uTransparencyGridTransform.w * (vModelPosition - uTransparencyGridTransform.xyz)) / uTransparencyGridDim;\n vTransparency = texture3dFrom2dLinear(tTransparencyGrid, tgridPos, uTransparencyGridDim, uTransparencyTexDim).a;\n #endif\n#endif\n";
2
- //# sourceMappingURL=assign-color-varying.glsl.js.map
@@ -1,2 +1 @@
1
1
  export var assign_group = "\n#ifdef dGeometryType_textureMesh\n float group = unpackRGBToInt(readFromTexture(tGroup, VertexID, uGeoTexDim).rgb);\n#else\n float group = aGroup;\n#endif\n";
2
- //# sourceMappingURL=assign-group.glsl.js.map
@@ -1,2 +1 @@
1
1
  export var assign_marker_varying = "\n#if defined(dRenderVariant_color) || defined(dRenderVariant_marking)\n vMarker = readFromTexture(tMarker, aInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n#endif\n";
2
- //# sourceMappingURL=assign-marker-varying.glsl.js.map
@@ -1,2 +1 @@
1
1
  export var assign_material_color = "\n#if defined(dRenderVariant_color) || defined(dRenderVariant_marking)\n float marker = uMarker;\n if (uMarker == -1.0) {\n marker = floor(vMarker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n#endif\n\n#if defined(dRenderVariant_color)\n #if defined(dUsePalette)\n vec4 material = vec4(texture2D(tPalette, vec2(vPaletteV, 0.5)).rgb, uAlpha);\n #elif defined(dColorType_uniform)\n vec4 material = vec4(uColor, uAlpha);\n #elif defined(dColorType_varying)\n vec4 material = vec4(vColor.rgb, uAlpha);\n #endif\n\n // mix material with overpaint\n #if defined(dOverpaint)\n material.rgb = mix(material.rgb, vOverpaint.rgb, vOverpaint.a);\n #endif\n\n float metalness = uMetalness;\n float roughness = uRoughness;\n float bumpiness = uBumpiness;\n #ifdef dSubstance\n metalness = mix(metalness, vSubstance.r, vSubstance.a);\n roughness = mix(roughness, vSubstance.g, vSubstance.a);\n bumpiness = mix(bumpiness, vSubstance.b, vSubstance.a);\n #endif\n#elif defined(dRenderVariant_pick)\n vec4 material = vColor;\n#elif defined(dRenderVariant_depth)\n #ifdef enabledFragDepth\n vec4 material = packDepthToRGBA(gl_FragDepthEXT);\n #else\n vec4 material = packDepthToRGBA(gl_FragCoord.z);\n #endif\n#elif defined(dRenderVariant_marking)\n vec4 material;\n if(uMarkingType == 1) {\n if (marker > 0.0)\n discard;\n #ifdef enabledFragDepth\n material = packDepthToRGBA(gl_FragDepthEXT);\n #else\n material = packDepthToRGBA(gl_FragCoord.z);\n #endif\n } else {\n if (marker == 0.0)\n discard;\n float depthTest = 1.0;\n if (uMarkingDepthTest) {\n depthTest = (fragmentDepth >= getDepth(gl_FragCoord.xy / uDrawingBufferSize)) ? 1.0 : 0.0;\n }\n bool isHighlight = intMod(marker, 2.0) > 0.1;\n float viewZ = depthToViewZ(uIsOrtho, fragmentDepth, uNear, uFar);\n float fogFactor = smoothstep(uFogNear, uFogFar, abs(viewZ));\n if (fogFactor == 1.0)\n discard;\n material = vec4(0.0, depthTest, isHighlight ? 1.0 : 0.0, 1.0 - fogFactor);\n }\n#endif\n\n// apply screendoor transparency\n#if defined(dTransparency)\n float ta = 1.0 - vTransparency;\n #if defined(dRenderVariant_colorWboit)\n if (vTransparency < 0.2) ta = 1.0; // hard cutoff looks better with wboit\n #endif\n\n #if defined(dRenderVariant_pick)\n if (ta < uPickingAlphaThreshold)\n discard; // ignore so the element below can be picked\n #else\n #if defined(dRenderVariant_colorBlended)\n float at = 0.0;\n\n // shift by view-offset during multi-sample rendering to allow for blending\n vec2 coord = gl_FragCoord.xy + uViewOffset * 0.25;\n\n const mat4 thresholdMatrix = mat4(\n 1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,\n 13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,\n 4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,\n 16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0\n );\n int ci = int(intMod(coord.x, 4.0));\n int ri = int(intMod(coord.y, 4.0));\n #if __VERSION__ == 100\n vec4 i = vec4(float(ci * 4 + ri));\n vec4 v = thresholdMatrix[0] * vec4(equal(i, vec4(0.0, 1.0, 2.0, 3.0))) +\n thresholdMatrix[1] * vec4(equal(i, vec4(4.0, 5.0, 6.0, 7.0))) +\n thresholdMatrix[2] * vec4(equal(i, vec4(8.0, 9.0, 10.0, 11.0))) +\n thresholdMatrix[3] * vec4(equal(i, vec4(12.0, 13.0, 14.0, 15.0)));\n at = v.x + v.y + v.z + v.w;\n #else\n at = thresholdMatrix[ci][ri];\n #endif\n\n if (ta < 0.99 && (ta < 0.01 || ta < at)) {\n discard;\n }\n #elif defined(dRenderVariant_colorWboit)\n material.a *= ta;\n #endif\n #endif\n#endif\n";
2
- //# sourceMappingURL=assign-material-color.glsl.js.map
@@ -1,2 +1 @@
1
1
  export var assign_position = "\nmat4 model = uModel * aTransform;\nmat4 modelView = uView * model;\n#ifdef dGeometryType_textureMesh\n vec3 position = readFromTexture(tPosition, VertexID, uGeoTexDim).xyz;\n#else\n vec3 position = aPosition;\n#endif\nvec4 position4 = vec4(position, 1.0);\n// for accessing tColorGrid in vert shader and for clipping in frag shader\nvModelPosition = (model * position4).xyz;\nvec4 mvPosition = modelView * position4;\nvViewPosition = mvPosition.xyz;\ngl_Position = uProjection * mvPosition;\n";
2
- //# sourceMappingURL=assign-position.glsl.js.map
@@ -1,2 +1 @@
1
1
  export var assign_size = "\n#if defined(dSizeType_uniform)\n float size = uSize;\n#elif defined(dSizeType_attribute)\n float size = aSize;\n#elif defined(dSizeType_instance)\n float size = unpackRGBToInt(readFromTexture(tSize, aInstance, uSizeTexDim).rgb);\n#elif defined(dSizeType_group)\n float size = unpackRGBToInt(readFromTexture(tSize, group, uSizeTexDim).rgb);\n#elif defined(dSizeType_groupInstance)\n float size = unpackRGBToInt(readFromTexture(tSize, aInstance * float(uGroupCount) + group, uSizeTexDim).rgb);\n#endif\n\n#if defined(dSizeType_instance) || defined(dSizeType_group) || defined(dSizeType_groupInstance)\n size /= 100.0; // NOTE factor also set in TypeScript\n#endif\n\nsize *= uSizeFactor;\n";
2
- //# sourceMappingURL=assign-size.glsl.js.map
@@ -1,2 +1 @@
1
1
  export var check_picking_alpha = "\nfloat viewZ = depthToViewZ(uIsOrtho, fragmentDepth, uNear, uFar);\nfloat fogFactor = smoothstep(uFogNear, uFogFar, abs(viewZ));\nfloat alpha = (1.0 - fogFactor) * uAlpha;\nif (uAlpha < uPickingAlphaThreshold || alpha < 0.1)\n discard; // ignore so the element below can be picked\n";
2
- //# sourceMappingURL=check-picking-alpha.glsl.js.map
@@ -1,2 +1 @@
1
1
  export var clip_instance = "\n#if defined(dClipVariant_instance) && dClipObjectCount != 0\n int flag = 0;\n #if defined(dClipping)\n flag = int(floor(vClipping * 255.0 + 0.5));\n #endif\n\n vec4 mCenter = uModel * aTransform * vec4(uInvariantBoundingSphere.xyz, 1.0);\n if (clipTest(vec4(mCenter.xyz, uInvariantBoundingSphere.w), flag))\n // move out of [ -w, +w ] to 'discard' in vert shader\n gl_Position.z = 2.0 * gl_Position.w;\n#endif\n";
2
- //# sourceMappingURL=clip-instance.glsl.js.map
@@ -1,2 +1 @@
1
1
  export var clip_pixel = "\n#if defined(dClipVariant_pixel) && dClipObjectCount != 0\n #if defined(dClipping)\n int clippingFlag = int(floor(vClipping * 255.0 + 0.5));\n #else\n int clippingFlag = 0;\n #endif\n\n if (clipTest(vec4(vModelPosition, 0.0), clippingFlag))\n discard;\n#endif\n";
2
- //# sourceMappingURL=clip-pixel.glsl.js.map
@@ -1,2 +1 @@
1
1
  export var color_frag_params = "\nuniform float uMetalness;\nuniform float uRoughness;\nuniform float uBumpiness;\n#ifdef bumpEnabled\n uniform float uBumpFrequency;\n uniform float uBumpAmplitude;\n#endif\n\n#if defined(dRenderVariant_color)\n #if defined(dColorType_uniform)\n uniform vec3 uColor;\n #elif defined(dColorType_varying)\n varying vec4 vColor;\n #endif\n\n #ifdef dUsePalette\n uniform sampler2D tPalette;\n varying float vPaletteV;\n #endif\n\n #ifdef dOverpaint\n varying vec4 vOverpaint;\n #endif\n\n #ifdef dSubstance\n varying vec4 vSubstance;\n #endif\n#elif defined(dRenderVariant_pick)\n #if __VERSION__ == 100\n varying vec4 vColor;\n #else\n flat in vec4 vColor;\n #endif\n#endif\n\n#ifdef dTransparency\n varying float vGroup;\n varying float vTransparency;\n#endif\n";
2
- //# sourceMappingURL=color-frag-params.glsl.js.map
@@ -1,2 +1 @@
1
1
  export var color_vert_params = "\nuniform float uMetalness;\nuniform float uRoughness;\nuniform float uBumpiness;\n\n#if defined(dRenderVariant_color)\n #if defined(dColorType_uniform)\n uniform vec3 uColor;\n #elif defined(dColorType_attribute)\n varying vec4 vColor;\n attribute vec3 aColor;\n #elif defined(dColorType_texture)\n varying vec4 vColor;\n uniform vec2 uColorTexDim;\n uniform sampler2D tColor;\n #elif defined(dColorType_grid)\n varying vec4 vColor;\n uniform vec2 uColorTexDim;\n uniform vec3 uColorGridDim;\n uniform vec4 uColorGridTransform;\n uniform sampler2D tColorGrid;\n #endif\n\n #ifdef dUsePalette\n varying float vPaletteV;\n #endif\n\n #ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance) || defined(dOverpaintType_vertexInstance)\n varying vec4 vOverpaint;\n uniform vec2 uOverpaintTexDim;\n uniform sampler2D tOverpaint;\n #elif defined(dOverpaintType_volumeInstance)\n varying vec4 vOverpaint;\n uniform vec2 uOverpaintTexDim;\n uniform vec3 uOverpaintGridDim;\n uniform vec4 uOverpaintGridTransform;\n uniform sampler2D tOverpaintGrid;\n #endif\n #endif\n\n #ifdef dSubstance\n #if defined(dSubstanceType_groupInstance) || defined(dSubstanceType_vertexInstance)\n varying vec4 vSubstance;\n uniform vec2 uSubstanceTexDim;\n uniform sampler2D tSubstance;\n #elif defined(dSubstanceType_volumeInstance)\n varying vec4 vSubstance;\n uniform vec2 uSubstanceTexDim;\n uniform vec3 uSubstanceGridDim;\n uniform vec4 uSubstanceGridTransform;\n uniform sampler2D tSubstanceGrid;\n #endif\n #endif\n#elif defined(dRenderVariant_pick)\n #if __VERSION__ == 100\n varying vec4 vColor;\n #else\n flat out vec4 vColor;\n #endif\n#endif\n\n#ifdef dTransparency\n varying float vGroup;\n #if defined(dTransparencyType_groupInstance) || defined(dTransparencyType_vertexInstance)\n varying float vTransparency;\n uniform vec2 uTransparencyTexDim;\n uniform sampler2D tTransparency;\n #elif defined(dTransparencyType_volumeInstance)\n varying float vTransparency;\n uniform vec2 uTransparencyTexDim;\n uniform vec3 uTransparencyGridDim;\n uniform vec4 uTransparencyGridTransform;\n uniform sampler2D tTransparencyGrid;\n #endif\n#endif\n";
2
- //# sourceMappingURL=color-vert-params.glsl.js.map
@@ -5,4 +5,3 @@
5
5
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
6
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  */
7
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  export var common_clip = "\n#if dClipObjectCount != 0\n vec3 quaternionTransform(vec4 q, vec3 v) {\n vec3 t = 2.0 * cross(q.xyz, v);\n return v + q.w * t + cross(q.xyz, t);\n }\n\n vec4 computePlane(vec3 normal, vec3 inPoint) {\n return vec4(normalize(normal), -dot(normal, inPoint));\n }\n\n float planeSD(vec4 plane, vec3 center) {\n return -dot(plane.xyz, center - plane.xyz * -plane.w);\n }\n\n float sphereSD(vec3 position, vec4 rotation, vec3 size, vec3 center) {\n return (\n length(quaternionTransform(vec4(-rotation.x, -rotation.y, -rotation.z, rotation.w), center - position) / size) - 1.0\n ) * min(min(size.x, size.y), size.z);\n }\n\n float cubeSD(vec3 position, vec4 rotation, vec3 size, vec3 center) {\n vec3 d = abs(quaternionTransform(vec4(-rotation.x, -rotation.y, -rotation.z, rotation.w), center - position)) - size;\n return min(max(d.x, max(d.y, d.z)), 0.0) + length(max(d, 0.0));\n }\n\n float cylinderSD(vec3 position, vec4 rotation, vec3 size, vec3 center) {\n vec3 t = quaternionTransform(vec4(-rotation.x, -rotation.y, -rotation.z, rotation.w), center - position);\n\n vec2 d = abs(vec2(length(t.xz), t.y)) - size.xy;\n return min(max(d.x, d.y), 0.0) + length(max(d, 0.0));\n }\n\n float infiniteConeSD(vec3 position, vec4 rotation, vec3 size, vec3 center) {\n vec3 t = quaternionTransform(vec4(-rotation.x, -rotation.y, -rotation.z, rotation.w), center - position);\n\n float q = length(t.xy);\n return dot(size.xy, vec2(q, t.z));\n }\n\n float getSignedDistance(vec3 center, int type, vec3 position, vec4 rotation, vec3 scale) {\n if (type == 1) {\n vec3 normal = quaternionTransform(rotation, vec3(0.0, 1.0, 0.0));\n vec4 plane = computePlane(normal, position);\n return planeSD(plane, center);\n } else if (type == 2) {\n return sphereSD(position, rotation, scale * 0.5, center);\n } else if (type == 3) {\n return cubeSD(position, rotation, scale * 0.5, center);\n } else if (type == 4) {\n return cylinderSD(position, rotation, scale * 0.5, center);\n } else if (type == 5) {\n return infiniteConeSD(position, rotation, scale * 0.5, center);\n } else {\n return 0.1;\n }\n }\n\n #if __VERSION__ == 100\n // 8-bit\n int bitwiseAnd(int a, int b) {\n int d = 128;\n int result = 0;\n for (int i = 0; i < 8; ++i) {\n if (d <= 0) break;\n if (a >= d && b >= d) result += d;\n if (a >= d) a -= d;\n if (b >= d) b -= d;\n d /= 2;\n }\n return result;\n }\n\n bool hasBit(int mask, int bit) {\n return bitwiseAnd(mask, bit) == 0;\n }\n #else\n bool hasBit(int mask, int bit) {\n return (mask & bit) == 0;\n }\n #endif\n\n // flag is a bit-flag for clip-objects to ignore (note, object ids start at 1 not 0)\n bool clipTest(vec4 sphere, int flag) {\n #pragma unroll_loop_start\n for (int i = 0; i < dClipObjectCount; ++i) {\n if (flag == 0 || hasBit(flag, UNROLLED_LOOP_INDEX + 1)) {\n // TODO take sphere radius into account?\n bool test = getSignedDistance(sphere.xyz, uClipObjectType[i], uClipObjectPosition[i], uClipObjectRotation[i], uClipObjectScale[i]) <= 0.0;\n if ((!uClipObjectInvert[i] && test) || (uClipObjectInvert[i] && !test)) {\n return true;\n }\n }\n }\n #pragma unroll_loop_end\n return false;\n }\n#endif\n";
8
- //# sourceMappingURL=common-clip.glsl.js.map
@@ -1,2 +1 @@
1
1
  export var common_frag_params = "\nuniform int uObjectId;\nuniform int uInstanceCount;\nuniform int uGroupCount;\n\nuniform int uPickType;\nuniform int uMarkingType;\n\n#if dClipObjectCount != 0\n uniform int uClipObjectType[dClipObjectCount];\n uniform bool uClipObjectInvert[dClipObjectCount];\n uniform vec3 uClipObjectPosition[dClipObjectCount];\n uniform vec4 uClipObjectRotation[dClipObjectCount];\n uniform vec3 uClipObjectScale[dClipObjectCount];\n\n #if defined(dClipping)\n #if __VERSION__ == 100\n varying float vClipping;\n #else\n flat in float vClipping;\n #endif\n #endif\n#endif\n\nuniform vec3 uHighlightColor;\nuniform vec3 uSelectColor;\nuniform float uHighlightStrength;\nuniform float uSelectStrength;\nuniform int uMarkerPriority;\n\n#if defined(dRenderVariant_color) || defined(dRenderVariant_marking)\n uniform float uMarker;\n #if __VERSION__ == 100\n varying float vMarker;\n #else\n flat in float vMarker;\n #endif\n#endif\n\nvarying vec3 vModelPosition;\nvarying vec3 vViewPosition;\n\nuniform vec2 uViewOffset;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uIsOrtho;\n\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\n\nuniform float uAlpha;\nuniform float uPickingAlphaThreshold;\nuniform bool uTransparentBackground;\n\nuniform bool uDoubleSided;\nuniform float uInteriorDarkening;\nuniform bool uInteriorColorFlag;\nuniform vec3 uInteriorColor;\nbool interior;\n\nuniform float uXrayEdgeFalloff;\n\nuniform mat4 uProjection;\n\nuniform bool uRenderWboit;\nuniform bool uMarkingDepthTest;\n\nuniform sampler2D tDepth;\nuniform vec2 uDrawingBufferSize;\n\nfloat getDepth(const in vec2 coords) {\n // always packed due to merged depth from primitives and volumes\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n}\n\nfloat calcDepth(const in vec3 pos) {\n vec2 clipZW = pos.z * uProjection[2].zw + uProjection[3].zw;\n return 0.5 + 0.5 * clipZW.x / clipZW.y;\n}\n\n// \"Bump Mapping Unparametrized Surfaces on the GPU\" Morten S. Mikkelsen\n// https://mmikk.github.io/papers3d/mm_sfgrad_bump.pdf\nvec3 perturbNormal(in vec3 position, in vec3 normal, in float height, in float scale) {\n vec3 sigmaS = dFdx(position);\n vec3 sigmaT = dFdy(position);\n\n vec3 r1 = cross(sigmaT, normal);\n vec3 r2 = cross(normal, sigmaS);\n float det = dot(sigmaS, r1);\n\n float bs = dFdx(height);\n float bt = dFdy(height);\n\n vec3 surfGrad = sign(det) * (bs * r1 + bt * r2);\n return normalize(abs(det) * normal - scale * surfGrad);\n}\n\nfloat hash(in float h) {\n return fract(sin(h) * 43758.5453123);\n}\n\nfloat noise(in vec3 x) {\n vec3 p = floor(x);\n vec3 f = fract(x);\n f = f * f * (3.0 - 2.0 * f);\n\n float n = p.x + p.y * 157.0 + 113.0 * p.z;\n return mix(\n mix(mix(hash(n + 0.0), hash(n + 1.0), f.x),\n mix(hash(n + 157.0), hash(n + 158.0), f.x), f.y),\n mix(mix(hash(n + 113.0), hash(n + 114.0), f.x),\n mix(hash(n + 270.0), hash(n + 271.0), f.x), f.y), f.z);\n}\n\nfloat fbm(in vec3 p) {\n float f = 0.0;\n f += 0.5 * noise(p);\n p *= 2.01;\n f += 0.25 * noise(p);\n p *= 2.02;\n f += 0.125 * noise(p);\n\n return f;\n}\n";
2
- //# sourceMappingURL=common-frag-params.glsl.js.map
@@ -1,2 +1 @@
1
1
  export var common_vert_params = "\nuniform mat4 uProjection, uModel, uView;\nuniform vec3 uCameraPosition;\n\nuniform int uObjectId;\nuniform int uVertexCount;\nuniform int uInstanceCount;\nuniform int uGroupCount;\nuniform vec4 uInvariantBoundingSphere;\n\nuniform bool uDoubleSided;\nuniform int uPickType;\n\n#if dClipObjectCount != 0\n uniform int uClipObjectType[dClipObjectCount];\n uniform bool uClipObjectInvert[dClipObjectCount];\n uniform vec3 uClipObjectPosition[dClipObjectCount];\n uniform vec4 uClipObjectRotation[dClipObjectCount];\n uniform vec3 uClipObjectScale[dClipObjectCount];\n\n #if defined(dClipping)\n uniform vec2 uClippingTexDim;\n uniform sampler2D tClipping;\n #if __VERSION__ == 100\n varying float vClipping;\n #else\n flat out float vClipping;\n #endif\n #endif\n#endif\n\n#if defined(dRenderVariant_color) || defined(dRenderVariant_marking)\n uniform float uMarker;\n uniform vec2 uMarkerTexDim;\n uniform sampler2D tMarker;\n #if __VERSION__ == 100\n varying float vMarker;\n #else\n flat out float vMarker;\n #endif\n#endif\n\nvarying vec3 vModelPosition;\nvarying vec3 vViewPosition;\n\n#if __VERSION__ == 100\n attribute float aVertex;\n #define VertexID int(aVertex)\n#else\n // not using gl_VertexID but aVertex to ensure there is an active attribute with divisor 0\n // since FF 85 this is not needed anymore but lets keep it for backwards compatibility\n // https://bugzilla.mozilla.org/show_bug.cgi?id=1679693\n // see also note in src/mol-gl/webgl/render-item.ts\n attribute float aVertex;\n #define VertexID int(aVertex)\n // #define VertexID gl_VertexID\n#endif\n";
2
- //# sourceMappingURL=common-vert-params.glsl.js.map
@@ -1,2 +1 @@
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  export var common = "\n// TODO find a better place for these convenience defines\n\n#if defined(dRenderVariant_colorBlended) || defined(dRenderVariant_colorWboit)\n #define dRenderVariant_color\n#endif\n\n#if defined(dColorType_instance) || defined(dColorType_group) || defined(dColorType_groupInstance) || defined(dColorType_vertex) || defined(dColorType_vertexInstance)\n #define dColorType_texture\n#endif\n\n#if defined(dColorType_volume) || defined(dColorType_volumeInstance)\n #define dColorType_grid\n#endif\n\n#if defined(dColorType_attribute) || defined(dColorType_texture) || defined(dColorType_grid)\n #define dColorType_varying\n#endif\n\n//\n\n#define PI 3.14159265\n#define RECIPROCAL_PI 0.31830988618\n#define EPSILON 1e-6\n\n#define saturate(a) clamp(a, 0.0, 1.0)\n\n#if __VERSION__ == 100\n #define round(x) floor((x) + 0.5)\n#endif\n\nfloat intDiv(const in float a, const in float b) { return float(int(a) / int(b)); }\nvec2 ivec2Div(const in vec2 a, const in vec2 b) { return vec2(ivec2(a) / ivec2(b)); }\nfloat intMod(const in float a, const in float b) { return a - b * float(int(a) / int(b)); }\nint imod(const in int a, const in int b) { return a - b * (a / b); }\n\nfloat pow2(const in float x) { return x * x; }\n\nvec3 packIntToRGB(in float value) {\n value = clamp(round(value), 0.0, 16777216.0 - 1.0) + 1.0;\n vec3 c = vec3(0.0);\n c.b = mod(value, 256.0);\n value = floor(value / 256.0);\n c.g = mod(value, 256.0);\n value = floor(value / 256.0);\n c.r = mod(value, 256.0);\n return c / 255.0;\n}\nfloat unpackRGBToInt(const in vec3 rgb) {\n return (floor(rgb.r * 255.0 + 0.5) * 256.0 * 256.0 + floor(rgb.g * 255.0 + 0.5) * 256.0 + floor(rgb.b * 255.0 + 0.5)) - 1.0;\n}\n\nvec2 packUnitIntervalToRG(const in float v) {\n vec2 enc;\n enc.xy = vec2(fract(v * 256.0), v);\n enc.y -= enc.x * (1.0 / 256.0);\n enc.xy *= 256.0 / 255.0;\n\n return enc;\n}\n\nfloat unpackRGToUnitInterval(const in vec2 enc) {\n return dot(enc, vec2(255.0 / (256.0 * 256.0), 255.0 / 256.0));\n}\n\nvec3 screenSpaceToViewSpace(const in vec3 ssPos, const in mat4 invProjection) {\n vec4 p = vec4(ssPos * 2.0 - 1.0, 1.0);\n p = invProjection * p;\n return p.xyz / p.w;\n}\n\nconst float PackUpscale = 256.0 / 255.0; // fraction -> 0..1 (including 1)\nconst float UnpackDownscale = 255.0 / 256.0; // 0..1 -> fraction (excluding 1)\nconst vec3 PackFactors = vec3(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0);\nconst vec4 UnpackFactors = UnpackDownscale / vec4(PackFactors, 1.0);\nconst float ShiftRight8 = 1.0 / 256.0;\n\nvec4 packDepthToRGBA(const in float v) {\n vec4 r = vec4(fract(v * PackFactors), v);\n r.yzw -= r.xyz * ShiftRight8; // tidy overflow\n return r * PackUpscale;\n}\nfloat unpackRGBAToDepth(const in vec4 v) {\n return dot(v, UnpackFactors);\n}\n\nvec4 sRGBToLinear(const in vec4 c) {\n return vec4(mix(pow(c.rgb * 0.9478672986 + vec3(0.0521327014), vec3(2.4)), c.rgb * 0.0773993808, vec3(lessThanEqual(c.rgb, vec3(0.04045)))), c.a);\n}\nvec4 linearTosRGB(const in vec4 c) {\n return vec4(mix(pow(c.rgb, vec3(0.41666)) * 1.055 - vec3(0.055), c.rgb * 12.92, vec3(lessThanEqual(c.rgb, vec3(0.0031308)))), c.a);\n}\n\nfloat linearizeDepth(const in float depth, const in float near, const in float far) {\n return (2.0 * near) / (far + near - depth * (far - near));\n}\n\nfloat perspectiveDepthToViewZ(const in float invClipZ, const in float near, const in float far) {\n return (near * far) / ((far - near) * invClipZ - far);\n}\n\nfloat orthographicDepthToViewZ(const in float linearClipZ, const in float near, const in float far) {\n return linearClipZ * (near - far) - near;\n}\n\nfloat depthToViewZ(const in float isOrtho, const in float linearClipZ, const in float near, const in float far) {\n return isOrtho == 1.0 ? orthographicDepthToViewZ(linearClipZ, near, far) : perspectiveDepthToViewZ(linearClipZ, near, far);\n}\n\n#if __VERSION__ == 100\n // transpose\n\n float transpose(const in float m) {\n return m;\n }\n\n mat2 transpose2(const in mat2 m) {\n return mat2(\n m[0][0], m[1][0],\n m[0][1], m[1][1]\n );\n }\n\n mat3 transpose3(const in mat3 m) {\n return mat3(\n m[0][0], m[1][0], m[2][0],\n m[0][1], m[1][1], m[2][1],\n m[0][2], m[1][2], m[2][2]\n );\n }\n\n mat4 transpose4(const in mat4 m) {\n return mat4(\n m[0][0], m[1][0], m[2][0], m[3][0],\n m[0][1], m[1][1], m[2][1], m[3][1],\n m[0][2], m[1][2], m[2][2], m[3][2],\n m[0][3], m[1][3], m[2][3], m[3][3]\n );\n }\n\n // inverse\n\n float inverse(const in float m) {\n return 1.0 / m;\n }\n\n mat2 inverse2(const in mat2 m) {\n return mat2(m[1][1],-m[0][1],\n -m[1][0], m[0][0]) / (m[0][0]*m[1][1] - m[0][1]*m[1][0]);\n }\n\n mat3 inverse3(const in mat3 m) {\n float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];\n float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];\n float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];\n\n float b01 = a22 * a11 - a12 * a21;\n float b11 = -a22 * a10 + a12 * a20;\n float b21 = a21 * a10 - a11 * a20;\n\n float det = a00 * b01 + a01 * b11 + a02 * b21;\n\n return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),\n b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),\n b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;\n }\n\n mat4 inverse4(const in mat4 m) {\n float\n a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3],\n a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3],\n a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3],\n a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3],\n\n b00 = a00 * a11 - a01 * a10,\n b01 = a00 * a12 - a02 * a10,\n b02 = a00 * a13 - a03 * a10,\n b03 = a01 * a12 - a02 * a11,\n b04 = a01 * a13 - a03 * a11,\n b05 = a02 * a13 - a03 * a12,\n b06 = a20 * a31 - a21 * a30,\n b07 = a20 * a32 - a22 * a30,\n b08 = a20 * a33 - a23 * a30,\n b09 = a21 * a32 - a22 * a31,\n b10 = a21 * a33 - a23 * a31,\n b11 = a22 * a33 - a23 * a32,\n\n det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;\n\n return mat4(\n a11 * b11 - a12 * b10 + a13 * b09,\n a02 * b10 - a01 * b11 - a03 * b09,\n a31 * b05 - a32 * b04 + a33 * b03,\n a22 * b04 - a21 * b05 - a23 * b03,\n a12 * b08 - a10 * b11 - a13 * b07,\n a00 * b11 - a02 * b08 + a03 * b07,\n a32 * b02 - a30 * b05 - a33 * b01,\n a20 * b05 - a22 * b02 + a23 * b01,\n a10 * b10 - a11 * b08 + a13 * b06,\n a01 * b08 - a00 * b10 - a03 * b06,\n a30 * b04 - a31 * b02 + a33 * b00,\n a21 * b02 - a20 * b04 - a23 * b00,\n a11 * b07 - a10 * b09 - a12 * b06,\n a00 * b09 - a01 * b07 + a02 * b06,\n a31 * b01 - a30 * b03 - a32 * b00,\n a20 * b03 - a21 * b01 + a22 * b00) / det;\n }\n\n #define isNaN(x) ((x) != (x))\n #define isInf(x) ((x) == (x) + 1.0)\n#else\n #define transpose2(m) transpose(m)\n #define transpose3(m) transpose(m)\n #define transpose4(m) transpose(m)\n\n #define inverse2(m) inverse(m)\n #define inverse3(m) inverse(m)\n #define inverse4(m) inverse(m)\n\n #define isNaN isnan\n #define isInf isinf\n#endif\n";
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- //# sourceMappingURL=common.glsl.js.map
@@ -4,4 +4,3 @@
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  * @author David Sehnal <david.sehnal@gmail.com>
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  */
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  export var 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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- //# sourceMappingURL=float-to-rgba.glsl.js.map
@@ -7,4 +7,3 @@
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  * which under the MIT License, Copyright © 2010-2021 three.js authors
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  */
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  export var 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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- //# sourceMappingURL=light-frag-params.glsl.js.map
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  * @author Alexander Rose <alexander.rose@weirdbyte.de>
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  */
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  export var matrix_scale = "\nfloat matrixScale(in mat4 m){\n vec4 r = m[0];\n return sqrt(r[0] * r[0] + r[1] * r[1] + r[2] * r[2]);\n}\n";
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- //# sourceMappingURL=matrix-scale.glsl.js.map
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  export var normal_frag_params = "\nvarying vec3 vNormal;\n";
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- //# sourceMappingURL=normal-frag-params.glsl.js.map
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  * @author Alexander Rose <alexander.rose@weirdbyte.de>
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  */
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  export var read_from_texture = "\nvec4 readFromTexture(const in sampler2D tex, const in float i, const in vec2 dim) {\n float x = intMod(i, dim.x);\n float y = floor(intDiv(i, dim.x));\n vec2 uv = (vec2(x, y) + 0.5) / dim;\n return texture2D(tex, uv);\n}\n\nvec4 readFromTexture(const in sampler2D tex, const in int i, const in vec2 dim) {\n int x = imod(i, int(dim.x));\n int y = i / int(dim.x);\n vec2 uv = (vec2(x, y) + 0.5) / dim;\n return texture2D(tex, uv);\n}\n";
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- //# sourceMappingURL=read-from-texture.glsl.js.map
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  * @author David Sehnal <david.sehnal@gmail.com>
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  */
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  export var 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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- //# sourceMappingURL=rgba-to-float.glsl.js.map
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  export var 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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- //# sourceMappingURL=size-vert-params.glsl.js.map
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  * @author Alexander Rose <alexander.rose@weirdbyte.de>
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  */
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  export var 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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- //# sourceMappingURL=texture3d-from-1d-trilinear.glsl.js.map
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5
5
  * @author Michael Krone <michael.krone@uni-tuebingen.de>
6
6
  */
7
7
  export var 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";
8
- //# sourceMappingURL=texture3d-from-2d-linear.glsl.js.map
@@ -5,4 +5,3 @@
5
5
  * @author Michael Krone <michael.krone@uni-tuebingen.de>
6
6
  */
7
7
  export var 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";
8
- //# sourceMappingURL=texture3d-from-2d-nearest.glsl.js.map
@@ -5,4 +5,3 @@
5
5
  * @author Áron Samuel Kovács <aron.kovacs@mail.muni.cz>
6
6
  */
7
7
  export var wboit_write = "\n#if defined(dRenderVariant_colorWboit)\n if (!uRenderWboit) {\n if (preFogAlpha < 1.0) {\n discard;\n }\n } else if (uRenderWboit) {\n // the 'fragmentDepth > 0.99' check is to handle precision issues with packed depth\n if (preFogAlpha != 1.0 && !interior && (fragmentDepth < getDepth(gl_FragCoord.xy / uDrawingBufferSize) || fragmentDepth > 0.99)) {\n float alpha = gl_FragColor.a;\n float wboitWeight = alpha * clamp(pow(1.0 - fragmentDepth, 2.0), 0.01, 1.0);\n gl_FragColor = vec4(gl_FragColor.rgb * alpha * wboitWeight, alpha);\n // extra alpha is to handle pre-multiplied alpha\n #ifndef dGeometryType_directVolume\n gl_FragData[1] = vec4((uTransparentBackground ? alpha : 1.0) * alpha * wboitWeight);\n #else\n gl_FragData[1] = vec4(alpha * alpha * wboitWeight);\n #endif\n } else {\n discard;\n }\n }\n#endif\n";
8
- //# sourceMappingURL=wboit-write.glsl.js.map
@@ -1,2 +1 @@
1
1
  export var 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";
2
- //# sourceMappingURL=compose.frag.js.map
@@ -4,4 +4,3 @@
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
6
6
  export var 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";
7
- //# sourceMappingURL=accumulate.frag.js.map
@@ -4,4 +4,3 @@
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
6
6
  export var accumulate_vert = "\nprecision highp float;\n\n#include common\n#include read_from_texture\n\nuniform int uTotalCount;\nuniform int uGroupCount;\n\nattribute float aSample;\n#define SampleID int(aSample)\n\nattribute mat4 aTransform;\nattribute float aInstance;\n\nuniform vec2 uGeoTexDim;\nuniform sampler2D tPosition;\nuniform sampler2D tGroup;\n\nuniform vec2 uColorTexDim;\nuniform sampler2D tColor;\n\nvarying vec3 vPosition;\nvarying vec4 vColor;\n\nuniform vec3 uBboxSize;\nuniform vec3 uBboxMin;\nuniform float uResolution;\n\nvoid main() {\n vec3 position = readFromTexture(tPosition, SampleID, uGeoTexDim).xyz;\n float group = unpackRGBToInt(readFromTexture(tGroup, SampleID, uGeoTexDim).rgb);\n\n position = (aTransform * vec4(position, 1.0)).xyz;\n gl_PointSize = 7.0;\n vPosition = (position - uBboxMin) / uResolution;\n gl_Position = vec4(((position - uBboxMin) / uBboxSize) * 2.0 - 1.0, 1.0);\n\n #if defined(dColorType_group)\n vColor = readFromTexture(tColor, group, uColorTexDim);\n #elif defined(dColorType_groupInstance)\n vColor = readFromTexture(tColor, aInstance * float(uGroupCount) + group, uColorTexDim);\n #endif\n}\n";
7
- //# sourceMappingURL=accumulate.vert.js.map
@@ -4,4 +4,3 @@
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
6
6
  export var 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";
7
- //# sourceMappingURL=normalize.frag.js.map
@@ -1,2 +1 @@
1
1
  export var 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";
2
- //# sourceMappingURL=copy.frag.js.map
@@ -1,6 +1,6 @@
1
1
  /**
2
- * Copyright (c) 2020-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2020-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
6
- 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";
6
+ 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 mat3 normalMatrix = transpose3(inverse3(mat3(uView)));\n vec3 normal = normalize(normalMatrix * -normalize(intersection.yzw));\n #include apply_light_color\n\n #include apply_interior_color\n #include apply_marker_color\n #include apply_fog\n #include wboit_write\n #endif\n}\n";
@@ -1,7 +1,6 @@
1
1
  /**
2
- * Copyright (c) 2020-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2020-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
6
- export var 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";
7
- //# sourceMappingURL=cylinders.frag.js.map
6
+ export var 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 mat3 normalMatrix = transpose3(inverse3(mat3(uView)));\n vec3 normal = normalize(normalMatrix * -normalize(intersection.yzw));\n #include apply_light_color\n\n #include apply_interior_color\n #include apply_marker_color\n #include apply_fog\n #include wboit_write\n #endif\n}\n";
@@ -4,4 +4,3 @@
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
6
6
  export var 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";
7
- //# sourceMappingURL=cylinders.vert.js.map
@@ -1,2 +1 @@
1
1
  export var 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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- //# sourceMappingURL=depth-merge.frag.js.map