molstar 3.2.0 → 3.4.0
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.
- package/LICENSE +20 -20
- package/README.md +197 -194
- package/build/viewer/embedded.html +43 -43
- package/build/viewer/index.html +106 -106
- package/build/viewer/molstar.css +1 -1
- package/build/viewer/molstar.js +1 -1
- package/lib/apps/docking-viewer/index.html +36 -36
- package/lib/apps/docking-viewer/index.js +0 -1
- package/lib/apps/docking-viewer/viewport.js +6 -6
- package/lib/apps/viewer/app.d.ts +7 -6
- package/lib/apps/viewer/app.js +2 -1
- package/lib/apps/viewer/embedded.html +43 -43
- package/lib/apps/viewer/index.html +106 -106
- package/lib/apps/viewer/index.js +0 -1
- package/lib/cli/chem-comp-dict/create-ions.js +0 -1
- package/lib/cli/chem-comp-dict/create-saccharides.d.ts +7 -0
- package/lib/cli/chem-comp-dict/create-saccharides.js +67 -0
- package/lib/cli/chem-comp-dict/create-table.js +0 -1
- package/lib/cli/chem-comp-dict/util.js +0 -1
- package/lib/cli/cif2bcif/converter.js +0 -1
- package/lib/cli/cif2bcif/index.js +0 -1
- package/lib/cli/cifschema/index.js +0 -1
- package/lib/cli/cifschema/util/cif-dic.js +0 -1
- package/lib/cli/cifschema/util/generate.js +0 -1
- package/lib/cli/cifschema/util/helper.js +0 -1
- package/lib/cli/cifschema/util/schema.js +0 -1
- package/lib/cli/lipid-params/index.js +0 -1
- package/lib/cli/state-docs/index.js +0 -1
- package/lib/cli/state-docs/pd-to-md.js +0 -1
- package/lib/cli/structure-info/helpers.js +0 -1
- package/lib/cli/structure-info/model.js +0 -1
- package/lib/cli/structure-info/volume.js +0 -1
- package/lib/commonjs/apps/docking-viewer/index.js +12 -13
- package/lib/commonjs/apps/docking-viewer/viewport.js +38 -38
- package/lib/commonjs/apps/viewer/app.d.ts +7 -6
- package/lib/commonjs/apps/viewer/app.js +24 -23
- package/lib/commonjs/apps/viewer/index.js +1 -2
- package/lib/commonjs/cli/chem-comp-dict/create-ions.js +6 -7
- package/lib/commonjs/cli/chem-comp-dict/create-saccharides.d.ts +7 -0
- package/lib/commonjs/cli/chem-comp-dict/create-saccharides.js +69 -0
- package/lib/commonjs/cli/chem-comp-dict/create-table.js +8 -9
- package/lib/commonjs/cli/chem-comp-dict/util.js +17 -18
- package/lib/commonjs/cli/cif2bcif/converter.js +9 -10
- package/lib/commonjs/cli/cif2bcif/index.js +8 -9
- package/lib/commonjs/cli/cifschema/index.js +27 -28
- package/lib/commonjs/cli/cifschema/util/cif-dic.js +1 -2
- package/lib/commonjs/cli/cifschema/util/generate.js +0 -1
- package/lib/commonjs/cli/cifschema/util/helper.js +0 -1
- package/lib/commonjs/cli/cifschema/util/schema.js +0 -1
- package/lib/commonjs/cli/lipid-params/index.js +9 -10
- package/lib/commonjs/cli/state-docs/index.js +2 -3
- package/lib/commonjs/cli/state-docs/pd-to-md.js +0 -1
- package/lib/commonjs/cli/structure-info/helpers.js +11 -12
- package/lib/commonjs/cli/structure-info/model.js +15 -16
- package/lib/commonjs/cli/structure-info/volume.js +9 -10
- package/lib/commonjs/examples/alpha-orbitals/controls.js +3 -4
- package/lib/commonjs/examples/alpha-orbitals/example-data.js +0 -1
- package/lib/commonjs/examples/alpha-orbitals/index.js +11 -12
- package/lib/commonjs/examples/basic-wrapper/coloring.js +0 -1
- package/lib/commonjs/examples/basic-wrapper/controls.js +2 -3
- package/lib/commonjs/examples/basic-wrapper/custom-theme.js +0 -1
- package/lib/commonjs/examples/basic-wrapper/index.js +22 -23
- package/lib/commonjs/examples/basic-wrapper/superposition.js +8 -9
- package/lib/commonjs/examples/domain-annotation-server/mapping.js +3 -4
- package/lib/commonjs/examples/domain-annotation-server/schemas.js +0 -1
- package/lib/commonjs/examples/domain-annotation-server/server.js +6 -7
- package/lib/commonjs/examples/domain-annotation-server/test.js +3 -4
- package/lib/commonjs/examples/lighting/index.js +8 -9
- package/lib/commonjs/examples/proteopedia-wrapper/annotation.js +2 -3
- package/lib/commonjs/examples/proteopedia-wrapper/coloring.js +0 -1
- package/lib/commonjs/examples/proteopedia-wrapper/helpers.js +4 -5
- package/lib/commonjs/examples/proteopedia-wrapper/index.js +26 -27
- package/lib/commonjs/examples/proteopedia-wrapper/ui/controls.js +2 -3
- package/lib/commonjs/examples/task.js +15 -16
- package/lib/commonjs/extensions/alpha-orbitals/collocation.js +2 -3
- package/lib/commonjs/extensions/alpha-orbitals/data-model.js +1 -2
- package/lib/commonjs/extensions/alpha-orbitals/density.js +2 -3
- package/lib/commonjs/extensions/alpha-orbitals/gpu/compute.js +2 -3
- package/lib/commonjs/extensions/alpha-orbitals/gpu/shader.frag.js +0 -1
- package/lib/commonjs/extensions/alpha-orbitals/orbitals.js +2 -3
- package/lib/commonjs/extensions/alpha-orbitals/spherical-functions.js +0 -1
- package/lib/commonjs/extensions/alpha-orbitals/transforms.js +13 -14
- package/lib/commonjs/extensions/anvil/algorithm.js +13 -14
- package/lib/commonjs/extensions/anvil/behavior.js +14 -15
- package/lib/commonjs/extensions/anvil/prop.js +7 -8
- package/lib/commonjs/extensions/anvil/representation.js +5 -6
- package/lib/commonjs/extensions/cellpack/color/generate.js +0 -1
- package/lib/commonjs/extensions/cellpack/color/provided.js +0 -1
- package/lib/commonjs/extensions/cellpack/curve.js +0 -1
- package/lib/commonjs/extensions/cellpack/data.js +0 -1
- package/lib/commonjs/extensions/cellpack/index.js +1 -2
- package/lib/commonjs/extensions/cellpack/model.js +26 -25
- package/lib/commonjs/extensions/cellpack/preset.js +6 -7
- package/lib/commonjs/extensions/cellpack/property.js +3 -4
- package/lib/commonjs/extensions/cellpack/representation.js +2 -3
- package/lib/commonjs/extensions/cellpack/state.js +13 -14
- package/lib/commonjs/extensions/cellpack/util.js +14 -15
- package/lib/commonjs/extensions/dnatco/confal-pyramids/behavior.js +7 -8
- package/lib/commonjs/extensions/dnatco/confal-pyramids/color.js +0 -1
- package/lib/commonjs/extensions/dnatco/confal-pyramids/property.js +5 -6
- package/lib/commonjs/extensions/dnatco/confal-pyramids/representation.js +2 -3
- package/lib/commonjs/extensions/dnatco/confal-pyramids/types.js +0 -1
- package/lib/commonjs/extensions/dnatco/confal-pyramids/util.js +1 -2
- package/lib/commonjs/extensions/dnatco/index.js +0 -1
- package/lib/commonjs/extensions/g3d/data.js +6 -7
- package/lib/commonjs/extensions/g3d/format.js +14 -15
- package/lib/commonjs/extensions/g3d/model.js +4 -5
- package/lib/commonjs/extensions/geo-export/controls.js +3 -4
- package/lib/commonjs/extensions/geo-export/glb-exporter.js +9 -10
- package/lib/commonjs/extensions/geo-export/index.js +1 -2
- package/lib/commonjs/extensions/geo-export/mesh-exporter.js +12 -13
- package/lib/commonjs/extensions/geo-export/obj-exporter.js +7 -8
- package/lib/commonjs/extensions/geo-export/render-object-exporter.js +0 -1
- package/lib/commonjs/extensions/geo-export/stl-exporter.js +7 -8
- package/lib/commonjs/extensions/geo-export/ui.js +7 -8
- package/lib/commonjs/extensions/geo-export/usdz-exporter.js +9 -10
- package/lib/commonjs/extensions/model-archive/quality-assessment/behavior.js +9 -10
- package/lib/commonjs/extensions/model-archive/quality-assessment/color/plddt.js +4 -5
- package/lib/commonjs/extensions/model-archive/quality-assessment/color/qmean.js +4 -5
- package/lib/commonjs/extensions/model-archive/quality-assessment/prop.js +5 -6
- package/lib/commonjs/extensions/model-export/export.js +4 -5
- package/lib/commonjs/extensions/model-export/index.js +1 -2
- package/lib/commonjs/extensions/model-export/ui.js +5 -6
- package/lib/commonjs/extensions/mp4-export/controls.js +5 -6
- package/lib/commonjs/extensions/mp4-export/encoder.js +4 -5
- package/lib/commonjs/extensions/mp4-export/index.js +1 -2
- package/lib/commonjs/extensions/mp4-export/ui.js +5 -6
- package/lib/commonjs/extensions/pdbe/index.js +0 -1
- package/lib/commonjs/extensions/pdbe/preferred-assembly.js +2 -3
- package/lib/commonjs/extensions/pdbe/struct-ref-domain.js +2 -3
- package/lib/commonjs/extensions/pdbe/structure-quality-report/behavior.js +1 -2
- package/lib/commonjs/extensions/pdbe/structure-quality-report/color.js +0 -1
- package/lib/commonjs/extensions/pdbe/structure-quality-report/prop.js +8 -9
- package/lib/commonjs/extensions/rcsb/assembly-symmetry/behavior.js +17 -18
- package/lib/commonjs/extensions/rcsb/assembly-symmetry/color.js +2 -3
- package/lib/commonjs/extensions/rcsb/assembly-symmetry/prop.js +9 -10
- package/lib/commonjs/extensions/rcsb/assembly-symmetry/representation.js +6 -7
- package/lib/commonjs/extensions/rcsb/assembly-symmetry/ui.js +9 -10
- package/lib/commonjs/extensions/rcsb/graphql/symmetry.gql.js +0 -1
- package/lib/commonjs/extensions/rcsb/graphql/types.d.ts +158 -1
- package/lib/commonjs/extensions/rcsb/graphql/types.js +0 -1
- package/lib/commonjs/extensions/rcsb/index.js +0 -1
- package/lib/commonjs/extensions/rcsb/validation-report/behavior.js +17 -18
- package/lib/commonjs/extensions/rcsb/validation-report/color/density-fit.js +0 -1
- package/lib/commonjs/extensions/rcsb/validation-report/color/geometry-quality.js +0 -1
- package/lib/commonjs/extensions/rcsb/validation-report/color/random-coil-index.js +0 -1
- package/lib/commonjs/extensions/rcsb/validation-report/prop.js +15 -16
- package/lib/commonjs/extensions/rcsb/validation-report/representation.js +22 -6
- package/lib/commonjs/extensions/zenodo/index.d.ts +7 -0
- package/lib/commonjs/extensions/zenodo/index.js +35 -0
- package/lib/commonjs/extensions/zenodo/ui.d.ts +61 -0
- package/lib/commonjs/extensions/zenodo/ui.js +306 -0
- package/lib/commonjs/mol-canvas3d/camera/stereo.js +1 -2
- package/lib/commonjs/mol-canvas3d/camera/transition.js +0 -1
- package/lib/commonjs/mol-canvas3d/camera/util.js +1 -2
- package/lib/commonjs/mol-canvas3d/camera.js +2 -2
- package/lib/commonjs/mol-canvas3d/canvas3d.d.ts +3 -1
- package/lib/commonjs/mol-canvas3d/canvas3d.js +46 -39
- package/lib/commonjs/mol-canvas3d/controls/object.js +0 -1
- package/lib/commonjs/mol-canvas3d/controls/trackball.js +1 -2
- package/lib/commonjs/mol-canvas3d/helper/bounding-sphere-helper.js +1 -2
- package/lib/commonjs/mol-canvas3d/helper/camera-helper.js +5 -6
- package/lib/commonjs/mol-canvas3d/helper/handle-helper.js +5 -6
- package/lib/commonjs/mol-canvas3d/helper/helper.js +1 -2
- package/lib/commonjs/mol-canvas3d/helper/interaction-events.js +2 -3
- package/lib/commonjs/mol-canvas3d/passes/draw.js +15 -13
- package/lib/commonjs/mol-canvas3d/passes/fxaa.js +3 -4
- package/lib/commonjs/mol-canvas3d/passes/image.d.ts +1 -0
- package/lib/commonjs/mol-canvas3d/passes/image.js +1 -2
- package/lib/commonjs/mol-canvas3d/passes/marking.js +6 -7
- package/lib/commonjs/mol-canvas3d/passes/multi-sample.d.ts +1 -1
- package/lib/commonjs/mol-canvas3d/passes/multi-sample.js +23 -10
- package/lib/commonjs/mol-canvas3d/passes/passes.js +0 -1
- package/lib/commonjs/mol-canvas3d/passes/pick.js +0 -1
- package/lib/commonjs/mol-canvas3d/passes/postprocessing.d.ts +8 -1
- package/lib/commonjs/mol-canvas3d/passes/postprocessing.js +60 -31
- package/lib/commonjs/mol-canvas3d/passes/smaa.js +9 -10
- package/lib/commonjs/mol-canvas3d/passes/wboit.js +3 -4
- package/lib/commonjs/mol-canvas3d/util.js +2 -3
- package/lib/commonjs/mol-data/db/column-helpers.js +0 -1
- package/lib/commonjs/mol-data/db/column.js +2 -3
- package/lib/commonjs/mol-data/db/database.js +0 -1
- package/lib/commonjs/mol-data/db/table.js +1 -2
- package/lib/commonjs/mol-data/db.js +1 -2
- package/lib/commonjs/mol-data/generic/hash-set.js +0 -1
- package/lib/commonjs/mol-data/generic/linked-list.js +0 -1
- package/lib/commonjs/mol-data/generic/unique-array.js +0 -1
- package/lib/commonjs/mol-data/generic.js +3 -4
- package/lib/commonjs/mol-data/index.js +4 -5
- package/lib/commonjs/mol-data/int/impl/interval.js +0 -1
- package/lib/commonjs/mol-data/int/impl/ordered-set.js +0 -1
- package/lib/commonjs/mol-data/int/impl/segmentation.js +0 -1
- package/lib/commonjs/mol-data/int/impl/sorted-array.js +0 -1
- package/lib/commonjs/mol-data/int/interval.js +1 -2
- package/lib/commonjs/mol-data/int/linked-index.js +0 -1
- package/lib/commonjs/mol-data/int/map.js +0 -1
- package/lib/commonjs/mol-data/int/ordered-set.js +1 -2
- package/lib/commonjs/mol-data/int/segmentation.js +1 -2
- package/lib/commonjs/mol-data/int/sorted-array.js +1 -2
- package/lib/commonjs/mol-data/int/sorted-ranges.js +0 -1
- package/lib/commonjs/mol-data/int/tuple.js +0 -1
- package/lib/commonjs/mol-data/int.js +0 -1
- package/lib/commonjs/mol-data/iterator.js +0 -1
- package/lib/commonjs/mol-data/util/array.js +0 -1
- package/lib/commonjs/mol-data/util/buckets.js +0 -1
- package/lib/commonjs/mol-data/util/chunked-array.js +0 -1
- package/lib/commonjs/mol-data/util/combination.js +0 -1
- package/lib/commonjs/mol-data/util/equivalence-classes.js +0 -1
- package/lib/commonjs/mol-data/util/grouping.js +0 -1
- package/lib/commonjs/mol-data/util/hash-functions.js +0 -1
- package/lib/commonjs/mol-data/util/interval-iterator.js +0 -1
- package/lib/commonjs/mol-data/util/sort.js +0 -1
- package/lib/commonjs/mol-data/util.js +7 -8
- package/lib/commonjs/mol-geo/geometry/base.js +0 -1
- package/lib/commonjs/mol-geo/geometry/clipping-data.js +0 -1
- package/lib/commonjs/mol-geo/geometry/color-data.js +0 -1
- package/lib/commonjs/mol-geo/geometry/cylinders/cylinders-builder.js +0 -1
- package/lib/commonjs/mol-geo/geometry/cylinders/cylinders.d.ts +2 -2
- package/lib/commonjs/mol-geo/geometry/cylinders/cylinders.js +3 -4
- package/lib/commonjs/mol-geo/geometry/direct-volume/direct-volume.js +3 -4
- package/lib/commonjs/mol-geo/geometry/direct-volume/transfer-function.js +1 -2
- package/lib/commonjs/mol-geo/geometry/geometry.js +0 -1
- package/lib/commonjs/mol-geo/geometry/image/image.js +3 -4
- package/lib/commonjs/mol-geo/geometry/lines/lines-builder.js +0 -1
- package/lib/commonjs/mol-geo/geometry/lines/lines.d.ts +2 -1
- package/lib/commonjs/mol-geo/geometry/lines/lines.js +4 -5
- package/lib/commonjs/mol-geo/geometry/marker-data.js +0 -1
- package/lib/commonjs/mol-geo/geometry/mesh/builder/axes.js +0 -1
- package/lib/commonjs/mol-geo/geometry/mesh/builder/box.js +0 -1
- package/lib/commonjs/mol-geo/geometry/mesh/builder/cylinder.js +0 -1
- package/lib/commonjs/mol-geo/geometry/mesh/builder/ellipsoid.js +0 -1
- package/lib/commonjs/mol-geo/geometry/mesh/builder/ribbon.js +0 -1
- package/lib/commonjs/mol-geo/geometry/mesh/builder/sheet.js +0 -1
- package/lib/commonjs/mol-geo/geometry/mesh/builder/sphere.js +0 -1
- package/lib/commonjs/mol-geo/geometry/mesh/builder/tube.js +0 -1
- package/lib/commonjs/mol-geo/geometry/mesh/color-smoothing.js +0 -1
- package/lib/commonjs/mol-geo/geometry/mesh/laplacian-smoothing.js +0 -1
- package/lib/commonjs/mol-geo/geometry/mesh/mesh-builder.js +0 -1
- package/lib/commonjs/mol-geo/geometry/mesh/mesh.js +3 -4
- package/lib/commonjs/mol-geo/geometry/overpaint-data.js +0 -1
- package/lib/commonjs/mol-geo/geometry/picking.js +0 -1
- package/lib/commonjs/mol-geo/geometry/points/points-builder.js +0 -1
- package/lib/commonjs/mol-geo/geometry/points/points.d.ts +1 -1
- package/lib/commonjs/mol-geo/geometry/points/points.js +3 -4
- package/lib/commonjs/mol-geo/geometry/size-data.js +1 -2
- package/lib/commonjs/mol-geo/geometry/spheres/spheres-builder.js +0 -1
- package/lib/commonjs/mol-geo/geometry/spheres/spheres.js +3 -4
- package/lib/commonjs/mol-geo/geometry/substance-data.js +0 -1
- package/lib/commonjs/mol-geo/geometry/text/font-atlas.js +1 -2
- package/lib/commonjs/mol-geo/geometry/text/text-builder.js +3 -3
- package/lib/commonjs/mol-geo/geometry/text/text.js +3 -4
- package/lib/commonjs/mol-geo/geometry/texture-mesh/color-smoothing.js +4 -5
- package/lib/commonjs/mol-geo/geometry/texture-mesh/texture-mesh.js +3 -4
- package/lib/commonjs/mol-geo/geometry/transform-data.js +0 -1
- package/lib/commonjs/mol-geo/geometry/transparency-data.js +0 -1
- package/lib/commonjs/mol-geo/primitive/box.js +0 -1
- package/lib/commonjs/mol-geo/primitive/cage.js +0 -1
- package/lib/commonjs/mol-geo/primitive/circle.js +1 -2
- package/lib/commonjs/mol-geo/primitive/cylinder.js +1 -2
- package/lib/commonjs/mol-geo/primitive/dodecahedron.js +0 -1
- package/lib/commonjs/mol-geo/primitive/icosahedron.js +0 -1
- package/lib/commonjs/mol-geo/primitive/octahedron.js +0 -1
- package/lib/commonjs/mol-geo/primitive/plane.js +0 -1
- package/lib/commonjs/mol-geo/primitive/polygon.js +0 -1
- package/lib/commonjs/mol-geo/primitive/polyhedron.js +1 -2
- package/lib/commonjs/mol-geo/primitive/primitive.js +0 -1
- package/lib/commonjs/mol-geo/primitive/prism.js +1 -2
- package/lib/commonjs/mol-geo/primitive/pyramid.js +0 -1
- package/lib/commonjs/mol-geo/primitive/sphere.js +0 -1
- package/lib/commonjs/mol-geo/primitive/spiked-ball.js +0 -1
- package/lib/commonjs/mol-geo/primitive/star.js +1 -2
- package/lib/commonjs/mol-geo/primitive/tetrahedron.js +0 -1
- package/lib/commonjs/mol-geo/primitive/torus.js +1 -2
- package/lib/commonjs/mol-geo/primitive/wedge.js +0 -1
- package/lib/commonjs/mol-geo/util/location-iterator.js +0 -1
- package/lib/commonjs/mol-geo/util/marching-cubes/algorithm.js +9 -10
- package/lib/commonjs/mol-geo/util/marching-cubes/builder.js +0 -1
- package/lib/commonjs/mol-geo/util/marching-cubes/tables.js +0 -1
- package/lib/commonjs/mol-geo/util.js +0 -1
- package/lib/commonjs/mol-gl/commit-queue.js +0 -1
- package/lib/commonjs/mol-gl/compute/grid3d.js +5 -6
- package/lib/commonjs/mol-gl/compute/histogram-pyramid/reduction.js +3 -4
- package/lib/commonjs/mol-gl/compute/histogram-pyramid/sum.js +3 -4
- package/lib/commonjs/mol-gl/compute/marching-cubes/active-voxels.js +3 -4
- package/lib/commonjs/mol-gl/compute/marching-cubes/isosurface.js +3 -4
- package/lib/commonjs/mol-gl/compute/marching-cubes/tables.js +0 -1
- package/lib/commonjs/mol-gl/compute/util.js +3 -4
- package/lib/commonjs/mol-gl/object3d.js +0 -1
- package/lib/commonjs/mol-gl/render-object.js +0 -1
- package/lib/commonjs/mol-gl/renderable/cylinders.js +3 -4
- package/lib/commonjs/mol-gl/renderable/direct-volume.js +3 -4
- package/lib/commonjs/mol-gl/renderable/image.js +3 -4
- package/lib/commonjs/mol-gl/renderable/lines.js +3 -4
- package/lib/commonjs/mol-gl/renderable/mesh.js +3 -4
- package/lib/commonjs/mol-gl/renderable/points.js +3 -4
- package/lib/commonjs/mol-gl/renderable/schema.js +1 -2
- package/lib/commonjs/mol-gl/renderable/spheres.js +3 -4
- package/lib/commonjs/mol-gl/renderable/text.js +3 -4
- package/lib/commonjs/mol-gl/renderable/texture-mesh.js +3 -4
- package/lib/commonjs/mol-gl/renderable/util.js +1 -2
- package/lib/commonjs/mol-gl/renderable.js +0 -1
- package/lib/commonjs/mol-gl/renderer.js +3 -5
- package/lib/commonjs/mol-gl/scene.d.ts +2 -1
- package/lib/commonjs/mol-gl/scene.js +14 -3
- package/lib/commonjs/mol-gl/shader/chunks/apply-fog.glsl.js +0 -1
- package/lib/commonjs/mol-gl/shader/chunks/apply-interior-color.glsl.js +0 -1
- package/lib/commonjs/mol-gl/shader/chunks/apply-light-color.glsl.js +0 -1
- package/lib/commonjs/mol-gl/shader/chunks/apply-marker-color.glsl.js +0 -1
- package/lib/commonjs/mol-gl/shader/chunks/assign-clipping-varying.glsl.js +0 -1
- package/lib/commonjs/mol-gl/shader/chunks/assign-color-varying.glsl.js +0 -1
- package/lib/commonjs/mol-gl/shader/chunks/assign-group.glsl.js +0 -1
- package/lib/commonjs/mol-gl/shader/chunks/assign-marker-varying.glsl.js +0 -1
- package/lib/commonjs/mol-gl/shader/chunks/assign-material-color.glsl.js +0 -1
- package/lib/commonjs/mol-gl/shader/chunks/assign-position.glsl.js +0 -1
- package/lib/commonjs/mol-gl/shader/chunks/assign-size.glsl.js +0 -1
- package/lib/commonjs/mol-gl/shader/chunks/check-picking-alpha.glsl.js +0 -1
- package/lib/commonjs/mol-gl/shader/chunks/clip-instance.glsl.js +0 -1
- package/lib/commonjs/mol-gl/shader/chunks/clip-pixel.glsl.js +0 -1
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exports.activeVoxels_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tTriCount;\nuniform sampler2D tVolumeData;\n\nuniform float uIsoValue;\nuniform vec3 uGridDim;\nuniform vec3 uGridTexDim;\nuniform vec2 uScale;\n\n#include common\n\n// cube corners (excluding origin)\nconst vec3 c1 = vec3(1., 0., 0.);\nconst vec3 c2 = vec3(1., 1., 0.);\nconst vec3 c3 = vec3(0., 1., 0.);\nconst vec3 c4 = vec3(0., 0., 1.);\nconst vec3 c5 = vec3(1., 0., 1.);\nconst vec3 c6 = vec3(1., 1., 1.);\nconst vec3 c7 = vec3(0., 1., 1.);\n\nvec3 index3dFrom2d(vec2 coord) {\n vec2 gridTexPos = coord * uGridTexDim.xy;\n vec2 columnRow = ivec2Div(gridTexPos, uGridDim.xy);\n vec2 posXY = gridTexPos - columnRow * uGridDim.xy;\n float posZ = columnRow.y * intDiv(uGridTexDim.x, uGridDim.x) + columnRow.x;\n return vec3(posXY, posZ);\n}\n\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 = intDiv(intMod(zSlice * gridDim.x, texDim.x), gridDim.x);\n float row = intDiv(zSlice * gridDim.x, texDim.x);\n vec2 coord = (vec2(column * gridDim.x, row * gridDim.y) + (pos.xy * gridDim.xy)) / (texDim / uScale);\n return texture2D(tex, coord);\n}\n\nvec4 voxel(vec3 pos) {\n pos = min(max(vec3(0.0), pos), uGridDim - vec3(1.0));\n return texture3dFrom2dNearest(tVolumeData, pos / uGridDim, uGridDim, uGridTexDim.xy);\n}\n\nvoid main(void) {\n vec2 uv = gl_FragCoord.xy / uGridTexDim.xy;\n vec3 posXYZ = index3dFrom2d(uv);\n\n // get MC case as the sum of corners that are below the given iso level\n float c = step(voxel(posXYZ).a, uIsoValue)\n + 2. * step(voxel(posXYZ + c1).a, uIsoValue)\n + 4. * step(voxel(posXYZ + c2).a, uIsoValue)\n + 8. * step(voxel(posXYZ + c3).a, uIsoValue)\n + 16. * step(voxel(posXYZ + c4).a, uIsoValue)\n + 32. * step(voxel(posXYZ + c5).a, uIsoValue)\n + 64. * step(voxel(posXYZ + c6).a, uIsoValue)\n + 128. * step(voxel(posXYZ + c7).a, uIsoValue);\n c *= step(c, 254.);\n\n // handle out of bounds positions\n posXYZ += 1.0;\n posXYZ.xy += 1.0; // pixel padding (usually ok even if the texture has no padding)\n if (posXYZ.x >= uGridDim.x || posXYZ.y >= uGridDim.y || posXYZ.z >= uGridDim.z)\n c = 0.0;\n\n // get total triangles to generate for calculated MC case from triCount texture\n float totalTrianglesToGenerate = texture2D(tTriCount, vec2(intMod(c, 16.), floor(c / 16.)) / 16.).a;\n gl_FragColor = vec4(vec3(totalTrianglesToGenerate * 3.0), c / 255.0);\n}\n";
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exports.isosurface_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\n#if __VERSION__ == 100\n uniform sampler2D tActiveVoxelsPyramid;\n#else\n precision highp isampler2D;\n uniform isampler2D tActiveVoxelsPyramid;\n#endif\n\nuniform sampler2D tActiveVoxelsBase;\nuniform sampler2D tVolumeData;\nuniform sampler2D tTriIndices;\n\nuniform float uIsoValue;\nuniform float uLevels;\nuniform float uSize;\nuniform float uCount;\nuniform bool uInvert;\n\nuniform vec3 uGridDim;\nuniform vec3 uGridTexDim;\nuniform mat4 uGridTransform;\n\n// scale to volume data coord\nuniform vec2 uScale;\n\n#include common\n\n// cube corners (excluding origin)\nconst vec3 c1 = vec3(1., 0., 0.);\nconst vec3 c2 = vec3(1., 1., 0.);\nconst vec3 c3 = vec3(0., 1., 0.);\nconst vec3 c4 = vec3(0., 0., 1.);\nconst vec3 c5 = vec3(1., 0., 1.);\nconst vec3 c6 = vec3(1., 1., 1.);\nconst vec3 c7 = vec3(0., 1., 1.);\n\nvec3 index3dFrom2d(vec2 coord) {\n vec2 gridTexPos = coord * uGridTexDim.xy;\n vec2 columnRow = ivec2Div(gridTexPos, uGridDim.xy);\n vec2 posXY = gridTexPos - columnRow * uGridDim.xy;\n float posZ = columnRow.y * intDiv(uGridTexDim.x, uGridDim.x) + columnRow.x;\n return vec3(posXY, posZ);\n}\n\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 = intDiv(intMod(zSlice * gridDim.x, texDim.x), gridDim.x);\n float row = intDiv(zSlice * gridDim.x, texDim.x);\n vec2 coord = (vec2(column * gridDim.x, row * gridDim.y) + (pos.xy * gridDim.xy)) / (texDim / uScale);\n return texture2D(tex, coord + 0.5 / (texDim / uScale));\n}\n\nvec4 voxel(vec3 pos) {\n pos = min(max(vec3(0.0), pos), uGridDim - vec3(1.0));\n return texture3dFrom2dNearest(tVolumeData, pos / uGridDim, uGridDim, uGridTexDim.xy);\n}\n\nvec4 voxelPadded(vec3 pos) {\n pos = min(max(vec3(0.0), pos), uGridDim - vec3(vec2(2.0), 1.0)); // remove xy padding\n return texture3dFrom2dNearest(tVolumeData, pos / uGridDim, uGridDim, uGridTexDim.xy);\n}\n\nint idot2(const in ivec2 a, const in ivec2 b) {\n return a.x * b.x + a.y * b.y;\n}\n\nint idot4(const in ivec4 a, const in ivec4 b) {\n return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;\n}\n\n#if __VERSION__ == 100\n int pyramidVoxel(vec2 pos) {\n return int(unpackRGBToInt(texture2D(tActiveVoxelsPyramid, pos / (vec2(1.0, 0.5) * uSize)).rgb));\n }\n#else\n int pyramidVoxel(vec2 pos) {\n return texture2D(tActiveVoxelsPyramid, pos / (vec2(1.0, 0.5) * uSize)).r;\n }\n#endif\n\nvec4 baseVoxel(vec2 pos) {\n return texture2D(tActiveVoxelsBase, pos / uSize);\n}\n\nvec4 getGroup(const in vec3 p) {\n vec3 gridDim = uGridDim - vec3(1.0, 1.0, 0.0); // remove xy padding\n // note that we swap x and z because the texture is flipped around y\n #if defined(dAxisOrder_012)\n float group = p.z + p.y * gridDim.z + p.x * gridDim.z * gridDim.y; // 210\n #elif defined(dAxisOrder_021)\n float group = p.y + p.z * gridDim.y + p.x * gridDim.y * gridDim.z; // 120\n #elif defined(dAxisOrder_102)\n float group = p.z + p.x * gridDim.z + p.y * gridDim.z * gridDim.x; // 201\n #elif defined(dAxisOrder_120)\n float group = p.x + p.z * gridDim.x + p.y * gridDim.x * gridDim.z; // 021\n #elif defined(dAxisOrder_201)\n float group = p.y + p.x * gridDim.y + p.z * gridDim.y * gridDim.x; // 102\n #elif defined(dAxisOrder_210)\n float group = p.x + p.y * gridDim.x + p.z * gridDim.x * gridDim.y; // 012\n #endif\n return vec4(group > 16777215.5 ? vec3(1.0) : packIntToRGB(group), 1.0);\n}\n\nvoid main(void) {\n // get 1D index\n int vI = int(gl_FragCoord.x) + int(gl_FragCoord.y) * int(uSize);\n\n // ignore 1D indices outside of the grid\n if(vI >= int(uCount)) discard;\n\n ivec2 offset = ivec2(int(uSize) - 2, 0);\n\n int start = 0;\n ivec4 starts = ivec4(0);\n ivec4 ends = ivec4(0);\n int diff = 2;\n ivec4 m = ivec4(0);\n ivec2 position = ivec2(0);\n ivec4 vI4 = ivec4(vI);\n\n ivec2 relativePosition = ivec2(0);\n int end = 0;\n ivec2 pos1 = ivec2(0);\n ivec2 pos2 = ivec2(0);\n ivec2 pos3 = ivec2(0);\n ivec2 pos4 = ivec2(0);\n ivec3 vI3 = ivec3(vI);\n ivec3 mask = ivec3(0);\n\n // traverse the different levels of the pyramid\n for(int i = 1; i < 14; i++) {\n if(float(i) >= uLevels) break;\n\n offset.x -= diff;\n diff *= 2;\n relativePosition = position + offset;\n\n end = start + pyramidVoxel(vec2(relativePosition));\n pos1 = ivec2(relativePosition);\n starts.x = start;\n ends.x = end;\n pos2 = ivec2(relativePosition + ivec2(1, 0));\n starts.y = ends.x;\n ends.y = ends.x + pyramidVoxel(vec2(pos2));\n pos3 = relativePosition + ivec2(0, 1);\n starts.z = ends.y;\n ends.z = ends.y + pyramidVoxel(vec2(pos3));\n pos4 = relativePosition + ivec2(1, 1);\n starts.w = ends.z;\n mask = ivec3(greaterThanEqual(vI3, starts.rgb)) * ivec3(lessThan(vI3, ends.rgb));\n m = ivec4(mask, 1 - int(any(bvec3(mask))));\n\n relativePosition = m.x * pos1 + m.y * pos2 + m.z * pos3 + m.w * pos4;\n start = idot4(m, starts);\n position = 2 * (relativePosition - offset);\n }\n\n end = start + int(baseVoxel(vec2(position)).r * 255.0);\n pos1 = position;\n starts.x = start;\n ends.x = end;\n pos2 = position + ivec2(1, 0);\n starts.y = ends.x;\n ends.y = ends.x + int(baseVoxel(vec2(pos2)).r * 255.0);\n pos3 = position + ivec2(0, 1);\n starts.z = ends.y;\n ends.z = ends.y + int(baseVoxel(vec2(pos3)).r * 255.0);\n pos4 = position + ivec2(1, 1);\n starts.w = ends.z;\n mask = ivec3(greaterThanEqual(vI3, starts.rgb)) * ivec3(lessThan(vI3, ends.rgb));\n m = ivec4(mask, 1 - int(any(bvec3(mask))));\n position = m.x * pos1 + m.y * pos2 + m.z * pos3 + m.w * pos4;\n\n vec2 coord2d = (vec2(position) / uSize) / uScale;\n vec3 coord3d = floor(index3dFrom2d(coord2d) + 0.5);\n\n float edgeIndex = floor(baseVoxel(vec2(position)).a * 255.0 + 0.5);\n\n // current vertex for the up to 15 MC cases\n int currentVertex = vI - idot4(m, starts);\n\n // ensure winding-order is the same for negative and positive iso-levels\n if (uInvert) {\n int v = imod(currentVertex + 1, 3);\n if (v == 1) currentVertex += 2;\n else if (v == 0) currentVertex -= 2;\n }\n\n // get index into triIndices table\n int mcIndex = 16 * int(edgeIndex) + currentVertex;\n vec4 mcData = texture2D(tTriIndices, vec2(imod(mcIndex, 64), mcIndex / 64) / 64.);\n\n // bit mask to avoid conditionals (see comment below) for getting MC case corner\n vec4 m0 = vec4(floor(mcData.a * 255.0 + 0.5));\n\n // get edge value masks\n vec4 m1 = vec4(equal(m0, vec4(0., 1., 2., 3.)));\n vec4 m2 = vec4(equal(m0, vec4(4., 5., 6., 7.)));\n vec4 m3 = vec4(equal(m0, vec4(8., 9., 10., 11.)));\n\n // apply bit masks\n vec3 b0 = coord3d +\n m1.y * c1 +\n m1.z * c2 +\n m1.w * c3 +\n m2.x * c4 +\n m2.y * c5 +\n m2.z * c6 +\n m2.w * c7 +\n m3.y * c1 +\n m3.z * c2 +\n m3.w * c3;\n vec3 b1 = coord3d +\n m1.x * c1 +\n m1.y * c2 +\n m1.z * c3 +\n m2.x * c5 +\n m2.y * c6 +\n m2.z * c7 +\n m2.w * c4 +\n m3.x * c4 +\n m3.y * c5 +\n m3.z * c6 +\n m3.w * c7;\n\n // the conditionals that are avoided by above bitmasks\n // vec3 b0 = coord3d;\n // vec3 b1 = coord3d;\n // if (mcIndex == 0.0) {\n // b1 += c1;\n // } else if (mcIndex == 1.0) {\n // b0 += c1; b1 += c2;\n // } else if (mcIndex == 2.0) {\n // b0 += c2; b1 += c3;\n // } else if (mcIndex == 3.0) {\n // b0 += c3;\n // } else if (mcIndex == 4.0) {\n // b0 += c4; b1 += c5;\n // } else if (mcIndex == 5.0) {\n // b0 += c5; b1 += c6;\n // } else if (mcIndex == 6.0) {\n // b0 += c6; b1 += c7;\n // } else if (mcIndex == 7.0) {\n // b0 += c7; b1 += c4;\n // } else if (mcIndex == 8.0) {\n // b1 += c4;\n // } else if (mcIndex == 9.0) {\n // b0 += c1; b1 += c5;\n // } else if (mcIndex == 10.0) {\n // b0 += c2; b1 += c6;\n // } else if (mcIndex == 11.0) {\n // b0 += c3; b1 += c7;\n // }\n // b0 = floor(b0 + 0.5);\n // b1 = floor(b1 + 0.5);\n\n vec4 d0 = voxel(b0);\n vec4 d1 = voxel(b1);\n\n float v0 = d0.a;\n float v1 = d1.a;\n\n float t = (uIsoValue - v0) / (v0 - v1);\n gl_FragData[0].xyz = (uGridTransform * vec4(b0 + t * (b0 - b1), 1.0)).xyz;\n\n // group id\n #if __VERSION__ == 100\n // webgl1 does not support 'flat' interpolation (i.e. no interpolation)\n // so we ensure a constant group id per triangle here\n #ifdef dPackedGroup\n gl_FragData[1] = vec4(voxel(coord3d).rgb, 1.0);\n #else\n gl_FragData[1] = getGroup(coord3d);\n #endif\n #else\n #ifdef dPackedGroup\n gl_FragData[1] = vec4(t < 0.5 ? d0.rgb : d1.rgb, 1.0);\n #else\n gl_FragData[1] = getGroup(t < 0.5 ? b0 : b1);\n #endif\n #endif\n\n // normals from gradients\n vec3 n0 = -normalize(vec3(\n voxelPadded(b0 - c1).a - voxelPadded(b0 + c1).a,\n voxelPadded(b0 - c3).a - voxelPadded(b0 + c3).a,\n voxelPadded(b0 - c4).a - voxelPadded(b0 + c4).a\n ));\n vec3 n1 = -normalize(vec3(\n voxelPadded(b1 - c1).a - voxelPadded(b1 + c1).a,\n voxelPadded(b1 - c3).a - voxelPadded(b1 + c3).a,\n voxelPadded(b1 - c4).a - voxelPadded(b1 + c4).a\n ));\n gl_FragData[2].xyz = -vec3(\n n0.x + t * (n0.x - n1.x),\n n0.y + t * (n0.y - n1.y),\n n0.z + t * (n0.z - n1.z)\n );\n\n // ensure normal-direction is the same for negative and positive iso-levels\n if (uInvert) {\n gl_FragData[2].xyz *= -1.0;\n }\n\n // apply normal matrix\n gl_FragData[2].xyz *= transpose3(inverse3(mat3(uGridTransform)));\n}\n";
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exports.edge_frag = "\nprecision highp float;\nprecision highp sampler2D;\n\nuniform sampler2D tMaskTexture;\nuniform vec2 uTexSizeInv;\n\nvoid main() {\n vec2 coords = gl_FragCoord.xy * uTexSizeInv;\n vec4 offset = vec4(float(dEdgeScale), 0.0, 0.0, float(dEdgeScale)) * vec4(uTexSizeInv, uTexSizeInv);\n vec4 c0 = texture2D(tMaskTexture, coords);\n vec4 c1 = texture2D(tMaskTexture, coords + offset.xy);\n vec4 c2 = texture2D(tMaskTexture, coords - offset.xy);\n vec4 c3 = texture2D(tMaskTexture, coords + offset.yw);\n vec4 c4 = texture2D(tMaskTexture, coords - offset.yw);\n float diff1 = (c1.r - c2.r) * 0.5;\n float diff2 = (c3.r - c4.r) * 0.5;\n float d = length(vec2(diff1, diff2));\n if (d <= 0.0)\n discard;\n float a1 = min(c1.g, c2.g);\n float a2 = min(c3.g, c4.g);\n float visibility = min(a1, a2) > 0.001 ? 1.0 : 0.0;\n float mask = c0.r;\n float marker = min(c1.b, min(c2.b, min(c3.b, c4.b)));\n float fogAlpha = min(c1.a, min(c2.a, min(c3.a, c4.a)));\n gl_FragColor = vec4(visibility, mask, marker, fogAlpha);\n}\n";
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exports.overlay_frag = "\nprecision highp float;\nprecision highp sampler2D;\n\nuniform vec2 uTexSizeInv;\nuniform sampler2D tEdgeTexture;\nuniform vec3 uHighlightEdgeColor;\nuniform vec3 uSelectEdgeColor;\nuniform float uGhostEdgeStrength;\nuniform float uInnerEdgeFactor;\n\nvoid main() {\n vec2 coords = gl_FragCoord.xy * uTexSizeInv;\n vec4 edgeValue = texture2D(tEdgeTexture, coords);\n if (edgeValue.a > 0.0) {\n vec3 edgeColor = edgeValue.b == 1.0 ? uHighlightEdgeColor : uSelectEdgeColor;\n gl_FragColor.rgb = edgeValue.g > 0.0 ? edgeColor : edgeColor * uInnerEdgeFactor;\n gl_FragColor.a = (edgeValue.r == 1.0 ? uGhostEdgeStrength : 1.0) * edgeValue.a;\n } else {\n gl_FragColor = vec4(0.0);\n }\n}\n";
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exports.mesh_frag = "\nprecision highp float;\nprecision highp int;\n\n#define bumpEnabled\n\n#include common\n#include common_frag_params\n#include color_frag_params\n#include light_frag_params\n#include normal_frag_params\n#include common_clip\n\nvoid main() {\n #include clip_pixel\n\n // Workaround for buggy gl_FrontFacing (e.g. on some integrated Intel GPUs)\n vec3 fdx = dFdx(vViewPosition);\n vec3 fdy = dFdy(vViewPosition);\n vec3 faceNormal = normalize(cross(fdx,fdy));\n bool frontFacing = dot(vNormal, faceNormal) > 0.0;\n\n #if defined(dFlipSided)\n interior = frontFacing;\n #else\n interior = !frontFacing;\n #endif\n\n float fragmentDepth = gl_FragCoord.z;\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 #if defined(dFlatShaded)\n vec3 normal = -faceNormal;\n #else\n vec3 normal = -normalize(vNormal);\n if (uDoubleSided) normal *= float(frontFacing) * 2.0 - 1.0;\n #endif\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";
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exports.mesh_vert = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\n#include common\n#include read_from_texture\n#include common_vert_params\n#include color_vert_params\n#include common_clip\n#include texture3d_from_2d_linear\n\n#ifdef dGeometryType_textureMesh\n uniform vec2 uGeoTexDim;\n uniform sampler2D tPosition;\n uniform sampler2D tGroup;\n uniform sampler2D tNormal;\n#else\n attribute vec3 aPosition;\n attribute float aGroup;\n attribute vec3 aNormal;\n#endif\nattribute mat4 aTransform;\nattribute float aInstance;\n\nvarying vec3 vNormal;\n\nvoid main(){\n #include assign_group\n #include assign_marker_varying\n #include assign_clipping_varying\n #include assign_position\n #include assign_color_varying\n #include clip_instance\n\n #ifdef dGeometryType_textureMesh\n vec3 normal = readFromTexture(tNormal, VertexID, uGeoTexDim).xyz;\n #else\n vec3 normal = aNormal;\n #endif\n mat3 normalMatrix = transpose3(inverse3(mat3(modelView)));\n vec3 transformedNormal = normalize(normalMatrix * normalize(normal));\n #if defined(dFlipSided)\n if (!uDoubleSided) { // TODO checking uDoubleSided should not be required, ASR\n transformedNormal = -transformedNormal;\n }\n #endif\n vNormal = transformedNormal;\n}\n";
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exports.outlines_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tDepth;\nuniform vec2 uTexSize;\n\nuniform float uNear;\nuniform float uFar;\n\nuniform float uMaxPossibleViewZDiff;\n\n#include common\n\nfloat getViewZ(const in float depth) {\n #if dOrthographic == 1\n return orthographicDepthToViewZ(depth, uNear, uFar);\n #else\n return perspectiveDepthToViewZ(depth, uNear, uFar);\n #endif\n}\n\nfloat getDepth(const in vec2 coords) {\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n}\n\nbool isBackground(const in float depth) {\n return depth == 1.0;\n}\n\nvoid main(void) {\n float backgroundViewZ = uFar + 3.0 * uMaxPossibleViewZDiff;\n\n vec2 coords = gl_FragCoord.xy / uTexSize;\n vec2 invTexSize = 1.0 / uTexSize;\n\n float selfDepth = getDepth(coords);\n float selfViewZ = isBackground(selfDepth) ? backgroundViewZ : getViewZ(getDepth(coords));\n\n float outline = 1.0;\n float bestDepth = 1.0;\n\n for (int y = -1; y <= 1; y++) {\n for (int x = -1; x <= 1; x++) {\n vec2 sampleCoords = coords + vec2(float(x), float(y)) * invTexSize;\n float sampleDepth = getDepth(sampleCoords);\n float sampleViewZ = isBackground(sampleDepth) ? backgroundViewZ : getViewZ(sampleDepth);\n\n if (abs(selfViewZ - sampleViewZ) > uMaxPossibleViewZDiff && selfDepth > sampleDepth && sampleDepth <= bestDepth) {\n outline = 0.0;\n bestDepth = sampleDepth;\n }\n }\n }\n\n gl_FragColor = vec4(outline, packUnitIntervalToRG(bestDepth), 0.0);\n}\n";
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exports.points_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include common_frag_params\n#include color_frag_params\n#include common_clip\n\nconst vec2 center = vec2(0.5);\nconst float radius = 0.5;\n\nvoid main(){\n #include clip_pixel\n\n float fragmentDepth = gl_FragCoord.z;\n bool interior = false;\n #include assign_material_color\n\n #if defined(dPointStyle_circle)\n float dist = distance(gl_PointCoord, center);\n if (dist > radius) discard;\n #elif defined(dPointStyle_fuzzy)\n float dist = distance(gl_PointCoord, center);\n float fuzzyAlpha = 1.0 - smoothstep(0.0, radius, dist);\n if (fuzzyAlpha < 0.0001) discard;\n #endif\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 gl_FragColor = material;\n\n #if defined(dPointStyle_fuzzy)\n gl_FragColor.a *= fuzzyAlpha;\n #endif\n\n #include apply_marker_color\n #include apply_fog\n #include wboit_write\n #endif\n}\n";
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exports.points_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 float uPixelRatio;\nuniform vec4 uViewport;\n\nattribute vec3 aPosition;\nattribute mat4 aTransform;\nattribute float aInstance;\nattribute float aGroup;\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_position\n #include assign_size\n\n #ifdef dPointSizeAttenuation\n gl_PointSize = size * uPixelRatio * ((uViewport.w / 2.0) / -mvPosition.z) * 5.0;\n #else\n gl_PointSize = size * uPixelRatio;\n #endif\n gl_PointSize = max(1.0, gl_PointSize);\n\n gl_Position = uProjection * mvPosition;\n\n #include clip_instance\n}\n";
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export declare const postprocessing_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tSsaoDepth;\nuniform sampler2D tColor;\nuniform sampler2D tDepth;\nuniform sampler2D tOutlines;\nuniform vec2 uTexSize;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\nuniform vec3 uOutlineColor;\nuniform bool uTransparentBackground;\n\nuniform
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export declare const postprocessing_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tSsaoDepth;\nuniform sampler2D tColor;\nuniform sampler2D tDepth;\nuniform sampler2D tOutlines;\nuniform vec2 uTexSize;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\nuniform vec3 uOutlineColor;\nuniform bool uTransparentBackground;\n\nuniform vec2 uOcclusionOffset;\n\nuniform float uMaxPossibleViewZDiff;\n\nconst vec3 occlusionColor = vec3(0.0);\n\n#include common\n\nfloat getViewZ(const in float depth) {\n #if dOrthographic == 1\n return orthographicDepthToViewZ(depth, uNear, uFar);\n #else\n return perspectiveDepthToViewZ(depth, uNear, uFar);\n #endif\n}\n\nfloat getDepth(const in vec2 coords) {\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n}\n\nbool isBackground(const in float depth) {\n return depth == 1.0;\n}\n\nfloat getOutline(const in vec2 coords, out float closestTexel) {\n float backgroundViewZ = uFar + 3.0 * uMaxPossibleViewZDiff;\n vec2 invTexSize = 1.0 / uTexSize;\n\n float selfDepth = getDepth(coords);\n float selfViewZ = isBackground(selfDepth) ? backgroundViewZ : getViewZ(selfDepth);\n\n float outline = 1.0;\n closestTexel = 1.0;\n for (int y = -dOutlineScale; y <= dOutlineScale; y++) {\n for (int x = -dOutlineScale; x <= dOutlineScale; x++) {\n if (x * x + y * y > dOutlineScale * dOutlineScale) {\n continue;\n }\n\n vec2 sampleCoords = coords + vec2(float(x), float(y)) * invTexSize;\n\n vec4 sampleOutlineCombined = texture2D(tOutlines, sampleCoords);\n float sampleOutline = sampleOutlineCombined.r;\n float sampleOutlineDepth = unpackRGToUnitInterval(sampleOutlineCombined.gb);\n\n if (sampleOutline == 0.0 && sampleOutlineDepth < closestTexel && abs(selfViewZ - sampleOutlineDepth) > uMaxPossibleViewZDiff) {\n outline = 0.0;\n closestTexel = sampleOutlineDepth;\n }\n }\n }\n return outline;\n}\n\nfloat getSsao(vec2 coords) {\n float rawSsao = unpackRGToUnitInterval(texture2D(tSsaoDepth, coords).xy);\n if (rawSsao > 0.999) {\n return 1.0;\n } else if (rawSsao > 0.001) {\n return rawSsao;\n }\n // treat values close to 0.0 as errors and return no occlusion\n return 1.0;\n}\n\nvoid main(void) {\n vec2 coords = gl_FragCoord.xy / uTexSize;\n vec4 color = texture2D(tColor, coords);\n\n float viewDist;\n float fogFactor;\n\n #ifdef dOcclusionEnable\n float depth = getDepth(coords);\n if (!isBackground(depth)) {\n viewDist = abs(getViewZ(depth));\n fogFactor = smoothstep(uFogNear, uFogFar, viewDist);\n float occlusionFactor = getSsao(coords + uOcclusionOffset);\n if (!uTransparentBackground) {\n color.rgb = mix(mix(occlusionColor, uFogColor, fogFactor), color.rgb, occlusionFactor);\n } else {\n color.rgb = mix(occlusionColor * (1.0 - fogFactor), color.rgb, occlusionFactor);\n }\n }\n #endif\n\n // outline needs to be handled after occlusion to keep them clean\n #ifdef dOutlineEnable\n float closestTexel;\n float outline = getOutline(coords, closestTexel);\n\n if (outline == 0.0) {\n color.rgb = mix(uOutlineColor, color.rgb, outline);\n viewDist = abs(getViewZ(closestTexel));\n fogFactor = smoothstep(uFogNear, uFogFar, viewDist);\n if (!uTransparentBackground) {\n color.rgb = mix(color.rgb, uFogColor, fogFactor);\n } else {\n color.a = 1.0 - fogFactor;\n }\n }\n #endif\n\n gl_FragColor = color;\n}\n";
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* Copyright (c) 2019-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
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* @author Alexander Rose <alexander.rose@weirdbyte.de>
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exports.postprocessing_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tSsaoDepth;\nuniform sampler2D tColor;\nuniform sampler2D tDepth;\nuniform sampler2D tOutlines;\nuniform vec2 uTexSize;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\nuniform vec3 uOutlineColor;\nuniform bool uTransparentBackground;\n\nuniform
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exports.postprocessing_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tSsaoDepth;\nuniform sampler2D tColor;\nuniform sampler2D tDepth;\nuniform sampler2D tOutlines;\nuniform vec2 uTexSize;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\nuniform vec3 uOutlineColor;\nuniform bool uTransparentBackground;\n\nuniform vec2 uOcclusionOffset;\n\nuniform float uMaxPossibleViewZDiff;\n\nconst vec3 occlusionColor = vec3(0.0);\n\n#include common\n\nfloat getViewZ(const in float depth) {\n #if dOrthographic == 1\n return orthographicDepthToViewZ(depth, uNear, uFar);\n #else\n return perspectiveDepthToViewZ(depth, uNear, uFar);\n #endif\n}\n\nfloat getDepth(const in vec2 coords) {\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n}\n\nbool isBackground(const in float depth) {\n return depth == 1.0;\n}\n\nfloat getOutline(const in vec2 coords, out float closestTexel) {\n float backgroundViewZ = uFar + 3.0 * uMaxPossibleViewZDiff;\n vec2 invTexSize = 1.0 / uTexSize;\n\n float selfDepth = getDepth(coords);\n float selfViewZ = isBackground(selfDepth) ? backgroundViewZ : getViewZ(selfDepth);\n\n float outline = 1.0;\n closestTexel = 1.0;\n for (int y = -dOutlineScale; y <= dOutlineScale; y++) {\n for (int x = -dOutlineScale; x <= dOutlineScale; x++) {\n if (x * x + y * y > dOutlineScale * dOutlineScale) {\n continue;\n }\n\n vec2 sampleCoords = coords + vec2(float(x), float(y)) * invTexSize;\n\n vec4 sampleOutlineCombined = texture2D(tOutlines, sampleCoords);\n float sampleOutline = sampleOutlineCombined.r;\n float sampleOutlineDepth = unpackRGToUnitInterval(sampleOutlineCombined.gb);\n\n if (sampleOutline == 0.0 && sampleOutlineDepth < closestTexel && abs(selfViewZ - sampleOutlineDepth) > uMaxPossibleViewZDiff) {\n outline = 0.0;\n closestTexel = sampleOutlineDepth;\n }\n }\n }\n return outline;\n}\n\nfloat getSsao(vec2 coords) {\n float rawSsao = unpackRGToUnitInterval(texture2D(tSsaoDepth, coords).xy);\n if (rawSsao > 0.999) {\n return 1.0;\n } else if (rawSsao > 0.001) {\n return rawSsao;\n }\n // treat values close to 0.0 as errors and return no occlusion\n return 1.0;\n}\n\nvoid main(void) {\n vec2 coords = gl_FragCoord.xy / uTexSize;\n vec4 color = texture2D(tColor, coords);\n\n float viewDist;\n float fogFactor;\n\n #ifdef dOcclusionEnable\n float depth = getDepth(coords);\n if (!isBackground(depth)) {\n viewDist = abs(getViewZ(depth));\n fogFactor = smoothstep(uFogNear, uFogFar, viewDist);\n float occlusionFactor = getSsao(coords + uOcclusionOffset);\n if (!uTransparentBackground) {\n color.rgb = mix(mix(occlusionColor, uFogColor, fogFactor), color.rgb, occlusionFactor);\n } else {\n color.rgb = mix(occlusionColor * (1.0 - fogFactor), color.rgb, occlusionFactor);\n }\n }\n #endif\n\n // outline needs to be handled after occlusion to keep them clean\n #ifdef dOutlineEnable\n float closestTexel;\n float outline = getOutline(coords, closestTexel);\n\n if (outline == 0.0) {\n color.rgb = mix(uOutlineColor, color.rgb, outline);\n viewDist = abs(getViewZ(closestTexel));\n fogFactor = smoothstep(uFogNear, uFogFar, viewDist);\n if (!uTransparentBackground) {\n color.rgb = mix(color.rgb, uFogColor, fogFactor);\n } else {\n color.a = 1.0 - fogFactor;\n }\n }\n #endif\n\n gl_FragColor = color;\n}\n";
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exports.quad_vert = "\nprecision highp float;\n\nattribute vec2 aPosition;\nuniform vec2 uQuadScale;\n\nvoid main(void) {\n vec2 position = aPosition * uQuadScale - vec2(1.0, 1.0) + uQuadScale;\n gl_Position = vec4(position, 0.0, 1.0);\n}\n";
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exports.blend_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tWeights;\nuniform sampler2D tColor;\nuniform vec2 uTexSizeInv;\n\nvarying vec2 vUv;\nvarying vec4 vOffset[2];\n\nvec4 SMAANeighborhoodBlendingPS(vec2 texCoord, vec4 offset[2], sampler2D colorTex, sampler2D blendTex) {\n // Fetch the blending weights for current pixel:\n vec4 a;\n a.xz = texture2D(blendTex, texCoord).xz;\n a.y = texture2D(blendTex, offset[1].zw).g;\n a.w = texture2D(blendTex, offset[1].xy).a;\n\n // Is there any blending weight with a value greater than 0.0?\n if (dot(a, vec4(1.0, 1.0, 1.0, 1.0)) < 1e-5) {\n return texture2D(colorTex, texCoord, 0.0);\n } else {\n // Up to 4 lines can be crossing a pixel (one through each edge). We\n // favor blending by choosing the line with the maximum weight for each\n // direction:\n vec2 offset;\n offset.x = a.a > a.b ? a.a : -a.b; // left vs. right\n offset.y = a.g > a.r ? -a.g : a.r; // top vs. bottom // WebGL port note: Changed signs\n\n // Then we go in the direction that has the maximum weight:\n if (abs(offset.x) > abs(offset.y)) { // horizontal vs. vertical\n offset.y = 0.0;\n } else {\n offset.x = 0.0;\n }\n\n // Fetch the opposite color and lerp by hand:\n vec4 C = texture2D(colorTex, texCoord, 0.0);\n texCoord += sign(offset) * uTexSizeInv;\n vec4 Cop = texture2D(colorTex, texCoord, 0.0);\n float s = abs(offset.x) > abs(offset.y) ? abs(offset.x) : abs(offset.y);\n\n // WebGL port note: Added gamma correction\n C.xyz = pow(C.xyz, vec3(2.2));\n Cop.xyz = pow(Cop.xyz, vec3(2.2));\n vec4 mixed = mix(C, Cop, s);\n mixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));\n\n return mixed;\n }\n}\n\nvoid main() {\n gl_FragColor = SMAANeighborhoodBlendingPS(vUv, vOffset, tColor, tWeights);\n}\n";
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exports.blend_vert = "\nprecision highp float;\n\nattribute vec2 aPosition;\nuniform vec2 uQuadScale;\n\nuniform vec2 uTexSizeInv;\nuniform vec4 uViewport;\n\nvarying vec2 vUv;\nvarying vec4 vOffset[2];\n\nvoid SMAANeighborhoodBlendingVS(vec2 texCoord) {\n vOffset[0] = texCoord.xyxy + uTexSizeInv.xyxy * vec4(-1.0, 0.0, 0.0, 1.0); // WebGL port note: Changed sign in W component\n vOffset[1] = texCoord.xyxy + uTexSizeInv.xyxy * vec4(1.0, 0.0, 0.0, -1.0); // WebGL port note: Changed sign in W component\n}\n\nvoid main() {\n vec2 scale = uViewport.zw * uTexSizeInv;\n vec2 shift = uViewport.xy * uTexSizeInv;\n vUv = (aPosition + 1.0) * 0.5 * scale + shift;\n SMAANeighborhoodBlendingVS(vUv);\n vec2 position = aPosition * uQuadScale - vec2(1.0, 1.0) + uQuadScale;\n gl_Position = vec4(position, 0.0, 1.0);\n}\n";
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exports.edges_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tColor;\nuniform vec2 uTexSizeInv;\n\nvarying vec2 vUv;\nvarying vec4 vOffset[3];\n\nvec4 SMAAColorEdgeDetectionPS(vec2 texcoord, vec4 offset[3], sampler2D colorTex) {\n vec2 threshold = vec2(dEdgeThreshold, dEdgeThreshold);\n\n // Calculate color deltas:\n vec4 delta;\n vec3 C = texture2D(colorTex, texcoord).rgb;\n\n vec3 Cleft = texture2D(colorTex, offset[0].xy).rgb;\n vec3 t = abs(C - Cleft);\n delta.x = max(max(t.r, t.g), t.b);\n\n vec3 Ctop = texture2D(colorTex, offset[0].zw).rgb;\n t = abs(C - Ctop);\n delta.y = max(max(t.r, t.g), t.b);\n\n // We do the usual threshold:\n vec2 edges = step(threshold, delta.xy);\n\n // Then discard if there is no edge:\n if (dot(edges, vec2(1.0, 1.0 )) == 0.0)\n discard;\n\n // Calculate right and bottom deltas:\n vec3 Cright = texture2D(colorTex, offset[1].xy).rgb;\n t = abs( C - Cright );\n delta.z = max(max(t.r, t.g), t.b);\n\n vec3 Cbottom = texture2D(colorTex, offset[1].zw).rgb;\n t = abs(C - Cbottom);\n delta.w = max(max(t.r, t.g), t.b);\n\n // Calculate the maximum delta in the direct neighborhood:\n float maxDelta = max(max(max(delta.x, delta.y), delta.z), delta.w );\n\n // Calculate left-left and top-top deltas:\n vec3 Cleftleft = texture2D(colorTex, offset[2].xy).rgb;\n t = abs( C - Cleftleft );\n delta.z = max(max(t.r, t.g), t.b);\n\n vec3 Ctoptop = texture2D(colorTex, offset[2].zw).rgb;\n t = abs(C - Ctoptop);\n delta.w = max(max(t.r, t.g), t.b);\n\n // Calculate the final maximum delta:\n maxDelta = max(max(maxDelta, delta.z), delta.w);\n\n // Local contrast adaptation in action:\n edges.xy *= step(0.5 * maxDelta, delta.xy);\n\n return vec4(edges, 0.0, 0.0);\n}\n\nvoid main() {\n gl_FragColor = SMAAColorEdgeDetectionPS(vUv, vOffset, tColor);\n}\n";
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exports.edges_vert = "\nprecision highp float;\n\nattribute vec2 aPosition;\nuniform vec2 uQuadScale;\n\nuniform vec2 uTexSizeInv;\nuniform vec4 uViewport;\n\nvarying vec2 vUv;\nvarying vec4 vOffset[3];\n\nvoid SMAAEdgeDetectionVS(vec2 texCoord) {\n vOffset[0] = texCoord.xyxy + uTexSizeInv.xyxy * vec4(-1.0, 0.0, 0.0, 1.0); // WebGL port note: Changed sign in W component\n vOffset[1] = texCoord.xyxy + uTexSizeInv.xyxy * vec4(1.0, 0.0, 0.0, -1.0); // WebGL port note: Changed sign in W component\n vOffset[2] = texCoord.xyxy + uTexSizeInv.xyxy * vec4(-2.0, 0.0, 0.0, 2.0); // WebGL port note: Changed sign in W component\n}\n\nvoid main() {\n vec2 scale = uViewport.zw * uTexSizeInv;\n vec2 shift = uViewport.xy * uTexSizeInv;\n vUv = (aPosition + 1.0) * 0.5 * scale + shift;\n SMAAEdgeDetectionVS(vUv);\n vec2 position = aPosition * uQuadScale - vec2(1.0, 1.0) + uQuadScale;\n gl_Position = vec4(position, 0.0, 1.0);\n}\n";
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exports.weights_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\n#define SMAASampleLevelZeroOffset(tex, coord, offset) texture2D(tex, coord + float(offset) * uTexSizeInv, 0.0)\n\n#define SMAA_AREATEX_MAX_DISTANCE 16\n#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))\n#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)\n\nuniform sampler2D tEdges;\nuniform sampler2D tArea;\nuniform sampler2D tSearch;\nuniform vec2 uTexSizeInv;\n\nvarying vec2 vUv;\nvarying vec4 vOffset[3];\nvarying vec2 vPixCoord;\n\n#if __VERSION__ == 100\n vec2 round(vec2 x) {\n return sign(x) * floor(abs(x) + 0.5);\n }\n#endif\n\nfloat SMAASearchLength(sampler2D searchTex, vec2 e, float bias, float scale) {\n // Not required if searchTex accesses are set to point:\n // float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);\n // e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +\n // e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;\n e.r = bias + e.r * scale;\n return 255.0 * texture2D(searchTex, e, 0.0).r;\n}\n\nfloat SMAASearchXLeft(sampler2D edgesTex, sampler2D searchTex, vec2 texCoord, float end) {\n /**\n * @PSEUDO_GATHER4\n * This texCoord has been offset by (-0.25, -0.125) in the vertex shader to\n * sample between edge, thus fetching four edges in a row.\n * Sampling with different offsets in each direction allows to disambiguate\n * which edges are active from the four fetched ones.\n */\n vec2 e = vec2(0.0, 1.0);\n\n for (int i = 0; i < dMaxSearchSteps; i++) { // WebGL port note: Changed while to for\n e = texture2D( edgesTex, texCoord, 0.0).rg;\n texCoord -= vec2(2.0, 0.0) * uTexSizeInv;\n if (!(texCoord.x > end && e.g > 0.8281 && e.r == 0.0)) break;\n }\n\n // We correct the previous (-0.25, -0.125) offset we applied:\n texCoord.x += 0.25 * uTexSizeInv.x;\n\n // The searches are bias by 1, so adjust the coords accordingly:\n texCoord.x += uTexSizeInv.x;\n\n // Disambiguate the length added by the last step:\n texCoord.x += 2.0 * uTexSizeInv.x; // Undo last step\n texCoord.x -= uTexSizeInv.x * SMAASearchLength(searchTex, e, 0.0, 0.5);\n\n return texCoord.x;\n}\n\nfloat SMAASearchXRight(sampler2D edgesTex, sampler2D searchTex, vec2 texCoord, float end) {\n vec2 e = vec2( 0.0, 1.0 );\n\n for (int i = 0; i < dMaxSearchSteps; i++) { // WebGL port note: Changed while to for\n e = texture2D(edgesTex, texCoord, 0.0).rg;\n texCoord += vec2(2.0, 0.0) * uTexSizeInv;\n if (!(texCoord.x < end && e.g > 0.8281 && e.r == 0.0)) break;\n }\n\n texCoord.x -= 0.25 * uTexSizeInv.x;\n texCoord.x -= uTexSizeInv.x;\n texCoord.x -= 2.0 * uTexSizeInv.x;\n texCoord.x += uTexSizeInv.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );\n\n return texCoord.x;\n}\n\nfloat SMAASearchYUp(sampler2D edgesTex, sampler2D searchTex, vec2 texCoord, float end) {\n vec2 e = vec2( 1.0, 0.0 );\n\n for (int i = 0; i < dMaxSearchSteps; i++) { // WebGL port note: Changed while to for\n e = texture2D(edgesTex, texCoord, 0.0).rg;\n texCoord += vec2(0.0, 2.0) * uTexSizeInv; // WebGL port note: Changed sign\n if (!(texCoord.y > end && e.r > 0.8281 && e.g == 0.0)) break;\n }\n\n texCoord.y -= 0.25 * uTexSizeInv.y; // WebGL port note: Changed sign\n texCoord.y -= uTexSizeInv.y; // WebGL port note: Changed sign\n texCoord.y -= 2.0 * uTexSizeInv.y; // WebGL port note: Changed sign\n texCoord.y += uTexSizeInv.y * SMAASearchLength(searchTex, e.gr, 0.0, 0.5); // WebGL port note: Changed sign\n\n return texCoord.y;\n}\n\nfloat SMAASearchYDown(sampler2D edgesTex, sampler2D searchTex, vec2 texCoord, float end) {\n vec2 e = vec2( 1.0, 0.0 );\n\n for (int i = 0; i < dMaxSearchSteps; i++) { // WebGL port note: Changed while to for\n e = texture2D(edgesTex, texCoord, 0.0).rg;\n texCoord -= vec2( 0.0, 2.0 ) * uTexSizeInv; // WebGL port note: Changed sign\n if (!(texCoord.y < end && e.r > 0.8281 && e.g == 0.0)) break;\n }\n\n texCoord.y += 0.25 * uTexSizeInv.y; // WebGL port note: Changed sign\n texCoord.y += uTexSizeInv.y; // WebGL port note: Changed sign\n texCoord.y += 2.0 * uTexSizeInv.y; // WebGL port note: Changed sign\n texCoord.y -= uTexSizeInv.y * SMAASearchLength(searchTex, e.gr, 0.5, 0.5); // WebGL port note: Changed sign\n\n return texCoord.y;\n}\n\nvec2 SMAAArea(sampler2D areaTex, vec2 dist, float e1, float e2, float offset) {\n // Rounding prevents precision errors of bilinear filtering:\n vec2 texCoord = float(SMAA_AREATEX_MAX_DISTANCE) * round(4.0 * vec2(e1, e2)) + dist;\n\n // We do a scale and bias for mapping to texel space:\n texCoord = SMAA_AREATEX_PIXEL_SIZE * texCoord + (0.5 * SMAA_AREATEX_PIXEL_SIZE);\n\n // Move to proper place, according to the subpixel offset:\n texCoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;\n\n return texture2D(areaTex, texCoord, 0.0).rg;\n}\n\nvec4 SMAABlendingWeightCalculationPS(vec2 texCoord, vec2 pixCoord, vec4 offset[3], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices) {\n vec4 weights = vec4(0.0, 0.0, 0.0, 0.0);\n\n vec2 e = texture2D(edgesTex, texCoord).rg;\n\n if (e.g > 0.0) { // Edge at north\n vec2 d;\n\n // Find the distance to the left:\n vec2 coords;\n coords.x = SMAASearchXLeft(edgesTex, searchTex, offset[0].xy, offset[2].x );\n coords.y = offset[1].y; // offset[1].y = texCoord.y - 0.25 * uTexSizeInv.y (@CROSSING_OFFSET)\n d.x = coords.x;\n\n // Now fetch the left crossing edges, two at a time using bilinear\n // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to\n // discern what value each edge has:\n float e1 = texture2D(edgesTex, coords, 0.0).r;\n\n // Find the distance to the right:\n coords.x = SMAASearchXRight(edgesTex, searchTex, offset[0].zw, offset[2].y);\n d.y = coords.x;\n\n // We want the distances to be in pixel units (doing this here allow to\n // better interleave arithmetic and memory accesses):\n d = d / uTexSizeInv.x - pixCoord.x;\n\n // SMAAArea below needs a sqrt, as the areas texture is compressed\n // quadratically:\n vec2 sqrt_d = sqrt(abs(d));\n\n // Fetch the right crossing edges:\n coords.y -= 1.0 * uTexSizeInv.y; // WebGL port note: Added\n float e2 = SMAASampleLevelZeroOffset(edgesTex, coords, ivec2(1, 0)).r;\n\n // Ok, we know how this pattern looks like, now it is time for getting\n // the actual area:\n weights.rg = SMAAArea(areaTex, sqrt_d, e1, e2, float(subsampleIndices.y));\n }\n\n if (e.r > 0.0) { // Edge at west\n vec2 d;\n\n // Find the distance to the top:\n vec2 coords;\n\n coords.y = SMAASearchYUp(edgesTex, searchTex, offset[1].xy, offset[2].z );\n coords.x = offset[0].x; // offset[1].x = texCoord.x - 0.25 * uTexSizeInv.x;\n d.x = coords.y;\n\n // Fetch the top crossing edges:\n float e1 = texture2D(edgesTex, coords, 0.0).g;\n\n // Find the distance to the bottom:\n coords.y = SMAASearchYDown(edgesTex, searchTex, offset[1].zw, offset[2].w);\n d.y = coords.y;\n\n // We want the distances to be in pixel units:\n d = d / uTexSizeInv.y - pixCoord.y;\n\n // SMAAArea below needs a sqrt, as the areas texture is compressed\n // quadratically:\n vec2 sqrt_d = sqrt(abs(d));\n\n // Fetch the bottom crossing edges:\n coords.y -= 1.0 * uTexSizeInv.y; // WebGL port note: Added\n float e2 = SMAASampleLevelZeroOffset(edgesTex, coords, ivec2(0, 1)).g;\n\n // Get the area for this direction:\n weights.ba = SMAAArea(areaTex, sqrt_d, e1, e2, float(subsampleIndices.x));\n }\n\n return weights;\n}\n\nvoid main() {\n gl_FragColor = SMAABlendingWeightCalculationPS(vUv, vPixCoord, vOffset, tEdges, tArea, tSearch, ivec4(0.0));\n}\n";
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exports.weights_vert = "\nprecision highp float;\n\nattribute vec2 aPosition;\nuniform vec2 uQuadScale;\n\nuniform vec2 uTexSizeInv;\nuniform vec4 uViewport;\n\nvarying vec2 vUv;\nvarying vec4 vOffset[3];\nvarying vec2 vPixCoord;\n\nvoid SMAABlendingWeightCalculationVS(vec2 texCoord) {\n vPixCoord = texCoord / uTexSizeInv;\n\n // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):\n vOffset[0] = texCoord.xyxy + uTexSizeInv.xyxy * vec4(-0.25, 0.125, 1.25, 0.125); // WebGL port note: Changed sign in Y and W components\n vOffset[1] = texCoord.xyxy + uTexSizeInv.xyxy * vec4(-0.125, 0.25, -0.125, -1.25); // WebGL port note: Changed sign in Y and W components\n\n // And these for the searches, they indicate the ends of the loops:\n vOffset[2] = vec4(vOffset[0].xz, vOffset[1].yw) + vec4(-2.0, 2.0, -2.0, 2.0) * uTexSizeInv.xxyy * float(dMaxSearchSteps);\n}\n\nvoid main() {\n vec2 scale = uViewport.zw * uTexSizeInv;\n vec2 shift = uViewport.xy * uTexSizeInv;\n vUv = (aPosition + 1.0) * 0.5 * scale + shift;\n SMAABlendingWeightCalculationVS(vUv);\n vec2 position = aPosition * uQuadScale - vec2(1.0, 1.0) + uQuadScale;\n gl_Position = vec4(position, 0.0, 1.0);\n}\n";
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exports.spheres_frag = "\nprecision highp float;\nprecision highp int;\n\n#define bumpEnabled\n\n#include common\n#include common_frag_params\n#include color_frag_params\n#include light_frag_params\n#include common_clip\n\nuniform mat4 uInvView;\n\nvarying float vRadius;\nvarying float vRadiusSq;\nvarying vec3 vPoint;\nvarying vec3 vPointViewPosition;\n\nvec3 cameraPos;\nvec3 cameraNormal;\n\nbool Impostor(out vec3 cameraPos, out vec3 cameraNormal){\n vec3 cameraSpherePos = -vPointViewPosition;\n cameraSpherePos.z += vRadius;\n\n vec3 rayOrigin = mix(vec3(0.0, 0.0, 0.0), vPoint, uIsOrtho);\n vec3 rayDirection = mix(normalize(vPoint), vec3(0.0, 0.0, 1.0), uIsOrtho);\n vec3 cameraSphereDir = mix(cameraSpherePos, rayOrigin - cameraSpherePos, uIsOrtho);\n\n float B = dot(rayDirection, cameraSphereDir);\n float det = B * B + vRadiusSq - dot(cameraSphereDir, cameraSphereDir);\n\n if (det < 0.0){\n discard;\n return false;\n }\n\n float sqrtDet = sqrt(det);\n float posT = mix(B + sqrtDet, B + sqrtDet, uIsOrtho);\n float negT = mix(B - sqrtDet, sqrtDet - B, uIsOrtho);\n\n cameraPos = rayDirection * negT + rayOrigin;\n\n\n if (calcDepth(cameraPos) <= 0.0) {\n cameraPos = rayDirection * posT + rayOrigin;\n interior = true;\n } else {\n interior = false;\n }\n\n cameraNormal = normalize(cameraPos - cameraSpherePos);\n cameraNormal *= float(!interior) * 2.0 - 1.0;\n\n return !interior;\n}\n\nvoid main(void){\n #include clip_pixel\n\n bool flag = Impostor(cameraPos, cameraNormal);\n if (!uDoubleSided) {\n if (interior) discard;\n }\n\n vec3 vViewPosition = cameraPos;\n gl_FragDepthEXT = calcDepth(vViewPosition);\n if (!flag && gl_FragDepthEXT >= 0.0) {\n gl_FragDepthEXT = 0.0 + (0.0000001 / vRadius);\n }\n\n vec3 vModelPosition = (uInvView * vec4(vViewPosition, 1.0)).xyz;\n\n if (gl_FragDepthEXT < 0.0) discard;\n if (gl_FragDepthEXT > 1.0) discard;\n\n float fragmentDepth = gl_FragDepthEXT;\n #include assign_material_color\n\n #if defined(dRenderVariant_pick)\n #include check_picking_alpha\n gl_FragColor = material;\n #elif defined(dRenderVariant_depth)\n gl_FragColor = material;\n #elif defined(dRenderVariant_marking)\n gl_FragColor = material;\n #elif defined(dRenderVariant_color)\n vec3 normal = -cameraNormal;\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";
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exports.spheres_vert = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include read_from_texture\n#include common_vert_params\n#include color_vert_params\n#include size_vert_params\n#include common_clip\n\nuniform mat4 uModelView;\nuniform mat4 uInvProjection;\n\nattribute vec3 aPosition;\nattribute vec2 aMapping;\nattribute mat4 aTransform;\nattribute float aInstance;\nattribute float aGroup;\n\nvarying float vRadius;\nvarying float vRadiusSq;\nvarying vec3 vPoint;\nvarying vec3 vPointViewPosition;\n\n#include matrix_scale\n\nconst mat4 D = mat4(\n 1.0, 0.0, 0.0, 0.0,\n 0.0, 1.0, 0.0, 0.0,\n 0.0, 0.0, 1.0, 0.0,\n 0.0, 0.0, 0.0, -1.0\n);\n\n/**\n * Compute point size and center using the technique described in:\n * \"GPU-Based Ray-Casting of Quadratic Surfaces\" http://dl.acm.org/citation.cfm?id=2386396\n * by Christian Sigg, Tim Weyrich, Mario Botsch, Markus Gross.\n */\nvoid quadraticProjection(const in float radius, const in vec3 position){\n vec2 xbc, ybc;\n\n mat4 T = mat4(\n radius, 0.0, 0.0, 0.0,\n 0.0, radius, 0.0, 0.0,\n 0.0, 0.0, radius, 0.0,\n position.x, position.y, position.z, 1.0\n );\n\n mat4 R = transpose4(uProjection * uModelView * aTransform * T);\n float A = dot(R[3], D * R[3]);\n float B = -2.0 * dot(R[0], D * R[3]);\n float C = dot(R[0], D * R[0]);\n xbc[0] = (-B - sqrt(B * B - 4.0 * A * C)) / (2.0 * A);\n xbc[1] = (-B + sqrt(B * B - 4.0 * A * C)) / (2.0 * A);\n float sx = abs(xbc[0] - xbc[1]) * 0.5;\n\n A = dot(R[3], D * R[3]);\n B = -2.0 * dot(R[1], D * R[3]);\n C = dot(R[1], D * R[1]);\n ybc[0] = (-B - sqrt(B * B - 4.0 * A * C)) / (2.0 * A);\n ybc[1] = (-B + sqrt(B * B - 4.0 * A * C)) / (2.0 * A);\n float sy = abs(ybc[0] - ybc[1]) * 0.5;\n\n gl_Position.xy = vec2(0.5 * (xbc.x + xbc.y), 0.5 * (ybc.x + ybc.y));\n gl_Position.xy -= aMapping * vec2(sx, sy);\n gl_Position.xy *= gl_Position.w;\n}\n\n\nvoid main(void){\n #include assign_group\n #include assign_color_varying\n #include assign_marker_varying\n #include assign_clipping_varying\n #include assign_size\n\n vRadius = size * matrixScale(uModelView);\n\n vec4 position4 = vec4(aPosition, 1.0);\n vec4 mvPosition = uModelView * aTransform * position4;\n mvPosition.z -= vRadius; // avoid clipping, added again in fragment shader\n\n gl_Position = uProjection * vec4(mvPosition.xyz, 1.0);\n quadraticProjection(size, aPosition);\n\n vRadiusSq = vRadius * vRadius;\n vec4 vPoint4 = uInvProjection * gl_Position;\n vPoint = vPoint4.xyz / vPoint4.w;\n vPointViewPosition = -mvPosition.xyz / mvPosition.w;\n\n vModelPosition = (uModel * aTransform * position4).xyz; // for clipping in frag shader\n\n #include clip_instance\n}\n";
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exports.ssaoBlur_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tSsaoDepth;\nuniform vec2 uTexSize;\nuniform vec4 uBounds;\n\nuniform float uKernel[dOcclusionKernelSize];\n\nuniform float uBlurDirectionX;\nuniform float uBlurDirectionY;\n\nuniform float uMaxPossibleViewZDiff;\n\nuniform float uNear;\nuniform float uFar;\n\n#include common\n\nfloat getViewZ(const in float depth) {\n #if dOrthographic == 1\n return orthographicDepthToViewZ(depth, uNear, uFar);\n #else\n return perspectiveDepthToViewZ(depth, uNear, uFar);\n #endif\n}\n\nbool isBackground(const in float depth) {\n return depth == 1.0;\n}\n\nbool outsideBounds(const in vec2 p) {\n return p.x < uBounds.x || p.y < uBounds.y || p.x > uBounds.z || p.y > uBounds.w;\n}\n\nvoid main(void) {\n vec2 coords = gl_FragCoord.xy / uTexSize;\n\n vec2 packedDepth = texture2D(tSsaoDepth, coords).zw;\n\n if (outsideBounds(coords)) {\n gl_FragColor = vec4(packUnitIntervalToRG(1.0), packedDepth);\n return;\n }\n\n float selfDepth = unpackRGToUnitInterval(packedDepth);\n // if background and if second pass\n if (isBackground(selfDepth) && uBlurDirectionY != 0.0) {\n gl_FragColor = vec4(packUnitIntervalToRG(1.0), packedDepth);\n return;\n }\n\n float selfViewZ = getViewZ(selfDepth);\n\n vec2 offset = vec2(uBlurDirectionX, uBlurDirectionY) / uTexSize;\n\n float sum = 0.0;\n float kernelSum = 0.0;\n // only if kernelSize is odd\n for (int i = -dOcclusionKernelSize / 2; i <= dOcclusionKernelSize / 2; i++) {\n vec2 sampleCoords = coords + float(i) * offset;\n if (outsideBounds(sampleCoords)) {\n continue;\n }\n\n vec4 sampleSsaoDepth = texture2D(tSsaoDepth, sampleCoords);\n\n float sampleDepth = unpackRGToUnitInterval(sampleSsaoDepth.zw);\n if (isBackground(sampleDepth)) {\n continue;\n }\n\n if (abs(float(i)) > 1.0) { // abs is not defined for int in webgl1\n float sampleViewZ = getViewZ(sampleDepth);\n if (abs(selfViewZ - sampleViewZ) > uMaxPossibleViewZDiff) {\n continue;\n }\n }\n\n float kernel = uKernel[int(abs(float(i)))]; // abs is not defined for int in webgl1\n float sampleValue = unpackRGToUnitInterval(sampleSsaoDepth.xy);\n\n sum += kernel * sampleValue;\n kernelSum += kernel;\n }\n\n gl_FragColor = vec4(packUnitIntervalToRG(sum / kernelSum), packedDepth);\n}\n";
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exports.ssao_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\n#include common\n\nuniform sampler2D tDepth;\nuniform vec2 uTexSize;\nuniform vec4 uBounds;\n\nuniform vec3 uSamples[dNSamples];\n\nuniform mat4 uProjection;\nuniform mat4 uInvProjection;\n\nuniform float uRadius;\nuniform float uBias;\n\nfloat smootherstep(float edge0, float edge1, float x) {\n x = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n return x * x * x * (x * (x * 6.0 - 15.0) + 10.0);\n}\n\nfloat noise(const in vec2 coords) {\n float a = 12.9898;\n float b = 78.233;\n float c = 43758.5453;\n float dt = dot(coords, vec2(a,b));\n float sn = mod(dt, PI);\n return abs(fract(sin(sn) * c)); // is abs necessary?\n}\n\nvec2 getNoiseVec2(const in vec2 coords) {\n return vec2(noise(coords), noise(coords + vec2(PI, 2.71828)));\n}\n\nbool isBackground(const in float depth) {\n return depth == 1.0;\n}\n\nbool outsideBounds(const in vec2 p) {\n return p.x < uBounds.x || p.y < uBounds.y || p.x > uBounds.z || p.y > uBounds.w;\n}\n\nfloat getDepth(const in vec2 coords) {\n return outsideBounds(coords) ? 1.0 : unpackRGBAToDepth(texture2D(tDepth, coords));\n}\n\nvec3 normalFromDepth(const in float depth, const in float depth1, const in float depth2, vec2 offset1, vec2 offset2) {\n vec3 p1 = vec3(offset1, depth1 - depth);\n vec3 p2 = vec3(offset2, depth2 - depth);\n\n vec3 normal = cross(p1, p2);\n normal.z = -normal.z;\n\n return normalize(normal);\n}\n\n// StarCraft II Ambient Occlusion by [Filion and McNaughton 2008]\nvoid main(void) {\n vec2 invTexSize = 1.0 / uTexSize;\n vec2 selfCoords = gl_FragCoord.xy * invTexSize;\n\n float selfDepth = getDepth(selfCoords);\n vec2 selfPackedDepth = packUnitIntervalToRG(selfDepth);\n\n if (isBackground(selfDepth)) {\n gl_FragColor = vec4(packUnitIntervalToRG(0.0), selfPackedDepth);\n return;\n }\n\n vec2 offset1 = vec2(0.0, invTexSize.y);\n vec2 offset2 = vec2(invTexSize.x, 0.0);\n\n float selfDepth1 = getDepth(selfCoords + offset1);\n float selfDepth2 = getDepth(selfCoords + offset2);\n\n vec3 selfViewNormal = normalFromDepth(selfDepth, selfDepth1, selfDepth2, offset1, offset2);\n vec3 selfViewPos = screenSpaceToViewSpace(vec3(selfCoords, selfDepth), uInvProjection);\n\n vec3 randomVec = normalize(vec3(getNoiseVec2(selfCoords) * 2.0 - 1.0, 0.0));\n\n vec3 tangent = normalize(randomVec - selfViewNormal * dot(randomVec, selfViewNormal));\n vec3 bitangent = cross(selfViewNormal, tangent);\n mat3 TBN = mat3(tangent, bitangent, selfViewNormal);\n\n float occlusion = 0.0;\n for(int i = 0; i < dNSamples; i++){\n vec3 sampleViewPos = TBN * uSamples[i];\n sampleViewPos = selfViewPos + sampleViewPos * uRadius;\n\n vec4 offset = vec4(sampleViewPos, 1.0);\n offset = uProjection * offset;\n offset.xyz = (offset.xyz / offset.w) * 0.5 + 0.5;\n\n float sampleViewZ = screenSpaceToViewSpace(vec3(offset.xy, getDepth(offset.xy)), uInvProjection).z;\n\n occlusion += step(sampleViewPos.z + 0.025, sampleViewZ) * smootherstep(0.0, 1.0, uRadius / abs(selfViewPos.z - sampleViewZ));\n }\n occlusion = 1.0 - (uBias * occlusion / float(dNSamples));\n\n vec2 packedOcclusion = packUnitIntervalToRG(occlusion);\n\n gl_FragColor = vec4(packedOcclusion, selfPackedDepth);\n}\n";
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exports.text_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include common_frag_params\n#include color_frag_params\n#include common_clip\n\nuniform sampler2D tFont;\n\nuniform vec3 uBorderColor;\nuniform float uBorderWidth;\nuniform vec3 uBackgroundColor;\nuniform float uBackgroundOpacity;\n\nvarying vec2 vTexCoord;\n\nconst float smoothness = 32.0;\nconst float gamma = 2.2;\n\nvoid main2(){\n gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n}\n\nvoid main(){\n #include clip_pixel\n\n float fragmentDepth = gl_FragCoord.z;\n bool interior = false;\n #include assign_material_color\n\n if (vTexCoord.x > 1.0) {\n gl_FragColor = vec4(uBackgroundColor, uBackgroundOpacity * material.a);\n } else {\n // retrieve signed distance\n float sdf = texture2D(tFont, vTexCoord).a + uBorderWidth;\n\n // perform adaptive anti-aliasing of the edges\n float w = clamp(smoothness * (abs(dFdx(vTexCoord.x)) + abs(dFdy(vTexCoord.y))), 0.0, 0.5);\n float a = smoothstep(0.5 - w, 0.5 + w, sdf);\n\n // gamma correction for linear attenuation\n a = pow(a, 1.0 / gamma);\n\n if (a < 0.5) discard;\n material.a *= a;\n\n // add border\n float t = 0.5 + uBorderWidth;\n if (uBorderWidth > 0.0 && sdf < t) {\n material.xyz = mix(uBorderColor, material.xyz, smoothstep(t - w, t, sdf));\n }\n\n gl_FragColor = material;\n }\n\n #if defined(dRenderVariant_pick)\n #include check_picking_alpha\n #elif defined(dRenderVariant_depth)\n gl_FragColor = material;\n #elif defined(dRenderVariant_marking)\n gl_FragColor = material;\n #elif defined(dRenderVariant_color)\n #include apply_marker_color\n #include apply_fog\n #include wboit_write\n #endif\n}\n";
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exports.text_vert = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include read_from_texture\n#include common_vert_params\n#include color_vert_params\n#include size_vert_params\n#include common_clip\n\nuniform mat4 uModelView;\n\nattribute vec3 aPosition;\nattribute vec2 aMapping;\nattribute float aDepth;\nattribute vec2 aTexCoord;\nattribute mat4 aTransform;\nattribute float aInstance;\nattribute float aGroup;\n\nuniform float uOffsetX;\nuniform float uOffsetY;\nuniform float uOffsetZ;\n\n// uniform bool ortho;\nuniform float uPixelRatio;\nuniform vec4 uViewport;\n\nvarying vec2 vTexCoord;\n\n#include matrix_scale\n\nvoid main(void){\n #include assign_group\n #include assign_color_varying\n #include assign_marker_varying\n #include assign_clipping_varying\n #include assign_size\n\n vTexCoord = aTexCoord;\n\n float scale = matrixScale(uModelView);\n\n float offsetX = uOffsetX * scale;\n float offsetY = uOffsetY * scale;\n float offsetZ = (uOffsetZ + aDepth * 0.95) * scale;\n\n vec4 position4 = vec4(aPosition, 1.0);\n vec4 mvPosition = uModelView * aTransform * position4;\n\n vModelPosition = (uModel * aTransform * position4).xyz; // for clipping in frag shader\n\n // TODO\n // #ifdef FIXED_SIZE\n // if (ortho) {\n // scale /= pixelRatio * ((uViewport.w / 2.0) / -uCameraPosition.z) * 0.1;\n // } else {\n // scale /= pixelRatio * ((uViewport.w / 2.0) / -mvPosition.z) * 0.1;\n // }\n // #endif\n\n vec4 mvCorner = vec4(mvPosition.xyz, 1.0);\n\n if (vTexCoord.x == 10.0) { // indicates background plane\n // move a bit to the back, taking distance to camera into account to avoid z-fighting\n offsetZ -= 0.001 * distance(uCameraPosition, (uProjection * mvCorner).xyz);\n }\n\n mvCorner.xy += aMapping * size * scale;\n mvCorner.x += offsetX;\n mvCorner.y += offsetY;\n\n // TODO\n // if(ortho){\n // mvCorner.xyz += normalize(-uCameraPosition) * offsetZ;\n // } else {\n // mvCorner.xyz += normalize(-mvCorner.xyz) * offsetZ;\n // }\n mvCorner.xyz += normalize(-mvCorner.xyz) * offsetZ;\n\n gl_Position = uProjection * mvCorner;\n\n vViewPosition = -mvCorner.xyz;\n\n #include clip_instance\n}\n";
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exports.grid3dTemplate_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform vec2 uQuadShift;\nuniform vec3 uDimensions;\nuniform vec3 uMin;\nuniform vec3 uDelta;\nuniform bool uLittleEndian;\nuniform float uWidth;\n\n#ifdef CUMULATIVE\n uniform sampler2D tCumulativeSum;\n#endif\n\n{UNIFORMS}\n\n{UTILS}\n\n#include float_to_rgba\n#ifdef CUMULATIVE\n #include rgba_to_float\n#endif\n\nfloat intDiv(float a, float b) { return float(int(a) / int(b)); }\nfloat intMod(float a, float b) { return a - b * float(int(a) / int(b)); }\n\nvoid main(void) {\n float offset = floor(gl_FragCoord.x) + floor(gl_FragCoord.y) * uWidth;\n\n // axis order fast to slow Z, Y, X\n // TODO: support arbitrary axis orders?\n float k = intMod(offset, uDimensions.z), kk = intDiv(offset, uDimensions.z);\n float j = intMod(kk, uDimensions.y);\n float i = intDiv(kk, uDimensions.y);\n\n vec3 xyz = uMin + uDelta * vec3(i, j, k);\n\n {MAIN}\n\n #ifdef CUMULATIVE\n float current = rgbaToFloat(texture2D(tCumulativeSum, gl_FragCoord.xy / vec2(uWidth, uWidth)), uLittleEndian);\n #endif\n gl_FragColor = floatToRgba({RETURN}, uLittleEndian);\n}\n";
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//# sourceMappingURL=grid3d-template.frag.js.map
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@@ -167,6 +167,7 @@ var direct_volume_frag_1 = require("./shader/direct-volume.frag");
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exports.DirectVolumeShaderCode = ShaderCode('direct-volume', direct_volume_vert_1.directVolume_vert, direct_volume_frag_1.directVolume_frag, { fragDepth: 'optional', drawBuffers: 'optional' }, {}, ignoreDefine);
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var image_vert_1 = require("./shader/image.vert");
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var image_frag_1 = require("./shader/image.frag");
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var type_helpers_1 = require("../mol-util/type-helpers");
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exports.ImageShaderCode = ShaderCode('image', image_vert_1.image_vert, image_frag_1.image_frag, { drawBuffers: 'optional' }, {}, ignoreDefineUnlit);
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function getDefinesCode(defines, ignore) {
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var _a;
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lines.push("#define ".concat(name_1));
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}
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}
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}
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exports.addShaderDefines = addShaderDefines;
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@@ -8,6 +8,7 @@ Object.defineProperty(exports, "__esModule", { value: true });
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exports.createElementsBuffer = exports.createAttributeBuffers = exports.createAttributeBuffer = exports.getAttribType = exports.getBufferType = exports.getDataType = exports.getUsageHint = void 0;
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var tslib_1 = require("tslib");
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var id_factory_1 = require("../../mol-util/id-factory");
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var type_helpers_1 = require("../../mol-util/type-helpers");
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var getNextBufferId = (0, id_factory_1.idFactory)();
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function getUsageHint(gl, usageHint) {
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else if (array instanceof Float32Array) {
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}
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}
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function getBufferType(gl, bufferType) {
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return tslib_1.__assign(tslib_1.__assign({}, buffer), { bind: function (location) {
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function createElementsBuffer(gl, array, usageHint) {
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readPixelsAsync = function (x, y, width, height, buffer) { return tslib_1.__awaiter(_this, void 0, void 0, function () {
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createRenderTarget: function (width, height, depth, type, filter) {
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//# sourceMappingURL=context.js.map
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@@ -40,7 +40,7 @@ exports.GraphicsRenderVariantsWboit = exports.GraphicsRenderVariants.filter(func
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var ComputeRenderVariant = { compute: '' };
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defineValues =
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defineValues = tslib_1.__assign(tslib_1.__assign({}, defineValues), { dRenderVariant: mol_util_1.ValueCell.create(variant) });
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//# sourceMappingURL=render-item.js.map
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@@ -21,7 +21,7 @@ function defineValueHash(v) {
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return
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@@ -125,4 +125,3 @@ function createResources(gl, state, stats, extensions) {
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};
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}
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exports.createResources = createResources;
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//# sourceMappingURL=resources.js.map
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@@ -1,6 +1,6 @@
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1
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"use strict";
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/**
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|
-
* Copyright (c) 2018-
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3
|
+
* Copyright (c) 2018-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
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*
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* @author Alexander Rose <alexander.rose@weirdbyte.de>
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*/
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@@ -203,6 +203,9 @@ function createTexture(gl, extensions, kind, _format, _type, _filter) {
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var loadedData;
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function define(_width, _height, _depth) {
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|
+
if (_width === 0 || _height === 0 || ((0, compat_1.isWebGL2)(gl) && target === gl.TEXTURE_3D && _depth === 0)) {
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|
+
throw new Error('empty textures are not allowed');
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|
+
}
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|
if (width === _width && height === _height && depth === (_depth || 0))
|
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|
return;
|
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|
width = _width, height = _height, depth = _depth || 0;
|
|
@@ -217,14 +220,19 @@ function createTexture(gl, extensions, kind, _format, _type, _filter) {
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|
throw new Error('unknown texture target');
|
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|
}
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|
}
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|
+
define(1, 1, (0, compat_1.isWebGL2)(gl) && target === gl.TEXTURE_3D ? 1 : 0);
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|
function load(data, sub) {
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|
if (sub === void 0) { sub = false; }
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|
+
if (data.width === 0 || data.height === 0 || (!isImage(data) && (0, compat_1.isWebGL2)(gl) && isTexture3d(data, target, gl) && data.depth === 0)) {
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+
throw new Error('empty textures are not allowed');
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|
+
}
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|
gl.bindTexture(target, texture);
|
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|
// unpack alignment of 1 since we use textures only for data
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|
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
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|
gl.pixelStorei(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE);
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|
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);
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|
if (isImage(data)) {
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|
+
width = data.width, height = data.height;
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|
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
|
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|
gl.bindTexture(gl.TEXTURE_2D, texture);
|
|
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|
gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, format, type, data);
|
|
@@ -395,4 +403,3 @@ function createNullTexture(gl) {
|
|
|
395
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|
};
|
|
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|
}
|
|
397
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|
exports.createNullTexture = createNullTexture;
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|
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|
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//# sourceMappingURL=texture.js.map
|