molstar 3.26.0 → 3.28.0

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 (499) hide show
  1. package/LICENSE +20 -20
  2. package/README.md +202 -202
  3. package/build/viewer/embedded.html +52 -52
  4. package/build/viewer/index.html +115 -115
  5. package/build/viewer/molstar.css +1 -1
  6. package/build/viewer/molstar.js +1 -1
  7. package/lib/apps/docking-viewer/index.html +36 -36
  8. package/lib/apps/docking-viewer/viewport.d.ts +2 -0
  9. package/lib/apps/docking-viewer/viewport.js +1 -0
  10. package/lib/apps/viewer/app.d.ts +3 -1
  11. package/lib/apps/viewer/app.js +4 -0
  12. package/lib/apps/viewer/embedded.html +52 -52
  13. package/lib/apps/viewer/index.html +115 -115
  14. package/lib/cli/structure-info/volume.js +1 -1
  15. package/lib/commonjs/apps/docking-viewer/viewport.d.ts +2 -0
  16. package/lib/commonjs/apps/docking-viewer/viewport.js +1 -0
  17. package/lib/commonjs/apps/viewer/app.d.ts +3 -1
  18. package/lib/commonjs/apps/viewer/app.js +4 -0
  19. package/lib/commonjs/cli/structure-info/volume.js +1 -1
  20. package/lib/commonjs/examples/lighting/index.js +1 -1
  21. package/lib/commonjs/extensions/anvil/behavior.d.ts +1 -0
  22. package/lib/commonjs/extensions/cellpack/model.js +2 -1
  23. package/lib/commonjs/extensions/dnatco/confal-pyramids/behavior.d.ts +1 -0
  24. package/lib/commonjs/extensions/meshes/choice.d.ts +26 -0
  25. package/lib/commonjs/extensions/meshes/choice.js +31 -0
  26. package/lib/commonjs/extensions/meshes/examples.d.ts +26 -0
  27. package/lib/commonjs/extensions/meshes/examples.js +337 -0
  28. package/lib/commonjs/extensions/meshes/mesh-cif-schema.d.ts +29 -0
  29. package/lib/commonjs/extensions/meshes/mesh-cif-schema.js +34 -0
  30. package/lib/commonjs/extensions/meshes/mesh-extension.d.ts +66 -0
  31. package/lib/commonjs/extensions/meshes/mesh-extension.js +221 -0
  32. package/lib/commonjs/extensions/meshes/mesh-streaming/behavior.d.ts +105 -0
  33. package/lib/commonjs/extensions/meshes/mesh-streaming/behavior.js +379 -0
  34. package/lib/commonjs/extensions/meshes/mesh-streaming/server-info.d.ts +54 -0
  35. package/lib/commonjs/extensions/meshes/mesh-streaming/server-info.js +30 -0
  36. package/lib/commonjs/extensions/meshes/mesh-streaming/transformers.d.ts +42 -0
  37. package/lib/commonjs/extensions/meshes/mesh-streaming/transformers.js +273 -0
  38. package/lib/commonjs/extensions/meshes/mesh-utils.d.ts +41 -0
  39. package/lib/commonjs/extensions/meshes/mesh-utils.js +357 -0
  40. package/lib/commonjs/extensions/meshes/metadata.d.ts +108 -0
  41. package/lib/commonjs/extensions/meshes/metadata.js +72 -0
  42. package/lib/commonjs/extensions/model-archive/quality-assessment/behavior.d.ts +2 -0
  43. package/lib/commonjs/extensions/model-archive/quality-assessment/prop.d.ts +1 -0
  44. package/lib/commonjs/extensions/model-archive/quality-assessment/prop.js +16 -4
  45. package/lib/commonjs/extensions/rcsb/assembly-symmetry/behavior.d.ts +4 -2
  46. package/lib/commonjs/extensions/rcsb/validation-report/behavior.d.ts +3 -0
  47. package/lib/commonjs/extensions/volumes-and-segmentations/entry-meshes.d.ts +17 -0
  48. package/lib/commonjs/extensions/volumes-and-segmentations/entry-meshes.js +156 -0
  49. package/lib/commonjs/extensions/volumes-and-segmentations/entry-models.d.ts +12 -0
  50. package/lib/commonjs/extensions/volumes-and-segmentations/entry-models.js +96 -0
  51. package/lib/commonjs/extensions/volumes-and-segmentations/entry-root.d.ts +122 -0
  52. package/lib/commonjs/extensions/volumes-and-segmentations/entry-root.js +576 -0
  53. package/lib/commonjs/extensions/volumes-and-segmentations/entry-segmentation.d.ts +20 -0
  54. package/lib/commonjs/extensions/volumes-and-segmentations/entry-segmentation.js +200 -0
  55. package/lib/commonjs/extensions/volumes-and-segmentations/entry-state.d.ts +88 -0
  56. package/lib/commonjs/extensions/volumes-and-segmentations/entry-state.js +32 -0
  57. package/lib/commonjs/extensions/volumes-and-segmentations/entry-volume.d.ts +35 -0
  58. package/lib/commonjs/extensions/volumes-and-segmentations/entry-volume.js +234 -0
  59. package/lib/commonjs/extensions/volumes-and-segmentations/external-api.d.ts +11 -0
  60. package/lib/commonjs/extensions/volumes-and-segmentations/external-api.js +85 -0
  61. package/lib/commonjs/extensions/volumes-and-segmentations/global-state.d.ts +51 -0
  62. package/lib/commonjs/extensions/volumes-and-segmentations/global-state.js +83 -0
  63. package/lib/commonjs/extensions/volumes-and-segmentations/helpers.d.ts +56 -0
  64. package/lib/commonjs/extensions/volumes-and-segmentations/helpers.js +171 -0
  65. package/lib/commonjs/extensions/volumes-and-segmentations/index.d.ts +20 -0
  66. package/lib/commonjs/extensions/volumes-and-segmentations/index.js +130 -0
  67. package/lib/commonjs/extensions/volumes-and-segmentations/transformers.d.ts +33 -0
  68. package/lib/commonjs/extensions/volumes-and-segmentations/transformers.js +85 -0
  69. package/lib/commonjs/extensions/volumes-and-segmentations/ui.d.ts +29 -0
  70. package/lib/commonjs/extensions/volumes-and-segmentations/ui.js +232 -0
  71. package/lib/commonjs/extensions/volumes-and-segmentations/volseg-api/api.d.ts +22 -0
  72. package/lib/commonjs/extensions/volumes-and-segmentations/volseg-api/api.js +83 -0
  73. package/lib/commonjs/extensions/volumes-and-segmentations/volseg-api/data.d.ts +92 -0
  74. package/lib/commonjs/extensions/volumes-and-segmentations/volseg-api/data.js +7 -0
  75. package/lib/commonjs/extensions/volumes-and-segmentations/volseg-api/utils.d.ts +23 -0
  76. package/lib/commonjs/extensions/volumes-and-segmentations/volseg-api/utils.js +78 -0
  77. package/lib/commonjs/mol-canvas3d/canvas3d.d.ts +2 -0
  78. package/lib/commonjs/mol-canvas3d/passes/draw.js +3 -3
  79. package/lib/commonjs/mol-canvas3d/passes/image.d.ts +1 -0
  80. package/lib/commonjs/mol-canvas3d/passes/postprocessing.d.ts +2 -1
  81. package/lib/commonjs/mol-canvas3d/passes/postprocessing.js +27 -13
  82. package/lib/commonjs/mol-geo/geometry/cylinders/cylinders.d.ts +2 -1
  83. package/lib/commonjs/mol-geo/geometry/cylinders/cylinders.js +3 -2
  84. package/lib/commonjs/mol-geo/geometry/lines/lines.d.ts +0 -1
  85. package/lib/commonjs/mol-geo/geometry/points/points.d.ts +1 -1
  86. package/lib/commonjs/mol-geo/geometry/spheres/spheres.d.ts +1 -0
  87. package/lib/commonjs/mol-geo/geometry/spheres/spheres.js +3 -2
  88. package/lib/commonjs/mol-gl/compute/histogram-pyramid/reduction.js +1 -2
  89. package/lib/commonjs/mol-gl/compute/marching-cubes/isosurface.js +4 -6
  90. package/lib/commonjs/mol-gl/renderable/cylinders.d.ts +1 -0
  91. package/lib/commonjs/mol-gl/renderable/cylinders.js +1 -1
  92. package/lib/commonjs/mol-gl/renderable/spheres.d.ts +1 -0
  93. package/lib/commonjs/mol-gl/renderable/spheres.js +1 -1
  94. package/lib/commonjs/mol-gl/shader/chunks/apply-light-color.glsl.d.ts +1 -1
  95. package/lib/commonjs/mol-gl/shader/chunks/apply-light-color.glsl.js +1 -1
  96. package/lib/commonjs/mol-gl/shader/chunks/clip-instance.glsl.d.ts +1 -1
  97. package/lib/commonjs/mol-gl/shader/chunks/clip-instance.glsl.js +1 -1
  98. package/lib/commonjs/mol-gl/shader/chunks/clip-pixel.glsl.d.ts +1 -1
  99. package/lib/commonjs/mol-gl/shader/chunks/clip-pixel.glsl.js +1 -1
  100. package/lib/commonjs/mol-gl/shader/chunks/common-clip.glsl.d.ts +2 -2
  101. package/lib/commonjs/mol-gl/shader/chunks/common-clip.glsl.js +2 -2
  102. package/lib/commonjs/mol-gl/shader/cylinders.frag.d.ts +1 -1
  103. package/lib/commonjs/mol-gl/shader/cylinders.frag.js +1 -1
  104. package/lib/commonjs/mol-gl/shader/cylinders.vert.d.ts +2 -2
  105. package/lib/commonjs/mol-gl/shader/cylinders.vert.js +2 -2
  106. package/lib/commonjs/mol-gl/shader/direct-volume.frag.d.ts +1 -1
  107. package/lib/commonjs/mol-gl/shader/direct-volume.frag.js +1 -1
  108. package/lib/commonjs/mol-gl/shader/outlines.frag.d.ts +1 -1
  109. package/lib/commonjs/mol-gl/shader/outlines.frag.js +1 -1
  110. package/lib/commonjs/mol-gl/shader/postprocessing.frag.d.ts +1 -1
  111. package/lib/commonjs/mol-gl/shader/postprocessing.frag.js +1 -1
  112. package/lib/commonjs/mol-gl/shader/spheres.frag.d.ts +1 -1
  113. package/lib/commonjs/mol-gl/shader/spheres.frag.js +1 -1
  114. package/lib/commonjs/mol-gl/shader/spheres.vert.d.ts +2 -2
  115. package/lib/commonjs/mol-gl/shader/spheres.vert.js +2 -2
  116. package/lib/commonjs/mol-gl/webgl/renderbuffer.d.ts +1 -1
  117. package/lib/commonjs/mol-gl/webgl/renderbuffer.js +15 -0
  118. package/lib/commonjs/mol-gl/webgl/state.d.ts +12 -0
  119. package/lib/commonjs/mol-gl/webgl/state.js +136 -0
  120. package/lib/commonjs/mol-io/reader/cif/schema/segmentation.d.ts +38 -0
  121. package/lib/commonjs/mol-io/reader/cif/schema/segmentation.js +22 -0
  122. package/lib/commonjs/mol-io/reader/cif.d.ts +3 -1
  123. package/lib/commonjs/mol-io/reader/cif.js +3 -1
  124. package/lib/commonjs/mol-model/location.d.ts +2 -1
  125. package/lib/commonjs/mol-model/loci.d.ts +11 -11
  126. package/lib/commonjs/mol-model/loci.js +13 -1
  127. package/lib/commonjs/mol-model/sequence/alignment/sequence.d.ts +4 -1
  128. package/lib/commonjs/mol-model/sequence/alignment/sequence.js +4 -1
  129. package/lib/commonjs/mol-model/structure/model/properties/atomic/hierarchy.d.ts +6 -0
  130. package/lib/commonjs/mol-model/structure/model/properties/utils/atomic-index.js +8 -0
  131. package/lib/commonjs/mol-model/structure/structure/unit/bonds/inter-compute.js +21 -5
  132. package/lib/commonjs/mol-model/structure/structure/util/superposition.d.ts +1 -0
  133. package/lib/commonjs/mol-model/structure/structure/util/superposition.js +2 -1
  134. package/lib/commonjs/mol-model/volume/volume.d.ts +35 -2
  135. package/lib/commonjs/mol-model/volume/volume.js +77 -2
  136. package/lib/commonjs/mol-model-formats/volume/segmentation.d.ts +23 -0
  137. package/lib/commonjs/mol-model-formats/volume/segmentation.js +138 -0
  138. package/lib/commonjs/mol-plugin/behavior/dynamic/representation.d.ts +2 -2
  139. package/lib/commonjs/mol-plugin/behavior/dynamic/selection/structure-focus-representation.d.ts +1 -0
  140. package/lib/commonjs/mol-plugin/behavior/dynamic/selection/structure-focus-representation.js +2 -1
  141. package/lib/commonjs/mol-plugin/behavior/dynamic/volume-streaming/model.d.ts +2 -3
  142. package/lib/commonjs/mol-plugin/commands.d.ts +1 -0
  143. package/lib/commonjs/mol-plugin-state/animation/built-in/model-index.js +4 -1
  144. package/lib/commonjs/mol-plugin-state/builder/structure/hierarchy-preset.d.ts +2 -0
  145. package/lib/commonjs/mol-plugin-state/builder/structure/hierarchy.d.ts +1 -0
  146. package/lib/commonjs/mol-plugin-state/builder/structure/representation-preset.d.ts +13 -4
  147. package/lib/commonjs/mol-plugin-state/builder/structure/representation-preset.js +6 -1
  148. package/lib/commonjs/mol-plugin-state/builder/structure/representation.d.ts +1 -0
  149. package/lib/commonjs/mol-plugin-state/formats/provider.d.ts +2 -2
  150. package/lib/commonjs/mol-plugin-state/formats/provider.js +11 -3
  151. package/lib/commonjs/mol-plugin-state/formats/registry.js +6 -5
  152. package/lib/commonjs/mol-plugin-state/formats/volume.d.ts +27 -0
  153. package/lib/commonjs/mol-plugin-state/formats/volume.js +65 -1
  154. package/lib/commonjs/mol-plugin-state/manager/structure/component.d.ts +1 -1
  155. package/lib/commonjs/mol-plugin-state/manager/structure/component.js +18 -13
  156. package/lib/commonjs/mol-plugin-state/transforms/representation.d.ts +1 -2
  157. package/lib/commonjs/mol-plugin-state/transforms/representation.js +5 -6
  158. package/lib/commonjs/mol-plugin-state/transforms/volume.d.ts +11 -1
  159. package/lib/commonjs/mol-plugin-state/transforms/volume.js +55 -2
  160. package/lib/commonjs/mol-plugin-ui/controls/line-graph/line-graph-component.d.ts +1 -0
  161. package/lib/commonjs/mol-plugin-ui/controls/line-graph/line-graph-component.js +33 -13
  162. package/lib/commonjs/mol-plugin-ui/controls/parameters.d.ts +1 -0
  163. package/lib/commonjs/mol-plugin-ui/controls/parameters.js +22 -5
  164. package/lib/commonjs/mol-plugin-ui/sequence/sequence.d.ts +25 -17
  165. package/lib/commonjs/mol-plugin-ui/sequence.d.ts +19 -1
  166. package/lib/commonjs/mol-plugin-ui/sequence.js +8 -1
  167. package/lib/commonjs/mol-plugin-ui/state/apply-action.d.ts +2 -10
  168. package/lib/commonjs/mol-plugin-ui/state/apply-action.js +2 -2
  169. package/lib/commonjs/mol-plugin-ui/structure/quick-styles.js +2 -2
  170. package/lib/commonjs/mol-plugin-ui/structure/superposition.d.ts +1 -1
  171. package/lib/commonjs/mol-plugin-ui/structure/volume.d.ts +1 -1
  172. package/lib/commonjs/mol-plugin-ui/structure/volume.js +3 -2
  173. package/lib/commonjs/mol-repr/structure/complex-visual.d.ts +1 -0
  174. package/lib/commonjs/mol-repr/structure/params.d.ts +2 -0
  175. package/lib/commonjs/mol-repr/structure/registry.d.ts +12 -0
  176. package/lib/commonjs/mol-repr/structure/representation/backbone.d.ts +3 -0
  177. package/lib/commonjs/mol-repr/structure/representation/ball-and-stick.d.ts +6 -0
  178. package/lib/commonjs/mol-repr/structure/representation/ellipsoid.d.ts +6 -0
  179. package/lib/commonjs/mol-repr/structure/representation/gaussian-surface.d.ts +3 -0
  180. package/lib/commonjs/mol-repr/structure/representation/gaussian-volume.d.ts +3 -0
  181. package/lib/commonjs/mol-repr/structure/representation/line.d.ts +3 -0
  182. package/lib/commonjs/mol-repr/structure/representation/molecular-surface.d.ts +3 -0
  183. package/lib/commonjs/mol-repr/structure/representation/point.d.ts +3 -0
  184. package/lib/commonjs/mol-repr/structure/representation/spacefill.d.ts +6 -0
  185. package/lib/commonjs/mol-repr/structure/units-visual.d.ts +2 -0
  186. package/lib/commonjs/mol-repr/structure/visual/bond-inter-unit-cylinder.d.ts +4 -0
  187. package/lib/commonjs/mol-repr/structure/visual/bond-inter-unit-cylinder.js +2 -0
  188. package/lib/commonjs/mol-repr/structure/visual/bond-inter-unit-line.d.ts +1 -0
  189. package/lib/commonjs/mol-repr/structure/visual/bond-inter-unit-line.js +1 -0
  190. package/lib/commonjs/mol-repr/structure/visual/bond-intra-unit-cylinder.d.ts +4 -0
  191. package/lib/commonjs/mol-repr/structure/visual/bond-intra-unit-cylinder.js +2 -0
  192. package/lib/commonjs/mol-repr/structure/visual/bond-intra-unit-line.d.ts +1 -0
  193. package/lib/commonjs/mol-repr/structure/visual/bond-intra-unit-line.js +1 -0
  194. package/lib/commonjs/mol-repr/structure/visual/element-cross.d.ts +1 -0
  195. package/lib/commonjs/mol-repr/structure/visual/element-cross.js +2 -1
  196. package/lib/commonjs/mol-repr/structure/visual/element-point.d.ts +1 -0
  197. package/lib/commonjs/mol-repr/structure/visual/element-point.js +2 -1
  198. package/lib/commonjs/mol-repr/structure/visual/element-sphere.d.ts +4 -0
  199. package/lib/commonjs/mol-repr/structure/visual/element-sphere.js +3 -1
  200. package/lib/commonjs/mol-repr/structure/visual/gaussian-density-volume.d.ts +2 -0
  201. package/lib/commonjs/mol-repr/structure/visual/gaussian-density-volume.js +6 -2
  202. package/lib/commonjs/mol-repr/structure/visual/gaussian-surface-mesh.d.ts +4 -0
  203. package/lib/commonjs/mol-repr/structure/visual/gaussian-surface-mesh.js +9 -1
  204. package/lib/commonjs/mol-repr/structure/visual/gaussian-surface-wireframe.d.ts +1 -0
  205. package/lib/commonjs/mol-repr/structure/visual/gaussian-surface-wireframe.js +3 -1
  206. package/lib/commonjs/mol-repr/structure/visual/molecular-surface-mesh.d.ts +1 -0
  207. package/lib/commonjs/mol-repr/structure/visual/molecular-surface-mesh.js +4 -0
  208. package/lib/commonjs/mol-repr/structure/visual/molecular-surface-wireframe.d.ts +1 -0
  209. package/lib/commonjs/mol-repr/structure/visual/molecular-surface-wireframe.js +2 -0
  210. package/lib/commonjs/mol-repr/structure/visual/polymer-backbone-cylinder.d.ts +2 -0
  211. package/lib/commonjs/mol-repr/structure/visual/polymer-backbone-sphere.d.ts +2 -0
  212. package/lib/commonjs/mol-repr/structure/visual/util/bond.d.ts +7 -0
  213. package/lib/commonjs/mol-repr/structure/visual/util/bond.js +18 -7
  214. package/lib/commonjs/mol-repr/structure/visual/util/common.d.ts +4 -1
  215. package/lib/commonjs/mol-repr/structure/visual/util/common.js +10 -6
  216. package/lib/commonjs/mol-repr/structure/visual/util/element.d.ts +1 -0
  217. package/lib/commonjs/mol-repr/structure/visual/util/element.js +2 -3
  218. package/lib/commonjs/mol-repr/structure/visual/util/gaussian.d.ts +2 -0
  219. package/lib/commonjs/mol-repr/volume/direct-volume.d.ts +4 -4
  220. package/lib/commonjs/mol-repr/volume/direct-volume.js +8 -6
  221. package/lib/commonjs/mol-repr/volume/isosurface.d.ts +4 -4
  222. package/lib/commonjs/mol-repr/volume/isosurface.js +17 -16
  223. package/lib/commonjs/mol-repr/volume/registry.d.ts +54 -1
  224. package/lib/commonjs/mol-repr/volume/registry.js +3 -1
  225. package/lib/commonjs/mol-repr/volume/representation.d.ts +11 -7
  226. package/lib/commonjs/mol-repr/volume/representation.js +142 -47
  227. package/lib/commonjs/mol-repr/volume/segment.d.ts +291 -0
  228. package/lib/commonjs/mol-repr/volume/segment.js +289 -0
  229. package/lib/commonjs/mol-repr/volume/slice.d.ts +2 -2
  230. package/lib/commonjs/mol-repr/volume/slice.js +5 -5
  231. package/lib/commonjs/mol-repr/volume/util.d.ts +12 -3
  232. package/lib/commonjs/mol-repr/volume/util.js +72 -6
  233. package/lib/commonjs/mol-script/language/builder.d.ts +1 -0
  234. package/lib/commonjs/mol-theme/color/volume-segment.d.ts +41 -0
  235. package/lib/commonjs/mol-theme/color/volume-segment.js +58 -0
  236. package/lib/commonjs/mol-theme/color/volume-value.js +2 -1
  237. package/lib/commonjs/mol-theme/color.d.ts +15 -0
  238. package/lib/commonjs/mol-theme/color.js +2 -0
  239. package/lib/commonjs/mol-theme/label.d.ts +1 -1
  240. package/lib/commonjs/mol-theme/label.js +13 -1
  241. package/lib/commonjs/mol-util/param-definition.d.ts +4 -1
  242. package/lib/commonjs/mol-util/param-definition.js +5 -2
  243. package/lib/examples/alpha-orbitals/index.html +72 -72
  244. package/lib/examples/basic-wrapper/index.html +137 -137
  245. package/lib/examples/lighting/index.html +88 -88
  246. package/lib/examples/lighting/index.js +1 -1
  247. package/lib/examples/proteopedia-wrapper/index.html +236 -236
  248. package/lib/extensions/anvil/behavior.d.ts +1 -0
  249. package/lib/extensions/cellpack/model.js +2 -1
  250. package/lib/extensions/dnatco/confal-pyramids/behavior.d.ts +1 -0
  251. package/lib/extensions/meshes/choice.d.ts +26 -0
  252. package/lib/extensions/meshes/choice.js +28 -0
  253. package/lib/extensions/meshes/examples.d.ts +26 -0
  254. package/lib/extensions/meshes/examples.js +325 -0
  255. package/lib/extensions/meshes/mesh-cif-schema.d.ts +29 -0
  256. package/lib/extensions/meshes/mesh-cif-schema.js +30 -0
  257. package/lib/extensions/meshes/mesh-extension.d.ts +66 -0
  258. package/lib/extensions/meshes/mesh-extension.js +218 -0
  259. package/lib/extensions/meshes/mesh-streaming/behavior.d.ts +105 -0
  260. package/lib/extensions/meshes/mesh-streaming/behavior.js +375 -0
  261. package/lib/extensions/meshes/mesh-streaming/server-info.d.ts +54 -0
  262. package/lib/extensions/meshes/mesh-streaming/server-info.js +26 -0
  263. package/lib/extensions/meshes/mesh-streaming/transformers.d.ts +42 -0
  264. package/lib/extensions/meshes/mesh-streaming/transformers.js +270 -0
  265. package/lib/extensions/meshes/mesh-utils.d.ts +41 -0
  266. package/lib/extensions/meshes/mesh-utils.js +346 -0
  267. package/lib/extensions/meshes/metadata.d.ts +108 -0
  268. package/lib/extensions/meshes/metadata.js +69 -0
  269. package/lib/extensions/model-archive/quality-assessment/behavior.d.ts +2 -0
  270. package/lib/extensions/model-archive/quality-assessment/prop.d.ts +1 -0
  271. package/lib/extensions/model-archive/quality-assessment/prop.js +16 -4
  272. package/lib/extensions/rcsb/assembly-symmetry/behavior.d.ts +4 -2
  273. package/lib/extensions/rcsb/validation-report/behavior.d.ts +3 -0
  274. package/lib/extensions/volumes-and-segmentations/entry-meshes.d.ts +17 -0
  275. package/lib/extensions/volumes-and-segmentations/entry-meshes.js +153 -0
  276. package/lib/extensions/volumes-and-segmentations/entry-models.d.ts +12 -0
  277. package/lib/extensions/volumes-and-segmentations/entry-models.js +93 -0
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@@ -6,4 +6,4 @@
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  */
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  Object.defineProperty(exports, "__esModule", { value: true });
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  exports.cylinders_frag = void 0;
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- exports.cylinders_frag = "\nprecision highp float;\nprecision highp int;\n\n#define bumpEnabled\n\nuniform mat4 uView;\n\nvarying mat4 vTransform;\nvarying vec3 vStart;\nvarying vec3 vEnd;\nvarying float vSize;\nvarying float vCap;\n\nuniform vec3 uCameraDir;\nuniform vec3 uCameraPosition;\nuniform mat4 uInvView;\n\n#include common\n#include common_frag_params\n#include color_frag_params\n#include light_frag_params\n#include common_clip\n\n// adapted from https://www.shadertoy.com/view/4lcSRn\n// The MIT License, Copyright 2016 Inigo Quilez\nbool CylinderImpostor(\n in vec3 rayOrigin, in vec3 rayDir,\n in vec3 start, in vec3 end, in float radius,\n out vec4 intersection, out bool interior\n){\n vec3 ba = end - start;\n vec3 oc = rayOrigin - start;\n\n float baba = dot(ba, ba);\n float bard = dot(ba, rayDir);\n float baoc = dot(ba, oc);\n\n float k2 = baba - bard*bard;\n float k1 = baba * dot(oc, rayDir) - baoc * bard;\n float k0 = baba * dot(oc, oc) - baoc * baoc - radius * radius * baba;\n\n float h = k1 * k1 - k2 * k0;\n if (h < 0.0) return false;\n\n bool topCap = (vCap > 0.9 && vCap < 1.1) || vCap >= 2.9;\n bool bottomCap = (vCap > 1.9 && vCap < 2.1) || vCap >= 2.9;\n\n // body outside\n h = sqrt(h);\n float t = (-k1 - h) / k2;\n float y = baoc + t * bard;\n if (y > 0.0 && y < baba) {\n interior = false;\n intersection = vec4(t, (oc + t * rayDir - ba * y / baba) / radius);\n return true;\n }\n\n if (topCap && y < 0.0) {\n // top cap\n t = -baoc / bard;\n if (abs(k1 + k2 * t) < h) {\n interior = false;\n intersection = vec4(t, ba * sign(y) / baba);\n return true;\n }\n } else if(bottomCap && y >= 0.0) {\n // bottom cap\n t = (baba - baoc) / bard;\n if (abs(k1 + k2 * t) < h) {\n interior = false;\n intersection = vec4(t, ba * sign(y) / baba);\n return true;\n }\n }\n\n if (uDoubleSided) {\n // body inside\n h = -h;\n t = (-k1 - h) / k2;\n y = baoc + t * bard;\n if (y > 0.0 && y < baba) {\n interior = true;\n intersection = vec4(t, (oc + t * rayDir - ba * y / baba) / radius);\n return true;\n }\n\n // TODO: handle inside caps???\n }\n\n return false;\n}\n\nvoid main() {\n #include clip_pixel\n\n vec3 rayDir = mix(normalize(vModelPosition - uCameraPosition), uCameraDir, uIsOrtho);\n\n vec4 intersection;\n bool interior;\n bool hit = CylinderImpostor(vModelPosition, rayDir, vStart, vEnd, vSize, intersection, interior);\n if (!hit) discard;\n\n vec3 vViewPosition = vModelPosition + intersection.x * rayDir;\n vViewPosition = (uView * vec4(vViewPosition, 1.0)).xyz;\n float fragmentDepth = calcDepth(vViewPosition);\n\n if (fragmentDepth < 0.0) discard;\n if (fragmentDepth > 1.0) discard;\n\n gl_FragDepthEXT = fragmentDepth;\n\n vec3 vModelPosition = (uInvView * vec4(vViewPosition, 1.0)).xyz;\n #include assign_material_color\n\n #if defined(dRenderVariant_pick)\n #include check_picking_alpha\n #ifdef requiredDrawBuffers\n gl_FragColor = vObject;\n gl_FragData[1] = vInstance;\n gl_FragData[2] = vGroup;\n gl_FragData[3] = packDepthToRGBA(fragmentDepth);\n #else\n gl_FragColor = vColor;\n #endif\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 #include dpoit_write\n #endif\n}\n";
9
+ exports.cylinders_frag = "\nprecision highp float;\nprecision highp int;\n\n#define bumpEnabled\n\nuniform mat4 uView;\n\nvarying mat4 vTransform;\nvarying vec3 vStart;\nvarying vec3 vEnd;\nvarying float vSize;\nvarying float vCap;\n\nuniform vec3 uCameraDir;\nuniform vec3 uCameraPosition;\nuniform mat4 uInvView;\n\n#include common\n#include common_frag_params\n#include color_frag_params\n#include light_frag_params\n#include common_clip\n\n#ifdef dSolidInterior\n const bool solidInterior = true;\n#else\n const bool solidInterior = false;\n#endif\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 vec3 cameraNormal, out bool interior,\n out vec3 modelPosition, out vec3 viewPosition, out float fragmentDepth\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 #ifdef dSolidInterior\n bool topInterior = !topCap;\n bool bottomInterior = !bottomCap;\n topCap = true;\n bottomCap = true;\n #else\n bool topInterior = false;\n bool bottomInterior = false;\n #endif\n\n bool clipped = false;\n bool objectClipped = false;\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 cameraNormal = (oc + t * rayDir - ba * y / baba) / radius;\n modelPosition = rayOrigin + t * rayDir;\n viewPosition = (uView * vec4(modelPosition, 1.0)).xyz;\n fragmentDepth = calcDepth(viewPosition);\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n if (clipTest(vec4(modelPosition, 0.0))) {\n objectClipped = true;\n fragmentDepth = -1.0;\n #ifdef dSolidInterior\n topCap = !topInterior;\n bottomCap = !bottomInterior;\n #endif\n }\n #endif\n if (fragmentDepth > 0.0) return true;\n clipped = true;\n }\n\n if (!clipped) {\n if (topCap && y < 0.0) {\n // top cap\n t = -baoc / bard;\n if (abs(k1 + k2 * t) < h) {\n interior = topInterior;\n cameraNormal = -ba / baba;\n modelPosition = rayOrigin + t * rayDir;\n viewPosition = (uView * vec4(modelPosition, 1.0)).xyz;\n fragmentDepth = calcDepth(viewPosition);\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n if (clipTest(vec4(modelPosition, 0.0))) {\n objectClipped = true;\n fragmentDepth = -1.0;\n #ifdef dSolidInterior\n topCap = !topInterior;\n bottomCap = !bottomInterior;\n #endif\n }\n #endif\n if (fragmentDepth > 0.0) {\n #ifdef dSolidInterior\n if (interior) cameraNormal = -rayDir;\n #endif\n return true;\n }\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 = bottomInterior;\n cameraNormal = ba / baba;\n modelPosition = rayOrigin + t * rayDir;\n viewPosition = (uView * vec4(modelPosition, 1.0)).xyz;\n fragmentDepth = calcDepth(viewPosition);\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n if (clipTest(vec4(modelPosition, 0.0))) {\n objectClipped = true;\n fragmentDepth = -1.0;\n #ifdef dSolidInterior\n topCap = !topInterior;\n bottomCap = !bottomInterior;\n #endif\n }\n #endif\n if (fragmentDepth > 0.0) {\n #ifdef dSolidInterior\n if (interior) cameraNormal = -rayDir;\n #endif\n return true;\n }\n }\n }\n }\n\n if (uDoubleSided || solidInterior) {\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 cameraNormal = -(oc + t * rayDir - ba * y / baba) / radius;\n modelPosition = rayOrigin + t * rayDir;\n viewPosition = (uView * vec4(modelPosition, 1.0)).xyz;\n fragmentDepth = calcDepth(viewPosition);\n if (fragmentDepth > 0.0) {\n #ifdef dSolidInterior\n if (!objectClipped) {\n fragmentDepth = 0.0 + (0.0000002 / vSize);\n cameraNormal = -rayDir;\n }\n #endif\n return true;\n }\n }\n\n if (topCap && y < 0.0) {\n // top cap\n t = -baoc / bard;\n if (abs(k1 + k2 * t) < -h) {\n interior = true;\n cameraNormal = ba / baba;\n modelPosition = rayOrigin + t * rayDir;\n viewPosition = (uView * vec4(modelPosition, 1.0)).xyz;\n fragmentDepth = calcDepth(viewPosition);\n if (fragmentDepth > 0.0) {\n #ifdef dSolidInterior\n if (!objectClipped) {\n fragmentDepth = 0.0 + (0.0000002 / vSize);\n cameraNormal = -rayDir;\n }\n #endif\n return true;\n }\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 = true;\n cameraNormal = -ba / baba;\n modelPosition = rayOrigin + t * rayDir;\n viewPosition = (uView * vec4(modelPosition, 1.0)).xyz;\n fragmentDepth = calcDepth(viewPosition);\n if (fragmentDepth > 0.0) {\n #ifdef dSolidInterior\n if (!objectClipped) {\n fragmentDepth = 0.0 + (0.0000002 / vSize);\n cameraNormal = -rayDir;\n }\n #endif\n return true;\n }\n }\n }\n }\n\n return false;\n}\n\nvoid main() {\n vec3 rayOrigin = vModelPosition;\n vec3 rayDir = mix(normalize(vModelPosition - uCameraPosition), uCameraDir, uIsOrtho);\n\n vec3 cameraNormal;\n vec3 modelPosition;\n vec3 viewPosition;\n float fragmentDepth;\n bool hit = CylinderImpostor(rayOrigin, rayDir, vStart, vEnd, vSize, cameraNormal, interior, modelPosition, viewPosition, fragmentDepth);\n if (!hit) discard;\n\n if (fragmentDepth < 0.0) discard;\n if (fragmentDepth > 1.0) discard;\n\n gl_FragDepthEXT = fragmentDepth;\n\n vec3 vViewPosition = viewPosition;\n vec3 vModelPosition = modelPosition;\n\n #include clip_pixel\n #include assign_material_color\n\n #if defined(dRenderVariant_pick)\n #include check_picking_alpha\n #ifdef requiredDrawBuffers\n gl_FragColor = vObject;\n gl_FragData[1] = vInstance;\n gl_FragData[2] = vGroup;\n gl_FragData[3] = packDepthToRGBA(fragmentDepth);\n #else\n gl_FragColor = vColor;\n #endif\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(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 #include dpoit_write\n #endif\n}\n";
@@ -1,6 +1,6 @@
1
1
  /**
2
- * Copyright (c) 2020 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_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";
6
+ export declare const cylinders_vert = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include read_from_texture\n#include common_vert_params\n#include color_vert_params\n#include size_vert_params\n#include common_clip\n\nuniform mat4 uModelView;\n\nattribute mat4 aTransform;\nattribute float aInstance;\nattribute float aGroup;\n\nattribute vec3 aMapping;\nattribute vec3 aStart;\nattribute vec3 aEnd;\nattribute float aScale;\nattribute float aCap;\n\nvarying mat4 vTransform;\nvarying vec3 vStart;\nvarying vec3 vEnd;\nvarying float vSize;\nvarying float vCap;\n\nuniform float uIsOrtho;\nuniform vec3 uCameraDir;\n\nvoid main() {\n #include assign_group\n #include assign_color_varying\n #include assign_marker_varying\n #include assign_clipping_varying\n #include assign_size\n\n mat4 modelTransform = uModel * aTransform;\n\n vTransform = aTransform;\n vStart = (modelTransform * vec4(aStart, 1.0)).xyz;\n vEnd = (modelTransform * vec4(aEnd, 1.0)).xyz;\n vSize = size * aScale;\n vCap = aCap;\n\n vModelPosition = (vStart + vEnd) * 0.5;\n vec3 camDir = -mix(normalize(vModelPosition - uCameraPosition), uCameraDir, uIsOrtho);\n vec3 dir = vEnd - vStart;\n // ensure cylinder 'dir' is pointing towards the camera\n if(dot(camDir, dir) < 0.0) {\n dir = -dir;\n }\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 mvPosition.z -= 2.0 * (length(vEnd - vStart) + vSize); // avoid clipping\n gl_Position.z = (uProjection * mvPosition).z;\n\n #include clip_instance\n}\n";
@@ -1,9 +1,9 @@
1
1
  "use strict";
2
2
  /**
3
- * Copyright (c) 2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
+ * Copyright (c) 2020-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
4
4
  *
5
5
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
6
6
  */
7
7
  Object.defineProperty(exports, "__esModule", { value: true });
8
8
  exports.cylinders_vert = void 0;
9
- exports.cylinders_vert = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include read_from_texture\n#include common_vert_params\n#include color_vert_params\n#include size_vert_params\n#include common_clip\n\nuniform mat4 uModelView;\n\nattribute mat4 aTransform;\nattribute float aInstance;\nattribute float aGroup;\n\nattribute vec3 aMapping;\nattribute vec3 aStart;\nattribute vec3 aEnd;\nattribute float aScale;\nattribute float aCap;\n\nvarying mat4 vTransform;\nvarying vec3 vStart;\nvarying vec3 vEnd;\nvarying float vSize;\nvarying float vCap;\n\nuniform float uIsOrtho;\nuniform vec3 uCameraDir;\n\nvoid main() {\n #include assign_group\n #include assign_color_varying\n #include assign_marker_varying\n #include assign_clipping_varying\n #include assign_size\n\n mat4 modelTransform = uModel * aTransform;\n\n vTransform = aTransform;\n vStart = (modelTransform * vec4(aStart, 1.0)).xyz;\n vEnd = (modelTransform * vec4(aEnd, 1.0)).xyz;\n vSize = size * aScale;\n vCap = aCap;\n\n vModelPosition = (vStart + vEnd) * 0.5;\n vec3 camDir = -mix(normalize(vModelPosition - uCameraPosition), uCameraDir, uIsOrtho);\n vec3 dir = vEnd - vStart;\n // ensure cylinder 'dir' is pointing towards the camera\n if(dot(camDir, dir) < 0.0) dir = -dir;\n\n vec3 left = cross(camDir, dir);\n vec3 up = cross(left, dir);\n left = vSize * normalize(left);\n up = vSize * normalize(up);\n\n // move vertex in object-space from center to corner\n vModelPosition += aMapping.x * dir + aMapping.y * left + aMapping.z * up;\n\n vec4 mvPosition = uView * vec4(vModelPosition, 1.0);\n vViewPosition = mvPosition.xyz;\n gl_Position = uProjection * mvPosition;\n\n #include clip_instance\n}\n";
9
+ exports.cylinders_vert = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include read_from_texture\n#include common_vert_params\n#include color_vert_params\n#include size_vert_params\n#include common_clip\n\nuniform mat4 uModelView;\n\nattribute mat4 aTransform;\nattribute float aInstance;\nattribute float aGroup;\n\nattribute vec3 aMapping;\nattribute vec3 aStart;\nattribute vec3 aEnd;\nattribute float aScale;\nattribute float aCap;\n\nvarying mat4 vTransform;\nvarying vec3 vStart;\nvarying vec3 vEnd;\nvarying float vSize;\nvarying float vCap;\n\nuniform float uIsOrtho;\nuniform vec3 uCameraDir;\n\nvoid main() {\n #include assign_group\n #include assign_color_varying\n #include assign_marker_varying\n #include assign_clipping_varying\n #include assign_size\n\n mat4 modelTransform = uModel * aTransform;\n\n vTransform = aTransform;\n vStart = (modelTransform * vec4(aStart, 1.0)).xyz;\n vEnd = (modelTransform * vec4(aEnd, 1.0)).xyz;\n vSize = size * aScale;\n vCap = aCap;\n\n vModelPosition = (vStart + vEnd) * 0.5;\n vec3 camDir = -mix(normalize(vModelPosition - uCameraPosition), uCameraDir, uIsOrtho);\n vec3 dir = vEnd - vStart;\n // ensure cylinder 'dir' is pointing towards the camera\n if(dot(camDir, dir) < 0.0) {\n dir = -dir;\n }\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 mvPosition.z -= 2.0 * (length(vEnd - vStart) + vSize); // avoid clipping\n gl_Position.z = (uProjection * mvPosition).z;\n\n #include clip_instance\n}\n";
@@ -4,4 +4,4 @@
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  * @author Michael Krone <michael.krone@uni-tuebingen.de>
6
6
  */
7
- export declare const directVolume_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include light_frag_params\n\n#if dClipObjectCount != 0\n uniform int uClipObjectType[dClipObjectCount];\n uniform bool uClipObjectInvert[dClipObjectCount];\n uniform vec3 uClipObjectPosition[dClipObjectCount];\n uniform vec4 uClipObjectRotation[dClipObjectCount];\n uniform vec3 uClipObjectScale[dClipObjectCount];\n#endif\n#include common_clip\n\n#include read_from_texture\n#include texture3d_from_1d_trilinear\n#include texture3d_from_2d_nearest\n#include texture3d_from_2d_linear\n\nuniform mat4 uProjection, uTransform, uModelView, uModel, uView;\nuniform vec3 uCameraDir;\n\nuniform sampler2D tDepth;\nuniform vec2 uDrawingBufferSize;\n\nvarying vec3 vOrigPos;\nvarying float vInstance;\nvarying vec4 vBoundingSphere;\nvarying mat4 vTransform;\n\nuniform mat4 uInvView;\nuniform vec3 uGridDim;\nuniform vec3 uBboxSize;\nuniform sampler2D tTransferTex;\nuniform float uTransferScale;\nuniform float uStepScale;\nuniform float uJumpLength;\n\nuniform int uObjectId;\nuniform int uVertexCount;\nuniform int uInstanceCount;\nuniform int uGroupCount;\n\n#if defined(dColorMarker)\n uniform vec3 uHighlightColor;\n uniform vec3 uSelectColor;\n uniform float uHighlightStrength;\n uniform float uSelectStrength;\n uniform int uMarkerPriority;\n\n uniform float uMarker;\n uniform vec2 uMarkerTexDim;\n uniform sampler2D tMarker;\n#endif\n\nuniform float uMetalness;\nuniform float uRoughness;\n\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\n\nuniform float uAlpha;\nuniform bool uTransparentBackground;\nuniform float uXrayEdgeFalloff;\n\nuniform int uRenderMask;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uIsOrtho;\n\nuniform vec3 uCellDim;\nuniform vec3 uCameraPosition;\nuniform mat4 uCartnToUnit;\n\n#if __VERSION__ != 100\n // for webgl1 this is given as a 'define'\n uniform int uMaxSteps;\n#endif\n\n#if defined(dGridTexType_2d)\n precision highp sampler2D;\n uniform sampler2D tGridTex;\n uniform vec3 uGridTexDim;\n#elif defined(dGridTexType_3d)\n precision highp sampler3D;\n uniform sampler3D tGridTex;\n#endif\n\n#if defined(dColorType_uniform)\n uniform vec3 uColor;\n#elif defined(dColorType_texture)\n uniform vec2 uColorTexDim;\n uniform sampler2D tColor;\n#endif\n\n#ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance) || defined(dOverpaintType_vertexInstance)\n uniform vec2 uOverpaintTexDim;\n uniform sampler2D tOverpaint;\n #endif\n#endif\n\n#ifdef dUsePalette\n uniform sampler2D tPalette;\n#endif\n\n#if defined(dGridTexType_2d)\n vec4 textureVal(vec3 pos) {\n return texture3dFrom2dLinear(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n vec4 textureGroup(vec3 pos) {\n return texture3dFrom2dNearest(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n#elif defined(dGridTexType_3d)\n vec4 textureVal(vec3 pos) {\n return texture(tGridTex, pos + (vec3(0.5) / uGridDim));\n }\n vec4 textureGroup(vec3 pos) {\n return texelFetch(tGridTex, ivec3(pos * uGridDim), 0);\n }\n#endif\n\nfloat calcDepth(const in vec3 pos) {\n vec2 clipZW = pos.z * uProjection[2].zw + uProjection[3].zw;\n return 0.5 + 0.5 * clipZW.x / clipZW.y;\n}\n\nfloat transferFunction(float value) {\n return texture2D(tTransferTex, vec2(value, 0.0)).a;\n}\n\nfloat getDepth(const in vec2 coords) {\n #ifdef depthTextureSupport\n return texture2D(tDepth, coords).r;\n #else\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n #endif\n}\n\nconst float gradOffset = 0.5;\n\nvec3 v3m4(vec3 p, mat4 m) {\n return (m * vec4(p, 1.0)).xyz;\n}\n\nfloat preFogAlphaBlended = 0.0;\n\nvec4 raymarch(vec3 startLoc, vec3 step, vec3 rayDir) {\n mat3 normalMatrix = transpose3(inverse3(mat3(uModelView * vTransform)));\n mat4 cartnToUnit = uCartnToUnit * inverse4(vTransform);\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n mat4 modelTransform = uModel * vTransform * uTransform;\n #endif\n mat4 modelViewTransform = uModelView * vTransform * uTransform;\n\n vec3 scaleVol = vec3(1.0) / uGridDim;\n vec3 pos = startLoc;\n vec4 cell;\n float prevValue = -1.0;\n float value = 0.0;\n vec4 src = vec4(0.0);\n vec4 dst = vec4(0.0);\n float fragmentDepth;\n\n vec3 posMin = vec3(0.0);\n vec3 posMax = vec3(1.0) - vec3(1.0) / uGridDim;\n\n vec3 unitPos;\n\n vec3 nextPos;\n float nextValue;\n\n vec4 material;\n vec4 overpaint;\n float metalness = uMetalness;\n float roughness = uRoughness;\n\n vec3 gradient = vec3(1.0);\n vec3 dx = vec3(gradOffset * scaleVol.x, 0.0, 0.0);\n vec3 dy = vec3(0.0, gradOffset * scaleVol.y, 0.0);\n vec3 dz = vec3(0.0, 0.0, gradOffset * scaleVol.z);\n\n float maxDist = min(vBoundingSphere.w * 2.0, uFar - uNear);\n float maxDistSq = maxDist * maxDist;\n\n for (int i = 0; i < uMaxSteps; ++i) {\n // break when beyond bounding-sphere or far-plane\n vec3 distVec = startLoc - pos;\n if (dot(distVec, distVec) > maxDistSq) break;\n\n unitPos = v3m4(pos, cartnToUnit);\n\n // continue when outside of grid\n if (unitPos.x > posMax.x || unitPos.y > posMax.y || unitPos.z > posMax.z ||\n unitPos.x < posMin.x || unitPos.y < posMin.y || unitPos.z < posMin.z\n ) {\n prevValue = value;\n pos += step;\n continue;\n }\n\n cell = textureVal(unitPos);\n value = cell.a; // current voxel value\n\n if (uJumpLength > 0.0 && value < 0.01) {\n nextPos = pos + rayDir * uJumpLength;\n nextValue = textureVal(v3m4(nextPos, cartnToUnit)).a;\n if (nextValue < 0.01) {\n prevValue = nextValue;\n pos = nextPos;\n continue;\n }\n }\n\n vec4 mvPosition = modelViewTransform * vec4(unitPos * uGridDim, 1.0);\n if (calcDepth(mvPosition.xyz) > getDepth(gl_FragCoord.xy / uDrawingBufferSize))\n break;\n\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n vec3 vModelPosition = v3m4(unitPos * uGridDim, modelTransform);\n if (clipTest(vec4(vModelPosition, 0.0), 0)) {\n prevValue = value;\n pos += step;\n continue;\n }\n #endif\n\n vec3 vViewPosition = mvPosition.xyz;\n material.a = transferFunction(value);\n\n #ifdef dPackedGroup\n float group = unpackRGBToInt(textureGroup(floor(unitPos * uGridDim + 0.5) / uGridDim).rgb);\n #else\n vec3 g = floor(unitPos * uGridDim + 0.5);\n // note that we swap x and z because the texture is flipped around y\n #if defined(dAxisOrder_012)\n float group = g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y; // 210\n #elif defined(dAxisOrder_021)\n float group = g.y + g.z * uGridDim.y + g.x * uGridDim.y * uGridDim.z; // 120\n #elif defined(dAxisOrder_102)\n float group = g.z + g.x * uGridDim.z + g.y * uGridDim.z * uGridDim.x; // 201\n #elif defined(dAxisOrder_120)\n float group = g.x + g.z * uGridDim.x + g.y * uGridDim.x * uGridDim.z; // 021\n #elif defined(dAxisOrder_201)\n float group = g.y + g.x * uGridDim.y + g.z * uGridDim.y * uGridDim.x; // 102\n #elif defined(dAxisOrder_210)\n float group = g.x + g.y * uGridDim.x + g.z * uGridDim.x * uGridDim.y; // 012\n #endif\n #endif\n\n #if defined(dColorType_direct) && defined(dUsePalette)\n material.rgb = texture2D(tPalette, vec2(value, 0.0)).rgb;\n #elif defined(dColorType_uniform)\n material.rgb = uColor;\n #elif defined(dColorType_instance)\n material.rgb = readFromTexture(tColor, vInstance, uColorTexDim).rgb;\n #elif defined(dColorType_group)\n material.rgb = readFromTexture(tColor, group, uColorTexDim).rgb;\n #elif defined(dColorType_groupInstance)\n material.rgb = readFromTexture(tColor, vInstance * float(uGroupCount) + group, uColorTexDim).rgb;\n #elif defined(dColorType_vertex)\n material.rgb = texture3dFrom1dTrilinear(tColor, unitPos, uGridDim, uColorTexDim, 0.0).rgb;\n #elif defined(dColorType_vertexInstance)\n material.rgb = texture3dFrom1dTrilinear(tColor, unitPos, uGridDim, uColorTexDim, vInstance * float(uVertexCount)).rgb;\n #endif\n\n #ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance)\n overpaint = readFromTexture(tOverpaint, vInstance * float(uGroupCount) + group, uOverpaintTexDim);\n #elif defined(dOverpaintType_vertexInstance)\n overpaint = texture3dFrom1dTrilinear(tOverpaint, unitPos, uGridDim, uOverpaintTexDim, vInstance * float(uVertexCount));\n #endif\n\n material.rgb = mix(material.rgb, overpaint.rgb, overpaint.a);\n #endif\n\n #ifdef dIgnoreLight\n gl_FragColor.rgb = material.rgb;\n #else\n if (material.a >= 0.01) {\n #ifdef dPackedGroup\n // compute gradient by central differences\n gradient.x = textureVal(unitPos - dx).a - textureVal(unitPos + dx).a;\n gradient.y = textureVal(unitPos - dy).a - textureVal(unitPos + dy).a;\n gradient.z = textureVal(unitPos - dz).a - textureVal(unitPos + dz).a;\n #else\n gradient = cell.xyz * 2.0 - 1.0;\n #endif\n vec3 normal = -normalize(normalMatrix * normalize(gradient));\n #include apply_light_color\n } else {\n gl_FragColor.rgb = material.rgb;\n }\n #endif\n\n gl_FragColor.a = material.a * uAlpha * uTransferScale;\n\n #if defined(dColorMarker)\n float marker = uMarker;\n if (uMarker == -1.0) {\n marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n #endif\n #include apply_marker_color\n\n preFogAlphaBlended = (1.0 - preFogAlphaBlended) * gl_FragColor.a + preFogAlphaBlended;\n fragmentDepth = calcDepth(mvPosition.xyz);\n #include apply_fog\n\n src = gl_FragColor;\n\n if (!uTransparentBackground) {\n // done in 'apply_fog' otherwise\n src.rgb *= src.a;\n }\n dst = (1.0 - dst.a) * src + dst; // standard blending\n\n // break if the color is opaque enough\n if (dst.a > 0.95)\n break;\n\n pos += step;\n }\n\n return dst;\n}\n\n// TODO: support float texture for higher precision values???\n// TODO: support clipping exclusion texture support\n\nvoid main() {\n if (gl_FrontFacing)\n discard;\n\n vec3 rayDir = mix(normalize(vOrigPos - uCameraPosition), uCameraDir, uIsOrtho);\n vec3 step = rayDir * uStepScale;\n\n float boundingSphereNear = distance(vBoundingSphere.xyz, uCameraPosition) - vBoundingSphere.w;\n float d = max(uNear, boundingSphereNear) - mix(0.0, distance(vOrigPos, uCameraPosition), uIsOrtho);\n vec3 start = mix(uCameraPosition, vOrigPos, uIsOrtho) + (d * rayDir);\n gl_FragColor = raymarch(start, step, rayDir);\n\n float fragmentDepth = calcDepth((uModelView * vec4(start, 1.0)).xyz);\n float preFogAlpha = clamp(preFogAlphaBlended, 0.0, 1.0);\n #include wboit_write\n}\n";
7
+ export declare const directVolume_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include light_frag_params\n\n#if dClipObjectCount != 0\n uniform int uClipObjectType[dClipObjectCount];\n uniform bool uClipObjectInvert[dClipObjectCount];\n uniform vec3 uClipObjectPosition[dClipObjectCount];\n uniform vec4 uClipObjectRotation[dClipObjectCount];\n uniform vec3 uClipObjectScale[dClipObjectCount];\n#endif\n#include common_clip\n\n#include read_from_texture\n#include texture3d_from_1d_trilinear\n#include texture3d_from_2d_nearest\n#include texture3d_from_2d_linear\n\nuniform mat4 uProjection, uTransform, uModelView, uModel, uView;\nuniform vec3 uCameraDir;\n\nuniform sampler2D tDepth;\nuniform vec2 uDrawingBufferSize;\n\nvarying vec3 vOrigPos;\nvarying float vInstance;\nvarying vec4 vBoundingSphere;\nvarying mat4 vTransform;\n\nuniform mat4 uInvView;\nuniform vec3 uGridDim;\nuniform vec3 uBboxSize;\nuniform sampler2D tTransferTex;\nuniform float uTransferScale;\nuniform float uStepScale;\nuniform float uJumpLength;\n\nuniform int uObjectId;\nuniform int uVertexCount;\nuniform int uInstanceCount;\nuniform int uGroupCount;\n\n#if defined(dColorMarker)\n uniform vec3 uHighlightColor;\n uniform vec3 uSelectColor;\n uniform float uHighlightStrength;\n uniform float uSelectStrength;\n uniform int uMarkerPriority;\n\n uniform float uMarker;\n uniform vec2 uMarkerTexDim;\n uniform sampler2D tMarker;\n#endif\n\nuniform float uMetalness;\nuniform float uRoughness;\n\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\n\nuniform float uAlpha;\nuniform bool uTransparentBackground;\nuniform float uXrayEdgeFalloff;\n\nuniform int uRenderMask;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uIsOrtho;\n\nuniform vec3 uCellDim;\nuniform vec3 uCameraPosition;\nuniform mat4 uCartnToUnit;\n\n#if __VERSION__ != 100\n // for webgl1 this is given as a 'define'\n uniform int uMaxSteps;\n#endif\n\n#if defined(dGridTexType_2d)\n precision highp sampler2D;\n uniform sampler2D tGridTex;\n uniform vec3 uGridTexDim;\n#elif defined(dGridTexType_3d)\n precision highp sampler3D;\n uniform sampler3D tGridTex;\n#endif\n\n#if defined(dColorType_uniform)\n uniform vec3 uColor;\n#elif defined(dColorType_texture)\n uniform vec2 uColorTexDim;\n uniform sampler2D tColor;\n#endif\n\n#ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance) || defined(dOverpaintType_vertexInstance)\n uniform vec2 uOverpaintTexDim;\n uniform sampler2D tOverpaint;\n #endif\n#endif\n\n#ifdef dUsePalette\n uniform sampler2D tPalette;\n#endif\n\n#if defined(dGridTexType_2d)\n vec4 textureVal(vec3 pos) {\n return texture3dFrom2dLinear(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n vec4 textureGroup(vec3 pos) {\n return texture3dFrom2dNearest(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n#elif defined(dGridTexType_3d)\n vec4 textureVal(vec3 pos) {\n return texture(tGridTex, pos + (vec3(0.5) / uGridDim));\n }\n vec4 textureGroup(vec3 pos) {\n return texelFetch(tGridTex, ivec3(pos * uGridDim), 0);\n }\n#endif\n\nfloat calcDepth(const in vec3 pos) {\n vec2 clipZW = pos.z * uProjection[2].zw + uProjection[3].zw;\n return 0.5 + 0.5 * clipZW.x / clipZW.y;\n}\n\nfloat transferFunction(float value) {\n return texture2D(tTransferTex, vec2(value, 0.0)).a;\n}\n\nfloat getDepth(const in vec2 coords) {\n #ifdef depthTextureSupport\n return texture2D(tDepth, coords).r;\n #else\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n #endif\n}\n\nconst float gradOffset = 0.5;\n\nvec3 v3m4(vec3 p, mat4 m) {\n return (m * vec4(p, 1.0)).xyz;\n}\n\nfloat preFogAlphaBlended = 0.0;\n\nvec4 raymarch(vec3 startLoc, vec3 step, vec3 rayDir) {\n mat3 normalMatrix = transpose3(inverse3(mat3(uModelView * vTransform)));\n mat4 cartnToUnit = uCartnToUnit * inverse4(vTransform);\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n mat4 modelTransform = uModel * vTransform * uTransform;\n #endif\n mat4 modelViewTransform = uModelView * vTransform * uTransform;\n\n vec3 scaleVol = vec3(1.0) / uGridDim;\n vec3 pos = startLoc;\n vec4 cell;\n float prevValue = -1.0;\n float value = 0.0;\n vec4 src = vec4(0.0);\n vec4 dst = vec4(0.0);\n float fragmentDepth;\n\n vec3 posMin = vec3(0.0);\n vec3 posMax = vec3(1.0) - vec3(1.0) / uGridDim;\n\n vec3 unitPos;\n\n vec3 nextPos;\n float nextValue;\n\n vec4 material;\n vec4 overpaint;\n float metalness = uMetalness;\n float roughness = uRoughness;\n\n vec3 gradient = vec3(1.0);\n vec3 dx = vec3(gradOffset * scaleVol.x, 0.0, 0.0);\n vec3 dy = vec3(0.0, gradOffset * scaleVol.y, 0.0);\n vec3 dz = vec3(0.0, 0.0, gradOffset * scaleVol.z);\n\n float maxDist = min(vBoundingSphere.w * 2.0, uFar - uNear);\n float maxDistSq = maxDist * maxDist;\n\n for (int i = 0; i < uMaxSteps; ++i) {\n // break when beyond bounding-sphere or far-plane\n vec3 distVec = startLoc - pos;\n if (dot(distVec, distVec) > maxDistSq) break;\n\n unitPos = v3m4(pos, cartnToUnit);\n\n // continue when outside of grid\n if (unitPos.x > posMax.x || unitPos.y > posMax.y || unitPos.z > posMax.z ||\n unitPos.x < posMin.x || unitPos.y < posMin.y || unitPos.z < posMin.z\n ) {\n prevValue = value;\n pos += step;\n continue;\n }\n\n cell = textureVal(unitPos);\n value = cell.a; // current voxel value\n\n if (uJumpLength > 0.0 && value < 0.01) {\n nextPos = pos + rayDir * uJumpLength;\n nextValue = textureVal(v3m4(nextPos, cartnToUnit)).a;\n if (nextValue < 0.01) {\n prevValue = nextValue;\n pos = nextPos;\n continue;\n }\n }\n\n vec4 mvPosition = modelViewTransform * vec4(unitPos * uGridDim, 1.0);\n if (calcDepth(mvPosition.xyz) > getDepth(gl_FragCoord.xy / uDrawingBufferSize))\n break;\n\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n vec3 vModelPosition = v3m4(unitPos * uGridDim, modelTransform);\n if (clipTest(vec4(vModelPosition, 0.0))) {\n prevValue = value;\n pos += step;\n continue;\n }\n #endif\n\n vec3 vViewPosition = mvPosition.xyz;\n material.a = transferFunction(value);\n\n #ifdef dPackedGroup\n float group = unpackRGBToInt(textureGroup(floor(unitPos * uGridDim + 0.5) / uGridDim).rgb);\n #else\n vec3 g = floor(unitPos * uGridDim + 0.5);\n // note that we swap x and z because the texture is flipped around y\n #if defined(dAxisOrder_012)\n float group = g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y; // 210\n #elif defined(dAxisOrder_021)\n float group = g.y + g.z * uGridDim.y + g.x * uGridDim.y * uGridDim.z; // 120\n #elif defined(dAxisOrder_102)\n float group = g.z + g.x * uGridDim.z + g.y * uGridDim.z * uGridDim.x; // 201\n #elif defined(dAxisOrder_120)\n float group = g.x + g.z * uGridDim.x + g.y * uGridDim.x * uGridDim.z; // 021\n #elif defined(dAxisOrder_201)\n float group = g.y + g.x * uGridDim.y + g.z * uGridDim.y * uGridDim.x; // 102\n #elif defined(dAxisOrder_210)\n float group = g.x + g.y * uGridDim.x + g.z * uGridDim.x * uGridDim.y; // 012\n #endif\n #endif\n\n #if defined(dColorType_direct) && defined(dUsePalette)\n material.rgb = texture2D(tPalette, vec2(value, 0.0)).rgb;\n #elif defined(dColorType_uniform)\n material.rgb = uColor;\n #elif defined(dColorType_instance)\n material.rgb = readFromTexture(tColor, vInstance, uColorTexDim).rgb;\n #elif defined(dColorType_group)\n material.rgb = readFromTexture(tColor, group, uColorTexDim).rgb;\n #elif defined(dColorType_groupInstance)\n material.rgb = readFromTexture(tColor, vInstance * float(uGroupCount) + group, uColorTexDim).rgb;\n #elif defined(dColorType_vertex)\n material.rgb = texture3dFrom1dTrilinear(tColor, unitPos, uGridDim, uColorTexDim, 0.0).rgb;\n #elif defined(dColorType_vertexInstance)\n material.rgb = texture3dFrom1dTrilinear(tColor, unitPos, uGridDim, uColorTexDim, vInstance * float(uVertexCount)).rgb;\n #endif\n\n #ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance)\n overpaint = readFromTexture(tOverpaint, vInstance * float(uGroupCount) + group, uOverpaintTexDim);\n #elif defined(dOverpaintType_vertexInstance)\n overpaint = texture3dFrom1dTrilinear(tOverpaint, unitPos, uGridDim, uOverpaintTexDim, vInstance * float(uVertexCount));\n #endif\n\n material.rgb = mix(material.rgb, overpaint.rgb, overpaint.a);\n #endif\n\n #ifdef dIgnoreLight\n gl_FragColor.rgb = material.rgb;\n #else\n if (material.a >= 0.01) {\n #ifdef dPackedGroup\n // compute gradient by central differences\n gradient.x = textureVal(unitPos - dx).a - textureVal(unitPos + dx).a;\n gradient.y = textureVal(unitPos - dy).a - textureVal(unitPos + dy).a;\n gradient.z = textureVal(unitPos - dz).a - textureVal(unitPos + dz).a;\n #else\n gradient = cell.xyz * 2.0 - 1.0;\n #endif\n vec3 normal = -normalize(normalMatrix * normalize(gradient));\n #include apply_light_color\n } else {\n gl_FragColor.rgb = material.rgb;\n }\n #endif\n\n gl_FragColor.a = material.a * uAlpha * uTransferScale;\n\n #if defined(dColorMarker)\n float marker = uMarker;\n if (uMarker == -1.0) {\n marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n #endif\n #include apply_marker_color\n\n preFogAlphaBlended = (1.0 - preFogAlphaBlended) * gl_FragColor.a + preFogAlphaBlended;\n fragmentDepth = calcDepth(mvPosition.xyz);\n #include apply_fog\n\n src = gl_FragColor;\n\n if (!uTransparentBackground) {\n // done in 'apply_fog' otherwise\n src.rgb *= src.a;\n }\n dst = (1.0 - dst.a) * src + dst; // standard blending\n\n // break if the color is opaque enough\n if (dst.a > 0.95)\n break;\n\n pos += step;\n }\n\n return dst;\n}\n\n// TODO: support float texture for higher precision values???\n// TODO: support clipping exclusion texture support\n\nvoid main() {\n if (gl_FrontFacing)\n discard;\n\n vec3 rayDir = mix(normalize(vOrigPos - uCameraPosition), uCameraDir, uIsOrtho);\n vec3 step = rayDir * uStepScale;\n\n float boundingSphereNear = distance(vBoundingSphere.xyz, uCameraPosition) - vBoundingSphere.w;\n float d = max(uNear, boundingSphereNear) - mix(0.0, distance(vOrigPos, uCameraPosition), uIsOrtho);\n vec3 start = mix(uCameraPosition, vOrigPos, uIsOrtho) + (d * rayDir);\n gl_FragColor = raymarch(start, step, rayDir);\n\n float fragmentDepth = calcDepth((uModelView * vec4(start, 1.0)).xyz);\n float preFogAlpha = clamp(preFogAlphaBlended, 0.0, 1.0);\n #include wboit_write\n}\n";
@@ -7,4 +7,4 @@
7
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  */
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8
  Object.defineProperty(exports, "__esModule", { value: true });
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9
  exports.directVolume_frag = void 0;
10
- exports.directVolume_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include light_frag_params\n\n#if dClipObjectCount != 0\n uniform int uClipObjectType[dClipObjectCount];\n uniform bool uClipObjectInvert[dClipObjectCount];\n uniform vec3 uClipObjectPosition[dClipObjectCount];\n uniform vec4 uClipObjectRotation[dClipObjectCount];\n uniform vec3 uClipObjectScale[dClipObjectCount];\n#endif\n#include common_clip\n\n#include read_from_texture\n#include texture3d_from_1d_trilinear\n#include texture3d_from_2d_nearest\n#include texture3d_from_2d_linear\n\nuniform mat4 uProjection, uTransform, uModelView, uModel, uView;\nuniform vec3 uCameraDir;\n\nuniform sampler2D tDepth;\nuniform vec2 uDrawingBufferSize;\n\nvarying vec3 vOrigPos;\nvarying float vInstance;\nvarying vec4 vBoundingSphere;\nvarying mat4 vTransform;\n\nuniform mat4 uInvView;\nuniform vec3 uGridDim;\nuniform vec3 uBboxSize;\nuniform sampler2D tTransferTex;\nuniform float uTransferScale;\nuniform float uStepScale;\nuniform float uJumpLength;\n\nuniform int uObjectId;\nuniform int uVertexCount;\nuniform int uInstanceCount;\nuniform int uGroupCount;\n\n#if defined(dColorMarker)\n uniform vec3 uHighlightColor;\n uniform vec3 uSelectColor;\n uniform float uHighlightStrength;\n uniform float uSelectStrength;\n uniform int uMarkerPriority;\n\n uniform float uMarker;\n uniform vec2 uMarkerTexDim;\n uniform sampler2D tMarker;\n#endif\n\nuniform float uMetalness;\nuniform float uRoughness;\n\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\n\nuniform float uAlpha;\nuniform bool uTransparentBackground;\nuniform float uXrayEdgeFalloff;\n\nuniform int uRenderMask;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uIsOrtho;\n\nuniform vec3 uCellDim;\nuniform vec3 uCameraPosition;\nuniform mat4 uCartnToUnit;\n\n#if __VERSION__ != 100\n // for webgl1 this is given as a 'define'\n uniform int uMaxSteps;\n#endif\n\n#if defined(dGridTexType_2d)\n precision highp sampler2D;\n uniform sampler2D tGridTex;\n uniform vec3 uGridTexDim;\n#elif defined(dGridTexType_3d)\n precision highp sampler3D;\n uniform sampler3D tGridTex;\n#endif\n\n#if defined(dColorType_uniform)\n uniform vec3 uColor;\n#elif defined(dColorType_texture)\n uniform vec2 uColorTexDim;\n uniform sampler2D tColor;\n#endif\n\n#ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance) || defined(dOverpaintType_vertexInstance)\n uniform vec2 uOverpaintTexDim;\n uniform sampler2D tOverpaint;\n #endif\n#endif\n\n#ifdef dUsePalette\n uniform sampler2D tPalette;\n#endif\n\n#if defined(dGridTexType_2d)\n vec4 textureVal(vec3 pos) {\n return texture3dFrom2dLinear(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n vec4 textureGroup(vec3 pos) {\n return texture3dFrom2dNearest(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n#elif defined(dGridTexType_3d)\n vec4 textureVal(vec3 pos) {\n return texture(tGridTex, pos + (vec3(0.5) / uGridDim));\n }\n vec4 textureGroup(vec3 pos) {\n return texelFetch(tGridTex, ivec3(pos * uGridDim), 0);\n }\n#endif\n\nfloat calcDepth(const in vec3 pos) {\n vec2 clipZW = pos.z * uProjection[2].zw + uProjection[3].zw;\n return 0.5 + 0.5 * clipZW.x / clipZW.y;\n}\n\nfloat transferFunction(float value) {\n return texture2D(tTransferTex, vec2(value, 0.0)).a;\n}\n\nfloat getDepth(const in vec2 coords) {\n #ifdef depthTextureSupport\n return texture2D(tDepth, coords).r;\n #else\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n #endif\n}\n\nconst float gradOffset = 0.5;\n\nvec3 v3m4(vec3 p, mat4 m) {\n return (m * vec4(p, 1.0)).xyz;\n}\n\nfloat preFogAlphaBlended = 0.0;\n\nvec4 raymarch(vec3 startLoc, vec3 step, vec3 rayDir) {\n mat3 normalMatrix = transpose3(inverse3(mat3(uModelView * vTransform)));\n mat4 cartnToUnit = uCartnToUnit * inverse4(vTransform);\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n mat4 modelTransform = uModel * vTransform * uTransform;\n #endif\n mat4 modelViewTransform = uModelView * vTransform * uTransform;\n\n vec3 scaleVol = vec3(1.0) / uGridDim;\n vec3 pos = startLoc;\n vec4 cell;\n float prevValue = -1.0;\n float value = 0.0;\n vec4 src = vec4(0.0);\n vec4 dst = vec4(0.0);\n float fragmentDepth;\n\n vec3 posMin = vec3(0.0);\n vec3 posMax = vec3(1.0) - vec3(1.0) / uGridDim;\n\n vec3 unitPos;\n\n vec3 nextPos;\n float nextValue;\n\n vec4 material;\n vec4 overpaint;\n float metalness = uMetalness;\n float roughness = uRoughness;\n\n vec3 gradient = vec3(1.0);\n vec3 dx = vec3(gradOffset * scaleVol.x, 0.0, 0.0);\n vec3 dy = vec3(0.0, gradOffset * scaleVol.y, 0.0);\n vec3 dz = vec3(0.0, 0.0, gradOffset * scaleVol.z);\n\n float maxDist = min(vBoundingSphere.w * 2.0, uFar - uNear);\n float maxDistSq = maxDist * maxDist;\n\n for (int i = 0; i < uMaxSteps; ++i) {\n // break when beyond bounding-sphere or far-plane\n vec3 distVec = startLoc - pos;\n if (dot(distVec, distVec) > maxDistSq) break;\n\n unitPos = v3m4(pos, cartnToUnit);\n\n // continue when outside of grid\n if (unitPos.x > posMax.x || unitPos.y > posMax.y || unitPos.z > posMax.z ||\n unitPos.x < posMin.x || unitPos.y < posMin.y || unitPos.z < posMin.z\n ) {\n prevValue = value;\n pos += step;\n continue;\n }\n\n cell = textureVal(unitPos);\n value = cell.a; // current voxel value\n\n if (uJumpLength > 0.0 && value < 0.01) {\n nextPos = pos + rayDir * uJumpLength;\n nextValue = textureVal(v3m4(nextPos, cartnToUnit)).a;\n if (nextValue < 0.01) {\n prevValue = nextValue;\n pos = nextPos;\n continue;\n }\n }\n\n vec4 mvPosition = modelViewTransform * vec4(unitPos * uGridDim, 1.0);\n if (calcDepth(mvPosition.xyz) > getDepth(gl_FragCoord.xy / uDrawingBufferSize))\n break;\n\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n vec3 vModelPosition = v3m4(unitPos * uGridDim, modelTransform);\n if (clipTest(vec4(vModelPosition, 0.0), 0)) {\n prevValue = value;\n pos += step;\n continue;\n }\n #endif\n\n vec3 vViewPosition = mvPosition.xyz;\n material.a = transferFunction(value);\n\n #ifdef dPackedGroup\n float group = unpackRGBToInt(textureGroup(floor(unitPos * uGridDim + 0.5) / uGridDim).rgb);\n #else\n vec3 g = floor(unitPos * uGridDim + 0.5);\n // note that we swap x and z because the texture is flipped around y\n #if defined(dAxisOrder_012)\n float group = g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y; // 210\n #elif defined(dAxisOrder_021)\n float group = g.y + g.z * uGridDim.y + g.x * uGridDim.y * uGridDim.z; // 120\n #elif defined(dAxisOrder_102)\n float group = g.z + g.x * uGridDim.z + g.y * uGridDim.z * uGridDim.x; // 201\n #elif defined(dAxisOrder_120)\n float group = g.x + g.z * uGridDim.x + g.y * uGridDim.x * uGridDim.z; // 021\n #elif defined(dAxisOrder_201)\n float group = g.y + g.x * uGridDim.y + g.z * uGridDim.y * uGridDim.x; // 102\n #elif defined(dAxisOrder_210)\n float group = g.x + g.y * uGridDim.x + g.z * uGridDim.x * uGridDim.y; // 012\n #endif\n #endif\n\n #if defined(dColorType_direct) && defined(dUsePalette)\n material.rgb = texture2D(tPalette, vec2(value, 0.0)).rgb;\n #elif defined(dColorType_uniform)\n material.rgb = uColor;\n #elif defined(dColorType_instance)\n material.rgb = readFromTexture(tColor, vInstance, uColorTexDim).rgb;\n #elif defined(dColorType_group)\n material.rgb = readFromTexture(tColor, group, uColorTexDim).rgb;\n #elif defined(dColorType_groupInstance)\n material.rgb = readFromTexture(tColor, vInstance * float(uGroupCount) + group, uColorTexDim).rgb;\n #elif defined(dColorType_vertex)\n material.rgb = texture3dFrom1dTrilinear(tColor, unitPos, uGridDim, uColorTexDim, 0.0).rgb;\n #elif defined(dColorType_vertexInstance)\n material.rgb = texture3dFrom1dTrilinear(tColor, unitPos, uGridDim, uColorTexDim, vInstance * float(uVertexCount)).rgb;\n #endif\n\n #ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance)\n overpaint = readFromTexture(tOverpaint, vInstance * float(uGroupCount) + group, uOverpaintTexDim);\n #elif defined(dOverpaintType_vertexInstance)\n overpaint = texture3dFrom1dTrilinear(tOverpaint, unitPos, uGridDim, uOverpaintTexDim, vInstance * float(uVertexCount));\n #endif\n\n material.rgb = mix(material.rgb, overpaint.rgb, overpaint.a);\n #endif\n\n #ifdef dIgnoreLight\n gl_FragColor.rgb = material.rgb;\n #else\n if (material.a >= 0.01) {\n #ifdef dPackedGroup\n // compute gradient by central differences\n gradient.x = textureVal(unitPos - dx).a - textureVal(unitPos + dx).a;\n gradient.y = textureVal(unitPos - dy).a - textureVal(unitPos + dy).a;\n gradient.z = textureVal(unitPos - dz).a - textureVal(unitPos + dz).a;\n #else\n gradient = cell.xyz * 2.0 - 1.0;\n #endif\n vec3 normal = -normalize(normalMatrix * normalize(gradient));\n #include apply_light_color\n } else {\n gl_FragColor.rgb = material.rgb;\n }\n #endif\n\n gl_FragColor.a = material.a * uAlpha * uTransferScale;\n\n #if defined(dColorMarker)\n float marker = uMarker;\n if (uMarker == -1.0) {\n marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n #endif\n #include apply_marker_color\n\n preFogAlphaBlended = (1.0 - preFogAlphaBlended) * gl_FragColor.a + preFogAlphaBlended;\n fragmentDepth = calcDepth(mvPosition.xyz);\n #include apply_fog\n\n src = gl_FragColor;\n\n if (!uTransparentBackground) {\n // done in 'apply_fog' otherwise\n src.rgb *= src.a;\n }\n dst = (1.0 - dst.a) * src + dst; // standard blending\n\n // break if the color is opaque enough\n if (dst.a > 0.95)\n break;\n\n pos += step;\n }\n\n return dst;\n}\n\n// TODO: support float texture for higher precision values???\n// TODO: support clipping exclusion texture support\n\nvoid main() {\n if (gl_FrontFacing)\n discard;\n\n vec3 rayDir = mix(normalize(vOrigPos - uCameraPosition), uCameraDir, uIsOrtho);\n vec3 step = rayDir * uStepScale;\n\n float boundingSphereNear = distance(vBoundingSphere.xyz, uCameraPosition) - vBoundingSphere.w;\n float d = max(uNear, boundingSphereNear) - mix(0.0, distance(vOrigPos, uCameraPosition), uIsOrtho);\n vec3 start = mix(uCameraPosition, vOrigPos, uIsOrtho) + (d * rayDir);\n gl_FragColor = raymarch(start, step, rayDir);\n\n float fragmentDepth = calcDepth((uModelView * vec4(start, 1.0)).xyz);\n float preFogAlpha = clamp(preFogAlphaBlended, 0.0, 1.0);\n #include wboit_write\n}\n";
10
+ exports.directVolume_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include light_frag_params\n\n#if dClipObjectCount != 0\n uniform int uClipObjectType[dClipObjectCount];\n uniform bool uClipObjectInvert[dClipObjectCount];\n uniform vec3 uClipObjectPosition[dClipObjectCount];\n uniform vec4 uClipObjectRotation[dClipObjectCount];\n uniform vec3 uClipObjectScale[dClipObjectCount];\n#endif\n#include common_clip\n\n#include read_from_texture\n#include texture3d_from_1d_trilinear\n#include texture3d_from_2d_nearest\n#include texture3d_from_2d_linear\n\nuniform mat4 uProjection, uTransform, uModelView, uModel, uView;\nuniform vec3 uCameraDir;\n\nuniform sampler2D tDepth;\nuniform vec2 uDrawingBufferSize;\n\nvarying vec3 vOrigPos;\nvarying float vInstance;\nvarying vec4 vBoundingSphere;\nvarying mat4 vTransform;\n\nuniform mat4 uInvView;\nuniform vec3 uGridDim;\nuniform vec3 uBboxSize;\nuniform sampler2D tTransferTex;\nuniform float uTransferScale;\nuniform float uStepScale;\nuniform float uJumpLength;\n\nuniform int uObjectId;\nuniform int uVertexCount;\nuniform int uInstanceCount;\nuniform int uGroupCount;\n\n#if defined(dColorMarker)\n uniform vec3 uHighlightColor;\n uniform vec3 uSelectColor;\n uniform float uHighlightStrength;\n uniform float uSelectStrength;\n uniform int uMarkerPriority;\n\n uniform float uMarker;\n uniform vec2 uMarkerTexDim;\n uniform sampler2D tMarker;\n#endif\n\nuniform float uMetalness;\nuniform float uRoughness;\n\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\n\nuniform float uAlpha;\nuniform bool uTransparentBackground;\nuniform float uXrayEdgeFalloff;\n\nuniform int uRenderMask;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uIsOrtho;\n\nuniform vec3 uCellDim;\nuniform vec3 uCameraPosition;\nuniform mat4 uCartnToUnit;\n\n#if __VERSION__ != 100\n // for webgl1 this is given as a 'define'\n uniform int uMaxSteps;\n#endif\n\n#if defined(dGridTexType_2d)\n precision highp sampler2D;\n uniform sampler2D tGridTex;\n uniform vec3 uGridTexDim;\n#elif defined(dGridTexType_3d)\n precision highp sampler3D;\n uniform sampler3D tGridTex;\n#endif\n\n#if defined(dColorType_uniform)\n uniform vec3 uColor;\n#elif defined(dColorType_texture)\n uniform vec2 uColorTexDim;\n uniform sampler2D tColor;\n#endif\n\n#ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance) || defined(dOverpaintType_vertexInstance)\n uniform vec2 uOverpaintTexDim;\n uniform sampler2D tOverpaint;\n #endif\n#endif\n\n#ifdef dUsePalette\n uniform sampler2D tPalette;\n#endif\n\n#if defined(dGridTexType_2d)\n vec4 textureVal(vec3 pos) {\n return texture3dFrom2dLinear(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n vec4 textureGroup(vec3 pos) {\n return texture3dFrom2dNearest(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n#elif defined(dGridTexType_3d)\n vec4 textureVal(vec3 pos) {\n return texture(tGridTex, pos + (vec3(0.5) / uGridDim));\n }\n vec4 textureGroup(vec3 pos) {\n return texelFetch(tGridTex, ivec3(pos * uGridDim), 0);\n }\n#endif\n\nfloat calcDepth(const in vec3 pos) {\n vec2 clipZW = pos.z * uProjection[2].zw + uProjection[3].zw;\n return 0.5 + 0.5 * clipZW.x / clipZW.y;\n}\n\nfloat transferFunction(float value) {\n return texture2D(tTransferTex, vec2(value, 0.0)).a;\n}\n\nfloat getDepth(const in vec2 coords) {\n #ifdef depthTextureSupport\n return texture2D(tDepth, coords).r;\n #else\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n #endif\n}\n\nconst float gradOffset = 0.5;\n\nvec3 v3m4(vec3 p, mat4 m) {\n return (m * vec4(p, 1.0)).xyz;\n}\n\nfloat preFogAlphaBlended = 0.0;\n\nvec4 raymarch(vec3 startLoc, vec3 step, vec3 rayDir) {\n mat3 normalMatrix = transpose3(inverse3(mat3(uModelView * vTransform)));\n mat4 cartnToUnit = uCartnToUnit * inverse4(vTransform);\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n mat4 modelTransform = uModel * vTransform * uTransform;\n #endif\n mat4 modelViewTransform = uModelView * vTransform * uTransform;\n\n vec3 scaleVol = vec3(1.0) / uGridDim;\n vec3 pos = startLoc;\n vec4 cell;\n float prevValue = -1.0;\n float value = 0.0;\n vec4 src = vec4(0.0);\n vec4 dst = vec4(0.0);\n float fragmentDepth;\n\n vec3 posMin = vec3(0.0);\n vec3 posMax = vec3(1.0) - vec3(1.0) / uGridDim;\n\n vec3 unitPos;\n\n vec3 nextPos;\n float nextValue;\n\n vec4 material;\n vec4 overpaint;\n float metalness = uMetalness;\n float roughness = uRoughness;\n\n vec3 gradient = vec3(1.0);\n vec3 dx = vec3(gradOffset * scaleVol.x, 0.0, 0.0);\n vec3 dy = vec3(0.0, gradOffset * scaleVol.y, 0.0);\n vec3 dz = vec3(0.0, 0.0, gradOffset * scaleVol.z);\n\n float maxDist = min(vBoundingSphere.w * 2.0, uFar - uNear);\n float maxDistSq = maxDist * maxDist;\n\n for (int i = 0; i < uMaxSteps; ++i) {\n // break when beyond bounding-sphere or far-plane\n vec3 distVec = startLoc - pos;\n if (dot(distVec, distVec) > maxDistSq) break;\n\n unitPos = v3m4(pos, cartnToUnit);\n\n // continue when outside of grid\n if (unitPos.x > posMax.x || unitPos.y > posMax.y || unitPos.z > posMax.z ||\n unitPos.x < posMin.x || unitPos.y < posMin.y || unitPos.z < posMin.z\n ) {\n prevValue = value;\n pos += step;\n continue;\n }\n\n cell = textureVal(unitPos);\n value = cell.a; // current voxel value\n\n if (uJumpLength > 0.0 && value < 0.01) {\n nextPos = pos + rayDir * uJumpLength;\n nextValue = textureVal(v3m4(nextPos, cartnToUnit)).a;\n if (nextValue < 0.01) {\n prevValue = nextValue;\n pos = nextPos;\n continue;\n }\n }\n\n vec4 mvPosition = modelViewTransform * vec4(unitPos * uGridDim, 1.0);\n if (calcDepth(mvPosition.xyz) > getDepth(gl_FragCoord.xy / uDrawingBufferSize))\n break;\n\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n vec3 vModelPosition = v3m4(unitPos * uGridDim, modelTransform);\n if (clipTest(vec4(vModelPosition, 0.0))) {\n prevValue = value;\n pos += step;\n continue;\n }\n #endif\n\n vec3 vViewPosition = mvPosition.xyz;\n material.a = transferFunction(value);\n\n #ifdef dPackedGroup\n float group = unpackRGBToInt(textureGroup(floor(unitPos * uGridDim + 0.5) / uGridDim).rgb);\n #else\n vec3 g = floor(unitPos * uGridDim + 0.5);\n // note that we swap x and z because the texture is flipped around y\n #if defined(dAxisOrder_012)\n float group = g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y; // 210\n #elif defined(dAxisOrder_021)\n float group = g.y + g.z * uGridDim.y + g.x * uGridDim.y * uGridDim.z; // 120\n #elif defined(dAxisOrder_102)\n float group = g.z + g.x * uGridDim.z + g.y * uGridDim.z * uGridDim.x; // 201\n #elif defined(dAxisOrder_120)\n float group = g.x + g.z * uGridDim.x + g.y * uGridDim.x * uGridDim.z; // 021\n #elif defined(dAxisOrder_201)\n float group = g.y + g.x * uGridDim.y + g.z * uGridDim.y * uGridDim.x; // 102\n #elif defined(dAxisOrder_210)\n float group = g.x + g.y * uGridDim.x + g.z * uGridDim.x * uGridDim.y; // 012\n #endif\n #endif\n\n #if defined(dColorType_direct) && defined(dUsePalette)\n material.rgb = texture2D(tPalette, vec2(value, 0.0)).rgb;\n #elif defined(dColorType_uniform)\n material.rgb = uColor;\n #elif defined(dColorType_instance)\n material.rgb = readFromTexture(tColor, vInstance, uColorTexDim).rgb;\n #elif defined(dColorType_group)\n material.rgb = readFromTexture(tColor, group, uColorTexDim).rgb;\n #elif defined(dColorType_groupInstance)\n material.rgb = readFromTexture(tColor, vInstance * float(uGroupCount) + group, uColorTexDim).rgb;\n #elif defined(dColorType_vertex)\n material.rgb = texture3dFrom1dTrilinear(tColor, unitPos, uGridDim, uColorTexDim, 0.0).rgb;\n #elif defined(dColorType_vertexInstance)\n material.rgb = texture3dFrom1dTrilinear(tColor, unitPos, uGridDim, uColorTexDim, vInstance * float(uVertexCount)).rgb;\n #endif\n\n #ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance)\n overpaint = readFromTexture(tOverpaint, vInstance * float(uGroupCount) + group, uOverpaintTexDim);\n #elif defined(dOverpaintType_vertexInstance)\n overpaint = texture3dFrom1dTrilinear(tOverpaint, unitPos, uGridDim, uOverpaintTexDim, vInstance * float(uVertexCount));\n #endif\n\n material.rgb = mix(material.rgb, overpaint.rgb, overpaint.a);\n #endif\n\n #ifdef dIgnoreLight\n gl_FragColor.rgb = material.rgb;\n #else\n if (material.a >= 0.01) {\n #ifdef dPackedGroup\n // compute gradient by central differences\n gradient.x = textureVal(unitPos - dx).a - textureVal(unitPos + dx).a;\n gradient.y = textureVal(unitPos - dy).a - textureVal(unitPos + dy).a;\n gradient.z = textureVal(unitPos - dz).a - textureVal(unitPos + dz).a;\n #else\n gradient = cell.xyz * 2.0 - 1.0;\n #endif\n vec3 normal = -normalize(normalMatrix * normalize(gradient));\n #include apply_light_color\n } else {\n gl_FragColor.rgb = material.rgb;\n }\n #endif\n\n gl_FragColor.a = material.a * uAlpha * uTransferScale;\n\n #if defined(dColorMarker)\n float marker = uMarker;\n if (uMarker == -1.0) {\n marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n #endif\n #include apply_marker_color\n\n preFogAlphaBlended = (1.0 - preFogAlphaBlended) * gl_FragColor.a + preFogAlphaBlended;\n fragmentDepth = calcDepth(mvPosition.xyz);\n #include apply_fog\n\n src = gl_FragColor;\n\n if (!uTransparentBackground) {\n // done in 'apply_fog' otherwise\n src.rgb *= src.a;\n }\n dst = (1.0 - dst.a) * src + dst; // standard blending\n\n // break if the color is opaque enough\n if (dst.a > 0.95)\n break;\n\n pos += step;\n }\n\n return dst;\n}\n\n// TODO: support float texture for higher precision values???\n// TODO: support clipping exclusion texture support\n\nvoid main() {\n if (gl_FrontFacing)\n discard;\n\n vec3 rayDir = mix(normalize(vOrigPos - uCameraPosition), uCameraDir, uIsOrtho);\n vec3 step = rayDir * uStepScale;\n\n float boundingSphereNear = distance(vBoundingSphere.xyz, uCameraPosition) - vBoundingSphere.w;\n float d = max(uNear, boundingSphereNear) - mix(0.0, distance(vOrigPos, uCameraPosition), uIsOrtho);\n vec3 start = mix(uCameraPosition, vOrigPos, uIsOrtho) + (d * rayDir);\n gl_FragColor = raymarch(start, step, rayDir);\n\n float fragmentDepth = calcDepth((uModelView * vec4(start, 1.0)).xyz);\n float preFogAlpha = clamp(preFogAlphaBlended, 0.0, 1.0);\n #include wboit_write\n}\n";
@@ -4,4 +4,4 @@
4
4
  * @author Áron Samuel Kovács <aron.kovacs@mail.muni.cz>
5
5
  @author Alexander Rose <alexander.rose@weirdbyte.de>
6
6
  */
7
- export declare const outlines_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tDepthOpaque;\nuniform sampler2D tDepthTransparent;\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 getDepthOpaque(const in vec2 coords) {\n #ifdef depthTextureSupport\n return texture2D(tDepthOpaque, coords).r;\n #else\n return unpackRGBAToDepth(texture2D(tDepthOpaque, coords));\n #endif\n}\n\nfloat getDepthTransparent(const in vec2 coords) {\n return unpackRGBAToDepth(texture2D(tDepthTransparent, 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 selfDepthOpaque = getDepthOpaque(coords);\n float selfViewZOpaque = isBackground(selfDepthOpaque) ? backgroundViewZ : getViewZ(selfDepthOpaque);\n\n float selfDepthTransparent = getDepthTransparent(coords);\n float selfViewZTransparent = isBackground(selfDepthTransparent) ? backgroundViewZ : getViewZ(selfDepthTransparent);\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\n float sampleDepthOpaque = getDepthOpaque(sampleCoords);\n float sampleDepthTransparent = getDepthTransparent(sampleCoords);\n\n float sampleViewZOpaque = isBackground(sampleDepthOpaque) ? backgroundViewZ : getViewZ(sampleDepthOpaque);\n if (abs(selfViewZOpaque - sampleViewZOpaque) > uMaxPossibleViewZDiff && selfDepthOpaque > sampleDepthOpaque && sampleDepthOpaque <= bestDepth) {\n outline = 0.0;\n bestDepth = sampleDepthOpaque;\n }\n\n if (sampleDepthTransparent < sampleDepthOpaque) {\n float sampleViewZTransparent = isBackground(sampleDepthTransparent) ? backgroundViewZ : getViewZ(sampleDepthTransparent);\n if (abs(selfViewZTransparent - sampleViewZTransparent) > uMaxPossibleViewZDiff && selfDepthTransparent > sampleDepthTransparent && sampleDepthTransparent <= bestDepth) {\n outline = 0.0;\n bestDepth = sampleDepthTransparent;\n }\n }\n }\n }\n\n gl_FragColor = vec4(outline, packUnitIntervalToRG(bestDepth), 0.0);\n}\n";
7
+ export declare const outlines_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tDepthOpaque;\nuniform sampler2D tDepthTransparent;\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 getDepthOpaque(const in vec2 coords) {\n #ifdef depthTextureSupport\n return texture2D(tDepthOpaque, coords).r;\n #else\n return unpackRGBAToDepth(texture2D(tDepthOpaque, coords));\n #endif\n}\n\nfloat getDepthTransparent(const in vec2 coords) {\n #ifdef dTransparentOutline\n return unpackRGBAToDepth(texture2D(tDepthTransparent, coords));\n #else\n return 1.0;\n #endif\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 selfDepthOpaque = getDepthOpaque(coords);\n float selfViewZOpaque = isBackground(selfDepthOpaque) ? backgroundViewZ : getViewZ(selfDepthOpaque);\n\n float selfDepthTransparent = getDepthTransparent(coords);\n float selfViewZTransparent = isBackground(selfDepthTransparent) ? backgroundViewZ : getViewZ(selfDepthTransparent);\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\n float sampleDepthOpaque = getDepthOpaque(sampleCoords);\n float sampleDepthTransparent = getDepthTransparent(sampleCoords);\n\n float sampleViewZOpaque = isBackground(sampleDepthOpaque) ? backgroundViewZ : getViewZ(sampleDepthOpaque);\n if (abs(selfViewZOpaque - sampleViewZOpaque) > uMaxPossibleViewZDiff && selfDepthOpaque > sampleDepthOpaque && sampleDepthOpaque <= bestDepth) {\n outline = 0.0;\n bestDepth = sampleDepthOpaque;\n }\n\n if (sampleDepthTransparent < sampleDepthOpaque) {\n float sampleViewZTransparent = isBackground(sampleDepthTransparent) ? backgroundViewZ : getViewZ(sampleDepthTransparent);\n if (abs(selfViewZTransparent - sampleViewZTransparent) > uMaxPossibleViewZDiff && selfDepthTransparent > sampleDepthTransparent && sampleDepthTransparent <= bestDepth) {\n outline = 0.0;\n bestDepth = sampleDepthTransparent;\n }\n }\n }\n }\n\n gl_FragColor = vec4(outline, packUnitIntervalToRG(bestDepth), 0.0);\n}\n";
@@ -7,4 +7,4 @@
7
7
  */
8
8
  Object.defineProperty(exports, "__esModule", { value: true });
9
9
  exports.outlines_frag = void 0;
10
- exports.outlines_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tDepthOpaque;\nuniform sampler2D tDepthTransparent;\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 getDepthOpaque(const in vec2 coords) {\n #ifdef depthTextureSupport\n return texture2D(tDepthOpaque, coords).r;\n #else\n return unpackRGBAToDepth(texture2D(tDepthOpaque, coords));\n #endif\n}\n\nfloat getDepthTransparent(const in vec2 coords) {\n return unpackRGBAToDepth(texture2D(tDepthTransparent, 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 selfDepthOpaque = getDepthOpaque(coords);\n float selfViewZOpaque = isBackground(selfDepthOpaque) ? backgroundViewZ : getViewZ(selfDepthOpaque);\n\n float selfDepthTransparent = getDepthTransparent(coords);\n float selfViewZTransparent = isBackground(selfDepthTransparent) ? backgroundViewZ : getViewZ(selfDepthTransparent);\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\n float sampleDepthOpaque = getDepthOpaque(sampleCoords);\n float sampleDepthTransparent = getDepthTransparent(sampleCoords);\n\n float sampleViewZOpaque = isBackground(sampleDepthOpaque) ? backgroundViewZ : getViewZ(sampleDepthOpaque);\n if (abs(selfViewZOpaque - sampleViewZOpaque) > uMaxPossibleViewZDiff && selfDepthOpaque > sampleDepthOpaque && sampleDepthOpaque <= bestDepth) {\n outline = 0.0;\n bestDepth = sampleDepthOpaque;\n }\n\n if (sampleDepthTransparent < sampleDepthOpaque) {\n float sampleViewZTransparent = isBackground(sampleDepthTransparent) ? backgroundViewZ : getViewZ(sampleDepthTransparent);\n if (abs(selfViewZTransparent - sampleViewZTransparent) > uMaxPossibleViewZDiff && selfDepthTransparent > sampleDepthTransparent && sampleDepthTransparent <= bestDepth) {\n outline = 0.0;\n bestDepth = sampleDepthTransparent;\n }\n }\n }\n }\n\n gl_FragColor = vec4(outline, packUnitIntervalToRG(bestDepth), 0.0);\n}\n";
10
+ exports.outlines_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tDepthOpaque;\nuniform sampler2D tDepthTransparent;\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 getDepthOpaque(const in vec2 coords) {\n #ifdef depthTextureSupport\n return texture2D(tDepthOpaque, coords).r;\n #else\n return unpackRGBAToDepth(texture2D(tDepthOpaque, coords));\n #endif\n}\n\nfloat getDepthTransparent(const in vec2 coords) {\n #ifdef dTransparentOutline\n return unpackRGBAToDepth(texture2D(tDepthTransparent, coords));\n #else\n return 1.0;\n #endif\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 selfDepthOpaque = getDepthOpaque(coords);\n float selfViewZOpaque = isBackground(selfDepthOpaque) ? backgroundViewZ : getViewZ(selfDepthOpaque);\n\n float selfDepthTransparent = getDepthTransparent(coords);\n float selfViewZTransparent = isBackground(selfDepthTransparent) ? backgroundViewZ : getViewZ(selfDepthTransparent);\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\n float sampleDepthOpaque = getDepthOpaque(sampleCoords);\n float sampleDepthTransparent = getDepthTransparent(sampleCoords);\n\n float sampleViewZOpaque = isBackground(sampleDepthOpaque) ? backgroundViewZ : getViewZ(sampleDepthOpaque);\n if (abs(selfViewZOpaque - sampleViewZOpaque) > uMaxPossibleViewZDiff && selfDepthOpaque > sampleDepthOpaque && sampleDepthOpaque <= bestDepth) {\n outline = 0.0;\n bestDepth = sampleDepthOpaque;\n }\n\n if (sampleDepthTransparent < sampleDepthOpaque) {\n float sampleViewZTransparent = isBackground(sampleDepthTransparent) ? backgroundViewZ : getViewZ(sampleDepthTransparent);\n if (abs(selfViewZTransparent - sampleViewZTransparent) > uMaxPossibleViewZDiff && selfDepthTransparent > sampleDepthTransparent && sampleDepthTransparent <= bestDepth) {\n outline = 0.0;\n bestDepth = sampleDepthTransparent;\n }\n }\n }\n }\n\n gl_FragColor = vec4(outline, packUnitIntervalToRG(bestDepth), 0.0);\n}\n";
@@ -4,4 +4,4 @@
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  * @author Áron Samuel Kovács <aron.kovacs@mail.muni.cz>
6
6
  */
7
- export declare const postprocessing_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tSsaoDepth;\nuniform sampler2D tColor;\nuniform sampler2D tDepthOpaque;\nuniform sampler2D tDepthTransparent;\nuniform sampler2D tShadows;\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 getDepthOpaque(const in vec2 coords) {\n #ifdef depthTextureSupport\n return texture2D(tDepthOpaque, coords).r;\n #else\n return unpackRGBAToDepth(texture2D(tDepthOpaque, coords));\n #endif\n}\n\nfloat getDepthTransparent(const in vec2 coords) {\n return unpackRGBAToDepth(texture2D(tDepthTransparent, coords));\n}\n\nbool isBackground(const in float depth) {\n return depth == 1.0;\n}\n\nfloat getOutline(const in vec2 coords, const in float opaqueDepth, out float closestTexel) {\n float backgroundViewZ = uFar + 3.0 * uMaxPossibleViewZDiff;\n vec2 invTexSize = 1.0 / uTexSize;\n\n float selfDepth = min(opaqueDepth, getDepthTransparent(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 float sampleOutlineViewZ = isBackground(sampleOutlineDepth) ? backgroundViewZ : getViewZ(sampleOutlineDepth);\n\n if (sampleOutline == 0.0 && sampleOutlineDepth < closestTexel && abs(selfViewZ - sampleOutlineViewZ) > uMaxPossibleViewZDiff) {\n outline = 0.0;\n closestTexel = sampleOutlineDepth;\n }\n }\n }\n return closestTexel < opaqueDepth ? outline : 1.0;\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 float opaqueDepth = getDepthOpaque(coords);\n\n #ifdef dOcclusionEnable\n if (!isBackground(opaqueDepth)) {\n viewDist = abs(getViewZ(opaqueDepth));\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 #ifdef dShadowEnable\n if (!isBackground(opaqueDepth)) {\n viewDist = abs(getViewZ(opaqueDepth));\n fogFactor = smoothstep(uFogNear, uFogFar, viewDist);\n vec4 shadow = texture2D(tShadows, coords);\n if (!uTransparentBackground) {\n color.rgb = mix(mix(vec3(0), uFogColor, fogFactor), color.rgb, shadow.a);\n } else {\n color.rgb = mix(vec3(0) * (1.0 - fogFactor), color.rgb, shadow.a);\n }\n }\n #endif\n\n // outline needs to be handled after occlusion and shadow to keep them clean\n #ifdef dOutlineEnable\n float closestTexel;\n float outline = getOutline(coords, opaqueDepth, closestTexel);\n if (outline == 0.0) {\n viewDist = abs(getViewZ(closestTexel));\n fogFactor = smoothstep(uFogNear, uFogFar, viewDist);\n if (!uTransparentBackground) {\n color.rgb = mix(uOutlineColor, uFogColor, fogFactor);\n } else {\n color.a = 1.0 - fogFactor;\n color.rgb = mix(uOutlineColor, color.rgb, fogFactor);\n }\n }\n #endif\n\n gl_FragColor = color;\n}\n";
7
+ export declare const postprocessing_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tSsaoDepth;\nuniform sampler2D tColor;\nuniform sampler2D tDepthOpaque;\nuniform sampler2D tDepthTransparent;\nuniform sampler2D tShadows;\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 getDepthOpaque(const in vec2 coords) {\n #ifdef depthTextureSupport\n return texture2D(tDepthOpaque, coords).r;\n #else\n return unpackRGBAToDepth(texture2D(tDepthOpaque, coords));\n #endif\n}\n\nfloat getDepthTransparent(const in vec2 coords) {\n #ifdef dTransparentOutline\n return unpackRGBAToDepth(texture2D(tDepthTransparent, coords));\n #else\n return 1.0;\n #endif\n}\n\nbool isBackground(const in float depth) {\n return depth == 1.0;\n}\n\nfloat getOutline(const in vec2 coords, const in float opaqueDepth, out float closestTexel) {\n float backgroundViewZ = uFar + 3.0 * uMaxPossibleViewZDiff;\n vec2 invTexSize = 1.0 / uTexSize;\n\n float selfDepth = min(opaqueDepth, getDepthTransparent(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 float sampleOutlineViewZ = isBackground(sampleOutlineDepth) ? backgroundViewZ : getViewZ(sampleOutlineDepth);\n\n if (sampleOutline == 0.0 && sampleOutlineDepth < closestTexel && abs(selfViewZ - sampleOutlineViewZ) > uMaxPossibleViewZDiff) {\n outline = 0.0;\n closestTexel = sampleOutlineDepth;\n }\n }\n }\n return closestTexel < opaqueDepth ? outline : 1.0;\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 float opaqueDepth = getDepthOpaque(coords);\n\n #ifdef dOcclusionEnable\n if (!isBackground(opaqueDepth)) {\n viewDist = abs(getViewZ(opaqueDepth));\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 #ifdef dShadowEnable\n if (!isBackground(opaqueDepth)) {\n viewDist = abs(getViewZ(opaqueDepth));\n fogFactor = smoothstep(uFogNear, uFogFar, viewDist);\n vec4 shadow = texture2D(tShadows, coords);\n if (!uTransparentBackground) {\n color.rgb = mix(mix(vec3(0), uFogColor, fogFactor), color.rgb, shadow.a);\n } else {\n color.rgb = mix(vec3(0) * (1.0 - fogFactor), color.rgb, shadow.a);\n }\n }\n #endif\n\n // outline needs to be handled after occlusion and shadow to keep them clean\n #ifdef dOutlineEnable\n float closestTexel;\n float outline = getOutline(coords, opaqueDepth, closestTexel);\n if (outline == 0.0) {\n viewDist = abs(getViewZ(closestTexel));\n fogFactor = smoothstep(uFogNear, uFogFar, viewDist);\n if (!uTransparentBackground) {\n color.rgb = mix(uOutlineColor, uFogColor, fogFactor);\n } else {\n color.a = 1.0 - fogFactor;\n color.rgb = mix(uOutlineColor, color.rgb, fogFactor);\n }\n }\n #endif\n\n gl_FragColor = color;\n}\n";
@@ -7,4 +7,4 @@
7
7
  */
8
8
  Object.defineProperty(exports, "__esModule", { value: true });
9
9
  exports.postprocessing_frag = void 0;
10
- exports.postprocessing_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tSsaoDepth;\nuniform sampler2D tColor;\nuniform sampler2D tDepthOpaque;\nuniform sampler2D tDepthTransparent;\nuniform sampler2D tShadows;\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 getDepthOpaque(const in vec2 coords) {\n #ifdef depthTextureSupport\n return texture2D(tDepthOpaque, coords).r;\n #else\n return unpackRGBAToDepth(texture2D(tDepthOpaque, coords));\n #endif\n}\n\nfloat getDepthTransparent(const in vec2 coords) {\n return unpackRGBAToDepth(texture2D(tDepthTransparent, coords));\n}\n\nbool isBackground(const in float depth) {\n return depth == 1.0;\n}\n\nfloat getOutline(const in vec2 coords, const in float opaqueDepth, out float closestTexel) {\n float backgroundViewZ = uFar + 3.0 * uMaxPossibleViewZDiff;\n vec2 invTexSize = 1.0 / uTexSize;\n\n float selfDepth = min(opaqueDepth, getDepthTransparent(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 float sampleOutlineViewZ = isBackground(sampleOutlineDepth) ? backgroundViewZ : getViewZ(sampleOutlineDepth);\n\n if (sampleOutline == 0.0 && sampleOutlineDepth < closestTexel && abs(selfViewZ - sampleOutlineViewZ) > uMaxPossibleViewZDiff) {\n outline = 0.0;\n closestTexel = sampleOutlineDepth;\n }\n }\n }\n return closestTexel < opaqueDepth ? outline : 1.0;\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 float opaqueDepth = getDepthOpaque(coords);\n\n #ifdef dOcclusionEnable\n if (!isBackground(opaqueDepth)) {\n viewDist = abs(getViewZ(opaqueDepth));\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 #ifdef dShadowEnable\n if (!isBackground(opaqueDepth)) {\n viewDist = abs(getViewZ(opaqueDepth));\n fogFactor = smoothstep(uFogNear, uFogFar, viewDist);\n vec4 shadow = texture2D(tShadows, coords);\n if (!uTransparentBackground) {\n color.rgb = mix(mix(vec3(0), uFogColor, fogFactor), color.rgb, shadow.a);\n } else {\n color.rgb = mix(vec3(0) * (1.0 - fogFactor), color.rgb, shadow.a);\n }\n }\n #endif\n\n // outline needs to be handled after occlusion and shadow to keep them clean\n #ifdef dOutlineEnable\n float closestTexel;\n float outline = getOutline(coords, opaqueDepth, closestTexel);\n if (outline == 0.0) {\n viewDist = abs(getViewZ(closestTexel));\n fogFactor = smoothstep(uFogNear, uFogFar, viewDist);\n if (!uTransparentBackground) {\n color.rgb = mix(uOutlineColor, uFogColor, fogFactor);\n } else {\n color.a = 1.0 - fogFactor;\n color.rgb = mix(uOutlineColor, color.rgb, fogFactor);\n }\n }\n #endif\n\n gl_FragColor = color;\n}\n";
10
+ exports.postprocessing_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tSsaoDepth;\nuniform sampler2D tColor;\nuniform sampler2D tDepthOpaque;\nuniform sampler2D tDepthTransparent;\nuniform sampler2D tShadows;\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 getDepthOpaque(const in vec2 coords) {\n #ifdef depthTextureSupport\n return texture2D(tDepthOpaque, coords).r;\n #else\n return unpackRGBAToDepth(texture2D(tDepthOpaque, coords));\n #endif\n}\n\nfloat getDepthTransparent(const in vec2 coords) {\n #ifdef dTransparentOutline\n return unpackRGBAToDepth(texture2D(tDepthTransparent, coords));\n #else\n return 1.0;\n #endif\n}\n\nbool isBackground(const in float depth) {\n return depth == 1.0;\n}\n\nfloat getOutline(const in vec2 coords, const in float opaqueDepth, out float closestTexel) {\n float backgroundViewZ = uFar + 3.0 * uMaxPossibleViewZDiff;\n vec2 invTexSize = 1.0 / uTexSize;\n\n float selfDepth = min(opaqueDepth, getDepthTransparent(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 float sampleOutlineViewZ = isBackground(sampleOutlineDepth) ? backgroundViewZ : getViewZ(sampleOutlineDepth);\n\n if (sampleOutline == 0.0 && sampleOutlineDepth < closestTexel && abs(selfViewZ - sampleOutlineViewZ) > uMaxPossibleViewZDiff) {\n outline = 0.0;\n closestTexel = sampleOutlineDepth;\n }\n }\n }\n return closestTexel < opaqueDepth ? outline : 1.0;\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 float opaqueDepth = getDepthOpaque(coords);\n\n #ifdef dOcclusionEnable\n if (!isBackground(opaqueDepth)) {\n viewDist = abs(getViewZ(opaqueDepth));\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 #ifdef dShadowEnable\n if (!isBackground(opaqueDepth)) {\n viewDist = abs(getViewZ(opaqueDepth));\n fogFactor = smoothstep(uFogNear, uFogFar, viewDist);\n vec4 shadow = texture2D(tShadows, coords);\n if (!uTransparentBackground) {\n color.rgb = mix(mix(vec3(0), uFogColor, fogFactor), color.rgb, shadow.a);\n } else {\n color.rgb = mix(vec3(0) * (1.0 - fogFactor), color.rgb, shadow.a);\n }\n }\n #endif\n\n // outline needs to be handled after occlusion and shadow to keep them clean\n #ifdef dOutlineEnable\n float closestTexel;\n float outline = getOutline(coords, opaqueDepth, closestTexel);\n if (outline == 0.0) {\n viewDist = abs(getViewZ(closestTexel));\n fogFactor = smoothstep(uFogNear, uFogFar, viewDist);\n if (!uTransparentBackground) {\n color.rgb = mix(uOutlineColor, uFogColor, fogFactor);\n } else {\n color.a = 1.0 - fogFactor;\n color.rgb = mix(uOutlineColor, color.rgb, fogFactor);\n }\n }\n #endif\n\n gl_FragColor = color;\n}\n";
@@ -3,4 +3,4 @@
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
6
- export declare const spheres_frag = "\nprecision highp float;\nprecision highp int;\n\n#define bumpEnabled\n\n#include common\n#include common_frag_params\n#include color_frag_params\n#include light_frag_params\n#include common_clip\n\nuniform mat4 uInvView;\n\nvarying float vRadius;\nvarying float vRadiusSq;\nvarying vec3 vPoint;\nvarying vec3 vPointViewPosition;\n\nvec3 cameraPos;\nvec3 cameraNormal;\n\nbool Impostor(out vec3 cameraPos, out vec3 cameraNormal){\n vec3 cameraSpherePos = -vPointViewPosition;\n cameraSpherePos.z += vRadius;\n\n vec3 rayOrigin = mix(vec3(0.0, 0.0, 0.0), vPoint, uIsOrtho);\n vec3 rayDirection = mix(normalize(vPoint), vec3(0.0, 0.0, 1.0), uIsOrtho);\n vec3 cameraSphereDir = mix(cameraSpherePos, rayOrigin - cameraSpherePos, uIsOrtho);\n\n float B = dot(rayDirection, cameraSphereDir);\n float det = B * B + vRadiusSq - dot(cameraSphereDir, cameraSphereDir);\n\n if (det < 0.0){\n discard;\n return false;\n }\n\n float sqrtDet = sqrt(det);\n float posT = mix(B + sqrtDet, B + sqrtDet, uIsOrtho);\n float negT = mix(B - sqrtDet, sqrtDet - B, uIsOrtho);\n\n cameraPos = rayDirection * negT + rayOrigin;\n\n 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 float fragmentDepth = calcDepth(vViewPosition);\n if (!flag && fragmentDepth >= 0.0) {\n fragmentDepth = 0.0 + (0.0000001 / vRadius);\n }\n\n if (fragmentDepth < 0.0) discard;\n if (fragmentDepth > 1.0) discard;\n\n gl_FragDepthEXT = fragmentDepth;\n\n vec3 vModelPosition = (uInvView * vec4(vViewPosition, 1.0)).xyz;\n #include assign_material_color\n\n #if defined(dRenderVariant_pick)\n #include check_picking_alpha\n #ifdef requiredDrawBuffers\n gl_FragColor = vObject;\n gl_FragData[1] = vInstance;\n gl_FragData[2] = vGroup;\n gl_FragData[3] = packDepthToRGBA(fragmentDepth);\n #else\n gl_FragColor = vColor;\n #endif\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 #include dpoit_write\n #endif\n}\n";
6
+ export declare const spheres_frag = "\nprecision highp float;\nprecision highp int;\n\n#define bumpEnabled\n\n#include common\n#include common_frag_params\n#include color_frag_params\n#include light_frag_params\n#include common_clip\n\nuniform mat4 uInvView;\n\nvarying float vRadius;\nvarying float vRadiusSq;\nvarying vec3 vPoint;\nvarying vec3 vPointViewPosition;\n\n#ifdef dSolidInterior\n const bool solidInterior = true;\n#else\n const bool solidInterior = false;\n#endif\n\nbool SphereImpostor(out vec3 modelPos, out vec3 cameraPos, out vec3 cameraNormal, out bool interior, out float fragmentDepth){\n vec3 cameraSpherePos = -vPointViewPosition;\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) return false;\n\n float sqrtDet = sqrt(det);\n float posT = mix(B + sqrtDet, B - sqrtDet, uIsOrtho);\n float negT = mix(B - sqrtDet, B + sqrtDet, uIsOrtho);\n\n cameraPos = rayDirection * negT + rayOrigin;\n modelPos = (uInvView * vec4(cameraPos, 1.0)).xyz;\n fragmentDepth = calcDepth(cameraPos);\n\n bool objectClipped = false;\n\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n if (clipTest(vec4(modelPos, 0.0))) {\n objectClipped = true;\n fragmentDepth = -1.0;\n }\n #endif\n\n if (fragmentDepth > 0.0) {\n cameraNormal = normalize(cameraPos - cameraSpherePos);\n interior = false;\n return true;\n } else if (uDoubleSided || solidInterior) {\n cameraPos = rayDirection * posT + rayOrigin;\n modelPos = (uInvView * vec4(cameraPos, 1.0)).xyz;\n fragmentDepth = calcDepth(cameraPos);\n cameraNormal = -normalize(cameraPos - cameraSpherePos);\n interior = true;\n if (fragmentDepth > 0.0) {\n #ifdef dSolidInterior\n if (!objectClipped) {\n fragmentDepth = 0.0 + (0.0000001 / vRadius);\n cameraNormal = -mix(normalize(vPoint), vec3(0.0, 0.0, 1.0), uIsOrtho);\n }\n #endif\n return true;\n }\n }\n\n return false;\n}\n\nvoid main(void){\n vec3 modelPos;\n vec3 cameraPos;\n vec3 cameraNormal;\n float fragmentDepth;\n bool clipped = false;\n bool hit = SphereImpostor(modelPos, cameraPos, cameraNormal, interior, fragmentDepth);\n if (!hit) discard;\n\n if (fragmentDepth < 0.0) discard;\n if (fragmentDepth > 1.0) discard;\n\n vec3 vViewPosition = cameraPos;\n vec3 vModelPosition = modelPos;\n\n gl_FragDepthEXT = fragmentDepth;\n\n #include clip_pixel\n #include assign_material_color\n\n #if defined(dRenderVariant_pick)\n #include check_picking_alpha\n #ifdef requiredDrawBuffers\n gl_FragColor = vObject;\n gl_FragData[1] = vInstance;\n gl_FragData[2] = vGroup;\n gl_FragData[3] = packDepthToRGBA(fragmentDepth);\n #else\n gl_FragColor = vColor;\n #endif\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 #include dpoit_write\n #endif\n}\n";
@@ -6,4 +6,4 @@
6
6
  */
7
7
  Object.defineProperty(exports, "__esModule", { value: true });
8
8
  exports.spheres_frag = void 0;
9
- 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 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 float fragmentDepth = calcDepth(vViewPosition);\n if (!flag && fragmentDepth >= 0.0) {\n fragmentDepth = 0.0 + (0.0000001 / vRadius);\n }\n\n if (fragmentDepth < 0.0) discard;\n if (fragmentDepth > 1.0) discard;\n\n gl_FragDepthEXT = fragmentDepth;\n\n vec3 vModelPosition = (uInvView * vec4(vViewPosition, 1.0)).xyz;\n #include assign_material_color\n\n #if defined(dRenderVariant_pick)\n #include check_picking_alpha\n #ifdef requiredDrawBuffers\n gl_FragColor = vObject;\n gl_FragData[1] = vInstance;\n gl_FragData[2] = vGroup;\n gl_FragData[3] = packDepthToRGBA(fragmentDepth);\n #else\n gl_FragColor = vColor;\n #endif\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 #include dpoit_write\n #endif\n}\n";
9
+ 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\n#ifdef dSolidInterior\n const bool solidInterior = true;\n#else\n const bool solidInterior = false;\n#endif\n\nbool SphereImpostor(out vec3 modelPos, out vec3 cameraPos, out vec3 cameraNormal, out bool interior, out float fragmentDepth){\n vec3 cameraSpherePos = -vPointViewPosition;\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) return false;\n\n float sqrtDet = sqrt(det);\n float posT = mix(B + sqrtDet, B - sqrtDet, uIsOrtho);\n float negT = mix(B - sqrtDet, B + sqrtDet, uIsOrtho);\n\n cameraPos = rayDirection * negT + rayOrigin;\n modelPos = (uInvView * vec4(cameraPos, 1.0)).xyz;\n fragmentDepth = calcDepth(cameraPos);\n\n bool objectClipped = false;\n\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n if (clipTest(vec4(modelPos, 0.0))) {\n objectClipped = true;\n fragmentDepth = -1.0;\n }\n #endif\n\n if (fragmentDepth > 0.0) {\n cameraNormal = normalize(cameraPos - cameraSpherePos);\n interior = false;\n return true;\n } else if (uDoubleSided || solidInterior) {\n cameraPos = rayDirection * posT + rayOrigin;\n modelPos = (uInvView * vec4(cameraPos, 1.0)).xyz;\n fragmentDepth = calcDepth(cameraPos);\n cameraNormal = -normalize(cameraPos - cameraSpherePos);\n interior = true;\n if (fragmentDepth > 0.0) {\n #ifdef dSolidInterior\n if (!objectClipped) {\n fragmentDepth = 0.0 + (0.0000001 / vRadius);\n cameraNormal = -mix(normalize(vPoint), vec3(0.0, 0.0, 1.0), uIsOrtho);\n }\n #endif\n return true;\n }\n }\n\n return false;\n}\n\nvoid main(void){\n vec3 modelPos;\n vec3 cameraPos;\n vec3 cameraNormal;\n float fragmentDepth;\n bool clipped = false;\n bool hit = SphereImpostor(modelPos, cameraPos, cameraNormal, interior, fragmentDepth);\n if (!hit) discard;\n\n if (fragmentDepth < 0.0) discard;\n if (fragmentDepth > 1.0) discard;\n\n vec3 vViewPosition = cameraPos;\n vec3 vModelPosition = modelPos;\n\n gl_FragDepthEXT = fragmentDepth;\n\n #include clip_pixel\n #include assign_material_color\n\n #if defined(dRenderVariant_pick)\n #include check_picking_alpha\n #ifdef requiredDrawBuffers\n gl_FragColor = vObject;\n gl_FragData[1] = vInstance;\n gl_FragData[2] = vGroup;\n gl_FragData[3] = packDepthToRGBA(fragmentDepth);\n #else\n gl_FragColor = vColor;\n #endif\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 #include dpoit_write\n #endif\n}\n";
@@ -1,6 +1,6 @@
1
1
  /**
2
- * Copyright (c) 2019-2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2019-2022 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 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";
6
+ export declare const spheres_vert = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include read_from_texture\n#include common_vert_params\n#include color_vert_params\n#include size_vert_params\n#include common_clip\n\nuniform mat4 uModelView;\nuniform mat4 uInvProjection;\n\nattribute vec3 aPosition;\nattribute vec2 aMapping;\nattribute mat4 aTransform;\nattribute float aInstance;\nattribute float aGroup;\n\nvarying float vRadius;\nvarying float vRadiusSq;\nvarying vec3 vPoint;\nvarying vec3 vPointViewPosition;\n\n#include matrix_scale\n\nconst mat4 D = mat4(\n 1.0, 0.0, 0.0, 0.0,\n 0.0, 1.0, 0.0, 0.0,\n 0.0, 0.0, 1.0, 0.0,\n 0.0, 0.0, 0.0, -1.0\n);\n\n/**\n * Compute point size and center using the technique described in:\n * \"GPU-Based Ray-Casting of Quadratic Surfaces\" http://dl.acm.org/citation.cfm?id=2386396\n * by Christian Sigg, Tim Weyrich, Mario Botsch, Markus Gross.\n */\nvoid quadraticProjection(const in float radius, const in vec3 position){\n vec2 xbc, ybc;\n\n mat4 T = mat4(\n radius, 0.0, 0.0, 0.0,\n 0.0, radius, 0.0, 0.0,\n 0.0, 0.0, radius, 0.0,\n position.x, position.y, position.z, 1.0\n );\n\n mat4 R = transpose4(uProjection * uModelView * aTransform * T);\n float A = dot(R[3], D * R[3]);\n float B = -2.0 * dot(R[0], D * R[3]);\n float C = dot(R[0], D * R[0]);\n xbc[0] = (-B - sqrt(B * B - 4.0 * A * C)) / (2.0 * A);\n xbc[1] = (-B + sqrt(B * B - 4.0 * A * C)) / (2.0 * A);\n float sx = abs(xbc[0] - xbc[1]) * 0.5;\n\n A = dot(R[3], D * R[3]);\n B = -2.0 * dot(R[1], D * R[3]);\n C = dot(R[1], D * R[1]);\n ybc[0] = (-B - sqrt(B * B - 4.0 * A * C)) / (2.0 * A);\n ybc[1] = (-B + sqrt(B * B - 4.0 * A * C)) / (2.0 * A);\n float sy = abs(ybc[0] - ybc[1]) * 0.5;\n\n gl_Position.xy = vec2(0.5 * (xbc.x + xbc.y), 0.5 * (ybc.x + ybc.y));\n gl_Position.xy -= aMapping * vec2(sx, sy);\n gl_Position.xy *= gl_Position.w;\n}\n\n\nvoid main(void){\n #include assign_group\n #include assign_color_varying\n #include assign_marker_varying\n #include assign_clipping_varying\n #include assign_size\n\n vRadius = size * matrixScale(uModelView);\n\n vec4 position4 = vec4(aPosition, 1.0);\n vec4 mvPosition = uModelView * aTransform * position4;\n\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 mvPosition.z -= 2.0 * vRadius; // avoid clipping\n gl_Position.z = (uProjection * vec4(mvPosition.xyz, 1.0)).z;\n\n #include clip_instance\n}\n";
@@ -1,9 +1,9 @@
1
1
  "use strict";
2
2
  /**
3
- * Copyright (c) 2019-2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
+ * Copyright (c) 2019-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
4
4
  *
5
5
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
6
6
  */
7
7
  Object.defineProperty(exports, "__esModule", { value: true });
8
8
  exports.spheres_vert = void 0;
9
- 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";
9
+ 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\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 mvPosition.z -= 2.0 * vRadius; // avoid clipping\n gl_Position.z = (uProjection * vec4(mvPosition.xyz, 1.0)).z;\n\n #include clip_instance\n}\n";
@@ -5,7 +5,7 @@
5
5
  */
6
6
  import { GLRenderingContext } from './compat';
7
7
  import { Framebuffer } from './framebuffer';
8
- export type RenderbufferFormat = 'depth16' | 'stencil8' | 'rgba4' | 'depth-stencil' | 'depth32f';
8
+ export type RenderbufferFormat = 'depth16' | 'stencil8' | 'rgba4' | 'depth-stencil' | 'depth24' | 'depth32f' | 'depth24-stencil8' | 'depth32f-stencil8';
9
9
  export type RenderbufferAttachment = 'depth' | 'stencil' | 'depth-stencil' | 'color0';
10
10
  export declare function getFormat(gl: GLRenderingContext, format: RenderbufferFormat): number;
11
11
  export declare function getAttachment(gl: GLRenderingContext, attachment: RenderbufferAttachment): number;
@@ -17,11 +17,26 @@ function getFormat(gl, format) {
17
17
  case 'stencil8': return gl.STENCIL_INDEX8;
18
18
  case 'rgba4': return gl.RGBA4;
19
19
  case 'depth-stencil': return gl.DEPTH_STENCIL;
20
+ case 'depth24':
21
+ if ((0, compat_1.isWebGL2)(gl))
22
+ return gl.DEPTH_COMPONENT24;
23
+ else
24
+ throw new Error('WebGL2 needed for `depth24` renderbuffer format');
20
25
  case 'depth32f':
21
26
  if ((0, compat_1.isWebGL2)(gl))
22
27
  return gl.DEPTH_COMPONENT32F;
23
28
  else
24
29
  throw new Error('WebGL2 needed for `depth32f` renderbuffer format');
30
+ case 'depth24-stencil8':
31
+ if ((0, compat_1.isWebGL2)(gl))
32
+ return gl.DEPTH24_STENCIL8;
33
+ else
34
+ throw new Error('WebGL2 needed for `depth24-stencil8` renderbuffer format');
35
+ case 'depth32f-stencil8':
36
+ if ((0, compat_1.isWebGL2)(gl))
37
+ return gl.DEPTH32F_STENCIL8;
38
+ else
39
+ throw new Error('WebGL2 needed for `depth32f-stencil8` renderbuffer format');
25
40
  }
26
41
  }
27
42
  exports.getFormat = getFormat;
@@ -58,6 +58,18 @@ export type WebGLState = {
58
58
  blendEquationSeparate: (modeRGB: number, modeAlpha: number) => void;
59
59
  /** specifies the source and destination blending factors, clamped to [0, 1] */
60
60
  blendColor: (red: number, green: number, blue: number, alpha: number) => void;
61
+ /** sets the front and back function and reference value for stencil testing */
62
+ stencilFunc: (func: number, ref: number, mask: number) => void;
63
+ /** sets the front and/or back function and reference value for stencil testing */
64
+ stencilFuncSeparate: (face: number, func: number, ref: number, mask: number) => void;
65
+ /** controls enabling and disabling of both the front and back writing of individual bits in the stencil planes */
66
+ stencilMask: (mask: number) => void;
67
+ /** controls enabling and disabling of both the front and back writing of individual bits in the stencil planes */
68
+ stencilMaskSeparate: (face: number, mask: number) => void;
69
+ /** sets both the front and back-facing stencil test actions */
70
+ stencilOp: (fail: number, zfail: number, zpass: number) => void;
71
+ /** sets the front and/or back-facing stencil test actions */
72
+ stencilOpSeparate: (face: number, fail: number, zfail: number, zpass: number) => void;
61
73
  enableVertexAttrib: (index: number) => void;
62
74
  clearVertexAttribsState: () => void;
63
75
  disableUnusedVertexAttribs: () => void;