molstar 3.7.0 → 3.8.0

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 (235) hide show
  1. package/LICENSE +20 -20
  2. package/README.md +202 -202
  3. package/build/viewer/embedded.html +43 -43
  4. package/build/viewer/index.html +106 -106
  5. package/build/viewer/molstar.js +1 -1
  6. package/build/viewer/molstar.js.LICENSE.txt +0 -15
  7. package/lib/apps/docking-viewer/index.html +36 -36
  8. package/lib/apps/viewer/embedded.html +43 -43
  9. package/lib/apps/viewer/index.html +106 -106
  10. package/lib/cli/chem-comp-dict/create-ions.d.ts +2 -1
  11. package/lib/cli/chem-comp-dict/create-ions.js +3 -2
  12. package/lib/cli/cifschema/index.js +1 -1
  13. package/lib/cli/cifschema/util/cif-dic.js +1 -0
  14. package/lib/commonjs/cli/chem-comp-dict/create-ions.d.ts +2 -1
  15. package/lib/commonjs/cli/chem-comp-dict/create-ions.js +3 -2
  16. package/lib/commonjs/cli/cifschema/index.js +1 -1
  17. package/lib/commonjs/cli/cifschema/util/cif-dic.js +1 -0
  18. package/lib/commonjs/examples/proteopedia-wrapper/coloring.d.ts +20 -5
  19. package/lib/commonjs/extensions/rcsb/graphql/types.d.ts +284 -0
  20. package/lib/commonjs/mol-canvas3d/passes/draw.d.ts +0 -2
  21. package/lib/commonjs/mol-canvas3d/passes/draw.js +35 -70
  22. package/lib/commonjs/mol-canvas3d/passes/pick.d.ts +1 -1
  23. package/lib/commonjs/mol-canvas3d/passes/pick.js +1 -1
  24. package/lib/commonjs/mol-canvas3d/passes/postprocessing.d.ts +1 -0
  25. package/lib/commonjs/mol-canvas3d/passes/postprocessing.js +16 -11
  26. package/lib/commonjs/mol-geo/geometry/color-data.d.ts +5 -2
  27. package/lib/commonjs/mol-geo/geometry/color-data.js +7 -17
  28. package/lib/commonjs/mol-geo/geometry/cylinders/cylinders.d.ts +1 -1
  29. package/lib/commonjs/mol-geo/geometry/cylinders/cylinders.js +2 -2
  30. package/lib/commonjs/mol-geo/geometry/lines/lines.d.ts +1 -0
  31. package/lib/commonjs/mol-geo/geometry/mesh/mesh.js +2 -2
  32. package/lib/commonjs/mol-geo/geometry/points/points.d.ts +1 -1
  33. package/lib/commonjs/mol-geo/geometry/spheres/spheres.js +2 -2
  34. package/lib/commonjs/mol-geo/geometry/texture-mesh/texture-mesh.js +2 -2
  35. package/lib/commonjs/mol-geo/geometry/transparency-data.d.ts +1 -1
  36. package/lib/commonjs/mol-geo/geometry/transparency-data.js +3 -1
  37. package/lib/commonjs/mol-gl/renderable/cylinders.d.ts +1 -1
  38. package/lib/commonjs/mol-gl/renderable/cylinders.js +1 -1
  39. package/lib/commonjs/mol-gl/renderable/mesh.d.ts +1 -1
  40. package/lib/commonjs/mol-gl/renderable/mesh.js +1 -1
  41. package/lib/commonjs/mol-gl/renderable/schema.d.ts +2 -2
  42. package/lib/commonjs/mol-gl/renderable/schema.js +2 -2
  43. package/lib/commonjs/mol-gl/renderable/spheres.d.ts +1 -1
  44. package/lib/commonjs/mol-gl/renderable/spheres.js +1 -1
  45. package/lib/commonjs/mol-gl/renderable/texture-mesh.d.ts +1 -1
  46. package/lib/commonjs/mol-gl/renderable/texture-mesh.js +1 -1
  47. package/lib/commonjs/mol-gl/renderer.d.ts +5 -5
  48. package/lib/commonjs/mol-gl/renderer.js +64 -45
  49. package/lib/commonjs/mol-gl/scene.d.ts +1 -0
  50. package/lib/commonjs/mol-gl/scene.js +26 -1
  51. package/lib/commonjs/mol-gl/shader/chunks/apply-interior-color.glsl.d.ts +1 -1
  52. package/lib/commonjs/mol-gl/shader/chunks/apply-interior-color.glsl.js +1 -1
  53. package/lib/commonjs/mol-gl/shader/chunks/assign-material-color.glsl.d.ts +1 -1
  54. package/lib/commonjs/mol-gl/shader/chunks/assign-material-color.glsl.js +1 -1
  55. package/lib/commonjs/mol-gl/shader/chunks/check-picking-alpha.glsl.d.ts +1 -1
  56. package/lib/commonjs/mol-gl/shader/chunks/check-picking-alpha.glsl.js +1 -1
  57. package/lib/commonjs/mol-gl/shader/chunks/common-frag-params.glsl.d.ts +1 -1
  58. package/lib/commonjs/mol-gl/shader/chunks/common-frag-params.glsl.js +1 -1
  59. package/lib/commonjs/mol-gl/shader/chunks/common.glsl.d.ts +1 -1
  60. package/lib/commonjs/mol-gl/shader/chunks/common.glsl.js +1 -1
  61. package/lib/commonjs/mol-gl/shader/chunks/wboit-write.glsl.d.ts +1 -1
  62. package/lib/commonjs/mol-gl/shader/chunks/wboit-write.glsl.js +1 -1
  63. package/lib/commonjs/mol-gl/shader/direct-volume.frag.d.ts +1 -1
  64. package/lib/commonjs/mol-gl/shader/direct-volume.frag.js +1 -1
  65. package/lib/commonjs/mol-gl/shader/image.frag.d.ts +1 -1
  66. package/lib/commonjs/mol-gl/shader/image.frag.js +1 -1
  67. package/lib/commonjs/mol-gl/shader/outlines.frag.d.ts +3 -2
  68. package/lib/commonjs/mol-gl/shader/outlines.frag.js +3 -2
  69. package/lib/commonjs/mol-gl/shader/postprocessing.frag.d.ts +1 -1
  70. package/lib/commonjs/mol-gl/shader/postprocessing.frag.js +1 -1
  71. package/lib/commonjs/mol-gl/shader/ssao.frag.d.ts +2 -2
  72. package/lib/commonjs/mol-gl/shader/ssao.frag.js +2 -2
  73. package/lib/commonjs/mol-gl/webgl/render-target.d.ts +3 -1
  74. package/lib/commonjs/mol-gl/webgl/render-target.js +3 -1
  75. package/lib/commonjs/mol-gl/webgl/renderbuffer.d.ts +2 -1
  76. package/lib/commonjs/mol-gl/webgl/renderbuffer.js +8 -1
  77. package/lib/commonjs/mol-gl/webgl/state.d.ts +7 -1
  78. package/lib/commonjs/mol-gl/webgl/state.js +28 -1
  79. package/lib/commonjs/mol-gl/webgl/texture.js +3 -0
  80. package/lib/commonjs/mol-io/reader/cif/schema/bird.d.ts +1 -1
  81. package/lib/commonjs/mol-io/reader/cif/schema/bird.js +1 -1
  82. package/lib/commonjs/mol-io/reader/cif/schema/ccd.d.ts +1 -1
  83. package/lib/commonjs/mol-io/reader/cif/schema/ccd.js +1 -1
  84. package/lib/commonjs/mol-io/reader/cif/schema/cif-core.d.ts +1 -1
  85. package/lib/commonjs/mol-io/reader/cif/schema/cif-core.js +1 -1
  86. package/lib/commonjs/mol-io/reader/cif/schema/mmcif.d.ts +3 -4
  87. package/lib/commonjs/mol-io/reader/cif/schema/mmcif.js +2 -3
  88. package/lib/commonjs/mol-io/reader/dx/parser.js +1 -1
  89. package/lib/commonjs/mol-math/geometry/lookup3d/grid.d.ts +1 -1
  90. package/lib/commonjs/mol-math/geometry/lookup3d/grid.js +3 -3
  91. package/lib/commonjs/mol-model/structure/model/properties/seconday-structure.d.ts +4 -2
  92. package/lib/commonjs/mol-model/structure/model/properties/seconday-structure.js +2 -1
  93. package/lib/commonjs/mol-model/structure/model/types/ions.d.ts +2 -2
  94. package/lib/commonjs/mol-model/structure/model/types/ions.js +2 -2
  95. package/lib/commonjs/mol-model/structure/model/types/saccharides.js +1 -1
  96. package/lib/commonjs/mol-model/structure/model/types.d.ts +1 -1
  97. package/lib/commonjs/mol-model/structure/model/types.js +43 -41
  98. package/lib/commonjs/mol-model-formats/structure/common/property.js +2 -0
  99. package/lib/commonjs/mol-model-formats/structure/property/secondary-structure.d.ts +1 -1
  100. package/lib/commonjs/mol-model-formats/structure/property/secondary-structure.js +2 -2
  101. package/lib/commonjs/mol-plugin/behavior/dynamic/volume-streaming/model.d.ts +3 -2
  102. package/lib/commonjs/mol-plugin-state/helpers/root-structure.js +3 -1
  103. package/lib/commonjs/mol-repr/volume/slice.js +1 -1
  104. package/lib/commonjs/mol-script/language/builder.d.ts +0 -1
  105. package/lib/commonjs/mol-theme/color/volume-value.d.ts +3 -2
  106. package/lib/commonjs/mol-theme/color/volume-value.js +1 -3
  107. package/lib/commonjs/mol-theme/color.d.ts +47 -38
  108. package/lib/commonjs/mol-theme/theme.d.ts +8 -7
  109. package/lib/commonjs/mol-theme/theme.js +1 -1
  110. package/lib/examples/alpha-orbitals/index.html +61 -61
  111. package/lib/examples/basic-wrapper/index.html +137 -137
  112. package/lib/examples/lighting/index.html +88 -88
  113. package/lib/examples/proteopedia-wrapper/coloring.d.ts +20 -5
  114. package/lib/examples/proteopedia-wrapper/index.html +236 -236
  115. package/lib/extensions/rcsb/graphql/types.d.ts +284 -0
  116. package/lib/mol-canvas3d/passes/draw.d.ts +0 -2
  117. package/lib/mol-canvas3d/passes/draw.js +32 -67
  118. package/lib/mol-canvas3d/passes/pick.d.ts +1 -1
  119. package/lib/mol-canvas3d/passes/pick.js +1 -1
  120. package/lib/mol-canvas3d/passes/postprocessing.d.ts +1 -0
  121. package/lib/mol-canvas3d/passes/postprocessing.js +16 -11
  122. package/lib/mol-geo/geometry/color-data.d.ts +5 -2
  123. package/lib/mol-geo/geometry/color-data.js +7 -17
  124. package/lib/mol-geo/geometry/cylinders/cylinders.d.ts +1 -1
  125. package/lib/mol-geo/geometry/cylinders/cylinders.js +2 -2
  126. package/lib/mol-geo/geometry/lines/lines.d.ts +1 -0
  127. package/lib/mol-geo/geometry/mesh/mesh.js +2 -2
  128. package/lib/mol-geo/geometry/points/points.d.ts +1 -1
  129. package/lib/mol-geo/geometry/spheres/spheres.js +2 -2
  130. package/lib/mol-geo/geometry/texture-mesh/texture-mesh.js +2 -2
  131. package/lib/mol-geo/geometry/transparency-data.d.ts +1 -1
  132. package/lib/mol-geo/geometry/transparency-data.js +3 -1
  133. package/lib/mol-gl/renderable/cylinders.d.ts +1 -1
  134. package/lib/mol-gl/renderable/cylinders.js +1 -1
  135. package/lib/mol-gl/renderable/mesh.d.ts +1 -1
  136. package/lib/mol-gl/renderable/mesh.js +1 -1
  137. package/lib/mol-gl/renderable/schema.d.ts +2 -2
  138. package/lib/mol-gl/renderable/schema.js +2 -2
  139. package/lib/mol-gl/renderable/spheres.d.ts +1 -1
  140. package/lib/mol-gl/renderable/spheres.js +1 -1
  141. package/lib/mol-gl/renderable/texture-mesh.d.ts +1 -1
  142. package/lib/mol-gl/renderable/texture-mesh.js +1 -1
  143. package/lib/mol-gl/renderer.d.ts +5 -5
  144. package/lib/mol-gl/renderer.js +64 -45
  145. package/lib/mol-gl/scene.d.ts +1 -0
  146. package/lib/mol-gl/scene.js +26 -1
  147. package/lib/mol-gl/shader/chunks/apply-interior-color.glsl.d.ts +1 -1
  148. package/lib/mol-gl/shader/chunks/apply-interior-color.glsl.js +1 -1
  149. package/lib/mol-gl/shader/chunks/assign-material-color.glsl.d.ts +1 -1
  150. package/lib/mol-gl/shader/chunks/assign-material-color.glsl.js +1 -1
  151. package/lib/mol-gl/shader/chunks/check-picking-alpha.glsl.d.ts +1 -1
  152. package/lib/mol-gl/shader/chunks/check-picking-alpha.glsl.js +1 -1
  153. package/lib/mol-gl/shader/chunks/common-frag-params.glsl.d.ts +1 -1
  154. package/lib/mol-gl/shader/chunks/common-frag-params.glsl.js +1 -1
  155. package/lib/mol-gl/shader/chunks/common.glsl.d.ts +1 -1
  156. package/lib/mol-gl/shader/chunks/common.glsl.js +1 -1
  157. package/lib/mol-gl/shader/chunks/wboit-write.glsl.d.ts +1 -1
  158. package/lib/mol-gl/shader/chunks/wboit-write.glsl.js +1 -1
  159. package/lib/mol-gl/shader/direct-volume.frag.d.ts +1 -1
  160. package/lib/mol-gl/shader/direct-volume.frag.js +1 -1
  161. package/lib/mol-gl/shader/image.frag.d.ts +1 -1
  162. package/lib/mol-gl/shader/image.frag.js +1 -1
  163. package/lib/mol-gl/shader/outlines.frag.d.ts +3 -2
  164. package/lib/mol-gl/shader/outlines.frag.js +3 -2
  165. package/lib/mol-gl/shader/postprocessing.frag.d.ts +1 -1
  166. package/lib/mol-gl/shader/postprocessing.frag.js +1 -1
  167. package/lib/mol-gl/shader/ssao.frag.d.ts +2 -2
  168. package/lib/mol-gl/shader/ssao.frag.js +2 -2
  169. package/lib/mol-gl/webgl/render-target.d.ts +3 -1
  170. package/lib/mol-gl/webgl/render-target.js +3 -1
  171. package/lib/mol-gl/webgl/renderbuffer.d.ts +2 -1
  172. package/lib/mol-gl/webgl/renderbuffer.js +8 -1
  173. package/lib/mol-gl/webgl/state.d.ts +7 -1
  174. package/lib/mol-gl/webgl/state.js +28 -1
  175. package/lib/mol-gl/webgl/texture.js +3 -0
  176. package/lib/mol-io/reader/cif/schema/bird.d.ts +1 -1
  177. package/lib/mol-io/reader/cif/schema/bird.js +1 -1
  178. package/lib/mol-io/reader/cif/schema/ccd.d.ts +1 -1
  179. package/lib/mol-io/reader/cif/schema/ccd.js +1 -1
  180. package/lib/mol-io/reader/cif/schema/cif-core.d.ts +1 -1
  181. package/lib/mol-io/reader/cif/schema/cif-core.js +1 -1
  182. package/lib/mol-io/reader/cif/schema/mmcif.d.ts +3 -4
  183. package/lib/mol-io/reader/cif/schema/mmcif.js +2 -3
  184. package/lib/mol-io/reader/dx/parser.js +1 -1
  185. package/lib/mol-math/geometry/lookup3d/grid.d.ts +1 -1
  186. package/lib/mol-math/geometry/lookup3d/grid.js +3 -3
  187. package/lib/mol-model/structure/model/properties/seconday-structure.d.ts +4 -2
  188. package/lib/mol-model/structure/model/properties/seconday-structure.js +2 -1
  189. package/lib/mol-model/structure/model/types/ions.d.ts +2 -2
  190. package/lib/mol-model/structure/model/types/ions.js +2 -2
  191. package/lib/mol-model/structure/model/types/saccharides.js +1 -1
  192. package/lib/mol-model/structure/model/types.d.ts +1 -1
  193. package/lib/mol-model/structure/model/types.js +43 -41
  194. package/lib/mol-model-formats/structure/common/property.js +2 -0
  195. package/lib/mol-model-formats/structure/property/secondary-structure.d.ts +1 -1
  196. package/lib/mol-model-formats/structure/property/secondary-structure.js +2 -2
  197. package/lib/mol-plugin/behavior/dynamic/volume-streaming/model.d.ts +3 -2
  198. package/lib/mol-plugin/version.js +2 -2
  199. package/lib/mol-plugin-state/helpers/root-structure.js +3 -1
  200. package/lib/mol-plugin-ui/skin/base/base.scss +32 -32
  201. package/lib/mol-plugin-ui/skin/base/components/controls-base.scss +333 -333
  202. package/lib/mol-plugin-ui/skin/base/components/controls.scss +418 -418
  203. package/lib/mol-plugin-ui/skin/base/components/help.scss +27 -27
  204. package/lib/mol-plugin-ui/skin/base/components/line-graph.scss +67 -67
  205. package/lib/mol-plugin-ui/skin/base/components/log.scss +100 -100
  206. package/lib/mol-plugin-ui/skin/base/components/misc.scss +643 -643
  207. package/lib/mol-plugin-ui/skin/base/components/sequence.scss +125 -125
  208. package/lib/mol-plugin-ui/skin/base/components/slider.scss +165 -165
  209. package/lib/mol-plugin-ui/skin/base/components/tasks.scss +99 -99
  210. package/lib/mol-plugin-ui/skin/base/components/toast.scss +83 -83
  211. package/lib/mol-plugin-ui/skin/base/components/transformer.scss +163 -163
  212. package/lib/mol-plugin-ui/skin/base/components/viewport.scss +128 -128
  213. package/lib/mol-plugin-ui/skin/base/layout/common.scss +71 -71
  214. package/lib/mol-plugin-ui/skin/base/layout/controls-landscape.scss +89 -89
  215. package/lib/mol-plugin-ui/skin/base/layout/controls-outside.scss +98 -98
  216. package/lib/mol-plugin-ui/skin/base/layout/controls-portrait.scss +108 -108
  217. package/lib/mol-plugin-ui/skin/base/layout.scss +40 -40
  218. package/lib/mol-plugin-ui/skin/base/logo.scss +12 -12
  219. package/lib/mol-plugin-ui/skin/base/normalize.scss +209 -209
  220. package/lib/mol-plugin-ui/skin/base/ui.scss +40 -40
  221. package/lib/mol-plugin-ui/skin/base/variables.scss +85 -85
  222. package/lib/mol-plugin-ui/skin/blue.scss +1 -1
  223. package/lib/mol-plugin-ui/skin/colors/blue.scss +23 -23
  224. package/lib/mol-plugin-ui/skin/colors/dark.scss +23 -23
  225. package/lib/mol-plugin-ui/skin/colors/light.scss +29 -29
  226. package/lib/mol-plugin-ui/skin/dark.scss +1 -1
  227. package/lib/mol-plugin-ui/skin/light.scss +1 -1
  228. package/lib/mol-repr/volume/slice.js +1 -1
  229. package/lib/mol-script/language/builder.d.ts +0 -1
  230. package/lib/mol-theme/color/volume-value.d.ts +3 -2
  231. package/lib/mol-theme/color/volume-value.js +2 -4
  232. package/lib/mol-theme/color.d.ts +47 -38
  233. package/lib/mol-theme/theme.d.ts +8 -7
  234. package/lib/mol-theme/theme.js +1 -1
  235. package/package.json +162 -162
@@ -64,7 +64,9 @@ var Renderer;
64
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  var drawingBufferSize = Vec2.create(gl.drawingBufferWidth, gl.drawingBufferHeight);
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  var bgColor = Color.toVec3Normalized(Vec3(), p.backgroundColor);
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  var transparentBackground = false;
67
- var emptyDepthTexture = ctx.resources.texture('image-depth', 'depth', 'ushort', 'nearest');
67
+ var emptyDepthTexture = ctx.resources.texture('image-uint8', 'rgba', 'ubyte', 'nearest');
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+ emptyDepthTexture.define(1, 1);
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+ emptyDepthTexture.load({ array: new Uint8Array([255, 255, 255, 255]), width: 1, height: 1 });
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  var sharedTexturesList = [
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  ['tDepth', emptyDepthTexture]
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  ];
@@ -101,7 +103,7 @@ var Renderer;
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  uFogNear: ValueCell.create(1),
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  uFogFar: ValueCell.create(10000),
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  uFogColor: ValueCell.create(bgColor),
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- uRenderWboit: ValueCell.create(false),
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+ uRenderMask: ValueCell.create(0),
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  uMarkingDepthTest: ValueCell.create(false),
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  uPickType: ValueCell.create(0 /* None */),
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  uMarkingType: ValueCell.create(0 /* None */),
@@ -220,14 +222,14 @@ var Renderer;
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  ValueCell.updateIfChanged(globalUniforms.uFogNear, camera.fogNear);
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  ValueCell.updateIfChanged(globalUniforms.uTransparentBackground, transparentBackground);
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  };
223
- var updateInternal = function (group, camera, depthTexture, renderWboit, markingDepthTest) {
225
+ var updateInternal = function (group, camera, depthTexture, renderMask, markingDepthTest) {
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  arrayMapUpsert(sharedTexturesList, 'tDepth', depthTexture || emptyDepthTexture);
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  ValueCell.update(globalUniforms.uModel, group.view);
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  ValueCell.update(globalUniforms.uModelView, Mat4.mul(modelView, group.view, camera.view));
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  ValueCell.update(globalUniforms.uInvModelView, Mat4.invert(invModelView, modelView));
228
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  ValueCell.update(globalUniforms.uModelViewProjection, Mat4.mul(modelViewProjection, modelView, camera.projection));
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  ValueCell.update(globalUniforms.uInvModelViewProjection, Mat4.invert(invModelViewProjection, modelViewProjection));
230
- ValueCell.updateIfChanged(globalUniforms.uRenderWboit, renderWboit);
232
+ ValueCell.updateIfChanged(globalUniforms.uRenderMask, renderMask);
231
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  ValueCell.updateIfChanged(globalUniforms.uMarkingDepthTest, markingDepthTest);
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  state.enable(gl.SCISSOR_TEST);
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  state.colorMask(true, true, true, true);
@@ -241,7 +243,7 @@ var Renderer;
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  state.disable(gl.BLEND);
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  state.enable(gl.DEPTH_TEST);
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  state.depthMask(true);
244
- updateInternal(group, camera, depthTexture, false, false);
246
+ updateInternal(group, camera, depthTexture, 0 /* All */, false);
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  ValueCell.updateIfChanged(globalUniforms.uPickType, pickType);
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  var renderables = group.renderables;
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  for (var i = 0, il = renderables.length; i < il; ++i) {
@@ -254,17 +256,45 @@ var Renderer;
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  state.disable(gl.BLEND);
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  state.enable(gl.DEPTH_TEST);
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  state.depthMask(true);
257
- updateInternal(group, camera, depthTexture, false, false);
259
+ updateInternal(group, camera, depthTexture, 0 /* All */, false);
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  var renderables = group.renderables;
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  for (var i = 0, il = renderables.length; i < il; ++i) {
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  renderObject(renderables[i], 'depth', 0 /* None */);
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  }
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  };
265
+ var renderDepthOpaque = function (group, camera, depthTexture) {
266
+ var _a;
267
+ state.disable(gl.BLEND);
268
+ state.enable(gl.DEPTH_TEST);
269
+ state.depthMask(true);
270
+ updateInternal(group, camera, depthTexture, 1 /* Opaque */, false);
271
+ var renderables = group.renderables;
272
+ for (var i = 0, il = renderables.length; i < il; ++i) {
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+ var r = renderables[i];
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+ if (r.state.opaque && r.values.transparencyAverage.ref.value !== 1 && !((_a = r.values.dXrayShaded) === null || _a === void 0 ? void 0 : _a.ref.value)) {
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+ renderObject(r, 'depth', 0 /* None */);
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+ }
277
+ }
278
+ };
279
+ var renderDepthTransparent = function (group, camera, depthTexture) {
280
+ var _a;
281
+ state.disable(gl.BLEND);
282
+ state.enable(gl.DEPTH_TEST);
283
+ state.depthMask(true);
284
+ updateInternal(group, camera, depthTexture, 2 /* Transparent */, false);
285
+ var renderables = group.renderables;
286
+ for (var i = 0, il = renderables.length; i < il; ++i) {
287
+ var r = renderables[i];
288
+ if (!r.state.opaque || r.values.transparencyAverage.ref.value > 0 || ((_a = r.values.dXrayShaded) === null || _a === void 0 ? void 0 : _a.ref.value)) {
289
+ renderObject(r, 'depth', 0 /* None */);
290
+ }
291
+ }
292
+ };
263
293
  var renderMarkingDepth = function (group, camera, depthTexture) {
264
294
  state.disable(gl.BLEND);
265
295
  state.enable(gl.DEPTH_TEST);
266
296
  state.depthMask(true);
267
- updateInternal(group, camera, depthTexture, false, false);
297
+ updateInternal(group, camera, depthTexture, 0 /* All */, false);
268
298
  ValueCell.updateIfChanged(globalUniforms.uMarkingType, 1 /* Depth */);
269
299
  var renderables = group.renderables;
270
300
  for (var i = 0, il = renderables.length; i < il; ++i) {
@@ -278,7 +308,7 @@ var Renderer;
278
308
  state.disable(gl.BLEND);
279
309
  state.enable(gl.DEPTH_TEST);
280
310
  state.depthMask(true);
281
- updateInternal(group, camera, depthTexture, false, !!depthTexture);
311
+ updateInternal(group, camera, depthTexture, 0 /* All */, !!depthTexture);
282
312
  ValueCell.updateIfChanged(globalUniforms.uMarkingType, 2 /* Mask */);
283
313
  var renderables = group.renderables;
284
314
  for (var i = 0, il = renderables.length; i < il; ++i) {
@@ -297,14 +327,14 @@ var Renderer;
297
327
  state.disable(gl.BLEND);
298
328
  state.enable(gl.DEPTH_TEST);
299
329
  state.depthMask(true);
300
- updateInternal(group, camera, depthTexture, false, false);
330
+ updateInternal(group, camera, depthTexture, 1 /* Opaque */, false);
301
331
  var renderables = group.renderables;
302
332
  for (var i = 0, il = renderables.length; i < il; ++i) {
303
333
  var r = renderables[i];
304
334
  if (r.state.opaque) {
305
335
  renderObject(r, 'colorBlended', 0 /* None */);
306
336
  }
307
- else if (((_a = r.values.uDoubleSided) === null || _a === void 0 ? void 0 : _a.ref.value) && ((_b = r.values.dOpaqueBackfaces) === null || _b === void 0 ? void 0 : _b.ref.value)) {
337
+ else if (((_a = r.values.uDoubleSided) === null || _a === void 0 ? void 0 : _a.ref.value) && ((_b = r.values.dTransparentBackfaces) === null || _b === void 0 ? void 0 : _b.ref.value) === 'opaque') {
308
338
  renderObject(r, 'colorBlended', 2 /* BlendedBack */);
309
339
  }
310
340
  }
@@ -312,7 +342,7 @@ var Renderer;
312
342
  var renderBlendedTransparent = function (group, camera, depthTexture) {
313
343
  var _a, _b;
314
344
  state.enable(gl.DEPTH_TEST);
315
- updateInternal(group, camera, depthTexture, false, false);
345
+ updateInternal(group, camera, depthTexture, 2 /* Transparent */, false);
316
346
  var renderables = group.renderables;
317
347
  if (transparentBackground) {
318
348
  state.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
@@ -331,10 +361,10 @@ var Renderer;
331
361
  state.depthMask(false);
332
362
  for (var i = 0, il = renderables.length; i < il; ++i) {
333
363
  var r = renderables[i];
334
- if (!r.state.opaque && !r.state.writeDepth) {
364
+ if ((!r.state.opaque && !r.state.writeDepth) || r.values.transparencyAverage.ref.value > 0) {
335
365
  if ((_a = r.values.uDoubleSided) === null || _a === void 0 ? void 0 : _a.ref.value) {
336
366
  // render frontfaces and backfaces separately to avoid artefacts
337
- if (!((_b = r.values.dOpaqueBackfaces) === null || _b === void 0 ? void 0 : _b.ref.value)) {
367
+ if (((_b = r.values.dTransparentBackfaces) === null || _b === void 0 ? void 0 : _b.ref.value) !== 'opaque') {
338
368
  renderObject(r, 'colorBlended', 2 /* BlendedBack */);
339
369
  }
340
370
  renderObject(r, 'colorBlended', 1 /* BlendedFront */);
@@ -345,34 +375,14 @@ var Renderer;
345
375
  }
346
376
  }
347
377
  };
348
- var renderBlendedVolumeOpaque = function (group, camera, depthTexture) {
349
- var _a;
378
+ var renderBlendedVolume = function (group, camera, depthTexture) {
350
379
  state.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
351
380
  state.enable(gl.BLEND);
352
- updateInternal(group, camera, depthTexture, false, false);
381
+ updateInternal(group, camera, depthTexture, 2 /* Transparent */, false);
353
382
  var renderables = group.renderables;
354
383
  for (var i = 0, il = renderables.length; i < il; ++i) {
355
384
  var r = renderables[i];
356
- // TODO: simplify, handle in renderable.state???
357
- // uAlpha is updated in "render" so we need to recompute it here
358
- var alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1);
359
- if (alpha === 1 && r.values.transparencyAverage.ref.value !== 1 && !((_a = r.values.dXrayShaded) === null || _a === void 0 ? void 0 : _a.ref.value)) {
360
- renderObject(r, 'colorBlended', 0 /* None */);
361
- }
362
- }
363
- };
364
- var renderBlendedVolumeTransparent = function (group, camera, depthTexture) {
365
- var _a;
366
- state.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
367
- state.enable(gl.BLEND);
368
- updateInternal(group, camera, depthTexture, false, false);
369
- var renderables = group.renderables;
370
- for (var i = 0, il = renderables.length; i < il; ++i) {
371
- var r = renderables[i];
372
- // TODO: simplify, handle in renderable.state???
373
- // uAlpha is updated in "render" so we need to recompute it here
374
- var alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1);
375
- if (alpha < 1 || r.values.transparencyAverage.ref.value > 0 || ((_a = r.values.dXrayShaded) === null || _a === void 0 ? void 0 : _a.ref.value)) {
385
+ if (r.values.dGeometryType.ref.value === 'directVolume') {
376
386
  renderObject(r, 'colorBlended', 0 /* None */);
377
387
  }
378
388
  }
@@ -382,21 +392,21 @@ var Renderer;
382
392
  state.disable(gl.BLEND);
383
393
  state.enable(gl.DEPTH_TEST);
384
394
  state.depthMask(true);
385
- updateInternal(group, camera, depthTexture, false, false);
395
+ updateInternal(group, camera, depthTexture, 1 /* Opaque */, false);
386
396
  var renderables = group.renderables;
387
397
  for (var i = 0, il = renderables.length; i < il; ++i) {
388
398
  var r = renderables[i];
389
399
  // TODO: simplify, handle in renderable.state???
390
400
  // uAlpha is updated in "render" so we need to recompute it here
391
401
  var alpha = clamp(r.values.alpha.ref.value * r.state.alphaFactor, 0, 1);
392
- if ((alpha === 1 && r.values.transparencyAverage.ref.value !== 1 && r.values.dGeometryType.ref.value !== 'directVolume' && ((_a = r.values.dPointStyle) === null || _a === void 0 ? void 0 : _a.ref.value) !== 'fuzzy' && !((_b = r.values.dXrayShaded) === null || _b === void 0 ? void 0 : _b.ref.value)) || ((_c = r.values.dOpaqueBackfaces) === null || _c === void 0 ? void 0 : _c.ref.value)) {
402
+ if ((alpha === 1 && r.values.transparencyAverage.ref.value !== 1 && r.values.dGeometryType.ref.value !== 'directVolume' && ((_a = r.values.dPointStyle) === null || _a === void 0 ? void 0 : _a.ref.value) !== 'fuzzy' && !((_b = r.values.dXrayShaded) === null || _b === void 0 ? void 0 : _b.ref.value)) || ((_c = r.values.dTransparentBackfaces) === null || _c === void 0 ? void 0 : _c.ref.value) === 'opaque') {
393
403
  renderObject(r, 'colorWboit', 0 /* None */);
394
404
  }
395
405
  }
396
406
  };
397
407
  var renderWboitTransparent = function (group, camera, depthTexture) {
398
408
  var _a, _b;
399
- updateInternal(group, camera, depthTexture, true, false);
409
+ updateInternal(group, camera, depthTexture, 2 /* Transparent */, false);
400
410
  var renderables = group.renderables;
401
411
  for (var i = 0, il = renderables.length; i < il; ++i) {
402
412
  var r = renderables[i];
@@ -425,22 +435,31 @@ var Renderer;
425
435
  }
426
436
  gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
427
437
  },
428
- clearDepth: function () {
438
+ clearDepth: function (packed) {
439
+ if (packed === void 0) { packed = false; }
429
440
  state.enable(gl.SCISSOR_TEST);
430
- state.enable(gl.DEPTH_TEST);
431
- state.depthMask(true);
432
- gl.clear(gl.DEPTH_BUFFER_BIT);
441
+ if (packed) {
442
+ state.colorMask(true, true, true, true);
443
+ state.clearColor(1, 1, 1, 1);
444
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
445
+ }
446
+ else {
447
+ state.enable(gl.DEPTH_TEST);
448
+ state.depthMask(true);
449
+ gl.clear(gl.DEPTH_BUFFER_BIT);
450
+ }
433
451
  },
434
452
  update: update,
435
453
  renderPick: renderPick,
436
454
  renderDepth: renderDepth,
455
+ renderDepthOpaque: renderDepthOpaque,
456
+ renderDepthTransparent: renderDepthTransparent,
437
457
  renderMarkingDepth: renderMarkingDepth,
438
458
  renderMarkingMask: renderMarkingMask,
439
459
  renderBlended: renderBlended,
440
460
  renderBlendedOpaque: renderBlendedOpaque,
441
461
  renderBlendedTransparent: renderBlendedTransparent,
442
- renderBlendedVolumeOpaque: renderBlendedVolumeOpaque,
443
- renderBlendedVolumeTransparent: renderBlendedVolumeTransparent,
462
+ renderBlendedVolume: renderBlendedVolume,
444
463
  renderWboitOpaque: renderWboitOpaque,
445
464
  renderWboitTransparent: renderWboitTransparent,
446
465
  setProps: function (props) {
@@ -27,6 +27,7 @@ interface Scene extends Object3D {
27
27
  clear: () => void;
28
28
  forEach: (callbackFn: (value: GraphicsRenderable, key: GraphicsRenderObject) => void) => void;
29
29
  getMarkerAverage: () => number;
30
+ getOpacityAverage: () => number;
30
31
  }
31
32
  declare namespace Scene {
32
33
  interface Group extends Object3D {
@@ -13,6 +13,7 @@ import { arraySetRemove } from '../mol-util/array';
13
13
  import { BoundaryHelper } from '../mol-math/geometry/boundary-helper';
14
14
  import { hash1 } from '../mol-data/util';
15
15
  import { GraphicsRenderVariants } from './webgl/render-item';
16
+ import { clamp } from '../mol-math/interpolate';
16
17
  var boundaryHelper = new BoundaryHelper('98');
17
18
  function calculateBoundingSphere(renderables, boundingSphere, onlyVisible) {
18
19
  boundaryHelper.reset();
@@ -218,14 +219,38 @@ var Scene;
218
219
  getMarkerAverage: function () {
219
220
  if (primitives.length === 0 && volumes.length === 0)
220
221
  return 0;
222
+ var count = 0;
221
223
  var markerAverage = 0;
222
224
  for (var i = 0, il = primitives.length; i < il; ++i) {
225
+ if (!primitives[i].state.visible)
226
+ continue;
223
227
  markerAverage += primitives[i].values.markerAverage.ref.value;
228
+ count += 1;
224
229
  }
225
230
  for (var i = 0, il = volumes.length; i < il; ++i) {
231
+ if (!volumes[i].state.visible)
232
+ continue;
226
233
  markerAverage += volumes[i].values.markerAverage.ref.value;
234
+ count += 1;
227
235
  }
228
- return markerAverage / (primitives.length + volumes.length);
236
+ return count > 0 ? markerAverage / count : 0;
237
+ },
238
+ getOpacityAverage: function () {
239
+ if (primitives.length === 0)
240
+ return 0;
241
+ var count = 0;
242
+ var opacityAverage = 0;
243
+ for (var i = 0, il = primitives.length; i < il; ++i) {
244
+ var p = primitives[i];
245
+ if (!p.state.visible)
246
+ continue;
247
+ // TODO: simplify, handle in renderable.state???
248
+ // uAlpha is updated in "render" so we need to recompute it here
249
+ var alpha = clamp(p.values.alpha.ref.value * p.state.alphaFactor, 0, 1);
250
+ opacityAverage += (1 - p.values.transparencyAverage.ref.value) * alpha;
251
+ count += 1;
252
+ }
253
+ return count > 0 ? opacityAverage / count : 0;
229
254
  },
230
255
  };
231
256
  }
@@ -1 +1 @@
1
- export declare const apply_interior_color = "\nif (interior) {\n if (uInteriorColorFlag) {\n gl_FragColor.rgb = uInteriorColor;\n } else {\n gl_FragColor.rgb *= 1.0 - uInteriorDarkening;\n }\n\n #ifdef dOpaqueBackfaces\n gl_FragColor.a = 1.0;\n #endif\n}\n";
1
+ export declare const apply_interior_color = "\nif (interior) {\n if (uInteriorColorFlag) {\n gl_FragColor.rgb = uInteriorColor;\n } else {\n gl_FragColor.rgb *= 1.0 - uInteriorDarkening;\n }\n\n #ifdef dTransparentBackfaces_opaque\n gl_FragColor.a = 1.0;\n #endif\n}\n";
@@ -1 +1 @@
1
- export var apply_interior_color = "\nif (interior) {\n if (uInteriorColorFlag) {\n gl_FragColor.rgb = uInteriorColor;\n } else {\n gl_FragColor.rgb *= 1.0 - uInteriorDarkening;\n }\n\n #ifdef dOpaqueBackfaces\n gl_FragColor.a = 1.0;\n #endif\n}\n";
1
+ export var apply_interior_color = "\nif (interior) {\n if (uInteriorColorFlag) {\n gl_FragColor.rgb = uInteriorColor;\n } else {\n gl_FragColor.rgb *= 1.0 - uInteriorDarkening;\n }\n\n #ifdef dTransparentBackfaces_opaque\n gl_FragColor.a = 1.0;\n #endif\n}\n";
@@ -1 +1 @@
1
- export declare const assign_material_color = "\n#if defined(dRenderVariant_color) || defined(dRenderVariant_marking)\n float marker = uMarker;\n if (uMarker == -1.0) {\n marker = floor(vMarker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n#endif\n\n#if defined(dRenderVariant_color)\n #if defined(dUsePalette)\n vec4 material = vec4(texture2D(tPalette, vec2(vPaletteV, 0.5)).rgb, uAlpha);\n #elif defined(dColorType_uniform)\n vec4 material = vec4(uColor, uAlpha);\n #elif defined(dColorType_varying)\n vec4 material = vec4(vColor.rgb, uAlpha);\n #endif\n\n // mix material with overpaint\n #if defined(dOverpaint)\n material.rgb = mix(material.rgb, vOverpaint.rgb, vOverpaint.a);\n #endif\n\n float metalness = uMetalness;\n float roughness = uRoughness;\n float bumpiness = uBumpiness;\n #ifdef dSubstance\n metalness = mix(metalness, vSubstance.r, vSubstance.a);\n roughness = mix(roughness, vSubstance.g, vSubstance.a);\n bumpiness = mix(bumpiness, vSubstance.b, vSubstance.a);\n #endif\n#elif defined(dRenderVariant_pick)\n vec4 material = vColor;\n#elif defined(dRenderVariant_depth)\n #ifdef enabledFragDepth\n vec4 material = packDepthToRGBA(gl_FragDepthEXT);\n #else\n vec4 material = packDepthToRGBA(gl_FragCoord.z);\n #endif\n#elif defined(dRenderVariant_marking)\n vec4 material;\n if(uMarkingType == 1) {\n if (marker > 0.0)\n discard;\n #ifdef enabledFragDepth\n material = packDepthToRGBA(gl_FragDepthEXT);\n #else\n material = packDepthToRGBA(gl_FragCoord.z);\n #endif\n } else {\n if (marker == 0.0)\n discard;\n float depthTest = 1.0;\n if (uMarkingDepthTest) {\n depthTest = (fragmentDepth >= getDepth(gl_FragCoord.xy / uDrawingBufferSize)) ? 1.0 : 0.0;\n }\n bool isHighlight = intMod(marker, 2.0) > 0.1;\n float viewZ = depthToViewZ(uIsOrtho, fragmentDepth, uNear, uFar);\n float fogFactor = smoothstep(uFogNear, uFogFar, abs(viewZ));\n if (fogFactor == 1.0)\n discard;\n material = vec4(0.0, depthTest, isHighlight ? 1.0 : 0.0, 1.0 - fogFactor);\n }\n#endif\n\n// apply screendoor transparency\n#if defined(dTransparency)\n float ta = 1.0 - vTransparency;\n #if defined(dRenderVariant_colorWboit)\n if (vTransparency < 0.2) ta = 1.0; // hard cutoff looks better with wboit\n #endif\n\n #if defined(dRenderVariant_pick)\n if (ta < uPickingAlphaThreshold)\n discard; // ignore so the element below can be picked\n #else\n #if defined(dRenderVariant_colorBlended)\n float at = 0.0;\n\n // shift by view-offset during multi-sample rendering to allow for blending\n vec2 coord = gl_FragCoord.xy + uViewOffset * 0.25;\n\n const mat4 thresholdMatrix = mat4(\n 1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,\n 13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,\n 4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,\n 16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0\n );\n int ci = int(intMod(coord.x, 4.0));\n int ri = int(intMod(coord.y, 4.0));\n #if __VERSION__ == 100\n vec4 i = vec4(float(ci * 4 + ri));\n vec4 v = thresholdMatrix[0] * vec4(equal(i, vec4(0.0, 1.0, 2.0, 3.0))) +\n thresholdMatrix[1] * vec4(equal(i, vec4(4.0, 5.0, 6.0, 7.0))) +\n thresholdMatrix[2] * vec4(equal(i, vec4(8.0, 9.0, 10.0, 11.0))) +\n thresholdMatrix[3] * vec4(equal(i, vec4(12.0, 13.0, 14.0, 15.0)));\n at = v.x + v.y + v.z + v.w;\n #else\n at = thresholdMatrix[ci][ri];\n #endif\n\n if (ta < 0.99 && (ta < 0.01 || ta < at)) {\n discard;\n }\n #elif defined(dRenderVariant_colorWboit)\n material.a *= ta;\n #endif\n #endif\n#endif\n";
1
+ export declare const assign_material_color = "\n#if defined(dRenderVariant_color) || defined(dRenderVariant_marking)\n float marker = uMarker;\n if (uMarker == -1.0) {\n marker = floor(vMarker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n#endif\n\n#if defined(dRenderVariant_color)\n #if defined(dUsePalette)\n vec4 material = vec4(texture2D(tPalette, vec2(vPaletteV, 0.5)).rgb, uAlpha);\n #elif defined(dColorType_uniform)\n vec4 material = vec4(uColor, uAlpha);\n #elif defined(dColorType_varying)\n vec4 material = vec4(vColor.rgb, uAlpha);\n #endif\n\n // mix material with overpaint\n #if defined(dOverpaint)\n material.rgb = mix(material.rgb, vOverpaint.rgb, vOverpaint.a);\n #endif\n\n float metalness = uMetalness;\n float roughness = uRoughness;\n float bumpiness = uBumpiness;\n #ifdef dSubstance\n metalness = mix(metalness, vSubstance.r, vSubstance.a);\n roughness = mix(roughness, vSubstance.g, vSubstance.a);\n bumpiness = mix(bumpiness, vSubstance.b, vSubstance.a);\n #endif\n#elif defined(dRenderVariant_pick)\n vec4 material = vColor;\n#elif defined(dRenderVariant_depth)\n if (fragmentDepth > getDepth(gl_FragCoord.xy / uDrawingBufferSize)) {\n discard;\n }\n\n #ifndef dXrayShaded\n #if defined(dTransparency)\n float dta = 1.0 - vTransparency;\n if (vTransparency < 0.2) dta = 1.0; // hard cutoff looks better\n\n if (uRenderMask == MaskTransparent && uAlpha * dta == 1.0) {\n discard;\n } else if (uRenderMask == MaskOpaque && uAlpha * dta < 1.0) {\n discard;\n }\n #else\n if (uRenderMask == MaskTransparent && uAlpha == 1.0) {\n discard;\n } else if (uRenderMask == MaskOpaque && uAlpha < 1.0) {\n discard;\n }\n #endif\n #else\n if (uRenderMask == MaskOpaque) {\n discard;\n }\n #endif\n\n vec4 material = packDepthToRGBA(fragmentDepth);\n#elif defined(dRenderVariant_marking)\n vec4 material;\n if(uMarkingType == 1) {\n if (marker > 0.0)\n discard;\n #ifdef enabledFragDepth\n material = packDepthToRGBA(gl_FragDepthEXT);\n #else\n material = packDepthToRGBA(gl_FragCoord.z);\n #endif\n } else {\n if (marker == 0.0)\n discard;\n float depthTest = 1.0;\n if (uMarkingDepthTest) {\n depthTest = (fragmentDepth >= getDepthPacked(gl_FragCoord.xy / uDrawingBufferSize)) ? 1.0 : 0.0;\n }\n bool isHighlight = intMod(marker, 2.0) > 0.1;\n float viewZ = depthToViewZ(uIsOrtho, fragmentDepth, uNear, uFar);\n float fogFactor = smoothstep(uFogNear, uFogFar, abs(viewZ));\n if (fogFactor == 1.0)\n discard;\n material = vec4(0.0, depthTest, isHighlight ? 1.0 : 0.0, 1.0 - fogFactor);\n }\n#endif\n\n// apply per-group transparency\n#if defined(dTransparency) && (defined(dRenderVariant_pick) || defined(dRenderVariant_color))\n float ta = 1.0 - vTransparency;\n if (vTransparency < 0.2) ta = 1.0; // hard cutoff looks better\n\n #if defined(dRenderVariant_pick)\n if (ta < uPickingAlphaThreshold)\n discard; // ignore so the element below can be picked\n #elif defined(dRenderVariant_color)\n material.a *= ta;\n\n #if defined(dRenderVariant_colorBlended)\n #if defined(dTransparentBackfaces_off)\n if ((uRenderMask == MaskOpaque && material.a < 1.0) ||\n (uRenderMask == MaskTransparent && material.a == 1.0) ||\n (interior && material.a < 1.0)\n ) {\n discard;\n }\n #elif defined(dTransparentBackfaces_on)\n if ((uRenderMask == MaskOpaque && material.a < 1.0) ||\n (uRenderMask == MaskTransparent && material.a == 1.0)\n ) {\n discard;\n }\n #elif defined(dTransparentBackfaces_opaque)\n if (interior) {\n material.a = 1.0;\n } else if (\n (uRenderMask == MaskOpaque && material.a < 1.0) ||\n (uRenderMask == MaskTransparent && material.a == 1.0)\n ) {\n discard;\n }\n #endif\n #endif\n #endif\n#endif\n";
@@ -1 +1 @@
1
- export var assign_material_color = "\n#if defined(dRenderVariant_color) || defined(dRenderVariant_marking)\n float marker = uMarker;\n if (uMarker == -1.0) {\n marker = floor(vMarker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n#endif\n\n#if defined(dRenderVariant_color)\n #if defined(dUsePalette)\n vec4 material = vec4(texture2D(tPalette, vec2(vPaletteV, 0.5)).rgb, uAlpha);\n #elif defined(dColorType_uniform)\n vec4 material = vec4(uColor, uAlpha);\n #elif defined(dColorType_varying)\n vec4 material = vec4(vColor.rgb, uAlpha);\n #endif\n\n // mix material with overpaint\n #if defined(dOverpaint)\n material.rgb = mix(material.rgb, vOverpaint.rgb, vOverpaint.a);\n #endif\n\n float metalness = uMetalness;\n float roughness = uRoughness;\n float bumpiness = uBumpiness;\n #ifdef dSubstance\n metalness = mix(metalness, vSubstance.r, vSubstance.a);\n roughness = mix(roughness, vSubstance.g, vSubstance.a);\n bumpiness = mix(bumpiness, vSubstance.b, vSubstance.a);\n #endif\n#elif defined(dRenderVariant_pick)\n vec4 material = vColor;\n#elif defined(dRenderVariant_depth)\n #ifdef enabledFragDepth\n vec4 material = packDepthToRGBA(gl_FragDepthEXT);\n #else\n vec4 material = packDepthToRGBA(gl_FragCoord.z);\n #endif\n#elif defined(dRenderVariant_marking)\n vec4 material;\n if(uMarkingType == 1) {\n if (marker > 0.0)\n discard;\n #ifdef enabledFragDepth\n material = packDepthToRGBA(gl_FragDepthEXT);\n #else\n material = packDepthToRGBA(gl_FragCoord.z);\n #endif\n } else {\n if (marker == 0.0)\n discard;\n float depthTest = 1.0;\n if (uMarkingDepthTest) {\n depthTest = (fragmentDepth >= getDepth(gl_FragCoord.xy / uDrawingBufferSize)) ? 1.0 : 0.0;\n }\n bool isHighlight = intMod(marker, 2.0) > 0.1;\n float viewZ = depthToViewZ(uIsOrtho, fragmentDepth, uNear, uFar);\n float fogFactor = smoothstep(uFogNear, uFogFar, abs(viewZ));\n if (fogFactor == 1.0)\n discard;\n material = vec4(0.0, depthTest, isHighlight ? 1.0 : 0.0, 1.0 - fogFactor);\n }\n#endif\n\n// apply screendoor transparency\n#if defined(dTransparency)\n float ta = 1.0 - vTransparency;\n #if defined(dRenderVariant_colorWboit)\n if (vTransparency < 0.2) ta = 1.0; // hard cutoff looks better with wboit\n #endif\n\n #if defined(dRenderVariant_pick)\n if (ta < uPickingAlphaThreshold)\n discard; // ignore so the element below can be picked\n #else\n #if defined(dRenderVariant_colorBlended)\n float at = 0.0;\n\n // shift by view-offset during multi-sample rendering to allow for blending\n vec2 coord = gl_FragCoord.xy + uViewOffset * 0.25;\n\n const mat4 thresholdMatrix = mat4(\n 1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,\n 13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,\n 4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,\n 16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0\n );\n int ci = int(intMod(coord.x, 4.0));\n int ri = int(intMod(coord.y, 4.0));\n #if __VERSION__ == 100\n vec4 i = vec4(float(ci * 4 + ri));\n vec4 v = thresholdMatrix[0] * vec4(equal(i, vec4(0.0, 1.0, 2.0, 3.0))) +\n thresholdMatrix[1] * vec4(equal(i, vec4(4.0, 5.0, 6.0, 7.0))) +\n thresholdMatrix[2] * vec4(equal(i, vec4(8.0, 9.0, 10.0, 11.0))) +\n thresholdMatrix[3] * vec4(equal(i, vec4(12.0, 13.0, 14.0, 15.0)));\n at = v.x + v.y + v.z + v.w;\n #else\n at = thresholdMatrix[ci][ri];\n #endif\n\n if (ta < 0.99 && (ta < 0.01 || ta < at)) {\n discard;\n }\n #elif defined(dRenderVariant_colorWboit)\n material.a *= ta;\n #endif\n #endif\n#endif\n";
1
+ export var assign_material_color = "\n#if defined(dRenderVariant_color) || defined(dRenderVariant_marking)\n float marker = uMarker;\n if (uMarker == -1.0) {\n marker = floor(vMarker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n#endif\n\n#if defined(dRenderVariant_color)\n #if defined(dUsePalette)\n vec4 material = vec4(texture2D(tPalette, vec2(vPaletteV, 0.5)).rgb, uAlpha);\n #elif defined(dColorType_uniform)\n vec4 material = vec4(uColor, uAlpha);\n #elif defined(dColorType_varying)\n vec4 material = vec4(vColor.rgb, uAlpha);\n #endif\n\n // mix material with overpaint\n #if defined(dOverpaint)\n material.rgb = mix(material.rgb, vOverpaint.rgb, vOverpaint.a);\n #endif\n\n float metalness = uMetalness;\n float roughness = uRoughness;\n float bumpiness = uBumpiness;\n #ifdef dSubstance\n metalness = mix(metalness, vSubstance.r, vSubstance.a);\n roughness = mix(roughness, vSubstance.g, vSubstance.a);\n bumpiness = mix(bumpiness, vSubstance.b, vSubstance.a);\n #endif\n#elif defined(dRenderVariant_pick)\n vec4 material = vColor;\n#elif defined(dRenderVariant_depth)\n if (fragmentDepth > getDepth(gl_FragCoord.xy / uDrawingBufferSize)) {\n discard;\n }\n\n #ifndef dXrayShaded\n #if defined(dTransparency)\n float dta = 1.0 - vTransparency;\n if (vTransparency < 0.2) dta = 1.0; // hard cutoff looks better\n\n if (uRenderMask == MaskTransparent && uAlpha * dta == 1.0) {\n discard;\n } else if (uRenderMask == MaskOpaque && uAlpha * dta < 1.0) {\n discard;\n }\n #else\n if (uRenderMask == MaskTransparent && uAlpha == 1.0) {\n discard;\n } else if (uRenderMask == MaskOpaque && uAlpha < 1.0) {\n discard;\n }\n #endif\n #else\n if (uRenderMask == MaskOpaque) {\n discard;\n }\n #endif\n\n vec4 material = packDepthToRGBA(fragmentDepth);\n#elif defined(dRenderVariant_marking)\n vec4 material;\n if(uMarkingType == 1) {\n if (marker > 0.0)\n discard;\n #ifdef enabledFragDepth\n material = packDepthToRGBA(gl_FragDepthEXT);\n #else\n material = packDepthToRGBA(gl_FragCoord.z);\n #endif\n } else {\n if (marker == 0.0)\n discard;\n float depthTest = 1.0;\n if (uMarkingDepthTest) {\n depthTest = (fragmentDepth >= getDepthPacked(gl_FragCoord.xy / uDrawingBufferSize)) ? 1.0 : 0.0;\n }\n bool isHighlight = intMod(marker, 2.0) > 0.1;\n float viewZ = depthToViewZ(uIsOrtho, fragmentDepth, uNear, uFar);\n float fogFactor = smoothstep(uFogNear, uFogFar, abs(viewZ));\n if (fogFactor == 1.0)\n discard;\n material = vec4(0.0, depthTest, isHighlight ? 1.0 : 0.0, 1.0 - fogFactor);\n }\n#endif\n\n// apply per-group transparency\n#if defined(dTransparency) && (defined(dRenderVariant_pick) || defined(dRenderVariant_color))\n float ta = 1.0 - vTransparency;\n if (vTransparency < 0.2) ta = 1.0; // hard cutoff looks better\n\n #if defined(dRenderVariant_pick)\n if (ta < uPickingAlphaThreshold)\n discard; // ignore so the element below can be picked\n #elif defined(dRenderVariant_color)\n material.a *= ta;\n\n #if defined(dRenderVariant_colorBlended)\n #if defined(dTransparentBackfaces_off)\n if ((uRenderMask == MaskOpaque && material.a < 1.0) ||\n (uRenderMask == MaskTransparent && material.a == 1.0) ||\n (interior && material.a < 1.0)\n ) {\n discard;\n }\n #elif defined(dTransparentBackfaces_on)\n if ((uRenderMask == MaskOpaque && material.a < 1.0) ||\n (uRenderMask == MaskTransparent && material.a == 1.0)\n ) {\n discard;\n }\n #elif defined(dTransparentBackfaces_opaque)\n if (interior) {\n material.a = 1.0;\n } else if (\n (uRenderMask == MaskOpaque && material.a < 1.0) ||\n (uRenderMask == MaskTransparent && material.a == 1.0)\n ) {\n discard;\n }\n #endif\n #endif\n #endif\n#endif\n";
@@ -1 +1 @@
1
- export declare const check_picking_alpha = "\nfloat viewZ = depthToViewZ(uIsOrtho, fragmentDepth, uNear, uFar);\nfloat fogFactor = smoothstep(uFogNear, uFogFar, abs(viewZ));\nfloat alpha = (1.0 - fogFactor) * uAlpha;\n// if not opaque enough ignore so the element below can be picked\nif (uAlpha < uPickingAlphaThreshold || alpha < 0.1) {\n #ifdef dOpaqueBackfaces\n if (!interior) discard;\n #else\n discard;\n #endif\n}\n";
1
+ export declare const check_picking_alpha = "\nfloat viewZ = depthToViewZ(uIsOrtho, fragmentDepth, uNear, uFar);\nfloat fogFactor = smoothstep(uFogNear, uFogFar, abs(viewZ));\nfloat alpha = (1.0 - fogFactor) * uAlpha;\n// if not opaque enough ignore so the element below can be picked\nif (uAlpha < uPickingAlphaThreshold || alpha < 0.1) {\n #ifdef dTransparentBackfaces_opaque\n if (!interior) discard;\n #else\n discard;\n #endif\n}\n";
@@ -1 +1 @@
1
- export var check_picking_alpha = "\nfloat viewZ = depthToViewZ(uIsOrtho, fragmentDepth, uNear, uFar);\nfloat fogFactor = smoothstep(uFogNear, uFogFar, abs(viewZ));\nfloat alpha = (1.0 - fogFactor) * uAlpha;\n// if not opaque enough ignore so the element below can be picked\nif (uAlpha < uPickingAlphaThreshold || alpha < 0.1) {\n #ifdef dOpaqueBackfaces\n if (!interior) discard;\n #else\n discard;\n #endif\n}\n";
1
+ export var check_picking_alpha = "\nfloat viewZ = depthToViewZ(uIsOrtho, fragmentDepth, uNear, uFar);\nfloat fogFactor = smoothstep(uFogNear, uFogFar, abs(viewZ));\nfloat alpha = (1.0 - fogFactor) * uAlpha;\n// if not opaque enough ignore so the element below can be picked\nif (uAlpha < uPickingAlphaThreshold || alpha < 0.1) {\n #ifdef dTransparentBackfaces_opaque\n if (!interior) discard;\n #else\n discard;\n #endif\n}\n";
@@ -1 +1 @@
1
- export declare const common_frag_params = "\nuniform int uObjectId;\nuniform int uInstanceCount;\nuniform int uGroupCount;\n\nuniform int uPickType;\nuniform int uMarkingType;\n\n#if dClipObjectCount != 0\n uniform int uClipObjectType[dClipObjectCount];\n uniform bool uClipObjectInvert[dClipObjectCount];\n uniform vec3 uClipObjectPosition[dClipObjectCount];\n uniform vec4 uClipObjectRotation[dClipObjectCount];\n uniform vec3 uClipObjectScale[dClipObjectCount];\n\n #if defined(dClipping)\n #if __VERSION__ == 100\n varying float vClipping;\n #else\n flat in float vClipping;\n #endif\n #endif\n#endif\n\nuniform vec3 uHighlightColor;\nuniform vec3 uSelectColor;\nuniform float uHighlightStrength;\nuniform float uSelectStrength;\nuniform int uMarkerPriority;\n\n#if defined(dRenderVariant_color) || defined(dRenderVariant_marking)\n uniform float uMarker;\n #if __VERSION__ == 100\n varying float vMarker;\n #else\n flat in float vMarker;\n #endif\n#endif\n\nvarying vec3 vModelPosition;\nvarying vec3 vViewPosition;\n\nuniform vec2 uViewOffset;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uIsOrtho;\n\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\n\nuniform float uAlpha;\nuniform float uPickingAlphaThreshold;\nuniform bool uTransparentBackground;\n\nuniform bool uDoubleSided;\nuniform float uInteriorDarkening;\nuniform bool uInteriorColorFlag;\nuniform vec3 uInteriorColor;\nbool interior;\n\nuniform float uXrayEdgeFalloff;\n\nuniform mat4 uProjection;\n\nuniform bool uRenderWboit;\nuniform bool uMarkingDepthTest;\n\nuniform sampler2D tDepth;\nuniform vec2 uDrawingBufferSize;\n\nfloat getDepth(const in vec2 coords) {\n // always packed due to merged depth from primitives and volumes\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n}\n\nfloat calcDepth(const in vec3 pos) {\n vec2 clipZW = pos.z * uProjection[2].zw + uProjection[3].zw;\n return 0.5 + 0.5 * clipZW.x / clipZW.y;\n}\n\n// \"Bump Mapping Unparametrized Surfaces on the GPU\" Morten S. Mikkelsen\n// https://mmikk.github.io/papers3d/mm_sfgrad_bump.pdf\nvec3 perturbNormal(in vec3 position, in vec3 normal, in float height, in float scale) {\n vec3 sigmaS = dFdx(position);\n vec3 sigmaT = dFdy(position);\n\n vec3 r1 = cross(sigmaT, normal);\n vec3 r2 = cross(normal, sigmaS);\n float det = dot(sigmaS, r1);\n\n float bs = dFdx(height);\n float bt = dFdy(height);\n\n vec3 surfGrad = sign(det) * (bs * r1 + bt * r2);\n return normalize(abs(det) * normal - scale * surfGrad);\n}\n\nfloat hash(in float h) {\n return fract(sin(h) * 43758.5453123);\n}\n\nfloat noise(in vec3 x) {\n vec3 p = floor(x);\n vec3 f = fract(x);\n f = f * f * (3.0 - 2.0 * f);\n\n float n = p.x + p.y * 157.0 + 113.0 * p.z;\n return mix(\n mix(mix(hash(n + 0.0), hash(n + 1.0), f.x),\n mix(hash(n + 157.0), hash(n + 158.0), f.x), f.y),\n mix(mix(hash(n + 113.0), hash(n + 114.0), f.x),\n mix(hash(n + 270.0), hash(n + 271.0), f.x), f.y), f.z);\n}\n\nfloat fbm(in vec3 p) {\n float f = 0.0;\n f += 0.5 * noise(p);\n p *= 2.01;\n f += 0.25 * noise(p);\n p *= 2.02;\n f += 0.125 * noise(p);\n\n return f;\n}\n";
1
+ export declare const common_frag_params = "\nuniform int uObjectId;\nuniform int uInstanceCount;\nuniform int uGroupCount;\n\nuniform int uPickType;\nuniform int uMarkingType;\n\n#if dClipObjectCount != 0\n uniform int uClipObjectType[dClipObjectCount];\n uniform bool uClipObjectInvert[dClipObjectCount];\n uniform vec3 uClipObjectPosition[dClipObjectCount];\n uniform vec4 uClipObjectRotation[dClipObjectCount];\n uniform vec3 uClipObjectScale[dClipObjectCount];\n\n #if defined(dClipping)\n #if __VERSION__ == 100\n varying float vClipping;\n #else\n flat in float vClipping;\n #endif\n #endif\n#endif\n\nuniform vec3 uHighlightColor;\nuniform vec3 uSelectColor;\nuniform float uHighlightStrength;\nuniform float uSelectStrength;\nuniform int uMarkerPriority;\n\n#if defined(dRenderVariant_color) || defined(dRenderVariant_marking)\n uniform float uMarker;\n #if __VERSION__ == 100\n varying float vMarker;\n #else\n flat in float vMarker;\n #endif\n#endif\n\nvarying vec3 vModelPosition;\nvarying vec3 vViewPosition;\n\nuniform vec2 uViewOffset;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uIsOrtho;\n\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\n\nuniform float uAlpha;\nuniform float uPickingAlphaThreshold;\nuniform bool uTransparentBackground;\n\nuniform bool uDoubleSided;\nuniform float uInteriorDarkening;\nuniform bool uInteriorColorFlag;\nuniform vec3 uInteriorColor;\nbool interior;\n\nuniform float uXrayEdgeFalloff;\n\nuniform mat4 uProjection;\n\nuniform int uRenderMask;\nuniform bool uMarkingDepthTest;\n\nuniform sampler2D tDepth;\nuniform vec2 uDrawingBufferSize;\n\nfloat getDepthPacked(const in vec2 coords) {\n return unpackRGBAToDepth(texture2D(tDepth, coords));\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\nfloat calcDepth(const in vec3 pos) {\n vec2 clipZW = pos.z * uProjection[2].zw + uProjection[3].zw;\n return 0.5 + 0.5 * clipZW.x / clipZW.y;\n}\n\n// \"Bump Mapping Unparametrized Surfaces on the GPU\" Morten S. Mikkelsen\n// https://mmikk.github.io/papers3d/mm_sfgrad_bump.pdf\nvec3 perturbNormal(in vec3 position, in vec3 normal, in float height, in float scale) {\n vec3 sigmaS = dFdx(position);\n vec3 sigmaT = dFdy(position);\n\n vec3 r1 = cross(sigmaT, normal);\n vec3 r2 = cross(normal, sigmaS);\n float det = dot(sigmaS, r1);\n\n float bs = dFdx(height);\n float bt = dFdy(height);\n\n vec3 surfGrad = sign(det) * (bs * r1 + bt * r2);\n return normalize(abs(det) * normal - scale * surfGrad);\n}\n\nfloat hash(in float h) {\n return fract(sin(h) * 43758.5453123);\n}\n\nfloat noise(in vec3 x) {\n vec3 p = floor(x);\n vec3 f = fract(x);\n f = f * f * (3.0 - 2.0 * f);\n\n float n = p.x + p.y * 157.0 + 113.0 * p.z;\n return mix(\n mix(mix(hash(n + 0.0), hash(n + 1.0), f.x),\n mix(hash(n + 157.0), hash(n + 158.0), f.x), f.y),\n mix(mix(hash(n + 113.0), hash(n + 114.0), f.x),\n mix(hash(n + 270.0), hash(n + 271.0), f.x), f.y), f.z);\n}\n\nfloat fbm(in vec3 p) {\n float f = 0.0;\n f += 0.5 * noise(p);\n p *= 2.01;\n f += 0.25 * noise(p);\n p *= 2.02;\n f += 0.125 * noise(p);\n\n return f;\n}\n";
@@ -1 +1 @@
1
- export var common_frag_params = "\nuniform int uObjectId;\nuniform int uInstanceCount;\nuniform int uGroupCount;\n\nuniform int uPickType;\nuniform int uMarkingType;\n\n#if dClipObjectCount != 0\n uniform int uClipObjectType[dClipObjectCount];\n uniform bool uClipObjectInvert[dClipObjectCount];\n uniform vec3 uClipObjectPosition[dClipObjectCount];\n uniform vec4 uClipObjectRotation[dClipObjectCount];\n uniform vec3 uClipObjectScale[dClipObjectCount];\n\n #if defined(dClipping)\n #if __VERSION__ == 100\n varying float vClipping;\n #else\n flat in float vClipping;\n #endif\n #endif\n#endif\n\nuniform vec3 uHighlightColor;\nuniform vec3 uSelectColor;\nuniform float uHighlightStrength;\nuniform float uSelectStrength;\nuniform int uMarkerPriority;\n\n#if defined(dRenderVariant_color) || defined(dRenderVariant_marking)\n uniform float uMarker;\n #if __VERSION__ == 100\n varying float vMarker;\n #else\n flat in float vMarker;\n #endif\n#endif\n\nvarying vec3 vModelPosition;\nvarying vec3 vViewPosition;\n\nuniform vec2 uViewOffset;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uIsOrtho;\n\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\n\nuniform float uAlpha;\nuniform float uPickingAlphaThreshold;\nuniform bool uTransparentBackground;\n\nuniform bool uDoubleSided;\nuniform float uInteriorDarkening;\nuniform bool uInteriorColorFlag;\nuniform vec3 uInteriorColor;\nbool interior;\n\nuniform float uXrayEdgeFalloff;\n\nuniform mat4 uProjection;\n\nuniform bool uRenderWboit;\nuniform bool uMarkingDepthTest;\n\nuniform sampler2D tDepth;\nuniform vec2 uDrawingBufferSize;\n\nfloat getDepth(const in vec2 coords) {\n // always packed due to merged depth from primitives and volumes\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n}\n\nfloat calcDepth(const in vec3 pos) {\n vec2 clipZW = pos.z * uProjection[2].zw + uProjection[3].zw;\n return 0.5 + 0.5 * clipZW.x / clipZW.y;\n}\n\n// \"Bump Mapping Unparametrized Surfaces on the GPU\" Morten S. Mikkelsen\n// https://mmikk.github.io/papers3d/mm_sfgrad_bump.pdf\nvec3 perturbNormal(in vec3 position, in vec3 normal, in float height, in float scale) {\n vec3 sigmaS = dFdx(position);\n vec3 sigmaT = dFdy(position);\n\n vec3 r1 = cross(sigmaT, normal);\n vec3 r2 = cross(normal, sigmaS);\n float det = dot(sigmaS, r1);\n\n float bs = dFdx(height);\n float bt = dFdy(height);\n\n vec3 surfGrad = sign(det) * (bs * r1 + bt * r2);\n return normalize(abs(det) * normal - scale * surfGrad);\n}\n\nfloat hash(in float h) {\n return fract(sin(h) * 43758.5453123);\n}\n\nfloat noise(in vec3 x) {\n vec3 p = floor(x);\n vec3 f = fract(x);\n f = f * f * (3.0 - 2.0 * f);\n\n float n = p.x + p.y * 157.0 + 113.0 * p.z;\n return mix(\n mix(mix(hash(n + 0.0), hash(n + 1.0), f.x),\n mix(hash(n + 157.0), hash(n + 158.0), f.x), f.y),\n mix(mix(hash(n + 113.0), hash(n + 114.0), f.x),\n mix(hash(n + 270.0), hash(n + 271.0), f.x), f.y), f.z);\n}\n\nfloat fbm(in vec3 p) {\n float f = 0.0;\n f += 0.5 * noise(p);\n p *= 2.01;\n f += 0.25 * noise(p);\n p *= 2.02;\n f += 0.125 * noise(p);\n\n return f;\n}\n";
1
+ export var common_frag_params = "\nuniform int uObjectId;\nuniform int uInstanceCount;\nuniform int uGroupCount;\n\nuniform int uPickType;\nuniform int uMarkingType;\n\n#if dClipObjectCount != 0\n uniform int uClipObjectType[dClipObjectCount];\n uniform bool uClipObjectInvert[dClipObjectCount];\n uniform vec3 uClipObjectPosition[dClipObjectCount];\n uniform vec4 uClipObjectRotation[dClipObjectCount];\n uniform vec3 uClipObjectScale[dClipObjectCount];\n\n #if defined(dClipping)\n #if __VERSION__ == 100\n varying float vClipping;\n #else\n flat in float vClipping;\n #endif\n #endif\n#endif\n\nuniform vec3 uHighlightColor;\nuniform vec3 uSelectColor;\nuniform float uHighlightStrength;\nuniform float uSelectStrength;\nuniform int uMarkerPriority;\n\n#if defined(dRenderVariant_color) || defined(dRenderVariant_marking)\n uniform float uMarker;\n #if __VERSION__ == 100\n varying float vMarker;\n #else\n flat in float vMarker;\n #endif\n#endif\n\nvarying vec3 vModelPosition;\nvarying vec3 vViewPosition;\n\nuniform vec2 uViewOffset;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uIsOrtho;\n\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\n\nuniform float uAlpha;\nuniform float uPickingAlphaThreshold;\nuniform bool uTransparentBackground;\n\nuniform bool uDoubleSided;\nuniform float uInteriorDarkening;\nuniform bool uInteriorColorFlag;\nuniform vec3 uInteriorColor;\nbool interior;\n\nuniform float uXrayEdgeFalloff;\n\nuniform mat4 uProjection;\n\nuniform int uRenderMask;\nuniform bool uMarkingDepthTest;\n\nuniform sampler2D tDepth;\nuniform vec2 uDrawingBufferSize;\n\nfloat getDepthPacked(const in vec2 coords) {\n return unpackRGBAToDepth(texture2D(tDepth, coords));\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\nfloat calcDepth(const in vec3 pos) {\n vec2 clipZW = pos.z * uProjection[2].zw + uProjection[3].zw;\n return 0.5 + 0.5 * clipZW.x / clipZW.y;\n}\n\n// \"Bump Mapping Unparametrized Surfaces on the GPU\" Morten S. Mikkelsen\n// https://mmikk.github.io/papers3d/mm_sfgrad_bump.pdf\nvec3 perturbNormal(in vec3 position, in vec3 normal, in float height, in float scale) {\n vec3 sigmaS = dFdx(position);\n vec3 sigmaT = dFdy(position);\n\n vec3 r1 = cross(sigmaT, normal);\n vec3 r2 = cross(normal, sigmaS);\n float det = dot(sigmaS, r1);\n\n float bs = dFdx(height);\n float bt = dFdy(height);\n\n vec3 surfGrad = sign(det) * (bs * r1 + bt * r2);\n return normalize(abs(det) * normal - scale * surfGrad);\n}\n\nfloat hash(in float h) {\n return fract(sin(h) * 43758.5453123);\n}\n\nfloat noise(in vec3 x) {\n vec3 p = floor(x);\n vec3 f = fract(x);\n f = f * f * (3.0 - 2.0 * f);\n\n float n = p.x + p.y * 157.0 + 113.0 * p.z;\n return mix(\n mix(mix(hash(n + 0.0), hash(n + 1.0), f.x),\n mix(hash(n + 157.0), hash(n + 158.0), f.x), f.y),\n mix(mix(hash(n + 113.0), hash(n + 114.0), f.x),\n mix(hash(n + 270.0), hash(n + 271.0), f.x), f.y), f.z);\n}\n\nfloat fbm(in vec3 p) {\n float f = 0.0;\n f += 0.5 * noise(p);\n p *= 2.01;\n f += 0.25 * noise(p);\n p *= 2.02;\n f += 0.125 * noise(p);\n\n return f;\n}\n";
@@ -1 +1 @@
1
- export declare const common = "\n// TODO find a better place for these convenience defines\n\n#if defined(dRenderVariant_colorBlended) || defined(dRenderVariant_colorWboit)\n #define dRenderVariant_color\n#endif\n\n#if defined(dColorType_instance) || defined(dColorType_group) || defined(dColorType_groupInstance) || defined(dColorType_vertex) || defined(dColorType_vertexInstance)\n #define dColorType_texture\n#endif\n\n#if defined(dColorType_volume) || defined(dColorType_volumeInstance)\n #define dColorType_grid\n#endif\n\n#if defined(dColorType_attribute) || defined(dColorType_texture) || defined(dColorType_grid)\n #define dColorType_varying\n#endif\n\n//\n\n#define PI 3.14159265\n#define RECIPROCAL_PI 0.31830988618\n#define EPSILON 1e-6\n\n#define saturate(a) clamp(a, 0.0, 1.0)\n\n#if __VERSION__ == 100\n #define round(x) floor((x) + 0.5)\n#endif\n\nfloat intDiv(const in float a, const in float b) { return float(int(a) / int(b)); }\nvec2 ivec2Div(const in vec2 a, const in vec2 b) { return vec2(ivec2(a) / ivec2(b)); }\nfloat intMod(const in float a, const in float b) { return a - b * float(int(a) / int(b)); }\nint imod(const in int a, const in int b) { return a - b * (a / b); }\n\nfloat pow2(const in float x) { return x * x; }\n\nvec3 packIntToRGB(in float value) {\n value = clamp(round(value), 0.0, 16777216.0 - 1.0) + 1.0;\n vec3 c = vec3(0.0);\n c.b = mod(value, 256.0);\n value = floor(value / 256.0);\n c.g = mod(value, 256.0);\n value = floor(value / 256.0);\n c.r = mod(value, 256.0);\n return c / 255.0;\n}\nfloat unpackRGBToInt(const in vec3 rgb) {\n return (floor(rgb.r * 255.0 + 0.5) * 256.0 * 256.0 + floor(rgb.g * 255.0 + 0.5) * 256.0 + floor(rgb.b * 255.0 + 0.5)) - 1.0;\n}\n\nvec2 packUnitIntervalToRG(const in float v) {\n vec2 enc;\n enc.xy = vec2(fract(v * 256.0), v);\n enc.y -= enc.x * (1.0 / 256.0);\n enc.xy *= 256.0 / 255.0;\n\n return enc;\n}\n\nfloat unpackRGToUnitInterval(const in vec2 enc) {\n return dot(enc, vec2(255.0 / (256.0 * 256.0), 255.0 / 256.0));\n}\n\nvec3 screenSpaceToViewSpace(const in vec3 ssPos, const in mat4 invProjection) {\n vec4 p = vec4(ssPos * 2.0 - 1.0, 1.0);\n p = invProjection * p;\n return p.xyz / p.w;\n}\n\nconst float PackUpscale = 256.0 / 255.0; // fraction -> 0..1 (including 1)\nconst float UnpackDownscale = 255.0 / 256.0; // 0..1 -> fraction (excluding 1)\nconst vec3 PackFactors = vec3(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0);\nconst vec4 UnpackFactors = UnpackDownscale / vec4(PackFactors, 1.0);\nconst float ShiftRight8 = 1.0 / 256.0;\n\nvec4 packDepthToRGBA(const in float v) {\n vec4 r = vec4(fract(v * PackFactors), v);\n r.yzw -= r.xyz * ShiftRight8; // tidy overflow\n return r * PackUpscale;\n}\nfloat unpackRGBAToDepth(const in vec4 v) {\n return dot(v, UnpackFactors);\n}\n\nvec4 sRGBToLinear(const in vec4 c) {\n return vec4(mix(pow(c.rgb * 0.9478672986 + vec3(0.0521327014), vec3(2.4)), c.rgb * 0.0773993808, vec3(lessThanEqual(c.rgb, vec3(0.04045)))), c.a);\n}\nvec4 linearTosRGB(const in vec4 c) {\n return vec4(mix(pow(c.rgb, vec3(0.41666)) * 1.055 - vec3(0.055), c.rgb * 12.92, vec3(lessThanEqual(c.rgb, vec3(0.0031308)))), c.a);\n}\n\nfloat linearizeDepth(const in float depth, const in float near, const in float far) {\n return (2.0 * near) / (far + near - depth * (far - near));\n}\n\nfloat perspectiveDepthToViewZ(const in float invClipZ, const in float near, const in float far) {\n return (near * far) / ((far - near) * invClipZ - far);\n}\n\nfloat orthographicDepthToViewZ(const in float linearClipZ, const in float near, const in float far) {\n return linearClipZ * (near - far) - near;\n}\n\nfloat depthToViewZ(const in float isOrtho, const in float linearClipZ, const in float near, const in float far) {\n return isOrtho == 1.0 ? orthographicDepthToViewZ(linearClipZ, near, far) : perspectiveDepthToViewZ(linearClipZ, near, far);\n}\n\n#if __VERSION__ == 100\n // transpose\n\n float transpose(const in float m) {\n return m;\n }\n\n mat2 transpose2(const in mat2 m) {\n return mat2(\n m[0][0], m[1][0],\n m[0][1], m[1][1]\n );\n }\n\n mat3 transpose3(const in mat3 m) {\n return mat3(\n m[0][0], m[1][0], m[2][0],\n m[0][1], m[1][1], m[2][1],\n m[0][2], m[1][2], m[2][2]\n );\n }\n\n mat4 transpose4(const in mat4 m) {\n return mat4(\n m[0][0], m[1][0], m[2][0], m[3][0],\n m[0][1], m[1][1], m[2][1], m[3][1],\n m[0][2], m[1][2], m[2][2], m[3][2],\n m[0][3], m[1][3], m[2][3], m[3][3]\n );\n }\n\n // inverse\n\n float inverse(const in float m) {\n return 1.0 / m;\n }\n\n mat2 inverse2(const in mat2 m) {\n return mat2(m[1][1],-m[0][1],\n -m[1][0], m[0][0]) / (m[0][0]*m[1][1] - m[0][1]*m[1][0]);\n }\n\n mat3 inverse3(const in mat3 m) {\n float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];\n float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];\n float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];\n\n float b01 = a22 * a11 - a12 * a21;\n float b11 = -a22 * a10 + a12 * a20;\n float b21 = a21 * a10 - a11 * a20;\n\n float det = a00 * b01 + a01 * b11 + a02 * b21;\n\n return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),\n b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),\n b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;\n }\n\n mat4 inverse4(const in mat4 m) {\n float\n a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3],\n a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3],\n a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3],\n a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3],\n\n b00 = a00 * a11 - a01 * a10,\n b01 = a00 * a12 - a02 * a10,\n b02 = a00 * a13 - a03 * a10,\n b03 = a01 * a12 - a02 * a11,\n b04 = a01 * a13 - a03 * a11,\n b05 = a02 * a13 - a03 * a12,\n b06 = a20 * a31 - a21 * a30,\n b07 = a20 * a32 - a22 * a30,\n b08 = a20 * a33 - a23 * a30,\n b09 = a21 * a32 - a22 * a31,\n b10 = a21 * a33 - a23 * a31,\n b11 = a22 * a33 - a23 * a32,\n\n det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;\n\n return mat4(\n a11 * b11 - a12 * b10 + a13 * b09,\n a02 * b10 - a01 * b11 - a03 * b09,\n a31 * b05 - a32 * b04 + a33 * b03,\n a22 * b04 - a21 * b05 - a23 * b03,\n a12 * b08 - a10 * b11 - a13 * b07,\n a00 * b11 - a02 * b08 + a03 * b07,\n a32 * b02 - a30 * b05 - a33 * b01,\n a20 * b05 - a22 * b02 + a23 * b01,\n a10 * b10 - a11 * b08 + a13 * b06,\n a01 * b08 - a00 * b10 - a03 * b06,\n a30 * b04 - a31 * b02 + a33 * b00,\n a21 * b02 - a20 * b04 - a23 * b00,\n a11 * b07 - a10 * b09 - a12 * b06,\n a00 * b09 - a01 * b07 + a02 * b06,\n a31 * b01 - a30 * b03 - a32 * b00,\n a20 * b03 - a21 * b01 + a22 * b00) / det;\n }\n\n #define isNaN(x) ((x) != (x))\n #define isInf(x) ((x) == (x) + 1.0)\n#else\n #define transpose2(m) transpose(m)\n #define transpose3(m) transpose(m)\n #define transpose4(m) transpose(m)\n\n #define inverse2(m) inverse(m)\n #define inverse3(m) inverse(m)\n #define inverse4(m) inverse(m)\n\n #define isNaN isnan\n #define isInf isinf\n#endif\n";
1
+ export declare const common = "\n// TODO find a better place for these convenience defines\n\n#if defined(dRenderVariant_colorBlended) || defined(dRenderVariant_colorWboit)\n #define dRenderVariant_color\n#endif\n\n#if defined(dColorType_instance) || defined(dColorType_group) || defined(dColorType_groupInstance) || defined(dColorType_vertex) || defined(dColorType_vertexInstance)\n #define dColorType_texture\n#endif\n\n#if defined(dColorType_volume) || defined(dColorType_volumeInstance)\n #define dColorType_grid\n#endif\n\n#if defined(dColorType_attribute) || defined(dColorType_texture) || defined(dColorType_grid)\n #define dColorType_varying\n#endif\n\n#define MaskAll 0\n#define MaskOpaque 1\n#define MaskTransparent 2\n\n//\n\n#define PI 3.14159265\n#define RECIPROCAL_PI 0.31830988618\n#define EPSILON 1e-6\n\n#define saturate(a) clamp(a, 0.0, 1.0)\n\n#if __VERSION__ == 100\n #define round(x) floor((x) + 0.5)\n#endif\n\nfloat intDiv(const in float a, const in float b) { return float(int(a) / int(b)); }\nvec2 ivec2Div(const in vec2 a, const in vec2 b) { return vec2(ivec2(a) / ivec2(b)); }\nfloat intMod(const in float a, const in float b) { return a - b * float(int(a) / int(b)); }\nint imod(const in int a, const in int b) { return a - b * (a / b); }\n\nfloat pow2(const in float x) { return x * x; }\n\nvec3 packIntToRGB(in float value) {\n value = clamp(round(value), 0.0, 16777216.0 - 1.0) + 1.0;\n vec3 c = vec3(0.0);\n c.b = mod(value, 256.0);\n value = floor(value / 256.0);\n c.g = mod(value, 256.0);\n value = floor(value / 256.0);\n c.r = mod(value, 256.0);\n return c / 255.0;\n}\nfloat unpackRGBToInt(const in vec3 rgb) {\n return (floor(rgb.r * 255.0 + 0.5) * 256.0 * 256.0 + floor(rgb.g * 255.0 + 0.5) * 256.0 + floor(rgb.b * 255.0 + 0.5)) - 1.0;\n}\n\nvec2 packUnitIntervalToRG(const in float v) {\n vec2 enc;\n enc.xy = vec2(fract(v * 256.0), v);\n enc.y -= enc.x * (1.0 / 256.0);\n enc.xy *= 256.0 / 255.0;\n\n return enc;\n}\n\nfloat unpackRGToUnitInterval(const in vec2 enc) {\n return dot(enc, vec2(255.0 / (256.0 * 256.0), 255.0 / 256.0));\n}\n\nvec3 screenSpaceToViewSpace(const in vec3 ssPos, const in mat4 invProjection) {\n vec4 p = vec4(ssPos * 2.0 - 1.0, 1.0);\n p = invProjection * p;\n return p.xyz / p.w;\n}\n\nconst float PackUpscale = 256.0 / 255.0; // fraction -> 0..1 (including 1)\nconst float UnpackDownscale = 255.0 / 256.0; // 0..1 -> fraction (excluding 1)\nconst vec3 PackFactors = vec3(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0);\nconst vec4 UnpackFactors = UnpackDownscale / vec4(PackFactors, 1.0);\nconst float ShiftRight8 = 1.0 / 256.0;\n\nvec4 packDepthToRGBA(const in float v) {\n vec4 r = vec4(fract(v * PackFactors), v);\n r.yzw -= r.xyz * ShiftRight8; // tidy overflow\n return r * PackUpscale;\n}\nfloat unpackRGBAToDepth(const in vec4 v) {\n return dot(v, UnpackFactors);\n}\n\nvec4 sRGBToLinear(const in vec4 c) {\n return vec4(mix(pow(c.rgb * 0.9478672986 + vec3(0.0521327014), vec3(2.4)), c.rgb * 0.0773993808, vec3(lessThanEqual(c.rgb, vec3(0.04045)))), c.a);\n}\nvec4 linearTosRGB(const in vec4 c) {\n return vec4(mix(pow(c.rgb, vec3(0.41666)) * 1.055 - vec3(0.055), c.rgb * 12.92, vec3(lessThanEqual(c.rgb, vec3(0.0031308)))), c.a);\n}\n\nfloat linearizeDepth(const in float depth, const in float near, const in float far) {\n return (2.0 * near) / (far + near - depth * (far - near));\n}\n\nfloat perspectiveDepthToViewZ(const in float invClipZ, const in float near, const in float far) {\n return (near * far) / ((far - near) * invClipZ - far);\n}\n\nfloat orthographicDepthToViewZ(const in float linearClipZ, const in float near, const in float far) {\n return linearClipZ * (near - far) - near;\n}\n\nfloat depthToViewZ(const in float isOrtho, const in float linearClipZ, const in float near, const in float far) {\n return isOrtho == 1.0 ? orthographicDepthToViewZ(linearClipZ, near, far) : perspectiveDepthToViewZ(linearClipZ, near, far);\n}\n\n#if __VERSION__ == 100\n // transpose\n\n float transpose(const in float m) {\n return m;\n }\n\n mat2 transpose2(const in mat2 m) {\n return mat2(\n m[0][0], m[1][0],\n m[0][1], m[1][1]\n );\n }\n\n mat3 transpose3(const in mat3 m) {\n return mat3(\n m[0][0], m[1][0], m[2][0],\n m[0][1], m[1][1], m[2][1],\n m[0][2], m[1][2], m[2][2]\n );\n }\n\n mat4 transpose4(const in mat4 m) {\n return mat4(\n m[0][0], m[1][0], m[2][0], m[3][0],\n m[0][1], m[1][1], m[2][1], m[3][1],\n m[0][2], m[1][2], m[2][2], m[3][2],\n m[0][3], m[1][3], m[2][3], m[3][3]\n );\n }\n\n // inverse\n\n float inverse(const in float m) {\n return 1.0 / m;\n }\n\n mat2 inverse2(const in mat2 m) {\n return mat2(m[1][1],-m[0][1],\n -m[1][0], m[0][0]) / (m[0][0]*m[1][1] - m[0][1]*m[1][0]);\n }\n\n mat3 inverse3(const in mat3 m) {\n float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];\n float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];\n float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];\n\n float b01 = a22 * a11 - a12 * a21;\n float b11 = -a22 * a10 + a12 * a20;\n float b21 = a21 * a10 - a11 * a20;\n\n float det = a00 * b01 + a01 * b11 + a02 * b21;\n\n return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),\n b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),\n b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;\n }\n\n mat4 inverse4(const in mat4 m) {\n float\n a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3],\n a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3],\n a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3],\n a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3],\n\n b00 = a00 * a11 - a01 * a10,\n b01 = a00 * a12 - a02 * a10,\n b02 = a00 * a13 - a03 * a10,\n b03 = a01 * a12 - a02 * a11,\n b04 = a01 * a13 - a03 * a11,\n b05 = a02 * a13 - a03 * a12,\n b06 = a20 * a31 - a21 * a30,\n b07 = a20 * a32 - a22 * a30,\n b08 = a20 * a33 - a23 * a30,\n b09 = a21 * a32 - a22 * a31,\n b10 = a21 * a33 - a23 * a31,\n b11 = a22 * a33 - a23 * a32,\n\n det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;\n\n return mat4(\n a11 * b11 - a12 * b10 + a13 * b09,\n a02 * b10 - a01 * b11 - a03 * b09,\n a31 * b05 - a32 * b04 + a33 * b03,\n a22 * b04 - a21 * b05 - a23 * b03,\n a12 * b08 - a10 * b11 - a13 * b07,\n a00 * b11 - a02 * b08 + a03 * b07,\n a32 * b02 - a30 * b05 - a33 * b01,\n a20 * b05 - a22 * b02 + a23 * b01,\n a10 * b10 - a11 * b08 + a13 * b06,\n a01 * b08 - a00 * b10 - a03 * b06,\n a30 * b04 - a31 * b02 + a33 * b00,\n a21 * b02 - a20 * b04 - a23 * b00,\n a11 * b07 - a10 * b09 - a12 * b06,\n a00 * b09 - a01 * b07 + a02 * b06,\n a31 * b01 - a30 * b03 - a32 * b00,\n a20 * b03 - a21 * b01 + a22 * b00) / det;\n }\n\n #define isNaN(x) ((x) != (x))\n #define isInf(x) ((x) == (x) + 1.0)\n#else\n #define transpose2(m) transpose(m)\n #define transpose3(m) transpose(m)\n #define transpose4(m) transpose(m)\n\n #define inverse2(m) inverse(m)\n #define inverse3(m) inverse(m)\n #define inverse4(m) inverse(m)\n\n #define isNaN isnan\n #define isInf isinf\n#endif\n";
@@ -1 +1 @@
1
- export var common = "\n// TODO find a better place for these convenience defines\n\n#if defined(dRenderVariant_colorBlended) || defined(dRenderVariant_colorWboit)\n #define dRenderVariant_color\n#endif\n\n#if defined(dColorType_instance) || defined(dColorType_group) || defined(dColorType_groupInstance) || defined(dColorType_vertex) || defined(dColorType_vertexInstance)\n #define dColorType_texture\n#endif\n\n#if defined(dColorType_volume) || defined(dColorType_volumeInstance)\n #define dColorType_grid\n#endif\n\n#if defined(dColorType_attribute) || defined(dColorType_texture) || defined(dColorType_grid)\n #define dColorType_varying\n#endif\n\n//\n\n#define PI 3.14159265\n#define RECIPROCAL_PI 0.31830988618\n#define EPSILON 1e-6\n\n#define saturate(a) clamp(a, 0.0, 1.0)\n\n#if __VERSION__ == 100\n #define round(x) floor((x) + 0.5)\n#endif\n\nfloat intDiv(const in float a, const in float b) { return float(int(a) / int(b)); }\nvec2 ivec2Div(const in vec2 a, const in vec2 b) { return vec2(ivec2(a) / ivec2(b)); }\nfloat intMod(const in float a, const in float b) { return a - b * float(int(a) / int(b)); }\nint imod(const in int a, const in int b) { return a - b * (a / b); }\n\nfloat pow2(const in float x) { return x * x; }\n\nvec3 packIntToRGB(in float value) {\n value = clamp(round(value), 0.0, 16777216.0 - 1.0) + 1.0;\n vec3 c = vec3(0.0);\n c.b = mod(value, 256.0);\n value = floor(value / 256.0);\n c.g = mod(value, 256.0);\n value = floor(value / 256.0);\n c.r = mod(value, 256.0);\n return c / 255.0;\n}\nfloat unpackRGBToInt(const in vec3 rgb) {\n return (floor(rgb.r * 255.0 + 0.5) * 256.0 * 256.0 + floor(rgb.g * 255.0 + 0.5) * 256.0 + floor(rgb.b * 255.0 + 0.5)) - 1.0;\n}\n\nvec2 packUnitIntervalToRG(const in float v) {\n vec2 enc;\n enc.xy = vec2(fract(v * 256.0), v);\n enc.y -= enc.x * (1.0 / 256.0);\n enc.xy *= 256.0 / 255.0;\n\n return enc;\n}\n\nfloat unpackRGToUnitInterval(const in vec2 enc) {\n return dot(enc, vec2(255.0 / (256.0 * 256.0), 255.0 / 256.0));\n}\n\nvec3 screenSpaceToViewSpace(const in vec3 ssPos, const in mat4 invProjection) {\n vec4 p = vec4(ssPos * 2.0 - 1.0, 1.0);\n p = invProjection * p;\n return p.xyz / p.w;\n}\n\nconst float PackUpscale = 256.0 / 255.0; // fraction -> 0..1 (including 1)\nconst float UnpackDownscale = 255.0 / 256.0; // 0..1 -> fraction (excluding 1)\nconst vec3 PackFactors = vec3(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0);\nconst vec4 UnpackFactors = UnpackDownscale / vec4(PackFactors, 1.0);\nconst float ShiftRight8 = 1.0 / 256.0;\n\nvec4 packDepthToRGBA(const in float v) {\n vec4 r = vec4(fract(v * PackFactors), v);\n r.yzw -= r.xyz * ShiftRight8; // tidy overflow\n return r * PackUpscale;\n}\nfloat unpackRGBAToDepth(const in vec4 v) {\n return dot(v, UnpackFactors);\n}\n\nvec4 sRGBToLinear(const in vec4 c) {\n return vec4(mix(pow(c.rgb * 0.9478672986 + vec3(0.0521327014), vec3(2.4)), c.rgb * 0.0773993808, vec3(lessThanEqual(c.rgb, vec3(0.04045)))), c.a);\n}\nvec4 linearTosRGB(const in vec4 c) {\n return vec4(mix(pow(c.rgb, vec3(0.41666)) * 1.055 - vec3(0.055), c.rgb * 12.92, vec3(lessThanEqual(c.rgb, vec3(0.0031308)))), c.a);\n}\n\nfloat linearizeDepth(const in float depth, const in float near, const in float far) {\n return (2.0 * near) / (far + near - depth * (far - near));\n}\n\nfloat perspectiveDepthToViewZ(const in float invClipZ, const in float near, const in float far) {\n return (near * far) / ((far - near) * invClipZ - far);\n}\n\nfloat orthographicDepthToViewZ(const in float linearClipZ, const in float near, const in float far) {\n return linearClipZ * (near - far) - near;\n}\n\nfloat depthToViewZ(const in float isOrtho, const in float linearClipZ, const in float near, const in float far) {\n return isOrtho == 1.0 ? orthographicDepthToViewZ(linearClipZ, near, far) : perspectiveDepthToViewZ(linearClipZ, near, far);\n}\n\n#if __VERSION__ == 100\n // transpose\n\n float transpose(const in float m) {\n return m;\n }\n\n mat2 transpose2(const in mat2 m) {\n return mat2(\n m[0][0], m[1][0],\n m[0][1], m[1][1]\n );\n }\n\n mat3 transpose3(const in mat3 m) {\n return mat3(\n m[0][0], m[1][0], m[2][0],\n m[0][1], m[1][1], m[2][1],\n m[0][2], m[1][2], m[2][2]\n );\n }\n\n mat4 transpose4(const in mat4 m) {\n return mat4(\n m[0][0], m[1][0], m[2][0], m[3][0],\n m[0][1], m[1][1], m[2][1], m[3][1],\n m[0][2], m[1][2], m[2][2], m[3][2],\n m[0][3], m[1][3], m[2][3], m[3][3]\n );\n }\n\n // inverse\n\n float inverse(const in float m) {\n return 1.0 / m;\n }\n\n mat2 inverse2(const in mat2 m) {\n return mat2(m[1][1],-m[0][1],\n -m[1][0], m[0][0]) / (m[0][0]*m[1][1] - m[0][1]*m[1][0]);\n }\n\n mat3 inverse3(const in mat3 m) {\n float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];\n float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];\n float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];\n\n float b01 = a22 * a11 - a12 * a21;\n float b11 = -a22 * a10 + a12 * a20;\n float b21 = a21 * a10 - a11 * a20;\n\n float det = a00 * b01 + a01 * b11 + a02 * b21;\n\n return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),\n b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),\n b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;\n }\n\n mat4 inverse4(const in mat4 m) {\n float\n a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3],\n a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3],\n a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3],\n a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3],\n\n b00 = a00 * a11 - a01 * a10,\n b01 = a00 * a12 - a02 * a10,\n b02 = a00 * a13 - a03 * a10,\n b03 = a01 * a12 - a02 * a11,\n b04 = a01 * a13 - a03 * a11,\n b05 = a02 * a13 - a03 * a12,\n b06 = a20 * a31 - a21 * a30,\n b07 = a20 * a32 - a22 * a30,\n b08 = a20 * a33 - a23 * a30,\n b09 = a21 * a32 - a22 * a31,\n b10 = a21 * a33 - a23 * a31,\n b11 = a22 * a33 - a23 * a32,\n\n det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;\n\n return mat4(\n a11 * b11 - a12 * b10 + a13 * b09,\n a02 * b10 - a01 * b11 - a03 * b09,\n a31 * b05 - a32 * b04 + a33 * b03,\n a22 * b04 - a21 * b05 - a23 * b03,\n a12 * b08 - a10 * b11 - a13 * b07,\n a00 * b11 - a02 * b08 + a03 * b07,\n a32 * b02 - a30 * b05 - a33 * b01,\n a20 * b05 - a22 * b02 + a23 * b01,\n a10 * b10 - a11 * b08 + a13 * b06,\n a01 * b08 - a00 * b10 - a03 * b06,\n a30 * b04 - a31 * b02 + a33 * b00,\n a21 * b02 - a20 * b04 - a23 * b00,\n a11 * b07 - a10 * b09 - a12 * b06,\n a00 * b09 - a01 * b07 + a02 * b06,\n a31 * b01 - a30 * b03 - a32 * b00,\n a20 * b03 - a21 * b01 + a22 * b00) / det;\n }\n\n #define isNaN(x) ((x) != (x))\n #define isInf(x) ((x) == (x) + 1.0)\n#else\n #define transpose2(m) transpose(m)\n #define transpose3(m) transpose(m)\n #define transpose4(m) transpose(m)\n\n #define inverse2(m) inverse(m)\n #define inverse3(m) inverse(m)\n #define inverse4(m) inverse(m)\n\n #define isNaN isnan\n #define isInf isinf\n#endif\n";
1
+ export var common = "\n// TODO find a better place for these convenience defines\n\n#if defined(dRenderVariant_colorBlended) || defined(dRenderVariant_colorWboit)\n #define dRenderVariant_color\n#endif\n\n#if defined(dColorType_instance) || defined(dColorType_group) || defined(dColorType_groupInstance) || defined(dColorType_vertex) || defined(dColorType_vertexInstance)\n #define dColorType_texture\n#endif\n\n#if defined(dColorType_volume) || defined(dColorType_volumeInstance)\n #define dColorType_grid\n#endif\n\n#if defined(dColorType_attribute) || defined(dColorType_texture) || defined(dColorType_grid)\n #define dColorType_varying\n#endif\n\n#define MaskAll 0\n#define MaskOpaque 1\n#define MaskTransparent 2\n\n//\n\n#define PI 3.14159265\n#define RECIPROCAL_PI 0.31830988618\n#define EPSILON 1e-6\n\n#define saturate(a) clamp(a, 0.0, 1.0)\n\n#if __VERSION__ == 100\n #define round(x) floor((x) + 0.5)\n#endif\n\nfloat intDiv(const in float a, const in float b) { return float(int(a) / int(b)); }\nvec2 ivec2Div(const in vec2 a, const in vec2 b) { return vec2(ivec2(a) / ivec2(b)); }\nfloat intMod(const in float a, const in float b) { return a - b * float(int(a) / int(b)); }\nint imod(const in int a, const in int b) { return a - b * (a / b); }\n\nfloat pow2(const in float x) { return x * x; }\n\nvec3 packIntToRGB(in float value) {\n value = clamp(round(value), 0.0, 16777216.0 - 1.0) + 1.0;\n vec3 c = vec3(0.0);\n c.b = mod(value, 256.0);\n value = floor(value / 256.0);\n c.g = mod(value, 256.0);\n value = floor(value / 256.0);\n c.r = mod(value, 256.0);\n return c / 255.0;\n}\nfloat unpackRGBToInt(const in vec3 rgb) {\n return (floor(rgb.r * 255.0 + 0.5) * 256.0 * 256.0 + floor(rgb.g * 255.0 + 0.5) * 256.0 + floor(rgb.b * 255.0 + 0.5)) - 1.0;\n}\n\nvec2 packUnitIntervalToRG(const in float v) {\n vec2 enc;\n enc.xy = vec2(fract(v * 256.0), v);\n enc.y -= enc.x * (1.0 / 256.0);\n enc.xy *= 256.0 / 255.0;\n\n return enc;\n}\n\nfloat unpackRGToUnitInterval(const in vec2 enc) {\n return dot(enc, vec2(255.0 / (256.0 * 256.0), 255.0 / 256.0));\n}\n\nvec3 screenSpaceToViewSpace(const in vec3 ssPos, const in mat4 invProjection) {\n vec4 p = vec4(ssPos * 2.0 - 1.0, 1.0);\n p = invProjection * p;\n return p.xyz / p.w;\n}\n\nconst float PackUpscale = 256.0 / 255.0; // fraction -> 0..1 (including 1)\nconst float UnpackDownscale = 255.0 / 256.0; // 0..1 -> fraction (excluding 1)\nconst vec3 PackFactors = vec3(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0);\nconst vec4 UnpackFactors = UnpackDownscale / vec4(PackFactors, 1.0);\nconst float ShiftRight8 = 1.0 / 256.0;\n\nvec4 packDepthToRGBA(const in float v) {\n vec4 r = vec4(fract(v * PackFactors), v);\n r.yzw -= r.xyz * ShiftRight8; // tidy overflow\n return r * PackUpscale;\n}\nfloat unpackRGBAToDepth(const in vec4 v) {\n return dot(v, UnpackFactors);\n}\n\nvec4 sRGBToLinear(const in vec4 c) {\n return vec4(mix(pow(c.rgb * 0.9478672986 + vec3(0.0521327014), vec3(2.4)), c.rgb * 0.0773993808, vec3(lessThanEqual(c.rgb, vec3(0.04045)))), c.a);\n}\nvec4 linearTosRGB(const in vec4 c) {\n return vec4(mix(pow(c.rgb, vec3(0.41666)) * 1.055 - vec3(0.055), c.rgb * 12.92, vec3(lessThanEqual(c.rgb, vec3(0.0031308)))), c.a);\n}\n\nfloat linearizeDepth(const in float depth, const in float near, const in float far) {\n return (2.0 * near) / (far + near - depth * (far - near));\n}\n\nfloat perspectiveDepthToViewZ(const in float invClipZ, const in float near, const in float far) {\n return (near * far) / ((far - near) * invClipZ - far);\n}\n\nfloat orthographicDepthToViewZ(const in float linearClipZ, const in float near, const in float far) {\n return linearClipZ * (near - far) - near;\n}\n\nfloat depthToViewZ(const in float isOrtho, const in float linearClipZ, const in float near, const in float far) {\n return isOrtho == 1.0 ? orthographicDepthToViewZ(linearClipZ, near, far) : perspectiveDepthToViewZ(linearClipZ, near, far);\n}\n\n#if __VERSION__ == 100\n // transpose\n\n float transpose(const in float m) {\n return m;\n }\n\n mat2 transpose2(const in mat2 m) {\n return mat2(\n m[0][0], m[1][0],\n m[0][1], m[1][1]\n );\n }\n\n mat3 transpose3(const in mat3 m) {\n return mat3(\n m[0][0], m[1][0], m[2][0],\n m[0][1], m[1][1], m[2][1],\n m[0][2], m[1][2], m[2][2]\n );\n }\n\n mat4 transpose4(const in mat4 m) {\n return mat4(\n m[0][0], m[1][0], m[2][0], m[3][0],\n m[0][1], m[1][1], m[2][1], m[3][1],\n m[0][2], m[1][2], m[2][2], m[3][2],\n m[0][3], m[1][3], m[2][3], m[3][3]\n );\n }\n\n // inverse\n\n float inverse(const in float m) {\n return 1.0 / m;\n }\n\n mat2 inverse2(const in mat2 m) {\n return mat2(m[1][1],-m[0][1],\n -m[1][0], m[0][0]) / (m[0][0]*m[1][1] - m[0][1]*m[1][0]);\n }\n\n mat3 inverse3(const in mat3 m) {\n float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];\n float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];\n float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];\n\n float b01 = a22 * a11 - a12 * a21;\n float b11 = -a22 * a10 + a12 * a20;\n float b21 = a21 * a10 - a11 * a20;\n\n float det = a00 * b01 + a01 * b11 + a02 * b21;\n\n return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),\n b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),\n b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;\n }\n\n mat4 inverse4(const in mat4 m) {\n float\n a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3],\n a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3],\n a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3],\n a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3],\n\n b00 = a00 * a11 - a01 * a10,\n b01 = a00 * a12 - a02 * a10,\n b02 = a00 * a13 - a03 * a10,\n b03 = a01 * a12 - a02 * a11,\n b04 = a01 * a13 - a03 * a11,\n b05 = a02 * a13 - a03 * a12,\n b06 = a20 * a31 - a21 * a30,\n b07 = a20 * a32 - a22 * a30,\n b08 = a20 * a33 - a23 * a30,\n b09 = a21 * a32 - a22 * a31,\n b10 = a21 * a33 - a23 * a31,\n b11 = a22 * a33 - a23 * a32,\n\n det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;\n\n return mat4(\n a11 * b11 - a12 * b10 + a13 * b09,\n a02 * b10 - a01 * b11 - a03 * b09,\n a31 * b05 - a32 * b04 + a33 * b03,\n a22 * b04 - a21 * b05 - a23 * b03,\n a12 * b08 - a10 * b11 - a13 * b07,\n a00 * b11 - a02 * b08 + a03 * b07,\n a32 * b02 - a30 * b05 - a33 * b01,\n a20 * b05 - a22 * b02 + a23 * b01,\n a10 * b10 - a11 * b08 + a13 * b06,\n a01 * b08 - a00 * b10 - a03 * b06,\n a30 * b04 - a31 * b02 + a33 * b00,\n a21 * b02 - a20 * b04 - a23 * b00,\n a11 * b07 - a10 * b09 - a12 * b06,\n a00 * b09 - a01 * b07 + a02 * b06,\n a31 * b01 - a30 * b03 - a32 * b00,\n a20 * b03 - a21 * b01 + a22 * b00) / det;\n }\n\n #define isNaN(x) ((x) != (x))\n #define isInf(x) ((x) == (x) + 1.0)\n#else\n #define transpose2(m) transpose(m)\n #define transpose3(m) transpose(m)\n #define transpose4(m) transpose(m)\n\n #define inverse2(m) inverse(m)\n #define inverse3(m) inverse(m)\n #define inverse4(m) inverse(m)\n\n #define isNaN isnan\n #define isInf isinf\n#endif\n";
@@ -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 wboit_write = "\n#if defined(dRenderVariant_colorWboit)\n if (!uRenderWboit) {\n if (preFogAlpha < 1.0) {\n discard;\n }\n } else if (uRenderWboit) {\n // the 'fragmentDepth > 0.99' check is to handle precision issues with packed depth\n if (preFogAlpha != 1.0 && (fragmentDepth < getDepth(gl_FragCoord.xy / uDrawingBufferSize) || fragmentDepth > 0.99)) {\n float alpha = gl_FragColor.a;\n float wboitWeight = alpha * clamp(pow(1.0 - fragmentDepth, 2.0), 0.01, 1.0);\n gl_FragColor = vec4(gl_FragColor.rgb * alpha * wboitWeight, alpha);\n // extra alpha is to handle pre-multiplied alpha\n #ifndef dGeometryType_directVolume\n gl_FragData[1] = vec4((uTransparentBackground ? alpha : 1.0) * alpha * wboitWeight);\n #else\n gl_FragData[1] = vec4(alpha * alpha * wboitWeight);\n #endif\n } else {\n discard;\n }\n }\n#endif\n";
7
+ export declare const wboit_write = "\n#if defined(dRenderVariant_colorWboit)\n if (uRenderMask == MaskOpaque) {\n if (preFogAlpha < 1.0) {\n discard;\n }\n } else if (uRenderMask == MaskTransparent) {\n // the 'fragmentDepth > 0.99' check is to handle precision issues with packed depth\n if (preFogAlpha != 1.0 && (fragmentDepth < getDepth(gl_FragCoord.xy / uDrawingBufferSize) || fragmentDepth > 0.99)) {\n #ifdef dTransparentBackfaces_off\n if (interior) discard;\n #endif\n float alpha = gl_FragColor.a;\n float wboitWeight = alpha * clamp(pow(1.0 - fragmentDepth, 2.0), 0.01, 1.0);\n gl_FragColor = vec4(gl_FragColor.rgb * alpha * wboitWeight, alpha);\n // extra alpha is to handle pre-multiplied alpha\n #ifndef dGeometryType_directVolume\n gl_FragData[1] = vec4((uTransparentBackground ? alpha : 1.0) * alpha * wboitWeight);\n #else\n gl_FragData[1] = vec4(alpha * alpha * wboitWeight);\n #endif\n } else {\n discard;\n }\n }\n#endif\n";
@@ -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 var wboit_write = "\n#if defined(dRenderVariant_colorWboit)\n if (!uRenderWboit) {\n if (preFogAlpha < 1.0) {\n discard;\n }\n } else if (uRenderWboit) {\n // the 'fragmentDepth > 0.99' check is to handle precision issues with packed depth\n if (preFogAlpha != 1.0 && (fragmentDepth < getDepth(gl_FragCoord.xy / uDrawingBufferSize) || fragmentDepth > 0.99)) {\n float alpha = gl_FragColor.a;\n float wboitWeight = alpha * clamp(pow(1.0 - fragmentDepth, 2.0), 0.01, 1.0);\n gl_FragColor = vec4(gl_FragColor.rgb * alpha * wboitWeight, alpha);\n // extra alpha is to handle pre-multiplied alpha\n #ifndef dGeometryType_directVolume\n gl_FragData[1] = vec4((uTransparentBackground ? alpha : 1.0) * alpha * wboitWeight);\n #else\n gl_FragData[1] = vec4(alpha * alpha * wboitWeight);\n #endif\n } else {\n discard;\n }\n }\n#endif\n";
7
+ export var wboit_write = "\n#if defined(dRenderVariant_colorWboit)\n if (uRenderMask == MaskOpaque) {\n if (preFogAlpha < 1.0) {\n discard;\n }\n } else if (uRenderMask == MaskTransparent) {\n // the 'fragmentDepth > 0.99' check is to handle precision issues with packed depth\n if (preFogAlpha != 1.0 && (fragmentDepth < getDepth(gl_FragCoord.xy / uDrawingBufferSize) || fragmentDepth > 0.99)) {\n #ifdef dTransparentBackfaces_off\n if (interior) discard;\n #endif\n float alpha = gl_FragColor.a;\n float wboitWeight = alpha * clamp(pow(1.0 - fragmentDepth, 2.0), 0.01, 1.0);\n gl_FragColor = vec4(gl_FragColor.rgb * alpha * wboitWeight, alpha);\n // extra alpha is to handle pre-multiplied alpha\n #ifndef dGeometryType_directVolume\n gl_FragData[1] = vec4((uTransparentBackground ? alpha : 1.0) * alpha * wboitWeight);\n #else\n gl_FragData[1] = vec4(alpha * alpha * wboitWeight);\n #endif\n } else {\n discard;\n }\n }\n#endif\n";
@@ -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\nuniform vec3 uHighlightColor;\nuniform vec3 uSelectColor;\nuniform float uHighlightStrength;\nuniform float uSelectStrength;\nuniform int uMarkerPriority;\n\nuniform float uMarker;\nuniform vec2 uMarkerTexDim;\nuniform sampler2D tMarker;\n\nuniform float uMetalness;\nuniform float uRoughness;\n\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\n\nuniform float uAlpha;\nuniform float uPickingAlphaThreshold;\nuniform bool uTransparentBackground;\nuniform float uXrayEdgeFalloff;\n\nuniform bool uRenderWboit;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uIsOrtho;\n\nuniform vec3 uCellDim;\nuniform vec3 uCameraPosition;\nuniform mat4 uCartnToUnit;\n\n#if __VERSION__ != 100\n // for webgl1 this is given as a 'define'\n uniform int uMaxSteps;\n#endif\n\n#if defined(dGridTexType_2d)\n precision highp sampler2D;\n uniform sampler2D tGridTex;\n uniform vec3 uGridTexDim;\n#elif defined(dGridTexType_3d)\n precision highp sampler3D;\n uniform sampler3D tGridTex;\n#endif\n\n#if defined(dColorType_uniform)\n uniform vec3 uColor;\n#elif defined(dColorType_texture)\n uniform vec2 uColorTexDim;\n uniform sampler2D tColor;\n#endif\n\n#ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance) || defined(dOverpaintType_vertexInstance)\n uniform vec2 uOverpaintTexDim;\n uniform sampler2D tOverpaint;\n #endif\n#endif\n\n#ifdef dUsePalette\n uniform sampler2D tPalette;\n#endif\n\n#if defined(dGridTexType_2d)\n vec4 textureVal(vec3 pos) {\n return texture3dFrom2dLinear(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n vec4 textureGroup(vec3 pos) {\n return texture3dFrom2dNearest(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n#elif defined(dGridTexType_3d)\n vec4 textureVal(vec3 pos) {\n return texture(tGridTex, pos + (vec3(0.5) / uGridDim));\n }\n vec4 textureGroup(vec3 pos) {\n return texelFetch(tGridTex, ivec3(pos * uGridDim), 0);\n }\n#endif\n\nfloat calcDepth(const in vec3 pos) {\n vec2 clipZW = pos.z * uProjection[2].zw + uProjection[3].zw;\n return 0.5 + 0.5 * clipZW.x / clipZW.y;\n}\n\nfloat transferFunction(float value) {\n return texture2D(tTransferTex, vec2(value, 0.0)).a;\n}\n\nfloat getDepth(const in vec2 coords) {\n #ifdef depthTextureSupport\n if (!uRenderWboit) {\n // in case of opaque volumes (and depth texture support)\n return texture2D(tDepth, coords).r;\n } else {\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n }\n #else\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n #endif\n}\n\nconst float gradOffset = 0.5;\n\nvec3 v3m4(vec3 p, mat4 m) {\n return (m * vec4(p, 1.0)).xyz;\n}\n\nfloat preFogAlphaBlended = 0.0;\n\nvec4 raymarch(vec3 startLoc, vec3 step, vec3 rayDir) {\n 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, isoPos, uGridDim, uColorTexDim, 0.0).rgb;\n #elif defined(dColorType_vertexInstance)\n material.rgb = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, vInstance * float(uVertexCount)).rgb;\n #endif\n\n #ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance)\n overpaint = readFromTexture(tOverpaint, vInstance * float(uGroupCount) + group, uOverpaintTexDim);\n #elif defined(dOverpaintType_vertexInstance)\n overpaint = texture3dFrom1dTrilinear(tOverpaint, isoPos, uGridDim, uOverpaintTexDim, vInstance * float(uVertexCount));\n #endif\n\n material.rgb = mix(material.rgb, overpaint.rgb, overpaint.a);\n #endif\n\n 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\n gl_FragColor.a = material.a * uAlpha * uTransferScale;\n\n float marker = uMarker;\n if (uMarker == -1.0) {\n marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n #include apply_marker_color\n\n preFogAlphaBlended = (1.0 - preFogAlphaBlended) * gl_FragColor.a + preFogAlphaBlended;\n fragmentDepth = calcDepth(mvPosition.xyz);\n #include apply_fog\n\n src = gl_FragColor;\n\n if (!uTransparentBackground) {\n // done in 'apply_fog' otherwise\n src.rgb *= src.a;\n }\n dst = (1.0 - dst.a) * src + dst; // standard blending\n\n // break if the color is opaque enough\n if (dst.a > 0.95)\n break;\n\n pos += step;\n }\n\n return dst;\n}\n\n// TODO: support float texture for higher precision values???\n// TODO: support clipping exclusion texture support\n\nvoid main() {\n if (gl_FrontFacing)\n discard;\n\n vec3 rayDir = mix(normalize(vOrigPos - uCameraPosition), uCameraDir, uIsOrtho);\n vec3 step = rayDir * uStepScale;\n\n float boundingSphereNear = distance(vBoundingSphere.xyz, uCameraPosition) - vBoundingSphere.w;\n float d = max(uNear, boundingSphereNear) - mix(0.0, distance(vOrigPos, uCameraPosition), uIsOrtho);\n vec3 start = mix(uCameraPosition, vOrigPos, uIsOrtho) + (d * rayDir);\n gl_FragColor = raymarch(start, step, rayDir);\n\n float fragmentDepth = calcDepth((uModelView * vec4(start, 1.0)).xyz);\n float preFogAlpha = clamp(preFogAlphaBlended, 0.0, 1.0);\n #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\nuniform vec3 uHighlightColor;\nuniform vec3 uSelectColor;\nuniform float uHighlightStrength;\nuniform float uSelectStrength;\nuniform int uMarkerPriority;\n\nuniform float uMarker;\nuniform vec2 uMarkerTexDim;\nuniform sampler2D tMarker;\n\nuniform float uMetalness;\nuniform float uRoughness;\n\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\n\nuniform float uAlpha;\nuniform float uPickingAlphaThreshold;\nuniform bool uTransparentBackground;\nuniform float uXrayEdgeFalloff;\n\nuniform 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, isoPos, uGridDim, uColorTexDim, 0.0).rgb;\n #elif defined(dColorType_vertexInstance)\n material.rgb = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, vInstance * float(uVertexCount)).rgb;\n #endif\n\n #ifdef dOverpaint\n #if defined(dOverpaintType_groupInstance)\n overpaint = readFromTexture(tOverpaint, vInstance * float(uGroupCount) + group, uOverpaintTexDim);\n #elif defined(dOverpaintType_vertexInstance)\n overpaint = texture3dFrom1dTrilinear(tOverpaint, isoPos, uGridDim, uOverpaintTexDim, vInstance * float(uVertexCount));\n #endif\n\n material.rgb = mix(material.rgb, overpaint.rgb, overpaint.a);\n #endif\n\n #ifdef dIgnoreLight\n gl_FragColor.rgb = material.rgb;\n #else\n if (material.a >= 0.01) {\n #ifdef dPackedGroup\n // compute gradient by central differences\n gradient.x = textureVal(unitPos - dx).a - textureVal(unitPos + dx).a;\n gradient.y = textureVal(unitPos - dy).a - textureVal(unitPos + dy).a;\n gradient.z = textureVal(unitPos - dz).a - textureVal(unitPos + dz).a;\n #else\n gradient = cell.xyz * 2.0 - 1.0;\n #endif\n vec3 normal = -normalize(normalMatrix * normalize(gradient));\n #include apply_light_color\n } else {\n gl_FragColor.rgb = material.rgb;\n }\n #endif\n\n gl_FragColor.a = material.a * uAlpha * uTransferScale;\n\n float marker = uMarker;\n if (uMarker == -1.0) {\n marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n #include apply_marker_color\n\n preFogAlphaBlended = (1.0 - preFogAlphaBlended) * gl_FragColor.a + preFogAlphaBlended;\n fragmentDepth = calcDepth(mvPosition.xyz);\n #include apply_fog\n\n src = gl_FragColor;\n\n if (!uTransparentBackground) {\n // done in 'apply_fog' otherwise\n src.rgb *= src.a;\n }\n dst = (1.0 - dst.a) * src + dst; // standard blending\n\n // break if the color is opaque enough\n if (dst.a > 0.95)\n break;\n\n pos += step;\n }\n\n return dst;\n}\n\n// TODO: support float texture for higher precision values???\n// TODO: support clipping exclusion texture support\n\nvoid main() {\n if (gl_FrontFacing)\n discard;\n\n vec3 rayDir = mix(normalize(vOrigPos - uCameraPosition), uCameraDir, uIsOrtho);\n vec3 step = rayDir * uStepScale;\n\n float boundingSphereNear = distance(vBoundingSphere.xyz, uCameraPosition) - vBoundingSphere.w;\n float d = max(uNear, boundingSphereNear) - mix(0.0, distance(vOrigPos, uCameraPosition), uIsOrtho);\n vec3 start = mix(uCameraPosition, vOrigPos, uIsOrtho) + (d * rayDir);\n gl_FragColor = raymarch(start, step, rayDir);\n\n float fragmentDepth = calcDepth((uModelView * vec4(start, 1.0)).xyz);\n float preFogAlpha = clamp(preFogAlphaBlended, 0.0, 1.0);\n #include wboit_write\n}\n";