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
@@ -7,4 +7,4 @@
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  */
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  Object.defineProperty(exports, "__esModule", { value: true });
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  exports.directVolume_frag = void 0;
10
- exports.directVolume_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include light_frag_params\n\n#if dClipObjectCount != 0\n uniform int uClipObjectType[dClipObjectCount];\n uniform bool uClipObjectInvert[dClipObjectCount];\n uniform vec3 uClipObjectPosition[dClipObjectCount];\n uniform vec4 uClipObjectRotation[dClipObjectCount];\n uniform vec3 uClipObjectScale[dClipObjectCount];\n#endif\n#include common_clip\n\n#include read_from_texture\n#include texture3d_from_1d_trilinear\n#include texture3d_from_2d_nearest\n#include texture3d_from_2d_linear\n\nuniform mat4 uProjection, uTransform, uModelView, uModel, uView;\nuniform vec3 uCameraDir;\n\nuniform sampler2D tDepth;\nuniform vec2 uDrawingBufferSize;\n\nvarying vec3 vOrigPos;\nvarying float vInstance;\nvarying vec4 vBoundingSphere;\nvarying mat4 vTransform;\n\nuniform mat4 uInvView;\nuniform vec3 uGridDim;\nuniform vec3 uBboxSize;\nuniform sampler2D tTransferTex;\nuniform float uTransferScale;\nuniform float uStepScale;\nuniform float uJumpLength;\n\nuniform int uObjectId;\nuniform int uVertexCount;\nuniform int uInstanceCount;\nuniform int uGroupCount;\n\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";
10
+ exports.directVolume_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include light_frag_params\n\n#if dClipObjectCount != 0\n uniform int uClipObjectType[dClipObjectCount];\n uniform bool uClipObjectInvert[dClipObjectCount];\n uniform vec3 uClipObjectPosition[dClipObjectCount];\n uniform vec4 uClipObjectRotation[dClipObjectCount];\n uniform vec3 uClipObjectScale[dClipObjectCount];\n#endif\n#include common_clip\n\n#include read_from_texture\n#include texture3d_from_1d_trilinear\n#include texture3d_from_2d_nearest\n#include texture3d_from_2d_linear\n\nuniform mat4 uProjection, uTransform, uModelView, uModel, uView;\nuniform vec3 uCameraDir;\n\nuniform sampler2D tDepth;\nuniform vec2 uDrawingBufferSize;\n\nvarying vec3 vOrigPos;\nvarying float vInstance;\nvarying vec4 vBoundingSphere;\nvarying mat4 vTransform;\n\nuniform mat4 uInvView;\nuniform vec3 uGridDim;\nuniform vec3 uBboxSize;\nuniform sampler2D tTransferTex;\nuniform float uTransferScale;\nuniform float uStepScale;\nuniform float uJumpLength;\n\nuniform int uObjectId;\nuniform int uVertexCount;\nuniform int uInstanceCount;\nuniform int uGroupCount;\n\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";
@@ -3,4 +3,4 @@
3
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  *
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4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
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  */
6
- export declare const image_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include read_from_texture\n#include common_frag_params\n#include common_clip\n\nuniform vec2 uImageTexDim;\nuniform sampler2D tImageTex;\nuniform sampler2D tGroupTex;\n\nuniform vec2 uMarkerTexDim;\nuniform sampler2D tMarker;\n\nvarying vec2 vUv;\nvarying float vInstance;\n\n#if defined(dInterpolation_catmulrom) || defined(dInterpolation_mitchell) || defined(dInterpolation_bspline)\n #define dInterpolation_cubic\n#endif\n\n#if defined(dInterpolation_cubic)\n #if defined(dInterpolation_catmulrom) || defined(dInterpolation_mitchell)\n #if defined(dInterpolation_catmulrom)\n const float B = 0.0;\n const float C = 0.5;\n #elif defined(dInterpolation_mitchell)\n const float B = 0.333;\n const float C = 0.333;\n #endif\n\n float cubicFilter(float x){\n float f = x;\n if (f < 0.0) {\n f = -f;\n }\n if (f < 1.0) {\n return ((12.0 - 9.0 * B - 6.0 * C) * (f * f * f) +\n (-18.0 + 12.0 * B + 6.0 * C) * (f * f) +\n (6.0 - 2.0 * B)) / 6.0;\n }else if (f >= 1.0 && f < 2.0){\n return ((-B - 6.0 * C) * ( f * f * f)\n + (6.0 * B + 30.0 * C) * (f * f) +\n (-(12.0 * B) - 48.0 * C) * f +\n 8.0 * B + 24.0 * C) / 6.0;\n }else{\n return 0.0;\n }\n }\n #elif defined(dInterpolation_bspline)\n float cubicFilter(float x) {\n float f = x;\n if (f < 0.0) {\n f = -f;\n }\n if (f >= 0.0 && f <= 1.0){\n return (2.0 / 3.0) + (0.5) * (f * f * f) - (f * f);\n } else if (f > 1.0 && f <= 2.0) {\n return 1.0 / 6.0 * pow((2.0 - f), 3.0);\n }\n return 1.0;\n }\n #endif\n\n vec4 biCubic(sampler2D tex, vec2 texCoord) {\n vec2 texelSize = 1.0 / uImageTexDim;\n texCoord -= texelSize / 2.0;\n vec4 nSum = vec4(0.0);\n float nDenom = 0.0;\n vec2 cell = fract(texCoord * uImageTexDim);\n for (float m = -1.0; m <= 2.0; ++m) {\n for (float n = -1.0; n <= 2.0; ++n) {\n vec4 vecData = texture2D(tex, texCoord + texelSize * vec2(m, n));\n float c = cubicFilter(m - cell.x) * cubicFilter(-n + cell.y);\n nSum += vecData * c;\n nDenom += c;\n }\n }\n return nSum / nDenom;\n }\n#endif\n\nvoid main() {\n #include clip_pixel\n\n #if defined(dInterpolation_cubic)\n vec4 imageData = biCubic(tImageTex, vUv);\n #else\n vec4 imageData = texture2D(tImageTex, vUv);\n #endif\n imageData.a = clamp(imageData.a, 0.0, 1.0);\n if (imageData.a > 0.9) imageData.a = 1.0;\n\n float fragmentDepth = gl_FragCoord.z;\n\n #if defined(dRenderVariant_pick)\n if (imageData.a < 0.3)\n discard;\n if (uPickType == 1) {\n gl_FragColor = vec4(packIntToRGB(float(uObjectId)), 1.0);\n } else if (uPickType == 2) {\n gl_FragColor = vec4(packIntToRGB(vInstance), 1.0);\n } else {\n gl_FragColor = vec4(texture2D(tGroupTex, vUv).rgb, 1.0);\n }\n #elif defined(dRenderVariant_depth)\n if (imageData.a < 0.05)\n discard;\n gl_FragColor = packDepthToRGBA(gl_FragCoord.z);\n #elif defined(dRenderVariant_marking)\n float marker = uMarker;\n if (uMarker == -1.0) {\n float group = unpackRGBToInt(texture2D(tGroupTex, vUv).rgb);\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 if (uMarkingType == 1) {\n if (marker > 0.0 || imageData.a < 0.05)\n discard;\n gl_FragColor = packDepthToRGBA(gl_FragCoord.z);\n } else {\n if (marker == 0.0 || imageData.a < 0.05)\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 gl_FragColor = vec4(0.0, depthTest, isHighlight ? 1.0 : 0.0, 1.0);\n }\n #elif defined(dRenderVariant_color)\n if (imageData.a < 0.05)\n discard;\n gl_FragColor = imageData;\n gl_FragColor.a *= uAlpha;\n\n float marker = uMarker;\n if (uMarker == -1.0) {\n float group = unpackRGBToInt(texture2D(tGroupTex, vUv).rgb);\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\n #include apply_marker_color\n #include apply_fog\n #include wboit_write\n #endif\n}\n";
6
+ export declare const image_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include read_from_texture\n#include common_frag_params\n#include common_clip\n\nuniform vec2 uImageTexDim;\nuniform sampler2D tImageTex;\nuniform sampler2D tGroupTex;\n\nuniform vec2 uMarkerTexDim;\nuniform sampler2D tMarker;\n\nvarying vec2 vUv;\nvarying float vInstance;\n\n#if defined(dInterpolation_catmulrom) || defined(dInterpolation_mitchell) || defined(dInterpolation_bspline)\n #define dInterpolation_cubic\n#endif\n\n#if defined(dInterpolation_cubic)\n #if defined(dInterpolation_catmulrom) || defined(dInterpolation_mitchell)\n #if defined(dInterpolation_catmulrom)\n const float B = 0.0;\n const float C = 0.5;\n #elif defined(dInterpolation_mitchell)\n const float B = 0.333;\n const float C = 0.333;\n #endif\n\n float cubicFilter(float x){\n float f = x;\n if (f < 0.0) {\n f = -f;\n }\n if (f < 1.0) {\n return ((12.0 - 9.0 * B - 6.0 * C) * (f * f * f) +\n (-18.0 + 12.0 * B + 6.0 * C) * (f * f) +\n (6.0 - 2.0 * B)) / 6.0;\n }else if (f >= 1.0 && f < 2.0){\n return ((-B - 6.0 * C) * ( f * f * f)\n + (6.0 * B + 30.0 * C) * (f * f) +\n (-(12.0 * B) - 48.0 * C) * f +\n 8.0 * B + 24.0 * C) / 6.0;\n }else{\n return 0.0;\n }\n }\n #elif defined(dInterpolation_bspline)\n float cubicFilter(float x) {\n float f = x;\n if (f < 0.0) {\n f = -f;\n }\n if (f >= 0.0 && f <= 1.0){\n return (2.0 / 3.0) + (0.5) * (f * f * f) - (f * f);\n } else if (f > 1.0 && f <= 2.0) {\n return 1.0 / 6.0 * pow((2.0 - f), 3.0);\n }\n return 1.0;\n }\n #endif\n\n vec4 biCubic(sampler2D tex, vec2 texCoord) {\n vec2 texelSize = 1.0 / uImageTexDim;\n texCoord -= texelSize / 2.0;\n vec4 nSum = vec4(0.0);\n float nDenom = 0.0;\n vec2 cell = fract(texCoord * uImageTexDim);\n for (float m = -1.0; m <= 2.0; ++m) {\n for (float n = -1.0; n <= 2.0; ++n) {\n vec4 vecData = texture2D(tex, texCoord + texelSize * vec2(m, n));\n float c = cubicFilter(m - cell.x) * cubicFilter(-n + cell.y);\n nSum += vecData * c;\n nDenom += c;\n }\n }\n return nSum / nDenom;\n }\n#endif\n\nvoid main() {\n #include clip_pixel\n\n #if defined(dInterpolation_cubic)\n vec4 imageData = biCubic(tImageTex, vUv);\n #else\n vec4 imageData = texture2D(tImageTex, vUv);\n #endif\n imageData.a = clamp(imageData.a, 0.0, 1.0);\n if (imageData.a > 0.9) imageData.a = 1.0;\n\n float fragmentDepth = gl_FragCoord.z;\n\n #if defined(dRenderVariant_pick)\n if (imageData.a < 0.3)\n discard;\n if (uPickType == 1) {\n gl_FragColor = vec4(packIntToRGB(float(uObjectId)), 1.0);\n } else if (uPickType == 2) {\n gl_FragColor = vec4(packIntToRGB(vInstance), 1.0);\n } else {\n gl_FragColor = vec4(texture2D(tGroupTex, vUv).rgb, 1.0);\n }\n #elif defined(dRenderVariant_depth)\n if (imageData.a < 0.05)\n discard;\n gl_FragColor = packDepthToRGBA(gl_FragCoord.z);\n #elif defined(dRenderVariant_marking)\n float marker = uMarker;\n if (uMarker == -1.0) {\n float group = unpackRGBToInt(texture2D(tGroupTex, vUv).rgb);\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 if (uMarkingType == 1) {\n if (marker > 0.0 || imageData.a < 0.05)\n discard;\n gl_FragColor = packDepthToRGBA(gl_FragCoord.z);\n } else {\n if (marker == 0.0 || imageData.a < 0.05)\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 gl_FragColor = vec4(0.0, depthTest, isHighlight ? 1.0 : 0.0, 1.0);\n }\n #elif defined(dRenderVariant_color)\n if (imageData.a < 0.05)\n discard;\n gl_FragColor = imageData;\n gl_FragColor.a *= uAlpha;\n\n float marker = uMarker;\n if (uMarker == -1.0) {\n float group = unpackRGBToInt(texture2D(tGroupTex, vUv).rgb);\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\n #include apply_marker_color\n #include apply_fog\n #include wboit_write\n #endif\n}\n";
@@ -6,4 +6,4 @@ exports.image_frag = void 0;
6
6
  *
7
7
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
8
8
  */
9
- exports.image_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include read_from_texture\n#include common_frag_params\n#include common_clip\n\nuniform vec2 uImageTexDim;\nuniform sampler2D tImageTex;\nuniform sampler2D tGroupTex;\n\nuniform vec2 uMarkerTexDim;\nuniform sampler2D tMarker;\n\nvarying vec2 vUv;\nvarying float vInstance;\n\n#if defined(dInterpolation_catmulrom) || defined(dInterpolation_mitchell) || defined(dInterpolation_bspline)\n #define dInterpolation_cubic\n#endif\n\n#if defined(dInterpolation_cubic)\n #if defined(dInterpolation_catmulrom) || defined(dInterpolation_mitchell)\n #if defined(dInterpolation_catmulrom)\n const float B = 0.0;\n const float C = 0.5;\n #elif defined(dInterpolation_mitchell)\n const float B = 0.333;\n const float C = 0.333;\n #endif\n\n float cubicFilter(float x){\n float f = x;\n if (f < 0.0) {\n f = -f;\n }\n if (f < 1.0) {\n return ((12.0 - 9.0 * B - 6.0 * C) * (f * f * f) +\n (-18.0 + 12.0 * B + 6.0 * C) * (f * f) +\n (6.0 - 2.0 * B)) / 6.0;\n }else if (f >= 1.0 && f < 2.0){\n return ((-B - 6.0 * C) * ( f * f * f)\n + (6.0 * B + 30.0 * C) * (f * f) +\n (-(12.0 * B) - 48.0 * C) * f +\n 8.0 * B + 24.0 * C) / 6.0;\n }else{\n return 0.0;\n }\n }\n #elif defined(dInterpolation_bspline)\n float cubicFilter(float x) {\n float f = x;\n if (f < 0.0) {\n f = -f;\n }\n if (f >= 0.0 && f <= 1.0){\n return (2.0 / 3.0) + (0.5) * (f * f * f) - (f * f);\n } else if (f > 1.0 && f <= 2.0) {\n return 1.0 / 6.0 * pow((2.0 - f), 3.0);\n }\n return 1.0;\n }\n #endif\n\n vec4 biCubic(sampler2D tex, vec2 texCoord) {\n vec2 texelSize = 1.0 / uImageTexDim;\n texCoord -= texelSize / 2.0;\n vec4 nSum = vec4(0.0);\n float nDenom = 0.0;\n vec2 cell = fract(texCoord * uImageTexDim);\n for (float m = -1.0; m <= 2.0; ++m) {\n for (float n = -1.0; n <= 2.0; ++n) {\n vec4 vecData = texture2D(tex, texCoord + texelSize * vec2(m, n));\n float c = cubicFilter(m - cell.x) * cubicFilter(-n + cell.y);\n nSum += vecData * c;\n nDenom += c;\n }\n }\n return nSum / nDenom;\n }\n#endif\n\nvoid main() {\n #include clip_pixel\n\n #if defined(dInterpolation_cubic)\n vec4 imageData = biCubic(tImageTex, vUv);\n #else\n vec4 imageData = texture2D(tImageTex, vUv);\n #endif\n imageData.a = clamp(imageData.a, 0.0, 1.0);\n if (imageData.a > 0.9) imageData.a = 1.0;\n\n float fragmentDepth = gl_FragCoord.z;\n\n #if defined(dRenderVariant_pick)\n if (imageData.a < 0.3)\n discard;\n if (uPickType == 1) {\n gl_FragColor = vec4(packIntToRGB(float(uObjectId)), 1.0);\n } else if (uPickType == 2) {\n gl_FragColor = vec4(packIntToRGB(vInstance), 1.0);\n } else {\n gl_FragColor = vec4(texture2D(tGroupTex, vUv).rgb, 1.0);\n }\n #elif defined(dRenderVariant_depth)\n if (imageData.a < 0.05)\n discard;\n gl_FragColor = packDepthToRGBA(gl_FragCoord.z);\n #elif defined(dRenderVariant_marking)\n float marker = uMarker;\n if (uMarker == -1.0) {\n float group = unpackRGBToInt(texture2D(tGroupTex, vUv).rgb);\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 if (uMarkingType == 1) {\n if (marker > 0.0 || imageData.a < 0.05)\n discard;\n gl_FragColor = packDepthToRGBA(gl_FragCoord.z);\n } else {\n if (marker == 0.0 || imageData.a < 0.05)\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 gl_FragColor = vec4(0.0, depthTest, isHighlight ? 1.0 : 0.0, 1.0);\n }\n #elif defined(dRenderVariant_color)\n if (imageData.a < 0.05)\n discard;\n gl_FragColor = imageData;\n gl_FragColor.a *= uAlpha;\n\n float marker = uMarker;\n if (uMarker == -1.0) {\n float group = unpackRGBToInt(texture2D(tGroupTex, vUv).rgb);\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\n #include apply_marker_color\n #include apply_fog\n #include wboit_write\n #endif\n}\n";
9
+ exports.image_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include read_from_texture\n#include common_frag_params\n#include common_clip\n\nuniform vec2 uImageTexDim;\nuniform sampler2D tImageTex;\nuniform sampler2D tGroupTex;\n\nuniform vec2 uMarkerTexDim;\nuniform sampler2D tMarker;\n\nvarying vec2 vUv;\nvarying float vInstance;\n\n#if defined(dInterpolation_catmulrom) || defined(dInterpolation_mitchell) || defined(dInterpolation_bspline)\n #define dInterpolation_cubic\n#endif\n\n#if defined(dInterpolation_cubic)\n #if defined(dInterpolation_catmulrom) || defined(dInterpolation_mitchell)\n #if defined(dInterpolation_catmulrom)\n const float B = 0.0;\n const float C = 0.5;\n #elif defined(dInterpolation_mitchell)\n const float B = 0.333;\n const float C = 0.333;\n #endif\n\n float cubicFilter(float x){\n float f = x;\n if (f < 0.0) {\n f = -f;\n }\n if (f < 1.0) {\n return ((12.0 - 9.0 * B - 6.0 * C) * (f * f * f) +\n (-18.0 + 12.0 * B + 6.0 * C) * (f * f) +\n (6.0 - 2.0 * B)) / 6.0;\n }else if (f >= 1.0 && f < 2.0){\n return ((-B - 6.0 * C) * ( f * f * f)\n + (6.0 * B + 30.0 * C) * (f * f) +\n (-(12.0 * B) - 48.0 * C) * f +\n 8.0 * B + 24.0 * C) / 6.0;\n }else{\n return 0.0;\n }\n }\n #elif defined(dInterpolation_bspline)\n float cubicFilter(float x) {\n float f = x;\n if (f < 0.0) {\n f = -f;\n }\n if (f >= 0.0 && f <= 1.0){\n return (2.0 / 3.0) + (0.5) * (f * f * f) - (f * f);\n } else if (f > 1.0 && f <= 2.0) {\n return 1.0 / 6.0 * pow((2.0 - f), 3.0);\n }\n return 1.0;\n }\n #endif\n\n vec4 biCubic(sampler2D tex, vec2 texCoord) {\n vec2 texelSize = 1.0 / uImageTexDim;\n texCoord -= texelSize / 2.0;\n vec4 nSum = vec4(0.0);\n float nDenom = 0.0;\n vec2 cell = fract(texCoord * uImageTexDim);\n for (float m = -1.0; m <= 2.0; ++m) {\n for (float n = -1.0; n <= 2.0; ++n) {\n vec4 vecData = texture2D(tex, texCoord + texelSize * vec2(m, n));\n float c = cubicFilter(m - cell.x) * cubicFilter(-n + cell.y);\n nSum += vecData * c;\n nDenom += c;\n }\n }\n return nSum / nDenom;\n }\n#endif\n\nvoid main() {\n #include clip_pixel\n\n #if defined(dInterpolation_cubic)\n vec4 imageData = biCubic(tImageTex, vUv);\n #else\n vec4 imageData = texture2D(tImageTex, vUv);\n #endif\n imageData.a = clamp(imageData.a, 0.0, 1.0);\n if (imageData.a > 0.9) imageData.a = 1.0;\n\n float fragmentDepth = gl_FragCoord.z;\n\n #if defined(dRenderVariant_pick)\n if (imageData.a < 0.3)\n discard;\n if (uPickType == 1) {\n gl_FragColor = vec4(packIntToRGB(float(uObjectId)), 1.0);\n } else if (uPickType == 2) {\n gl_FragColor = vec4(packIntToRGB(vInstance), 1.0);\n } else {\n gl_FragColor = vec4(texture2D(tGroupTex, vUv).rgb, 1.0);\n }\n #elif defined(dRenderVariant_depth)\n if (imageData.a < 0.05)\n discard;\n gl_FragColor = packDepthToRGBA(gl_FragCoord.z);\n #elif defined(dRenderVariant_marking)\n float marker = uMarker;\n if (uMarker == -1.0) {\n float group = unpackRGBToInt(texture2D(tGroupTex, vUv).rgb);\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 if (uMarkingType == 1) {\n if (marker > 0.0 || imageData.a < 0.05)\n discard;\n gl_FragColor = packDepthToRGBA(gl_FragCoord.z);\n } else {\n if (marker == 0.0 || imageData.a < 0.05)\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 gl_FragColor = vec4(0.0, depthTest, isHighlight ? 1.0 : 0.0, 1.0);\n }\n #elif defined(dRenderVariant_color)\n if (imageData.a < 0.05)\n discard;\n gl_FragColor = imageData;\n gl_FragColor.a *= uAlpha;\n\n float marker = uMarker;\n if (uMarker == -1.0) {\n float group = unpackRGBToInt(texture2D(tGroupTex, vUv).rgb);\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\n #include apply_marker_color\n #include apply_fog\n #include wboit_write\n #endif\n}\n";
@@ -1,6 +1,7 @@
1
1
  /**
2
- * Copyright (c) 2019-2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2019-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Áron Samuel Kovács <aron.kovacs@mail.muni.cz>
5
+ @author Alexander Rose <alexander.rose@weirdbyte.de>
5
6
  */
6
- export declare const outlines_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tDepth;\nuniform vec2 uTexSize;\n\nuniform float uNear;\nuniform float uFar;\n\nuniform float uMaxPossibleViewZDiff;\n\n#include common\n\nfloat getViewZ(const in float depth) {\n #if dOrthographic == 1\n return orthographicDepthToViewZ(depth, uNear, uFar);\n #else\n return perspectiveDepthToViewZ(depth, uNear, uFar);\n #endif\n}\n\nfloat getDepth(const in vec2 coords) {\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n}\n\nbool isBackground(const in float depth) {\n return depth == 1.0;\n}\n\nvoid main(void) {\n float backgroundViewZ = uFar + 3.0 * uMaxPossibleViewZDiff;\n\n vec2 coords = gl_FragCoord.xy / uTexSize;\n vec2 invTexSize = 1.0 / uTexSize;\n\n float selfDepth = getDepth(coords);\n float selfViewZ = isBackground(selfDepth) ? backgroundViewZ : getViewZ(getDepth(coords));\n\n float outline = 1.0;\n float bestDepth = 1.0;\n\n for (int y = -1; y <= 1; y++) {\n for (int x = -1; x <= 1; x++) {\n vec2 sampleCoords = coords + vec2(float(x), float(y)) * invTexSize;\n float sampleDepth = getDepth(sampleCoords);\n float sampleViewZ = isBackground(sampleDepth) ? backgroundViewZ : getViewZ(sampleDepth);\n\n if (abs(selfViewZ - sampleViewZ) > uMaxPossibleViewZDiff && selfDepth > sampleDepth && sampleDepth <= bestDepth) {\n outline = 0.0;\n bestDepth = sampleDepth;\n }\n }\n }\n\n gl_FragColor = vec4(outline, packUnitIntervalToRG(bestDepth), 0.0);\n}\n";
7
+ export declare const outlines_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tDepthOpaque;\nuniform sampler2D tDepthTransparent;\nuniform vec2 uTexSize;\n\nuniform float uNear;\nuniform float uFar;\n\nuniform float uMaxPossibleViewZDiff;\n\n#include common\n\nfloat getViewZ(const in float depth) {\n #if dOrthographic == 1\n return orthographicDepthToViewZ(depth, uNear, uFar);\n #else\n return perspectiveDepthToViewZ(depth, uNear, uFar);\n #endif\n}\n\nfloat getDepthOpaque(const in vec2 coords) {\n #ifdef depthTextureSupport\n return texture2D(tDepthOpaque, coords).r;\n #else\n return unpackRGBAToDepth(texture2D(tDepthOpaque, coords));\n #endif\n}\n\nfloat getDepthTransparent(const in vec2 coords) {\n return unpackRGBAToDepth(texture2D(tDepthTransparent, coords));\n}\n\nbool isBackground(const in float depth) {\n return depth == 1.0;\n}\n\nvoid main(void) {\n float backgroundViewZ = uFar + 3.0 * uMaxPossibleViewZDiff;\n\n vec2 coords = gl_FragCoord.xy / uTexSize;\n vec2 invTexSize = 1.0 / uTexSize;\n\n float selfDepthOpaque = getDepthOpaque(coords);\n float selfViewZOpaque = isBackground(selfDepthOpaque) ? backgroundViewZ : getViewZ(selfDepthOpaque);\n\n float selfDepthTransparent = getDepthTransparent(coords);\n float selfViewZTransparent = isBackground(selfDepthTransparent) ? backgroundViewZ : getViewZ(selfDepthTransparent);\n\n float outline = 1.0;\n float bestDepth = 1.0;\n\n for (int y = -1; y <= 1; y++) {\n for (int x = -1; x <= 1; x++) {\n vec2 sampleCoords = coords + vec2(float(x), float(y)) * invTexSize;\n\n float sampleDepthOpaque = getDepthOpaque(sampleCoords);\n float sampleDepthTransparent = getDepthTransparent(sampleCoords);\n\n float sampleViewZOpaque = isBackground(sampleDepthOpaque) ? backgroundViewZ : getViewZ(sampleDepthOpaque);\n if (abs(selfViewZOpaque - sampleViewZOpaque) > uMaxPossibleViewZDiff && selfDepthOpaque > sampleDepthOpaque && sampleDepthOpaque <= bestDepth) {\n outline = 0.0;\n bestDepth = sampleDepthOpaque;\n }\n\n if (sampleDepthTransparent < sampleDepthOpaque) {\n float sampleViewZTransparent = isBackground(sampleDepthTransparent) ? backgroundViewZ : getViewZ(sampleDepthTransparent);\n if (abs(selfViewZTransparent - sampleViewZTransparent) > uMaxPossibleViewZDiff && selfDepthTransparent > sampleDepthTransparent && sampleDepthTransparent <= bestDepth) {\n outline = 0.0;\n bestDepth = sampleDepthTransparent;\n }\n }\n }\n }\n\n gl_FragColor = vec4(outline, packUnitIntervalToRG(bestDepth), 0.0);\n}\n";
@@ -1,9 +1,10 @@
1
1
  "use strict";
2
2
  /**
3
- * Copyright (c) 2019-2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
+ * Copyright (c) 2019-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
4
4
  *
5
5
  * @author Áron Samuel Kovács <aron.kovacs@mail.muni.cz>
6
+ @author Alexander Rose <alexander.rose@weirdbyte.de>
6
7
  */
7
8
  Object.defineProperty(exports, "__esModule", { value: true });
8
9
  exports.outlines_frag = void 0;
9
- exports.outlines_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tDepth;\nuniform vec2 uTexSize;\n\nuniform float uNear;\nuniform float uFar;\n\nuniform float uMaxPossibleViewZDiff;\n\n#include common\n\nfloat getViewZ(const in float depth) {\n #if dOrthographic == 1\n return orthographicDepthToViewZ(depth, uNear, uFar);\n #else\n return perspectiveDepthToViewZ(depth, uNear, uFar);\n #endif\n}\n\nfloat getDepth(const in vec2 coords) {\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n}\n\nbool isBackground(const in float depth) {\n return depth == 1.0;\n}\n\nvoid main(void) {\n float backgroundViewZ = uFar + 3.0 * uMaxPossibleViewZDiff;\n\n vec2 coords = gl_FragCoord.xy / uTexSize;\n vec2 invTexSize = 1.0 / uTexSize;\n\n float selfDepth = getDepth(coords);\n float selfViewZ = isBackground(selfDepth) ? backgroundViewZ : getViewZ(getDepth(coords));\n\n float outline = 1.0;\n float bestDepth = 1.0;\n\n for (int y = -1; y <= 1; y++) {\n for (int x = -1; x <= 1; x++) {\n vec2 sampleCoords = coords + vec2(float(x), float(y)) * invTexSize;\n float sampleDepth = getDepth(sampleCoords);\n float sampleViewZ = isBackground(sampleDepth) ? backgroundViewZ : getViewZ(sampleDepth);\n\n if (abs(selfViewZ - sampleViewZ) > uMaxPossibleViewZDiff && selfDepth > sampleDepth && sampleDepth <= bestDepth) {\n outline = 0.0;\n bestDepth = sampleDepth;\n }\n }\n }\n\n gl_FragColor = vec4(outline, packUnitIntervalToRG(bestDepth), 0.0);\n}\n";
10
+ exports.outlines_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tDepthOpaque;\nuniform sampler2D tDepthTransparent;\nuniform vec2 uTexSize;\n\nuniform float uNear;\nuniform float uFar;\n\nuniform float uMaxPossibleViewZDiff;\n\n#include common\n\nfloat getViewZ(const in float depth) {\n #if dOrthographic == 1\n return orthographicDepthToViewZ(depth, uNear, uFar);\n #else\n return perspectiveDepthToViewZ(depth, uNear, uFar);\n #endif\n}\n\nfloat getDepthOpaque(const in vec2 coords) {\n #ifdef depthTextureSupport\n return texture2D(tDepthOpaque, coords).r;\n #else\n return unpackRGBAToDepth(texture2D(tDepthOpaque, coords));\n #endif\n}\n\nfloat getDepthTransparent(const in vec2 coords) {\n return unpackRGBAToDepth(texture2D(tDepthTransparent, coords));\n}\n\nbool isBackground(const in float depth) {\n return depth == 1.0;\n}\n\nvoid main(void) {\n float backgroundViewZ = uFar + 3.0 * uMaxPossibleViewZDiff;\n\n vec2 coords = gl_FragCoord.xy / uTexSize;\n vec2 invTexSize = 1.0 / uTexSize;\n\n float selfDepthOpaque = getDepthOpaque(coords);\n float selfViewZOpaque = isBackground(selfDepthOpaque) ? backgroundViewZ : getViewZ(selfDepthOpaque);\n\n float selfDepthTransparent = getDepthTransparent(coords);\n float selfViewZTransparent = isBackground(selfDepthTransparent) ? backgroundViewZ : getViewZ(selfDepthTransparent);\n\n float outline = 1.0;\n float bestDepth = 1.0;\n\n for (int y = -1; y <= 1; y++) {\n for (int x = -1; x <= 1; x++) {\n vec2 sampleCoords = coords + vec2(float(x), float(y)) * invTexSize;\n\n float sampleDepthOpaque = getDepthOpaque(sampleCoords);\n float sampleDepthTransparent = getDepthTransparent(sampleCoords);\n\n float sampleViewZOpaque = isBackground(sampleDepthOpaque) ? backgroundViewZ : getViewZ(sampleDepthOpaque);\n if (abs(selfViewZOpaque - sampleViewZOpaque) > uMaxPossibleViewZDiff && selfDepthOpaque > sampleDepthOpaque && sampleDepthOpaque <= bestDepth) {\n outline = 0.0;\n bestDepth = sampleDepthOpaque;\n }\n\n if (sampleDepthTransparent < sampleDepthOpaque) {\n float sampleViewZTransparent = isBackground(sampleDepthTransparent) ? backgroundViewZ : getViewZ(sampleDepthTransparent);\n if (abs(selfViewZTransparent - sampleViewZTransparent) > uMaxPossibleViewZDiff && selfDepthTransparent > sampleDepthTransparent && sampleDepthTransparent <= bestDepth) {\n outline = 0.0;\n bestDepth = sampleDepthTransparent;\n }\n }\n }\n }\n\n gl_FragColor = vec4(outline, packUnitIntervalToRG(bestDepth), 0.0);\n}\n";
@@ -4,4 +4,4 @@
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  * @author Áron Samuel Kovács <aron.kovacs@mail.muni.cz>
6
6
  */
7
- export declare const postprocessing_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tSsaoDepth;\nuniform sampler2D tColor;\nuniform sampler2D tDepth;\nuniform sampler2D tOutlines;\nuniform vec2 uTexSize;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\nuniform vec3 uOutlineColor;\nuniform bool uTransparentBackground;\n\nuniform vec2 uOcclusionOffset;\n\nuniform float uMaxPossibleViewZDiff;\n\nconst vec3 occlusionColor = vec3(0.0);\n\n#include common\n\nfloat getViewZ(const in float depth) {\n #if dOrthographic == 1\n return orthographicDepthToViewZ(depth, uNear, uFar);\n #else\n return perspectiveDepthToViewZ(depth, uNear, uFar);\n #endif\n}\n\nfloat getDepth(const in vec2 coords) {\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n}\n\nbool isBackground(const in float depth) {\n return depth == 1.0;\n}\n\nfloat getOutline(const in vec2 coords, out float closestTexel) {\n float backgroundViewZ = uFar + 3.0 * uMaxPossibleViewZDiff;\n vec2 invTexSize = 1.0 / uTexSize;\n\n float selfDepth = getDepth(coords);\n float selfViewZ = isBackground(selfDepth) ? backgroundViewZ : getViewZ(selfDepth);\n\n float outline = 1.0;\n closestTexel = 1.0;\n for (int y = -dOutlineScale; y <= dOutlineScale; y++) {\n for (int x = -dOutlineScale; x <= dOutlineScale; x++) {\n if (x * x + y * y > dOutlineScale * dOutlineScale) {\n continue;\n }\n\n vec2 sampleCoords = coords + vec2(float(x), float(y)) * invTexSize;\n\n vec4 sampleOutlineCombined = texture2D(tOutlines, sampleCoords);\n float sampleOutline = sampleOutlineCombined.r;\n float sampleOutlineDepth = unpackRGToUnitInterval(sampleOutlineCombined.gb);\n\n if (sampleOutline == 0.0 && sampleOutlineDepth < closestTexel && abs(selfViewZ - sampleOutlineDepth) > uMaxPossibleViewZDiff) {\n outline = 0.0;\n closestTexel = sampleOutlineDepth;\n }\n }\n }\n return outline;\n}\n\nfloat getSsao(vec2 coords) {\n float rawSsao = unpackRGToUnitInterval(texture2D(tSsaoDepth, coords).xy);\n if (rawSsao > 0.999) {\n return 1.0;\n } else if (rawSsao > 0.001) {\n return rawSsao;\n }\n // treat values close to 0.0 as errors and return no occlusion\n return 1.0;\n}\n\nvoid main(void) {\n vec2 coords = gl_FragCoord.xy / uTexSize;\n vec4 color = texture2D(tColor, coords);\n\n float viewDist;\n float fogFactor;\n\n #ifdef dOcclusionEnable\n float depth = getDepth(coords);\n if (!isBackground(depth)) {\n viewDist = abs(getViewZ(depth));\n fogFactor = smoothstep(uFogNear, uFogFar, viewDist);\n float occlusionFactor = getSsao(coords + uOcclusionOffset);\n if (!uTransparentBackground) {\n color.rgb = mix(mix(occlusionColor, uFogColor, fogFactor), color.rgb, occlusionFactor);\n } else {\n color.rgb = mix(occlusionColor * (1.0 - fogFactor), color.rgb, occlusionFactor);\n }\n }\n #endif\n\n // outline needs to be handled after occlusion to keep them clean\n #ifdef dOutlineEnable\n float closestTexel;\n float outline = getOutline(coords, closestTexel);\n\n if (outline == 0.0) {\n color.rgb = mix(uOutlineColor, color.rgb, outline);\n viewDist = abs(getViewZ(closestTexel));\n fogFactor = smoothstep(uFogNear, uFogFar, viewDist);\n if (!uTransparentBackground) {\n color.rgb = mix(color.rgb, uFogColor, fogFactor);\n } else {\n color.a = 1.0 - fogFactor;\n }\n }\n #endif\n\n gl_FragColor = color;\n}\n";
7
+ export declare const postprocessing_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tSsaoDepth;\nuniform sampler2D tColor;\nuniform sampler2D tDepthOpaque;\nuniform sampler2D tDepthTransparent;\nuniform sampler2D tOutlines;\nuniform vec2 uTexSize;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\nuniform vec3 uOutlineColor;\nuniform bool uTransparentBackground;\n\nuniform vec2 uOcclusionOffset;\n\nuniform float uMaxPossibleViewZDiff;\n\nconst vec3 occlusionColor = vec3(0.0);\n\n#include common\n\nfloat getViewZ(const in float depth) {\n #if dOrthographic == 1\n return orthographicDepthToViewZ(depth, uNear, uFar);\n #else\n return perspectiveDepthToViewZ(depth, uNear, uFar);\n #endif\n}\n\nfloat getDepthOpaque(const in vec2 coords) {\n #ifdef depthTextureSupport\n return texture2D(tDepthOpaque, coords).r;\n #else\n return unpackRGBAToDepth(texture2D(tDepthOpaque, coords));\n #endif\n}\n\nfloat getDepthTransparent(const in vec2 coords) {\n return unpackRGBAToDepth(texture2D(tDepthTransparent, coords));\n}\n\nbool isBackground(const in float depth) {\n return depth == 1.0;\n}\n\nfloat getOutline(const in vec2 coords, const in float opaqueDepth, out float closestTexel) {\n float backgroundViewZ = uFar + 3.0 * uMaxPossibleViewZDiff;\n vec2 invTexSize = 1.0 / uTexSize;\n\n float selfDepth = min(opaqueDepth, getDepthTransparent(coords));\n float selfViewZ = isBackground(selfDepth) ? backgroundViewZ : getViewZ(selfDepth);\n\n float outline = 1.0;\n closestTexel = 1.0;\n for (int y = -dOutlineScale; y <= dOutlineScale; y++) {\n for (int x = -dOutlineScale; x <= dOutlineScale; x++) {\n if (x * x + y * y > dOutlineScale * dOutlineScale) {\n continue;\n }\n\n vec2 sampleCoords = coords + vec2(float(x), float(y)) * invTexSize;\n\n vec4 sampleOutlineCombined = texture2D(tOutlines, sampleCoords);\n float sampleOutline = sampleOutlineCombined.r;\n float sampleOutlineDepth = unpackRGToUnitInterval(sampleOutlineCombined.gb);\n float sampleOutlineViewZ = isBackground(sampleOutlineDepth) ? backgroundViewZ : getViewZ(sampleOutlineDepth);\n\n if (sampleOutline == 0.0 && sampleOutlineDepth < closestTexel && abs(selfViewZ - sampleOutlineViewZ) > uMaxPossibleViewZDiff) {\n outline = 0.0;\n closestTexel = sampleOutlineDepth;\n }\n }\n }\n return closestTexel < opaqueDepth ? outline : 1.0;\n}\n\nfloat getSsao(vec2 coords) {\n float rawSsao = unpackRGToUnitInterval(texture2D(tSsaoDepth, coords).xy);\n if (rawSsao > 0.999) {\n return 1.0;\n } else if (rawSsao > 0.001) {\n return rawSsao;\n }\n // treat values close to 0.0 as errors and return no occlusion\n return 1.0;\n}\n\nvoid main(void) {\n vec2 coords = gl_FragCoord.xy / uTexSize;\n vec4 color = texture2D(tColor, coords);\n\n float viewDist;\n float fogFactor;\n float opaqueDepth = getDepthOpaque(coords);\n\n #ifdef dOcclusionEnable\n if (!isBackground(opaqueDepth)) {\n viewDist = abs(getViewZ(opaqueDepth));\n fogFactor = smoothstep(uFogNear, uFogFar, viewDist);\n float occlusionFactor = getSsao(coords + uOcclusionOffset);\n if (!uTransparentBackground) {\n color.rgb = mix(mix(occlusionColor, uFogColor, fogFactor), color.rgb, occlusionFactor);\n } else {\n color.rgb = mix(occlusionColor * (1.0 - fogFactor), color.rgb, occlusionFactor);\n }\n }\n #endif\n\n // outline needs to be handled after occlusion to keep them clean\n #ifdef dOutlineEnable\n float closestTexel;\n float outline = getOutline(coords, opaqueDepth, closestTexel);\n if (outline == 0.0) {\n viewDist = abs(getViewZ(closestTexel));\n fogFactor = smoothstep(uFogNear, uFogFar, viewDist);\n if (!uTransparentBackground) {\n color.rgb = mix(uOutlineColor, uFogColor, fogFactor);\n } else {\n color.a = 1.0 - fogFactor;\n color.rgb = mix(uOutlineColor, color.rgb, fogFactor);\n }\n }\n #endif\n\n gl_FragColor = color;\n}\n";
@@ -7,4 +7,4 @@
7
7
  */
8
8
  Object.defineProperty(exports, "__esModule", { value: true });
9
9
  exports.postprocessing_frag = void 0;
10
- exports.postprocessing_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tSsaoDepth;\nuniform sampler2D tColor;\nuniform sampler2D tDepth;\nuniform sampler2D tOutlines;\nuniform vec2 uTexSize;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\nuniform vec3 uOutlineColor;\nuniform bool uTransparentBackground;\n\nuniform vec2 uOcclusionOffset;\n\nuniform float uMaxPossibleViewZDiff;\n\nconst vec3 occlusionColor = vec3(0.0);\n\n#include common\n\nfloat getViewZ(const in float depth) {\n #if dOrthographic == 1\n return orthographicDepthToViewZ(depth, uNear, uFar);\n #else\n return perspectiveDepthToViewZ(depth, uNear, uFar);\n #endif\n}\n\nfloat getDepth(const in vec2 coords) {\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n}\n\nbool isBackground(const in float depth) {\n return depth == 1.0;\n}\n\nfloat getOutline(const in vec2 coords, out float closestTexel) {\n float backgroundViewZ = uFar + 3.0 * uMaxPossibleViewZDiff;\n vec2 invTexSize = 1.0 / uTexSize;\n\n float selfDepth = getDepth(coords);\n float selfViewZ = isBackground(selfDepth) ? backgroundViewZ : getViewZ(selfDepth);\n\n float outline = 1.0;\n closestTexel = 1.0;\n for (int y = -dOutlineScale; y <= dOutlineScale; y++) {\n for (int x = -dOutlineScale; x <= dOutlineScale; x++) {\n if (x * x + y * y > dOutlineScale * dOutlineScale) {\n continue;\n }\n\n vec2 sampleCoords = coords + vec2(float(x), float(y)) * invTexSize;\n\n vec4 sampleOutlineCombined = texture2D(tOutlines, sampleCoords);\n float sampleOutline = sampleOutlineCombined.r;\n float sampleOutlineDepth = unpackRGToUnitInterval(sampleOutlineCombined.gb);\n\n if (sampleOutline == 0.0 && sampleOutlineDepth < closestTexel && abs(selfViewZ - sampleOutlineDepth) > uMaxPossibleViewZDiff) {\n outline = 0.0;\n closestTexel = sampleOutlineDepth;\n }\n }\n }\n return outline;\n}\n\nfloat getSsao(vec2 coords) {\n float rawSsao = unpackRGToUnitInterval(texture2D(tSsaoDepth, coords).xy);\n if (rawSsao > 0.999) {\n return 1.0;\n } else if (rawSsao > 0.001) {\n return rawSsao;\n }\n // treat values close to 0.0 as errors and return no occlusion\n return 1.0;\n}\n\nvoid main(void) {\n vec2 coords = gl_FragCoord.xy / uTexSize;\n vec4 color = texture2D(tColor, coords);\n\n float viewDist;\n float fogFactor;\n\n #ifdef dOcclusionEnable\n float depth = getDepth(coords);\n if (!isBackground(depth)) {\n viewDist = abs(getViewZ(depth));\n fogFactor = smoothstep(uFogNear, uFogFar, viewDist);\n float occlusionFactor = getSsao(coords + uOcclusionOffset);\n if (!uTransparentBackground) {\n color.rgb = mix(mix(occlusionColor, uFogColor, fogFactor), color.rgb, occlusionFactor);\n } else {\n color.rgb = mix(occlusionColor * (1.0 - fogFactor), color.rgb, occlusionFactor);\n }\n }\n #endif\n\n // outline needs to be handled after occlusion to keep them clean\n #ifdef dOutlineEnable\n float closestTexel;\n float outline = getOutline(coords, closestTexel);\n\n if (outline == 0.0) {\n color.rgb = mix(uOutlineColor, color.rgb, outline);\n viewDist = abs(getViewZ(closestTexel));\n fogFactor = smoothstep(uFogNear, uFogFar, viewDist);\n if (!uTransparentBackground) {\n color.rgb = mix(color.rgb, uFogColor, fogFactor);\n } else {\n color.a = 1.0 - fogFactor;\n }\n }\n #endif\n\n gl_FragColor = color;\n}\n";
10
+ exports.postprocessing_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\nuniform sampler2D tSsaoDepth;\nuniform sampler2D tColor;\nuniform sampler2D tDepthOpaque;\nuniform sampler2D tDepthTransparent;\nuniform sampler2D tOutlines;\nuniform vec2 uTexSize;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\nuniform vec3 uOutlineColor;\nuniform bool uTransparentBackground;\n\nuniform vec2 uOcclusionOffset;\n\nuniform float uMaxPossibleViewZDiff;\n\nconst vec3 occlusionColor = vec3(0.0);\n\n#include common\n\nfloat getViewZ(const in float depth) {\n #if dOrthographic == 1\n return orthographicDepthToViewZ(depth, uNear, uFar);\n #else\n return perspectiveDepthToViewZ(depth, uNear, uFar);\n #endif\n}\n\nfloat getDepthOpaque(const in vec2 coords) {\n #ifdef depthTextureSupport\n return texture2D(tDepthOpaque, coords).r;\n #else\n return unpackRGBAToDepth(texture2D(tDepthOpaque, coords));\n #endif\n}\n\nfloat getDepthTransparent(const in vec2 coords) {\n return unpackRGBAToDepth(texture2D(tDepthTransparent, coords));\n}\n\nbool isBackground(const in float depth) {\n return depth == 1.0;\n}\n\nfloat getOutline(const in vec2 coords, const in float opaqueDepth, out float closestTexel) {\n float backgroundViewZ = uFar + 3.0 * uMaxPossibleViewZDiff;\n vec2 invTexSize = 1.0 / uTexSize;\n\n float selfDepth = min(opaqueDepth, getDepthTransparent(coords));\n float selfViewZ = isBackground(selfDepth) ? backgroundViewZ : getViewZ(selfDepth);\n\n float outline = 1.0;\n closestTexel = 1.0;\n for (int y = -dOutlineScale; y <= dOutlineScale; y++) {\n for (int x = -dOutlineScale; x <= dOutlineScale; x++) {\n if (x * x + y * y > dOutlineScale * dOutlineScale) {\n continue;\n }\n\n vec2 sampleCoords = coords + vec2(float(x), float(y)) * invTexSize;\n\n vec4 sampleOutlineCombined = texture2D(tOutlines, sampleCoords);\n float sampleOutline = sampleOutlineCombined.r;\n float sampleOutlineDepth = unpackRGToUnitInterval(sampleOutlineCombined.gb);\n float sampleOutlineViewZ = isBackground(sampleOutlineDepth) ? backgroundViewZ : getViewZ(sampleOutlineDepth);\n\n if (sampleOutline == 0.0 && sampleOutlineDepth < closestTexel && abs(selfViewZ - sampleOutlineViewZ) > uMaxPossibleViewZDiff) {\n outline = 0.0;\n closestTexel = sampleOutlineDepth;\n }\n }\n }\n return closestTexel < opaqueDepth ? outline : 1.0;\n}\n\nfloat getSsao(vec2 coords) {\n float rawSsao = unpackRGToUnitInterval(texture2D(tSsaoDepth, coords).xy);\n if (rawSsao > 0.999) {\n return 1.0;\n } else if (rawSsao > 0.001) {\n return rawSsao;\n }\n // treat values close to 0.0 as errors and return no occlusion\n return 1.0;\n}\n\nvoid main(void) {\n vec2 coords = gl_FragCoord.xy / uTexSize;\n vec4 color = texture2D(tColor, coords);\n\n float viewDist;\n float fogFactor;\n float opaqueDepth = getDepthOpaque(coords);\n\n #ifdef dOcclusionEnable\n if (!isBackground(opaqueDepth)) {\n viewDist = abs(getViewZ(opaqueDepth));\n fogFactor = smoothstep(uFogNear, uFogFar, viewDist);\n float occlusionFactor = getSsao(coords + uOcclusionOffset);\n if (!uTransparentBackground) {\n color.rgb = mix(mix(occlusionColor, uFogColor, fogFactor), color.rgb, occlusionFactor);\n } else {\n color.rgb = mix(occlusionColor * (1.0 - fogFactor), color.rgb, occlusionFactor);\n }\n }\n #endif\n\n // outline needs to be handled after occlusion to keep them clean\n #ifdef dOutlineEnable\n float closestTexel;\n float outline = getOutline(coords, opaqueDepth, closestTexel);\n if (outline == 0.0) {\n viewDist = abs(getViewZ(closestTexel));\n fogFactor = smoothstep(uFogNear, uFogFar, viewDist);\n if (!uTransparentBackground) {\n color.rgb = mix(uOutlineColor, uFogColor, fogFactor);\n } else {\n color.a = 1.0 - fogFactor;\n color.rgb = mix(uOutlineColor, color.rgb, fogFactor);\n }\n }\n #endif\n\n gl_FragColor = color;\n}\n";
@@ -1,7 +1,7 @@
1
1
  /**
2
- * Copyright (c) 2019-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2019-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  * @author Áron Samuel Kovács <aron.kovacs@mail.muni.cz>
6
6
  */
7
- export declare const ssao_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\n#include common\n\nuniform sampler2D tDepth;\nuniform vec2 uTexSize;\nuniform vec4 uBounds;\n\nuniform vec3 uSamples[dNSamples];\n\nuniform mat4 uProjection;\nuniform mat4 uInvProjection;\n\nuniform float uRadius;\nuniform float uBias;\n\nfloat smootherstep(float edge0, float edge1, float x) {\n x = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n return x * x * x * (x * (x * 6.0 - 15.0) + 10.0);\n}\n\nfloat noise(const in vec2 coords) {\n float a = 12.9898;\n float b = 78.233;\n float c = 43758.5453;\n float dt = dot(coords, vec2(a,b));\n float sn = mod(dt, PI);\n return abs(fract(sin(sn) * c)); // is abs necessary?\n}\n\nvec2 getNoiseVec2(const in vec2 coords) {\n return vec2(noise(coords), noise(coords + vec2(PI, 2.71828)));\n}\n\nbool isBackground(const in float depth) {\n return depth == 1.0;\n}\n\nbool outsideBounds(const in vec2 p) {\n return p.x < uBounds.x || p.y < uBounds.y || p.x > uBounds.z || p.y > uBounds.w;\n}\n\nfloat getDepth(const in vec2 coords) {\n return outsideBounds(coords) ? 1.0 : unpackRGBAToDepth(texture2D(tDepth, coords));\n}\n\nvec3 normalFromDepth(const in float depth, const in float depth1, const in float depth2, vec2 offset1, vec2 offset2) {\n vec3 p1 = vec3(offset1, depth1 - depth);\n vec3 p2 = vec3(offset2, depth2 - depth);\n\n vec3 normal = cross(p1, p2);\n normal.z = -normal.z;\n\n return normalize(normal);\n}\n\n// StarCraft II Ambient Occlusion by [Filion and McNaughton 2008]\nvoid main(void) {\n vec2 invTexSize = 1.0 / uTexSize;\n vec2 selfCoords = gl_FragCoord.xy * invTexSize;\n\n float selfDepth = getDepth(selfCoords);\n vec2 selfPackedDepth = packUnitIntervalToRG(selfDepth);\n\n if (isBackground(selfDepth)) {\n gl_FragColor = vec4(packUnitIntervalToRG(0.0), selfPackedDepth);\n return;\n }\n\n vec2 offset1 = vec2(0.0, invTexSize.y);\n vec2 offset2 = vec2(invTexSize.x, 0.0);\n\n float selfDepth1 = getDepth(selfCoords + offset1);\n float selfDepth2 = getDepth(selfCoords + offset2);\n\n vec3 selfViewNormal = normalFromDepth(selfDepth, selfDepth1, selfDepth2, offset1, offset2);\n vec3 selfViewPos = screenSpaceToViewSpace(vec3(selfCoords, selfDepth), uInvProjection);\n\n vec3 randomVec = normalize(vec3(getNoiseVec2(selfCoords) * 2.0 - 1.0, 0.0));\n\n vec3 tangent = normalize(randomVec - selfViewNormal * dot(randomVec, selfViewNormal));\n vec3 bitangent = cross(selfViewNormal, tangent);\n mat3 TBN = mat3(tangent, bitangent, selfViewNormal);\n\n float occlusion = 0.0;\n for(int i = 0; i < dNSamples; i++){\n vec3 sampleViewPos = TBN * uSamples[i];\n sampleViewPos = selfViewPos + sampleViewPos * uRadius;\n\n vec4 offset = vec4(sampleViewPos, 1.0);\n offset = uProjection * offset;\n offset.xyz = (offset.xyz / offset.w) * 0.5 + 0.5;\n\n float sampleViewZ = screenSpaceToViewSpace(vec3(offset.xy, getDepth(offset.xy)), uInvProjection).z;\n\n occlusion += step(sampleViewPos.z + 0.025, sampleViewZ) * smootherstep(0.0, 1.0, uRadius / abs(selfViewPos.z - sampleViewZ));\n }\n occlusion = 1.0 - (uBias * occlusion / float(dNSamples));\n\n vec2 packedOcclusion = packUnitIntervalToRG(occlusion);\n\n gl_FragColor = vec4(packedOcclusion, selfPackedDepth);\n}\n";
7
+ export declare const ssao_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\n#include common\n\nuniform sampler2D tDepth;\nuniform vec2 uTexSize;\nuniform vec4 uBounds;\n\nuniform vec3 uSamples[dNSamples];\n\nuniform mat4 uProjection;\nuniform mat4 uInvProjection;\n\nuniform float uRadius;\nuniform float uBias;\n\nfloat smootherstep(float edge0, float edge1, float x) {\n x = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n return x * x * x * (x * (x * 6.0 - 15.0) + 10.0);\n}\n\nfloat noise(const in vec2 coords) {\n float a = 12.9898;\n float b = 78.233;\n float c = 43758.5453;\n float dt = dot(coords, vec2(a,b));\n float sn = mod(dt, PI);\n return abs(fract(sin(sn) * c)); // is abs necessary?\n}\n\nvec2 getNoiseVec2(const in vec2 coords) {\n return vec2(noise(coords), noise(coords + vec2(PI, 2.71828)));\n}\n\nbool isBackground(const in float depth) {\n return depth == 1.0;\n}\n\nbool outsideBounds(const in vec2 p) {\n return p.x < uBounds.x || p.y < uBounds.y || p.x > uBounds.z || p.y > uBounds.w;\n}\n\nfloat getDepth(const in vec2 coords) {\n if (outsideBounds(coords)) {\n return 1.0;\n } else {\n #ifdef depthTextureSupport\n return texture2D(tDepth, coords).r;\n #else\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n #endif\n }\n}\n\nvec3 normalFromDepth(const in float depth, const in float depth1, const in float depth2, vec2 offset1, vec2 offset2) {\n vec3 p1 = vec3(offset1, depth1 - depth);\n vec3 p2 = vec3(offset2, depth2 - depth);\n\n vec3 normal = cross(p1, p2);\n normal.z = -normal.z;\n\n return normalize(normal);\n}\n\n// StarCraft II Ambient Occlusion by [Filion and McNaughton 2008]\nvoid main(void) {\n vec2 invTexSize = 1.0 / uTexSize;\n vec2 selfCoords = gl_FragCoord.xy * invTexSize;\n\n float selfDepth = getDepth(selfCoords);\n vec2 selfPackedDepth = packUnitIntervalToRG(selfDepth);\n\n if (isBackground(selfDepth)) {\n gl_FragColor = vec4(packUnitIntervalToRG(0.0), selfPackedDepth);\n return;\n }\n\n vec2 offset1 = vec2(0.0, invTexSize.y);\n vec2 offset2 = vec2(invTexSize.x, 0.0);\n\n float selfDepth1 = getDepth(selfCoords + offset1);\n float selfDepth2 = getDepth(selfCoords + offset2);\n\n vec3 selfViewNormal = normalFromDepth(selfDepth, selfDepth1, selfDepth2, offset1, offset2);\n vec3 selfViewPos = screenSpaceToViewSpace(vec3(selfCoords, selfDepth), uInvProjection);\n\n vec3 randomVec = normalize(vec3(getNoiseVec2(selfCoords) * 2.0 - 1.0, 0.0));\n\n vec3 tangent = normalize(randomVec - selfViewNormal * dot(randomVec, selfViewNormal));\n vec3 bitangent = cross(selfViewNormal, tangent);\n mat3 TBN = mat3(tangent, bitangent, selfViewNormal);\n\n float occlusion = 0.0;\n for(int i = 0; i < dNSamples; i++){\n vec3 sampleViewPos = TBN * uSamples[i];\n sampleViewPos = selfViewPos + sampleViewPos * uRadius;\n\n vec4 offset = vec4(sampleViewPos, 1.0);\n offset = uProjection * offset;\n offset.xyz = (offset.xyz / offset.w) * 0.5 + 0.5;\n\n float sampleViewZ = screenSpaceToViewSpace(vec3(offset.xy, getDepth(offset.xy)), uInvProjection).z;\n\n occlusion += step(sampleViewPos.z + 0.025, sampleViewZ) * smootherstep(0.0, 1.0, uRadius / abs(selfViewPos.z - sampleViewZ));\n }\n occlusion = 1.0 - (uBias * occlusion / float(dNSamples));\n\n vec2 packedOcclusion = packUnitIntervalToRG(occlusion);\n\n gl_FragColor = vec4(packedOcclusion, selfPackedDepth);\n}\n";
@@ -1,10 +1,10 @@
1
1
  "use strict";
2
2
  /**
3
- * Copyright (c) 2019-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
+ * Copyright (c) 2019-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
4
4
  *
5
5
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
6
6
  * @author Áron Samuel Kovács <aron.kovacs@mail.muni.cz>
7
7
  */
8
8
  Object.defineProperty(exports, "__esModule", { value: true });
9
9
  exports.ssao_frag = void 0;
10
- exports.ssao_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\n#include common\n\nuniform sampler2D tDepth;\nuniform vec2 uTexSize;\nuniform vec4 uBounds;\n\nuniform vec3 uSamples[dNSamples];\n\nuniform mat4 uProjection;\nuniform mat4 uInvProjection;\n\nuniform float uRadius;\nuniform float uBias;\n\nfloat smootherstep(float edge0, float edge1, float x) {\n x = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n return x * x * x * (x * (x * 6.0 - 15.0) + 10.0);\n}\n\nfloat noise(const in vec2 coords) {\n float a = 12.9898;\n float b = 78.233;\n float c = 43758.5453;\n float dt = dot(coords, vec2(a,b));\n float sn = mod(dt, PI);\n return abs(fract(sin(sn) * c)); // is abs necessary?\n}\n\nvec2 getNoiseVec2(const in vec2 coords) {\n return vec2(noise(coords), noise(coords + vec2(PI, 2.71828)));\n}\n\nbool isBackground(const in float depth) {\n return depth == 1.0;\n}\n\nbool outsideBounds(const in vec2 p) {\n return p.x < uBounds.x || p.y < uBounds.y || p.x > uBounds.z || p.y > uBounds.w;\n}\n\nfloat getDepth(const in vec2 coords) {\n return outsideBounds(coords) ? 1.0 : unpackRGBAToDepth(texture2D(tDepth, coords));\n}\n\nvec3 normalFromDepth(const in float depth, const in float depth1, const in float depth2, vec2 offset1, vec2 offset2) {\n vec3 p1 = vec3(offset1, depth1 - depth);\n vec3 p2 = vec3(offset2, depth2 - depth);\n\n vec3 normal = cross(p1, p2);\n normal.z = -normal.z;\n\n return normalize(normal);\n}\n\n// StarCraft II Ambient Occlusion by [Filion and McNaughton 2008]\nvoid main(void) {\n vec2 invTexSize = 1.0 / uTexSize;\n vec2 selfCoords = gl_FragCoord.xy * invTexSize;\n\n float selfDepth = getDepth(selfCoords);\n vec2 selfPackedDepth = packUnitIntervalToRG(selfDepth);\n\n if (isBackground(selfDepth)) {\n gl_FragColor = vec4(packUnitIntervalToRG(0.0), selfPackedDepth);\n return;\n }\n\n vec2 offset1 = vec2(0.0, invTexSize.y);\n vec2 offset2 = vec2(invTexSize.x, 0.0);\n\n float selfDepth1 = getDepth(selfCoords + offset1);\n float selfDepth2 = getDepth(selfCoords + offset2);\n\n vec3 selfViewNormal = normalFromDepth(selfDepth, selfDepth1, selfDepth2, offset1, offset2);\n vec3 selfViewPos = screenSpaceToViewSpace(vec3(selfCoords, selfDepth), uInvProjection);\n\n vec3 randomVec = normalize(vec3(getNoiseVec2(selfCoords) * 2.0 - 1.0, 0.0));\n\n vec3 tangent = normalize(randomVec - selfViewNormal * dot(randomVec, selfViewNormal));\n vec3 bitangent = cross(selfViewNormal, tangent);\n mat3 TBN = mat3(tangent, bitangent, selfViewNormal);\n\n float occlusion = 0.0;\n for(int i = 0; i < dNSamples; i++){\n vec3 sampleViewPos = TBN * uSamples[i];\n sampleViewPos = selfViewPos + sampleViewPos * uRadius;\n\n vec4 offset = vec4(sampleViewPos, 1.0);\n offset = uProjection * offset;\n offset.xyz = (offset.xyz / offset.w) * 0.5 + 0.5;\n\n float sampleViewZ = screenSpaceToViewSpace(vec3(offset.xy, getDepth(offset.xy)), uInvProjection).z;\n\n occlusion += step(sampleViewPos.z + 0.025, sampleViewZ) * smootherstep(0.0, 1.0, uRadius / abs(selfViewPos.z - sampleViewZ));\n }\n occlusion = 1.0 - (uBias * occlusion / float(dNSamples));\n\n vec2 packedOcclusion = packUnitIntervalToRG(occlusion);\n\n gl_FragColor = vec4(packedOcclusion, selfPackedDepth);\n}\n";
10
+ exports.ssao_frag = "\nprecision highp float;\nprecision highp int;\nprecision highp sampler2D;\n\n#include common\n\nuniform sampler2D tDepth;\nuniform vec2 uTexSize;\nuniform vec4 uBounds;\n\nuniform vec3 uSamples[dNSamples];\n\nuniform mat4 uProjection;\nuniform mat4 uInvProjection;\n\nuniform float uRadius;\nuniform float uBias;\n\nfloat smootherstep(float edge0, float edge1, float x) {\n x = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n return x * x * x * (x * (x * 6.0 - 15.0) + 10.0);\n}\n\nfloat noise(const in vec2 coords) {\n float a = 12.9898;\n float b = 78.233;\n float c = 43758.5453;\n float dt = dot(coords, vec2(a,b));\n float sn = mod(dt, PI);\n return abs(fract(sin(sn) * c)); // is abs necessary?\n}\n\nvec2 getNoiseVec2(const in vec2 coords) {\n return vec2(noise(coords), noise(coords + vec2(PI, 2.71828)));\n}\n\nbool isBackground(const in float depth) {\n return depth == 1.0;\n}\n\nbool outsideBounds(const in vec2 p) {\n return p.x < uBounds.x || p.y < uBounds.y || p.x > uBounds.z || p.y > uBounds.w;\n}\n\nfloat getDepth(const in vec2 coords) {\n if (outsideBounds(coords)) {\n return 1.0;\n } else {\n #ifdef depthTextureSupport\n return texture2D(tDepth, coords).r;\n #else\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n #endif\n }\n}\n\nvec3 normalFromDepth(const in float depth, const in float depth1, const in float depth2, vec2 offset1, vec2 offset2) {\n vec3 p1 = vec3(offset1, depth1 - depth);\n vec3 p2 = vec3(offset2, depth2 - depth);\n\n vec3 normal = cross(p1, p2);\n normal.z = -normal.z;\n\n return normalize(normal);\n}\n\n// StarCraft II Ambient Occlusion by [Filion and McNaughton 2008]\nvoid main(void) {\n vec2 invTexSize = 1.0 / uTexSize;\n vec2 selfCoords = gl_FragCoord.xy * invTexSize;\n\n float selfDepth = getDepth(selfCoords);\n vec2 selfPackedDepth = packUnitIntervalToRG(selfDepth);\n\n if (isBackground(selfDepth)) {\n gl_FragColor = vec4(packUnitIntervalToRG(0.0), selfPackedDepth);\n return;\n }\n\n vec2 offset1 = vec2(0.0, invTexSize.y);\n vec2 offset2 = vec2(invTexSize.x, 0.0);\n\n float selfDepth1 = getDepth(selfCoords + offset1);\n float selfDepth2 = getDepth(selfCoords + offset2);\n\n vec3 selfViewNormal = normalFromDepth(selfDepth, selfDepth1, selfDepth2, offset1, offset2);\n vec3 selfViewPos = screenSpaceToViewSpace(vec3(selfCoords, selfDepth), uInvProjection);\n\n vec3 randomVec = normalize(vec3(getNoiseVec2(selfCoords) * 2.0 - 1.0, 0.0));\n\n vec3 tangent = normalize(randomVec - selfViewNormal * dot(randomVec, selfViewNormal));\n vec3 bitangent = cross(selfViewNormal, tangent);\n mat3 TBN = mat3(tangent, bitangent, selfViewNormal);\n\n float occlusion = 0.0;\n for(int i = 0; i < dNSamples; i++){\n vec3 sampleViewPos = TBN * uSamples[i];\n sampleViewPos = selfViewPos + sampleViewPos * uRadius;\n\n vec4 offset = vec4(sampleViewPos, 1.0);\n offset = uProjection * offset;\n offset.xyz = (offset.xyz / offset.w) * 0.5 + 0.5;\n\n float sampleViewZ = screenSpaceToViewSpace(vec3(offset.xy, getDepth(offset.xy)), uInvProjection).z;\n\n occlusion += step(sampleViewPos.z + 0.025, sampleViewZ) * smootherstep(0.0, 1.0, uRadius / abs(selfViewPos.z - sampleViewZ));\n }\n occlusion = 1.0 - (uBias * occlusion / float(dNSamples));\n\n vec2 packedOcclusion = packUnitIntervalToRG(occlusion);\n\n gl_FragColor = vec4(packedOcclusion, selfPackedDepth);\n}\n";
@@ -1,5 +1,5 @@
1
1
  /**
2
- * Copyright (c) 2018-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2018-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
@@ -7,10 +7,12 @@ import { Texture, TextureFilter } from './texture';
7
7
  import { Framebuffer } from './framebuffer';
8
8
  import { WebGLResources } from './resources';
9
9
  import { GLRenderingContext } from './compat';
10
+ import { Renderbuffer } from './renderbuffer';
10
11
  export interface RenderTarget {
11
12
  readonly id: number;
12
13
  readonly texture: Texture;
13
14
  readonly framebuffer: Framebuffer;
15
+ readonly depthRenderbuffer: Renderbuffer | null;
14
16
  getWidth: () => number;
15
17
  getHeight: () => number;
16
18
  /** binds framebuffer */
@@ -1,6 +1,6 @@
1
1
  "use strict";
2
2
  /**
3
- * Copyright (c) 2018-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
+ * Copyright (c) 2018-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
4
4
  *
5
5
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
6
6
  */
@@ -39,6 +39,7 @@ function createRenderTarget(gl, resources, _width, _height, depth, type, filter)
39
39
  id: getNextRenderTargetId(),
40
40
  texture: targetTexture,
41
41
  framebuffer: framebuffer,
42
+ depthRenderbuffer: depthRenderbuffer,
42
43
  getWidth: function () { return _width; },
43
44
  getHeight: function () { return _height; },
44
45
  bind: function () {
@@ -75,6 +76,7 @@ function createNullRenderTarget(gl) {
75
76
  id: getNextRenderTargetId(),
76
77
  texture: (0, texture_1.createNullTexture)(gl),
77
78
  framebuffer: (0, framebuffer_1.createNullFramebuffer)(),
79
+ depthRenderbuffer: null,
78
80
  getWidth: function () { return 0; },
79
81
  getHeight: function () { return 0; },
80
82
  bind: function () {
@@ -1,5 +1,5 @@
1
1
  /**
2
- * Copyright (c) 2018-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2018-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
@@ -13,6 +13,7 @@ export interface Renderbuffer {
13
13
  readonly id: number;
14
14
  bind: () => void;
15
15
  attachFramebuffer: (framebuffer: Framebuffer) => void;
16
+ detachFramebuffer: (framebuffer: Framebuffer) => void;
16
17
  setSize: (width: number, height: number) => void;
17
18
  reset: () => void;
18
19
  destroy: () => void;
@@ -1,6 +1,6 @@
1
1
  "use strict";
2
2
  /**
3
- * Copyright (c) 2018-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
+ * Copyright (c) 2018-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
4
4
  *
5
5
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
6
6
  */
@@ -62,6 +62,13 @@ function createRenderbuffer(gl, format, attachment, _width, _height) {
62
62
  if (debug_1.isDebugMode)
63
63
  (0, framebuffer_1.checkFramebufferStatus)(gl);
64
64
  },
65
+ detachFramebuffer: function (framebuffer) {
66
+ framebuffer.bind();
67
+ bind();
68
+ gl.framebufferRenderbuffer(gl.FRAMEBUFFER, _attachment, gl.RENDERBUFFER, null);
69
+ if (debug_1.isDebugMode)
70
+ (0, framebuffer_1.checkFramebufferStatus)(gl);
71
+ },
65
72
  setSize: function (width, height) {
66
73
  _width = width;
67
74
  _height = height;
@@ -1,5 +1,5 @@
1
1
  /**
2
- * Copyright (c) 2018-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2018-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
5
5
  */
@@ -40,6 +40,10 @@ export declare type WebGLState = {
40
40
  cullFace: (mode: number) => void;
41
41
  /** sets whether writing into the depth buffer is enabled or disabled */
42
42
  depthMask: (flag: boolean) => void;
43
+ /** specifies the depth value used when clearing depth buffer, used when calling `gl.clear` */
44
+ clearDepth: (depth: number) => void;
45
+ /** sets the depth comparison function */
46
+ depthFunc: (func: number) => void;
43
47
  /** sets which color components to enable or to disable */
44
48
  colorMask: (red: boolean, green: boolean, blue: boolean, alpha: boolean) => void;
45
49
  /** specifies the color values used when clearing color buffers, used when calling `gl.clear`, clamped to [0, 1] */
@@ -52,6 +56,8 @@ export declare type WebGLState = {
52
56
  blendEquation: (mode: number) => void;
53
57
  /** set the RGB blend equation and alpha blend equation separately, determines how a new pixel is combined with an existing */
54
58
  blendEquationSeparate: (modeRGB: number, modeAlpha: number) => void;
59
+ /** specifies the source and destination blending factors, clamped to [0, 1] */
60
+ blendColor: (red: number, green: number, blue: number, alpha: number) => void;
55
61
  enableVertexAttrib: (index: number) => void;
56
62
  clearVertexAttribsState: () => void;
57
63
  disableUnusedVertexAttribs: () => void;
@@ -1,6 +1,6 @@
1
1
  "use strict";
2
2
  /**
3
- * Copyright (c) 2018-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
+ * Copyright (c) 2018-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
4
4
  *
5
5
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
6
6
  */
@@ -11,12 +11,15 @@ function createState(gl) {
11
11
  var currentFrontFace = gl.getParameter(gl.FRONT_FACE);
12
12
  var currentCullFace = gl.getParameter(gl.CULL_FACE_MODE);
13
13
  var currentDepthMask = gl.getParameter(gl.DEPTH_WRITEMASK);
14
+ var currentClearDepth = gl.getParameter(gl.DEPTH_CLEAR_VALUE);
15
+ var currentDepthFunc = gl.getParameter(gl.DEPTH_FUNC);
14
16
  var currentColorMask = gl.getParameter(gl.COLOR_WRITEMASK);
15
17
  var currentClearColor = gl.getParameter(gl.COLOR_CLEAR_VALUE);
16
18
  var currentBlendSrcRGB = gl.getParameter(gl.BLEND_SRC_RGB);
17
19
  var currentBlendDstRGB = gl.getParameter(gl.BLEND_DST_RGB);
18
20
  var currentBlendSrcAlpha = gl.getParameter(gl.BLEND_SRC_ALPHA);
19
21
  var currentBlendDstAlpha = gl.getParameter(gl.BLEND_DST_ALPHA);
22
+ var currentBlendColor = gl.getParameter(gl.BLEND_COLOR);
20
23
  var currentBlendEqRGB = gl.getParameter(gl.BLEND_EQUATION_RGB);
21
24
  var currentBlendEqAlpha = gl.getParameter(gl.BLEND_EQUATION_ALPHA);
22
25
  var maxVertexAttribs = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
@@ -61,6 +64,18 @@ function createState(gl) {
61
64
  currentDepthMask = flag;
62
65
  }
63
66
  },
67
+ clearDepth: function (depth) {
68
+ if (depth !== currentClearDepth) {
69
+ gl.clearDepth(depth);
70
+ currentClearDepth = depth;
71
+ }
72
+ },
73
+ depthFunc: function (func) {
74
+ if (func !== currentDepthFunc) {
75
+ gl.depthFunc(func);
76
+ currentDepthFunc = func;
77
+ }
78
+ },
64
79
  colorMask: function (red, green, blue, alpha) {
65
80
  if (red !== currentColorMask[0] || green !== currentColorMask[1] || blue !== currentColorMask[2] || alpha !== currentColorMask[3]) {
66
81
  gl.colorMask(red, green, blue, alpha);
@@ -111,6 +126,15 @@ function createState(gl) {
111
126
  currentBlendEqAlpha = modeAlpha;
112
127
  }
113
128
  },
129
+ blendColor: function (red, green, blue, alpha) {
130
+ if (red !== currentBlendColor[0] || green !== currentBlendColor[1] || blue !== currentBlendColor[2] || alpha !== currentBlendColor[3]) {
131
+ gl.blendColor(red, green, blue, alpha);
132
+ currentBlendColor[0] = red;
133
+ currentBlendColor[1] = green;
134
+ currentBlendColor[2] = blue;
135
+ currentBlendColor[3] = alpha;
136
+ }
137
+ },
114
138
  enableVertexAttrib: function (index) {
115
139
  gl.enableVertexAttribArray(index);
116
140
  vertexAttribsState[index] = 1;
@@ -127,12 +151,15 @@ function createState(gl) {
127
151
  currentFrontFace = gl.getParameter(gl.FRONT_FACE);
128
152
  currentCullFace = gl.getParameter(gl.CULL_FACE_MODE);
129
153
  currentDepthMask = gl.getParameter(gl.DEPTH_WRITEMASK);
154
+ currentClearDepth = gl.getParameter(gl.DEPTH_CLEAR_VALUE);
155
+ currentDepthFunc = gl.getParameter(gl.DEPTH_FUNC);
130
156
  currentColorMask = gl.getParameter(gl.COLOR_WRITEMASK);
131
157
  currentClearColor = gl.getParameter(gl.COLOR_CLEAR_VALUE);
132
158
  currentBlendSrcRGB = gl.getParameter(gl.BLEND_SRC_RGB);
133
159
  currentBlendDstRGB = gl.getParameter(gl.BLEND_DST_RGB);
134
160
  currentBlendSrcAlpha = gl.getParameter(gl.BLEND_SRC_ALPHA);
135
161
  currentBlendDstAlpha = gl.getParameter(gl.BLEND_DST_ALPHA);
162
+ currentBlendColor = gl.getParameter(gl.BLEND_COLOR);
136
163
  currentBlendEqRGB = gl.getParameter(gl.BLEND_EQUATION_RGB);
137
164
  currentBlendEqAlpha = gl.getParameter(gl.BLEND_EQUATION_ALPHA);
138
165
  maxVertexAttribs = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
@@ -184,6 +184,9 @@ function createTexture(gl, extensions, kind, _format, _type, _filter) {
184
184
  (kind.endsWith('depth') && _type !== 'ushort' && _type !== 'float')) {
185
185
  throw new Error("texture kind '".concat(kind, "' and type '").concat(_type, "' are incompatible"));
186
186
  }
187
+ if (!extensions.depthTexture && _format === 'depth') {
188
+ throw new Error("extension 'WEBGL_depth_texture' needed for 'depth' texture format");
189
+ }
187
190
  var target = getTarget(gl, kind);
188
191
  var filter = getFilter(gl, _filter);
189
192
  var format = getFormat(gl, _format, _type);
@@ -1,7 +1,7 @@
1
1
  /**
2
2
  * Copyright (c) 2017-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
- * Code-generated 'BIRD' schema file. Dictionary versions: mmCIF 5.357, IHM 1.17, MA 1.3.6.
4
+ * Code-generated 'BIRD' schema file. Dictionary versions: mmCIF 5.358, IHM 1.17, MA 1.4.0.
5
5
  *
6
6
  * @author molstar/ciftools package
7
7
  */
@@ -2,7 +2,7 @@
2
2
  /**
3
3
  * Copyright (c) 2017-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
4
4
  *
5
- * Code-generated 'BIRD' schema file. Dictionary versions: mmCIF 5.357, IHM 1.17, MA 1.3.6.
5
+ * Code-generated 'BIRD' schema file. Dictionary versions: mmCIF 5.358, IHM 1.17, MA 1.4.0.
6
6
  *
7
7
  * @author molstar/ciftools package
8
8
  */
@@ -1,7 +1,7 @@
1
1
  /**
2
2
  * Copyright (c) 2017-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
- * Code-generated 'CCD' schema file. Dictionary versions: mmCIF 5.357, IHM 1.17, MA 1.3.6.
4
+ * Code-generated 'CCD' schema file. Dictionary versions: mmCIF 5.358, IHM 1.17, MA 1.4.0.
5
5
  *
6
6
  * @author molstar/ciftools package
7
7
  */
@@ -2,7 +2,7 @@
2
2
  /**
3
3
  * Copyright (c) 2017-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
4
4
  *
5
- * Code-generated 'CCD' schema file. Dictionary versions: mmCIF 5.357, IHM 1.17, MA 1.3.6.
5
+ * Code-generated 'CCD' schema file. Dictionary versions: mmCIF 5.358, IHM 1.17, MA 1.4.0.
6
6
  *
7
7
  * @author molstar/ciftools package
8
8
  */
@@ -1,5 +1,5 @@
1
1
  /**
2
- * Copyright (c) 2017-2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2017-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * Code-generated 'CifCore' schema file. Dictionary versions: CifCore 3.1.0.
5
5
  *
@@ -1,6 +1,6 @@
1
1
  "use strict";
2
2
  /**
3
- * Copyright (c) 2017-2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
+ * Copyright (c) 2017-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
4
4
  *
5
5
  * Code-generated 'CifCore' schema file. Dictionary versions: CifCore 3.1.0.
6
6
  *
@@ -1,7 +1,7 @@
1
1
  /**
2
2
  * Copyright (c) 2017-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
- * Code-generated 'mmCIF' schema file. Dictionary versions: mmCIF 5.357, IHM 1.17, MA 1.3.6.
4
+ * Code-generated 'mmCIF' schema file. Dictionary versions: mmCIF 5.358, IHM 1.17, MA 1.4.0.
5
5
  *
6
6
  * @author molstar/ciftools package
7
7
  */
@@ -903,8 +903,7 @@ export declare const mmCIF_Schema: {
903
903
  */
904
904
  entity_poly_seq: {
905
905
  /**
906
- * This data item is a pointer to _entity_poly.entity_id in the
907
- * ENTITY_POLY category.
906
+ * This data item is a pointer to _entity.id in the ENTITY category.
908
907
  */
909
908
  entity_id: Schema.Str;
910
909
  /**
@@ -4926,7 +4925,7 @@ export declare const mmCIF_Schema: {
4926
4925
  /**
4927
4926
  * The type of data held in the dataset.
4928
4927
  */
4929
- content_type: Schema.Aliased<"target" | "other" | "template structure" | "polymeric template library" | "spatial restraints" | "target-template alignment" | "coevolution MSA" | "model coordinates">;
4928
+ content_type: Schema.Aliased<"target" | "other" | "reference database" | "template structure" | "polymeric template library" | "spatial restraints" | "target-template alignment" | "coevolution MSA" | "model coordinates" | "input structure">;
4930
4929
  /**
4931
4930
  * Details for other content types.
4932
4931
  */
@@ -2,7 +2,7 @@
2
2
  /**
3
3
  * Copyright (c) 2017-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
4
4
  *
5
- * Code-generated 'mmCIF' schema file. Dictionary versions: mmCIF 5.357, IHM 1.17, MA 1.3.6.
5
+ * Code-generated 'mmCIF' schema file. Dictionary versions: mmCIF 5.358, IHM 1.17, MA 1.4.0.
6
6
  *
7
7
  * @author molstar/ciftools package
8
8
  */
@@ -915,8 +915,7 @@ exports.mmCIF_Schema = {
915
915
  */
916
916
  entity_poly_seq: {
917
917
  /**
918
- * This data item is a pointer to _entity_poly.entity_id in the
919
- * ENTITY_POLY category.
918
+ * This data item is a pointer to _entity.id in the ENTITY category.
920
919
  */
921
920
  entity_id: str,
922
921
  /**
@@ -119,7 +119,7 @@ function parseBinary(taskCtx, data, name) {
119
119
  });
120
120
  }
121
121
  function parseDx(data, name) {
122
- return mol_task_1.Task.create('Parse Cube', function (taskCtx) {
122
+ return mol_task_1.Task.create('Parse DX', function (taskCtx) {
123
123
  if (typeof data === 'string')
124
124
  return parseText(taskCtx, data, name);
125
125
  return parseBinary(taskCtx, data, name);
@@ -1,5 +1,5 @@
1
1
  /**
2
- * Copyright (c) 2018-2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
2
+ * Copyright (c) 2018-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
3
3
  *
4
4
  * @author David Sehnal <david.sehnal@gmail.com>
5
5
  * @author Alexander Rose <alexander.rose@weirdbyte.de>